Paradox Studio Thread - 🇹🇷🇹🇷🇹🇷 Türkiye respecters only 🇹🇷🇹🇷🇹🇷

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What are your expectations for the EU5 release?


  • Total voters
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  • Poll closed .
Decided to go check out the Paradox forums and read some of the HoI 4 dev stuff since it's been a while since the last DLC. Apparently we're getting another one of those stupid one nation focus packs, this time for Romania.

Perhaps more interesting, and worrying, is the Dev Corners where they talk about and solicit feedback for upcoming ideas, because it appears we're about to get fucked by the good idea fairy again. Do you guys like MIOs? Do you guys want to build even more shit, taking up more of your valuable and limited building slots? Do you want even more pointless bullshit that will almost certainly be broken as fuck like coal was? You don't? Too bad, go fuck yourself: https://forum.paradoxplaza.com/foru...t-military-production.1940236/?prdxDevPosts=1

The tl;dr is they're adding a new building type, industrial parks. These will take up 3 building slots and start with one mil/dockyard inside and they are assigned to a specific MIO. These factories then will be used exclusively to produce equipment from those MIOs, and will get also bonuses from state resources, the example they gave was assigning one to a light aircraft corporation gave production bonuses, and less aluminium usage for the production of fighters/CAS:
industrial parks.PNG

He does clarify later that it can get more factories inside as they grow and depending on your concentrated/dispersed tech level (it appears concentrated lets your parks get higher level, while dispersed lets you build more of them in total). Personally I see potential issues with these.

Giving up multiple building slots, and paying more consumer goods factor, for something that likely takes several years to start producing reasonable amounts of equipment, even with bonuses, sounds like a bad fucking deal compared to just building more factories/trading for resources.

The other issue is the production lines are localised, so if you build that plane park for the cheaper fighters, those specific lines are disabled/lost if the park itself is damaged/captured. Strat bombing and potentially raids are gonna be a right fucking bitch with these.


In other HoI news it's that time of year where I get a hankering to once again try one of the mods that I like in theory but don't actually gel with when I play. This time round it's Millennium Dawn since it had a big update recently.

The main selling point is they've supposedly improved performance, and to be fair it definitely is better. However I feel like they've probably somewhat undercut the gains by once again tacking on more pointless bullshit systems. In addition to the existing satellite system there's now a fully fleshed out Count Terror system, which ties into the intel agency/raid mechanics. A cyber warfare system (haven't even bothered touching that shit yet). A fully expanded UN system, and perhaps most baffling of all, a fucking Antarctic research station builder:
Halley.PNG


Currently playing the first part of the UK rework, I'm actually enjoying it. It is somewhat broken though, both in the "stuff doesn't work sense", I've couped/overthrown Mugabe twice and the nigger is still in charge, but also in the "stuff is wildly overpowered/broken sense". I currently produce 50% more oil than Russia or Saudia Arabia:
oil.PNG

I did also find a couple of things that made me chuckle while checking through the UK starting spirits:

shopping.PNG multi.PNG
Sounds kinda like hecking chud talk to me.
 
The other issue is the production lines are localised, so if you build that plane park for the cheaper fighters, those specific lines are disabled/lost if the park itself is damaged/captured. Strat bombing and potentially raids are gonna be a right fucking bitch with these.
To be fair this part here is quite historically accurate, especially with how centralized German production lines were until Speer ordered everything shipped underground.
 
NuParadox fans realize that EU5 is not Crusader Sims 3 4: Electric Boogaloo
1789583179697.png
The main selling point is they've supposedly improved performance, and to be fair it definitely is better. However I feel like they've probably somewhat undercut the gains by once again tacking on more pointless bullshit systems. In addition to the existing satellite system there's now a fully fleshed out Count Terror system, which ties into the intel agency/raid mechanics. A cyber warfare system (haven't even bothered touching that shit yet). A fully expanded UN system, and perhaps most baffling of all, a fucking Antarctic research station builder:
To be honest, you have to give the player something to do when warfare is not the main focus of the mod. MD could be so much better if they just disabled all the old shitty content from 2017 like Japan and the fucking Philippines where they declare war on all of their neighbors three years into the game.
 
To be fair this part here is quite historically accurate, especially with how centralized German production lines were until Speer ordered everything shipped underground.
Oh absolutely, and if this had been in from the start, or added a few years ago at leat I'd be all for it. But as the game stands now I'm not so sure, nor do I trust the current devs not to simply fuck it up.

NuParadox fans realize that EU5 is not Crusader Sims 3 4: Electric Boogaloo
Not yet.

To be honest, you have to give the player something to do when warfare is not the main focus of the mod.
That's fair, and honestly I've kinda been liking the CT stuff, except for the fact the AI treats you raiding terrorists in their land as raiding them and demands reparations/pushes for UN sanctions over it.
MD could be so much better if they just disabled all the old shitty content from 2017 like Japan and the fucking Philippines where they declare war on all of their neighbors three years into the game.
Admittedly I've not played a ton of MD, and not for a while, but I don't remember ever seeing shit like that. Most of the wars I've seen have been fairly sensible in context (African civil wars, Israel/Iran fucking with the ME etc)


My current game is going quite well, and thanks to an oversight by the devs the sun has begun to rise again on the New British Empire. The UK gets a focus that lets it take the piece of Oman that controls Hormuz, and instead of paying them $393Billion for it I opted for war (Middle Eastern wars famously being cheap, right?) Unfortunately for the devs while they coded in an auto white peace option for Oman if you take it, they kinda forgot to take into account all the mutual defence pacts in that region pulling other countries in, so I ended up being able to puppet and take resource rights from Qatar, Kuwait, the UAE and Saudi Arabia. I've basically doubled my already bullshit oil output to 1600.

Perhaps my favorite part of the campaign though is realising I've gone full Britain and accidentally fucked my defence procurement right up. I have a bunch of focuses that give +dockyard output, and I found another that gives a -25%IC cost for all ship types so I decided rather than the 2 normal Queen Elizabeth's I'd build some proper fleet carriers. I designed something that's basically the bastard child of the Nimitz and the Kuznetsov. Nuclear powered, 156 plane capacity and 300+ VLS cells of AA missiles. One teeny problem though, I kinda forgot to make planes for them.

My original plan was to try and rush F-35s since I get a decent-ish ahead of time bonus. Unfortunately I vastly underestimated how long it would take to research them and I'm still a couple of years away (and that's just for the base airframes, better weapons/sensors/stealth etc are all seperate researches). Perhaps more importantly though, I also forgot that F-35s are only light airframes, and the larger more capable medium fighters I really wanted are an entirely separate research, which I don't have a bonus for, so are still severa; years away, with actual production taking several more.

So now I'm about to have the two largest, most powerful warships in the world, and the best I can do for airwings is <100 mildly upgraded Sea Harriers stolen from my Invincibles and < 50 navalized Predators I was mostly using to jew the raid system. Rule Britannia indeed.
 
Oh absolutely, and if this had been in from the start, or added a few years ago at leat I'd be all for it. But as the game stands now I'm not so sure, nor do I trust the current devs not to simply fuck it up.
Yeah, that's a fair position to hold, and I'll admit I myself am more than a little skeptical this won't horrifically backfire in unimaginable ways. And being Paradox it will of course be a completely new and novel screw up.
 
The tl;dr is they're adding a new building type, industrial parks. These will take up 3 building slots and start with one mil/dockyard inside and they are assigned to a specific MIO. These factories then will be used exclusively to produce equipment from those MIOs, and will get also bonuses from state resources, the example they gave was assigning one to a light aircraft corporation gave production bonuses, and less aluminium usage for the production of fighters/CAS
The tragic irony is the concept is what industry should be, but per Paradox tradition they're attempting to bolt it onto the existing game mechanics and effectively yield a system of extra clicks with minimal payoff (and a lot of forum comments called it out too). It's a concept better fit for HOI5 where a lot of the existing fat can be cut outright.

I'd like to say this idea will be scrapped considering the lukewarm reception, but Paradox devs have a fatal attraction to superficial click-heavy make-work changes they can slap a $30 price tag on.
 
New 1.4 Tinto talks look promising. Finally, a trade UI that isn't utter cancer.

Whether it actually works though...

For the lazy

It’s another Happy Wednesday! Bring out your spreadsheets and YouTube guides, this week we have some economy to talk about. To give us the rundown on what the economy looks like in 1.4 I’m passing this week’s baton to my good friend Jorge, who is our resident Econ enjoyer and a UX Designer here at Paradox Tinto.




Trade Orders​


Hello there! I am @Jorge, one of the UX designers working in Europa Universalis V. You might have seen me around before as an internal QA of studio Tinto, but I was (d̶e̶)promoted to UX Designer almost a year ago, so today I have the immeasurable honor to be presenting you one of the beefy-est UX undertakings coming for 1.4: the reworking of the infamous Trade UI.

In the old system, back in release days, Trade was either completely manual or completely automated. However, the old manual system, where you had to set up individual Trades between 2 Markets, never really worked. The economy of EUV being too granular and rapidly-changing, very often your manual Trades would become unprofitable or unavailable the day after they were created (and the old UI didn’t help much, to put it lightly).

We introduced Trade Orders in 1.2/1.3 as a first attempt at creating a middle layer of player interaction between full automation and full micromanagement, where the player could pick a Good to be imported/exported, and the AI would figure out the details. It was a fine start, but we knew the feature needed some extra work to reach its full potential.

The involvement ladder​

Our aim with this redesign has been to allow players to focus on the goals they want to achieve, while having the AI do the busy work for them. At the same time, we wanted Trade to remain “optional complexity”, enriching the background of your game without forcing you to dive into its depths. We know that not everyone wants to get their hands dirty with the nitty gritty details of supply and demand, and even the same player might want to get more or less involved with Trade depending on the type of game they are playing. Trade is likely to be a more prominent feature for a tall Holland, than for a wide Horde of the steppes. And that’s fine.

With Trade Orders in 1.4 we have put in place a system that lets you transition seamlessly and gradually from full automation, to some involvement, up to full control, at your discretion. This creates a sort of “involvement ladder”: Depending on how far up the ladder you want to go, you may ignore Trade completely; or just give a few instructions and let the automation take care of the rest; or assume direct control of ALL Trade going on in your Market.

Let’s climb up that ladder.

Involvement level 1 - No interaction​

“Down with the spreadsheets! I will pay the iron price”

By default, Trade is completely automated in all your Markets, just as before. New players, or the more bellicosely minded, don’t need to interact with the Trading panel at all if they don’t want to. Trade stays within the realm of optional complexity: you enter it at your own peril, when and if you want to play the merchant.


By default, this is what the new Trading panel looks like. All Trade Capacity is controlled by the regular automation, and you can see the Trades created by the automation at the bottom. Same old behavior, just a bit less noise.

Involvement level 2 - Strategic interaction​

“Pls gimme Gold, my Governors are poor”

The great advantage of Trade Orders is that they allow you to casually override the working Automation with specific instructions. Now, in 1.4 adding a few strategic Trade Orders on top of the regular Automation has become easier and clearer than before, while allowing a much greater degree of control.

First of all, the list of Trade Orders acts now as a priority queue: Trade Orders on top will receive Trade Capacity first, and any remaining not used by a Trade Order will trickle down to the next one, all the way down to the regular automation.

You can add as many Trade Orders as you want, even above your Trade Capacity. They will stay inactive until they get any Trade Capacity to work with, effectively acting as fallbacks. As Trade Capacity becomes available, the Trade Orders below will use it automatically, without you needing to go back to adjust it.

You can also choose to allocate a flat amount of Trade Capacity to an Order, or a percentage of your Total in a Market. That is a maximum: the Trade order will use up to the allocated capacity, so a 100% means “Use all TC you can to satisfy this Order, before considering the next one”.


The first Trade Order is set to import Gold with 20 Trade Capacity. The second goes “use all TC you can to export Cloth and Fine Cloth at a minimum profit of 0.25”. All Trade Capacity left is used by the Automation. In the list of Trades below, the blue cog signals the Trades that belong to a Trade Order.

As you can see, each Trade Order can now contain multiple Goods. We have also added some dynamic Trade Order Presets that will consider multiple goods at once. For example:
  • “Any Export” will consider all available Goods and find the most profitable exports
  • “Any Pop need” will import any Good your Pops are missing in this Market
  • “Any construction need” will import any Good your Constructions are missing



A simple setup using 2 of the dynamic Presets from the right menu and 1 custom Order. This is how it reads: (1) first, address my construction shortages, if there are any; (2) then, use 20 TC to get me Gold; (3) then, find the most profitable exports with any remaining Trade Capacity. Since there are no construction shortages atm, the Order stays dormant and all Trade Capacity goes down to the next Order. If I were to start building 200 Libraries it would activate and start importing Books like crazy.

Involvement level 3 - Full control​

“I have become Trade, destroyer of Markets”

Trade Orders are now much more powerful than they used to be, allowing you to do virtually anything with your Trade. Every Trade Order can now be edited in full detail. You can define the minimum profit and the target Markets. You can make it prioritise Profit, Food, or fixing existing shortages. This makes Trade Orders a total replacement of the old system: any specific Trade you wanted to do before you can do now with a much greater degree of control, but without the constant babysitting it used to require.



This is the UI for creating or editing a Trade Order. Any Trade Order will contain a list of Goods, and a prioritization focus: profit, food, or addressing shortages.

With the big Market buttons above you can manually target specific Markets, or use a dynamic designation that will update over time, like “All Owned Markets”, or “All Colonial Markets”.



Looking to flood all Iberian Markets with my more competitive wares.

In practice, this means a player can tailor the precise conditions for all their Trade to operate if they so choose, and stop using the generic automation altogether. You want to send cannons to your pal in multiplayer? Send manufactured goods to your colonies? Quickstart the spice Trade by force-feeding neighboring Markets? The possibilities are endless.

Usage examples​


Now let us see some examples of using Orders in a real game.


The good old manual Trade
If you want to move a Good from one specific place to another, you can do a custom Order with no minimum profit and a single target Market. This will make sure the Good is moved, even at a loss.

The fastest way to do this is by clicking on “Export Good” from a Market where you have Trade Capacity. The old UI is gone, and this will directly take you to the Custom Trade Order UI, with that Good already added to the list. Ready to ship!




By default it has “Any Market” as target, and a minimum profit per TC of 0.25. But you can of course modify that if you want to target a specific Market, like when sending Gold to your pal during MP.

Trading ducats for institutions
Another strategic choice you can make now is using Trade to get Institutions faster. You can set your Orders to maximise trading with those Markets where the institution you want is present, even at a loss.


All my Trade is set to occur with Italy, so their cool Renaissance spreads to my Market center. Of course, this means my Trade profits will be severely reduced for a while.

The mercantilist approach: Increasing Tax Base with Trade
Instead of seeking to earn money from Trade, you can use Trade Orders to export your main Tax Base contributors, even if that means lower Trade profits. Exports will increase prices in your Markets, which increase the Tax Base you generate. Different countries, different tactics.



Here I am only exporting those manufactured Goods I produce myself, to keep prices high and buildings profitable.

Below you can check out my setup as a mercantilist England. After making sure my shortages are dealt with, all my Trade capacity is devoted to exports:


I’ve been using Trade to maximise my Tax Base, hence the focus on Exports. Fine Cloth is in a separate Order from the rest of manufactured goods because I’m exporting it at a loss in order to kill competition.



An example of a Colonial Market setup: (1) fix shortages; (2) import Slaves; (3) import Manufactured Goods from Home Markets; (4) export Raw Goods to Home Markets.




An example of a middle Market: (1) import Spices from all Asian Markets; (2) export Spices to all European Markets.

By the way, specific Trade Orders can be pinned to the Outliner. So you can keep an eye on the ones that are most important to your strategy, or quickly edit them.


Aaand hovering pinned Trade Orders shows their Trade routes on the map.

Tariffs and Subventions​


Along with the reworked Trade Orders, in 1.4 we have added yet another tool to manipulate the flux of Trade: Tariffs and Subventions. While Trade Orders serve to manipulate your OWN Trade, Tariffs serve to steer the flow of FOREIGN Trade in your Markets (on top of being an additional source of revenue).

Tariffs can be set by Market Owners to all Goods, and will affect all foreign Trade occurring in their owned Markets. An Export Tariff will make all foreign Trades pay a premium when Trading that Good out of your Market, thus desincentivizing all foreign exports of that Good. A negative Tariff, aka a Subvention, will instead reduce its price, thus incentivizing Exports. Same story for Imports.

Here you have the new Tariffs panel in all its glory, where Market Owners can set the Tariff level for each Good:



Export and Import Tariffs are set separately, and the maximum value the Owner can set depends on many factors, including Advances, Laws, or the Free Trade vs Mercantilism Societal Value.


A 6% Tariff to the import of Amber is yielding some profit, although it comes with some diplomatic consequences. The impact scales with the volume of Trade.

Like last week we also provided a short video to showcase it in action here:


Tariffs and Trade QoL:​


To help you navigate the complex network of Trade, Tariffs and Subventions, we have put extra effort in giving you as many UX tools as possible to access all this information.

As with all Economy panels, the Tariffs panel can be filtered by Market. The piecharts on top show the top Goods in volume of imports and exports respectively. You can click on them to filter the list below. When a single Good is filtered, you can see the existing Trades for that Good directly from this panel.



Trade routes on the map dynamically reflect the Goods you have filtered, helping to see which parts of the world you are trading with for each Good.

The controls above allow you to mass-change all FILTERED Goods below with a single click:



We have also improved the Trade arrows on the map. They will now appear dynamically in many relevant panels, and will react to your filtering.



Behold! The tentacles of the English exports!

In any Good list that includes Trade information we have added small icons that inform you that a Tariff/Subvention is in effect:



Individual Trades also show a little Tariff icon when they are affected by any Tariff:




You can now right click any Good icon to open a new and shiny Context menu, from where you can start a Trade Order or set the Tariffs/Subventions for your Markets:


Please no foreign Cloth in my London Market, thank you. I produce it myself, and I want its price as high as possible.

We have also added a few shortcuts in the Market panel to a few economy-related diplomatic interactions:



Notice the new “Lift Tariff” diplomatic interaction, which, well, lifts Tariffs for the selected countries.


Promote Industry​

Another new addition to the economic toolset in 1.4 is the Promote Industry action. Together with Town Rights and Productivity bonuses, Promote Industries are a tool to specialize your production in a specific Industry, giving you a competitive edge against your rivals.

Promote industry is a powerful action that is bestowed on a whole Area and it has a double effect: on the Area level, all Locations within the Area get a Productivity boost for the selected industry. On the national level, all your Pops in your Country see their demands of the affected Goods increase. This helps you keep prices high and buildings profitable, allowing you to keep expanding your selected industries beyond what your Market would normally tolerate.

Promote Industries are very limited though: by default all Countries have access to one slot at any given time, with Kingdoms and Empires having 2 and 3 respectively. Of course, Promote industry is best is best, used in combination with Town Rights, RGO bonuses, and bespoke Location modifier, so different countries will benefit from different promotions, further increasing economic specialization throughout the world.



I’m Promoting the Textile Industries in those English Areas where the Wool RGO abounds, to maximise the synergy.

New Urban Rights​

To help with this specialization drive, we added 9 early versions of the specialization Urban Rights that you can upgrade later to the ones in Age of Discovery. These will be available from game start, so you can start planning your Cities and their production chains right from the beginning. Here is the full list. Remember values are not final:

  • Tooling Charter: +15% tools output
  • Jewelry Charter: +10% jewelry, +5 jewelry guild building levels
  • Naval Supplies Charter: +15% naval supplies/tar output
  • Textile Charter: +10% cloth/fine cloth/dyes
  • Weaponry Charter: +10% weaponry/firearms/cannons
  • Printing Charter: +10% paper/books/dyes
  • Artisan Charter: +10% furniture/pottery/leather
  • Spirituous Charter: +10% liquor/beer/wine
  • Masonry Charter: +12% masonry/glass

Staple Ports and Market Rights received early versions as well:
  • Market Charter: +10% Market Access, +3 Marketplace levels, +25% Burghers Trade Capacity
  • Staple Port: +50% Burghers power, +10% Maritime Presence, +5 Marketplace levels, +20% Harbor Capacity




Also worth mentioning that the Marketplace building levels bonus now properly applies to all buildings of the Marketplace chain, not only to the Marketplace proper.

The emerging gameplay: using Orders, Tariffs and Promote Industry together​


All these tools combined mean you can now specialize your country in producing a small subset of Goods at very high efficiency, and using Trade and Tariffs to maximize their performance, instead of trying to produce a bit of everything.

In this example run as England, I focused heavily on textiles, since England starts with a lot of Wool RGOs, and also some bespoke bonuses in a few Locations. Around 1500 I managed to achieve quite high levels of Efficiency for all textile industries:



Leicester has the Promote Industries bonus, combined with the Town Right, plus the RGO bonus, and the bespoke Yorkshire Cloth industry Location bonus. Stonks!
My Trade strategy during the whole game was based on the Exporting of Fine Cloth. Even at a loss. I did this to keep the price of Fine Cloth as high as possible, and sustain my monstrous textile industry.



Force-feeding Fine cloth to other Markets has allowed me to keep expanding all textile industries while keeping them profitable. This Trade Order is a net loss, sure, but it serves to increase the profits of all my Fine Cloth industries.




I’m also using Tariffs to protect my Market against foreign Cloth. This makes it harder for foreign Merchants to profit from my artificially high price in textile.


As a result of all this combined strategy, all 3 textile industries are listed among my top Tax Base contributing Goods:



Trade Orders and Tariffs are keeping my huge Fine Cloth industries afloat, while they in turn make the rest of the Textile chain even more profitable. This synergy was a lot of fun to put in place.

Misc Economy Changes​

Before we part ways, let me add for your perusal a list of extra miscellaneous changes that are coming to the economy of 1.4:

  • A new “Default on Creditor” action lets you repudiate every loan held by a chosen lender, at a hit to your creditworthiness and diplomatic opinion with all lenders. The former creditor receives a Casus Belli against you.
  • Manufactories became more pop-efficient; textile mills reach the mill output curve
  • Discounted all 21 Absolutism manufactory advances: 16 industry-entry unlocks at -50%, 5 same-industry follow-ons at -75% to match Revolutions mills
  • Buffed coal output advances +33%→+75% (Absolutism) and +50%→+100% (Revolutions) so tier-3+ heavy industry stops starving on coal
  • Free Trade push is now scaled by foreign Markets with Merchants
  • You can now destroy markets with temporary demand, they shift to the new center
  • RGO initial level now accounts for Tribesmen/Slaves, not just Peasants
  • Source foreign building pops from the capital's area, not just the capital



Big thanks to Jorge for guiding through all these awesome changes! If you have any questions, comments or feedback, we'd welcome them below and @Jorge may be around to answer some. Next Tinto Talk, @Pavía will be returning to Tinto Talks! To give you some more details on Crusades & Jihads, Cardinals, and Religious Orders (including a sneak peak for some of the Across the Pillars content around these topics).

But before that... we actually have a roadmap update on Tuesday the 22nd, and we'll be hosting a live text Q&A immediatly after that over on our Discord! This is an ideal opprotunity for you to ask about anything you've seen in 1.4 so far, or really anything thats on your mind. And yes, you'll probably have more on your mind after our roadmap.
 
but per Paradox tradition they're attempting to bolt it onto the existing game mechanics and effectively yield a system of extra clicks with minimal payoff
As I have said before, once the commonwealth and USA rework dlcs are out, Paradox should sunset HOI4 and never touch it again so that modders no longer have to play endless catch-up and having to work around their BS with them jury-rigging on systems in a game that clearly can’t handle it. Their big ideas for new HOI4 mechanics would be better served for HOI5 anyway.
 
The tl;dr is they're adding a new building type, industrial parks. These will take up 3 building slots and start with one mil/dockyard inside and they are assigned to a specific MIO. These factories then will be used exclusively to produce equipment from those MIOs, and will get also bonuses from state resources, the example they gave was assigning one to a light aircraft corporation gave production bonuses, and less aluminium usage for the production of fighters/CAS:
industrial parks.PNG
I know why they're trying to retroactively add in so much bullshit to the game since they need to justify continued development to milk more money but (imo) the abstraction level in the game is about ideal for what it wants to be, going back in and trying to add in all this extra complexity by tacking it onto baby's first wargame GSG is only going to make a Frankenstein mess.
 
As I have said before, once the commonwealth and USA rework dlcs are out, Paradox should sunset HOI4 and never touch it again so that modders no longer have to play endless catch-up and having to work around their BS with them jury-rigging on systems in a game that clearly can’t handle it. Their big ideas for new HOI4 mechanics would be better served for HOI5 anyway.
Modders are the reason why Paradox will delay sunsetting HoI4 for as long as humanly possible.
 
you can learn everything you need in 6 hours and everything else comes over time.
I would add one caveat, the eu4 estates system is an absolute nigger & a half to learn (unless you enjoy reading tooltips) and it can be rage inducing when your mission tree/country requires you to interact with it.

Honestly, just watching a video on estates would be best. It's a very unintuitive system that can massively delay progress or provide huge modifiers.

The performance got worse after that last major update that added the robot race or whatever.
Performance got even worse?? I've almost always remove half the map at gamestart and it still runs like shit.
Still, I really enjoyed my last campaign forming the Black Demesne.
Yeah, forming it is fun but cancerous to play as. They really need to update it, especially some sort of option/disaster to remove the disciples shit via event or civil war.
 
Modders are the reason why Paradox will delay sunsetting HoI4 for as long as humanly possible.
Given how modern Paradox operates they can keep HOI4 going while HOI5 is in development (akin to EU4 and EU5), and considering the recent teasers, reveals, and use of contract studios/modders for things like that Romania DLC that's what looks to be happening. They're definitely at minimum in the planning/ideation stage for HOI5.
 
Yeah, forming it is fun but cancerous to play as. They really need to update it, especially some sort of option/disaster to remove the disciples shit via event or civil war.
Cool idea , but shitty execution. Same you can say about wood elves and majority of tags in notIndia.
Another problem is one that is inherent to entire region imagine if pdx added many interesting formables for North American tribes. But to get to them you were always forced to spend 50 years as same old tribe before you can do anything interesting.
 
"BOY I SURE WISH THEY GAVE MORE FOCUS TO ROMANIA IN WW2" - words uttered by absolutely no one, not a single soul on Earth. At this point they might have just leaned into the memes and release a microstate DLC, Vatican City, Monaco, San Marino, Lichtenstein, Jan Mayen and Ryukyu focus trees for a world conquest. Or something for African states breaking free and becoming kangz, something ultra-challenging for the jaded nerds replaying the same game for ten years.

This industrial park change also reeks of tedious busywork shit, where you have to keep wasting time and clicks on it to optimize your shit for meaninglessly trivial bonuses or your OCD will whine about it all game. Just why, what does it add to the game? People thought that each point of IC already represent an industrial park and its adjacent structures already. It adds nothing to the game, even as a concept
 
I would add one caveat, the eu4 estates system is an absolute nigger & a half to learn (unless you enjoy reading tooltips) and it can be rage inducing when your mission tree/country requires you to interact with it.
you give out the 3 mana edicts and take away their land every 5 years.
You maybe have to read a couple tool tips before you do some mission trees.

Yes, strategy games are hard to learn if you don't enjoy reading.
that whole system has been cancer from the start, but atleast its nerfed so much that you can ignore it now
 
Cool idea , but shitty execution. Same you can say about wood elves and majority of tags in notIndia.
Yeah I've never felt interested in playing wood elves and they always get steamrolled by their neighbors in all my games. Possibly worth it for a challenge but it's probably trivial for a human player to handle.

The tigers (and every region bordering the command) are guaranteed to be a slog as you will inevitably have to deal with your belligerent hobgoblin neighbors. At least the devs added a dismantle CB but you can only use it while they are the #1 GP.

imagine if pdx added many interesting formables for North American tribes.
First they would need to make the NA tribes interesting to play. At least the escann tribes don't have to wait ~150yrs for gawed to discover them.

you give out the 3 mana edicts and take away their land every 5 years.
You maybe have to read a couple tool tips before you do some mission trees.

that whole system has been cancer from the start, but atleast its nerfed so much that you can ignore it now
You'll be enjoying rebels from every estate since those edicts lower their loyalty eq. It will be especially entertaining playing a colonizer when they spawn in the Maldives or or falklands.

Yes, strategy games are hard to learn if you don't enjoy reading.

I'm assuming you don't even remember the time when Estates used to be granted provinces.
I barely remember conquest of paradise releasing other than thinking "wow random new world sucks". I avoided assigning provinces by ignoring estates completely for the longest time.

Not really worth an autistic analysis since estates have always been easily ignored (as stoneheart mentioned). I'd argue the more recent mission tree interactions encourage/force you to understand estates but it depends on how much you care about finishing the mission tree.

Are provinces still internally assigned to estates when determining where rebels spawn? I've noticed the unrest tooltip would say something like "Angered the nobles/merchants" but it could be completely unrelated or determined randomly when you seize land.

I hated the addition of monuments for the longest time despite estates being much more tedious. Probably due to nonhistorical sperging aka every country's strategy should start with a no cb on Grenada for alhambra.
 
You'll be enjoying rebels from every estate since those edicts lower their loyalty eq. It will be especially entertaining playing a colonizer when they spawn in the Maldives or or falklands.
they will teleport to a different place sooner or later and you have 5 years to drop an army there so you can click the take land button again.

but now i have a question, can the rebels from those events spawn in trade company land?
some event rebels cant, like those from civil war events.

I'd argue the more recent mission tree interactions encourage/force you to understand estates but it depends on how much you care about finishing the mission tree.
are any good missions locked behind those? nobody cares for a +15% tax mod for 20 years mission.
 

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I guess I need to start reading theory.

As I have said before, once the commonwealth and USA rework dlcs are out, Paradox should sunset HOI4 and never touch it again so that modders no longer have to play endless catch-up and having to work around their BS with them jury-rigging on systems in a game that clearly can’t handle it. Their big ideas for new HOI4 mechanics would be better served for HOI5 anyway.
Paradox should continue support forever to punish the modders. Even if the DLC starts losing them money.
 
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