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What are your expectations for the EU5 release?


  • Total voters
    83
  • Poll closed .
Looks like EUV 1.4 beta is live. Hourly ticks are gone (not sure about this, but whatever, not married to the idea anyway), food is now actually hard to get (good), and we now have mana back (lol).
 
Looks like EUV 1.4 beta is live. Hourly ticks are gone (not sure about this, but whatever, not married to the idea anyway), food is now actually hard to get (good), and we now have mana back (lol).
It runs really well now, which makes playing it way less of a pain in the ass. It's happening very slowly, but the game is improving with every update.
 
now that paradox is adding theocracies and republics I wonder what people who hate ck3 for no reason are gonna complain about now
The UI is still terrible, whoever saw the CK2 notifications
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And thought "well they're cool and all, but I'm really a big fan of lists" should be shot.
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Bad change since now battles make no sense. The entire reason to do hourly ticks was to avoid the EU4 phenomenon of month-long battles and being able to reinforce from a continent away while the battle is happening. Now we are back to the EU4 situation.
Even with hour ticks, battles still went on for months or years in multiplayer. At least with day ticks there's a slight hope that vanilla might be playable in multiplayer without being painfully slow (as in general game speed, not just battles). Other than a few issues that got ironed out over time, such as battles being too fast or units moving across the map insanely slowly, the day ticks mod was pretty much indiscernible from the normal hour ticks, except it ran faster.
 
Even with hour ticks, battles still went on for months or years in multiplayer. At least with day ticks there's a slight hope that vanilla might be playable in multiplayer without being painfully slow (as in general game speed, not just battles). Other than a few issues that got ironed out over time, such as battles being too fast or units moving across the map insanely slowly, the day ticks mod was pretty much indiscernible from the normal hour ticks, except it ran faster.
Well, it's a consequence that almost everything non-combat related is indeed tied to the day tick. (Pop movement, trade etc). Only battles are uniquely dependant on the hourly ticks. I'm mostly indifferent to this change because I feel combat is easily the least interesting part of the game, even if it is easily 50% of the things you do ingame. Speeding it up is good, losing options because it is now daily again would be bad, however.
 
Even with hour ticks, battles still went on for months or years in multiplayer. At least with day ticks there's a slight hope that vanilla might be playable in multiplayer without being painfully slow (as in general game speed, not just battles).
I'm sorry I don't give a fuck about multiplayer. A very very small fraction of people that play the game do multiplayer. Every Paradox game has been ruined because multiplayer retards want competitive balance and refuse to house rule things themselves.

Show me a video of a years-long battle in EU5 since I don't believe you.
 
Something different, not planned for any expansion, but perhaps a future war effort.
We added coal to the game as part of the free update released with No Compromise, No Surrender. However, coal did not end up where we really wanted it, and we ended up nerfing its effects to the point where it didn't really matter anymore. Part of the feedback we received was that using coal to represent energy did not actually introduce energy production itself: dams and experimental power plants (such as Nuclear Reactors in Götterdämmerung) merely lowered power usage within a state rather than generating electricity.

We are now introducing energy as a true local resource, with coal serving to empower and boost local power production. This also resolves the punishing effect the previous system had on minor nations without coal, ensuring all nations can build up their energy network and change the course of history.

How energy gets made

A Power Plant is now a state building which produces electricity based on the terrain in a state. This building doesn’t represent a single concentrated effort to generate electricity, but rather multiple smaller efforts to generate local energy. This way even if you don’t have coal available, you can still expand your energy network.
Man if only literally the entire playerbase had told them coal was a shitty fucking mechanic and wouldn't do what they wanted before they added it...

Thankfully someone at least realised that adding yet another shared building to eat up your slots would be a shit idea so it's at least a state level building this time.
 

Man if only literally the entire playerbase had told them coal was a shitty fucking mechanic and wouldn't do what they wanted before they added it...

Thankfully someone at least realised that adding yet another shared building to eat up your slots would be a shit idea so it's at least a state level building this time.

Coal was originally a shitty addition from one of the major mods for HoI IV (iirc it was World Ablaze) that I always felt was unfun and made the game worse. Rather than coal, they should have adopted something like BlackIce's food system which prevents you from fielding hundreds of divisions if you don't control a bread-basket to loot. At the very least it would force them to make the AI do something other than unit spam and learn how to make a division or plan an assault.
 

Man if only literally the entire playerbase had told them coal was a shitty fucking mechanic and wouldn't do what they wanted before they added it...

Thankfully someone at least realised that adding yet another shared building to eat up your slots would be a shit idea so it's at least a state level building this time.
There's already an energy variable internally in the Hoi4 code, but it's solely generated by coal normally.

That said, all this is for me is another tacked on mechanic to mod out.
 
Rather than coal, they should have adopted something like BlackIce's food system
This has been brought up more than a few times over the years, really the first time I remember it was right after launch, and the devs' answer has always been they don't want to do it because it would allow certain atrocities to be simulated.
 
This has been brought up more than a few times over the years, really the first time I remember it was right after launch, and the devs' answer has always been they don't want to do it because it would allow certain atrocities to be simulated.
>boohoo i don't want any genocides in my world war ii simulator
 
Gilded Destiny News
Dev Diary 37 is here! It's time for some bureaucracy!

(You can also read it on Steam)

Each province is going to have their own bureaucratic efficiency, which is going to impact taxation and authority generation. Policies are going to have a large impact on bureaucratic workload, thus increasing the amount of bureaucrats needed. This means implementing reforms is going to be expensive, and not being able to pay your bureaucrats will make you poor and weak.

Basically, this is an improved version of Victoria II's system.


On a different note, the release date was moved to 2027.


They said they need more time to implement the last few core mechanics before an early access release could be made. Seeing how big dumpster fires were the last few Paradox releases, I'm fine with the delay. Dead games are hard to resurrect; just take a look at Imperator Rome!

On the early access plan, I'm mixed. On one hand, early access means more feedback can be made, thus more changes can be made before the "big release." On the other, early access might not give the best first impressions and can make the "big release" way less impactful.

Paradox games on release already feel like they're early access, so what's the difference? ;)
 
This has been brought up more than a few times over the years, really the first time I remember it was right after launch, and the devs' answer has always been they don't want to do it because it would allow certain atrocities to be simulated.

Wait... does that mean that Paradox admitted that a certain event against a certain people was just the reality of wartime economics instead of an intentional act in itself?
 
Wait... does that mean that Paradox admitted that a certain event against a certain people was just the reality of wartime economics instead of an intentional act in itself?

To use my Blackice example, major metropolitan areas have high factory capacity for producing goods but tend not to produce much food and need to import it. In addition to that, food is needed to feed your army so if you're conscripting masses away from food production and into the army, your food production should suffer as well. As a result, there optimal strategy for the British Empire is to squeeze India of its grain in order to get as many men as possible into divisions to fight the war.

Want to know who else was fond of this strategy?

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