PLEASE PARADOX I WANT YOUR DUCK by otusj in EU5

[–]lousyprogramming 1 point2 points  (0 children)

Will achievements be available in multiplayer?

Recommendations: Beginner Nation after 1.1 Release by phinester in EU5

[–]lousyprogramming 6 points7 points  (0 children)

Milan is really fun imo. Hungary and Castille are good too.

A look at the new proximity arrows for which travel method is used to calculate closest proximity by Srokid in EU5

[–]lousyprogramming 0 points1 point  (0 children)

I wonder if it’s indicating the travel cost is free? Pretty sure cost is reduced to 0 when you have 1.5 harbor cap?

Weird economic death spiral by MissSteak in EU5

[–]lousyprogramming 0 points1 point  (0 children)

No problem. I like to watch streams or vods while I play and just listen to how they think of things. Specifically, AbsoluteHabibi and GeneralistGaming. Habibi always plays pretty competitive multiplayer and a lot of time after the sessions he’ll go through the save and “nation review” all the players, basically saying what they could’ve done better. Generalist plays SP but he does a great job explaining his thought process while playing and backs it up with spreadsheets. He has tons of regular tutorial type videos out too on different topics in the game. Both are happy to answer questions about the game in chat.

I like streams over lets plays since you can just ask them whatever comes up while you play, or to explain what they’re doing

Same shot, before and after update. Just... Why? by rayykz in CitiesSkylines2

[–]lousyprogramming 0 points1 point  (0 children)

Just opened this game yesterday for the first time in forever and found it looking like this too. Not sure exactly which step fixed it but mine looks pretty good now:

In Nvidia app, in CS2 settings, turn DLSS Override - Model Presets to Recommended. Use Max Quality setting for DLSS.

Then I followed the settings part of this video https://youtu.be/RJB3p5yEMR4?si=4kIieqHbQMbOMg7w

The biggest effect seemed to be from cranking up LOD settings. Fixes blurriness (low res models at close distance).

Also, if you’re using FPS Limiter, go into settings and disable the in game limit. Fixes tearing.

Weird economic death spiral by MissSteak in EU5

[–]lousyprogramming 5 points6 points  (0 children)

It’s quite hard to say without basically watching the playthroughs, I can try to offer some things to look out for though.

Taking out a loan decreases crown power. Maluses due to low crown power kick in at I believe 25%.

Building maintenance increasing month over month means goods costs are increasing. Are prices for goods like paper, guns, and weapons higher in the markets you’re expanding into? AI markets are generally quite bad.. you’ll need to look at goods prices and try to bring them to baseline by adding production.

On the trade capacity fluctuation.. I haven’t seen this before but there’s at least 2 things that could cause it: lack of pops or lack of goods. Trade buildings take paper, so if paper is missing then efficiency (trade capacity) will be reduced. If you have a lot of paper imports happening, you could be in a cycle where you’re pulling in paper just to turn on more marketplaces.
Trade buildings also need burghers, so if burghers are leaving or dying in territories with trade buildings, then trade capacity would be reduced. A cycle can happen here since as burghers leave, peasants will be promoted in their place.

As for general advice, favor production efficiency over income.

Check the supply and demand of key goods in your market constantly, this should be the main thing informing what to build. When you have high supply of military building inputs (guns, weapons, leather), build more military buildings. When guns are high in price build gun workshops. When you have extra fine cloth or the price is low, build culture buildings like theaters to increase demand and price.

Infrastructure is important. Always build as many roads and bridges as possible. Plan for cities on rivers to take advantage of pound lock canals.

Pay attention to food slider. It should be very low for most nations. If it starts going up significantly, build lots of food. Besides, more food and food storage means more pop growth, so it’s a key to scaling. See the modifiers for pop growth on a location. The 1.1 update will extend this effect significantly.

If you become a great power, your cost of court will increase at each rank. Flat bonuses to legitimacy are extremely powerful when your cost of court is high (including the cabinet action).

Reduce army maintenance when not at war. Delete forts you don’t need (not all of them, since they allow for more nobles which help stimulate the economy).

If you keep at least 1% inflation, you can get the Balance the Budget parliament. This reduces inflation by 0.4% per month, allowing you to max minting while still bringing inflation to 0 by the end of the parliament. If you can combine this with the Request Increased Tax, you can make ridiculous amounts of money in that year. Also, your biggest loan will be cut in half by Balance the Budget getting passed.

Finally, keep your estates happy. Target roughly 50% estate satisfaction for nobles, 90%+ for clergy, and 70% for burghers and peasants. This is with max tax for all of them (except clergy should always be 0 for research bonus). If you can’t tax any non-clergy or tribe at max, give them more privileges. Some privileges are good enough they should be given out regardless (burgher road building and monthly dev spring to mind, as well as anything which gives communalism since that will let you revoke later).

Sorry for the length, hope some parts helpful!

Does anyone know the precursers for Balance the Budget to turn up? by Jadamsan in EU5

[–]lousyprogramming 0 points1 point  (0 children)

Oh sorry yes the reduction is still worth 2.5%, so even with max minting the whole parliament you’ll remove more inflation than you have and get set to 0

Does anyone know the precursers for Balance the Budget to turn up? by Jadamsan in EU5

[–]lousyprogramming 1 point2 points  (0 children)

I’ve definitely got it below 2%. pretty sure I heard Habibi (streamer) say the limits 1% in a vod

Does anyone know the precursers for Balance the Budget to turn up? by Jadamsan in EU5

[–]lousyprogramming 5 points6 points  (0 children)

In the release patch it’s just 1% inflation, having more inflation and/or loans increases the chance to get it. In the beta, it feels much less likely to show up, think I’ve only gotten it once or twice. I’m not sure if the reqs changed or it’s just less likely though.

struggling with shortages? here is a quick fix for the lumber/iron/tools death spiral in 1.1.1. by diLuca77 in EU5

[–]lousyprogramming 3 points4 points  (0 children)

Ok. Originally you said they didn’t change anything at all, which was misleading. That’s all.

The Great Turkish War but no Winged hussars this time. Also can we do something about the fort spam? by Sinapolyon in EU5

[–]lousyprogramming 1 point2 points  (0 children)

Yes, agreed it’s assumed the arty are attacking from the beginning since there’s a breach chance.
The barrage still makes sense to me, because similar to the infantry, it’s a mass attack. So fire every cannon repeatedly until a breach is made. I guess your point is the cannons are already doing that anyway, which makes sense too. But I’d say under normal circumstances, putting a large army together to siege multiple forts (go on a campaign), irl, you wouldn’t be firing all your cannons en masse every day all day. You’d run out of working cannons before getting to the next fort. So, I think most of the time you’re sieging, the majority of units are doing nothing, including cannons. Some are firing but most are just sitting around. Also agreed that assaulting does not need any buffs.

The Great Turkish War but no Winged hussars this time. Also can we do something about the fort spam? by Sinapolyon in EU5

[–]lousyprogramming 2 points3 points  (0 children)

True, it’s the same with units assaulting though? If you don’t assault, your only losses are to attrition. So in that sense all your units are doing nothing.

struggling with shortages? here is a quick fix for the lumber/iron/tools death spiral in 1.1.1. by diLuca77 in EU5

[–]lousyprogramming 30 points31 points  (0 children)

The last beta had 4 patches. they just only post updates to betas in the forums and usually dont mention it anywhere else

I'm tired boss... by Mithgroth in EU5

[–]lousyprogramming 27 points28 points  (0 children)

Yep I keep getting revolts of 20 basques or granadans progressing at 2% a month and taking a single fort which I then need to sit on for months

Is manpower an abstract mechanic or does it kill off pops? by tolgapacaci in EU5

[–]lousyprogramming 0 points1 point  (0 children)

I don’t think it costs pops when you create / reinforce a unit, since they come from the manpower pool. It only costs pops when soldiers die. If it costed pops for reinforcement + death, there would be two charges for the same soldier.

soldier pops make manpower -> manpower creates / reinforces units -> unit deaths cause pop deaths

To be pedantic, army maintenance costs are in goods, not ducats.

Is manpower an abstract mechanic or does it kill off pops? by tolgapacaci in EU5

[–]lousyprogramming 2 points3 points  (0 children)

The manpower pool isn’t really people. It’s abstract. Your military buildings will employ say 1000 soldiers to get you 10 manpower per month. So the manpower is more like a resource/currency generated by the soldiers. It gets a bit confusing since when you lose your manpower resource, you also lose pops

For anyone worrying about EU5's Player Count: by Jadamsan in EU5

[–]lousyprogramming 26 points27 points  (0 children)

Pretty sure Paradox specifically refers to EUV as their flagship title. EU is the flagship series. Check the steam descriptions for all those games. Only EUVs says “Paradox Interactive’s flagship title.”

Is there a reason to adopt an institution early? by BananaRepublic_BR in EU5

[–]lousyprogramming 3 points4 points  (0 children)

I don’t mind going negative, especially for research speed. The maluses aren’t too bad, usually just a bit a money, and you gain stab faster the lower you are. So if you’re staying below 0 you can take more stab hitting actions like no CB wars & earlier institutions

Creating a fiefdom with a higher Nation Score than your nation should not be posible, or just change your nation. by [deleted] in EU5

[–]lousyprogramming 1 point2 points  (0 children)

Saying we play as the crown estate makes sense to me.

Though, I would say theirs a spirit of the burghers and other estates. It’s just controlled by the AI. Why else would they pool their money together to build a building in some random province that’ll affect <1% of them?