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File: TT55.png (2.45 MB, 1920x1080)
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https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-55-19th-of-march-2025.1732147/

Welcome to another Tinto Talks, the Happy Wednesday where we give you information about our rather secret game with the Codename Project Caesar, so that we can get feedback to improve the game before launch.

As we mentioned last week, we are spending four weeks going through how your feedback together with internal testing have shaped the game in this last year. Today it is time to talk about the changes that are related to the political part of the game.
>>
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Estate Power
The power of the estates is one of the most important aspects of the core game loops of Project Caesar, so much so that we had to rearrange what we show in the top bar in the UI. We added so you can easily see each estate's current power and satisfaction, without having to go into a special screen.

As part of the gameplay loop is about breaking the power of the estates and strengthening the central state as you shape a modern country, basing the core power of the estates to how many pops they had made a gameplay where urbanizing and developing your country would weaken the central government.

The main change is that the amount of pops of a certain estate impact their power, but also impact the crown power with the same base value, before any privileges or laws give more power to the estate. This makes the relative power distribution between the estates feel logical, but the weakening of the crown is due to the privileges granted. This further ties in with advances increasing crown power and the increase of absolutism in later ages.

It's just a cost of a few hundred of stability to remove all those privileges. And maybe not give that noble with insane stats command over the army.. And go more plutocratic? Then we can reduce their power below 30%.. But the +0.17 military tactics is good… tough choices..
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As characters all have an estate they belong to, it’s now also added in that giving characters command of armies or navies, or a place in the cabinet increases the power of the estate they belong to. A total of 25% for armies, 25% from navies and 25% from cabinet positions can be added.

Connected to this, the direct family of the ruler is now always considered to be part of the crown estate, so if you want to strengthen the crown you may want to risk them commanding armies.

Having a crown prince in the cabinet helps a bit..
>>
Parliament
When it comes to the parliament we keep adding new agendas and issues from feedback and internal testing, but some important changes that come from you guys include the following.

First of all, we added the Dutch-style parliament with only nobles and burghers, which you currently have access to if you have the Low Franconian culture.

We also made it so that if you keep giving out the unique privileges for the nobles in Poland, you will end up in a situation where you need 100% of the support to pass anything in the parliament.

We also added a building that was requested by the community, which is available through an advance in the Age of Discovery.

Could be useful…
>>
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Societal Values & Government Reforms
While we were happy with how societal values were indirectly influenced by laws & privileges, they had the problem that eventually anything with a drift towards one direction would eventually get to the extreme. Now one could change this by lowering the amount it would drift, but that would make for rather dull gameplay, and eventually you’d get to extremes anyway.

So what we did instead was to make a sort of soft-cap for how far a value could drift, at 100 times the current drift. So if you manage to stack up to +0.75 monthly towards Naval then you could get the values all the way to 75 Naval before it stopped there. If you’d drop to less than +0.75 naval, you’d still be at 75 naval though, as you’d not progress to the other side until you get all the way to at least +0.01 to land! This has the added benefit of you being able to shape your country how you want over a longer period of time, and even if you want to be a humanist country, you may not get further than a 65 on that slider, as you may not be willing to give up other aspects.

If we increase our trade income, we can push it even further..

While working on adding content this year, we added government reforms to every age, and while doing so, we decided to tie some of them to societal values. So now about half of the government reforms that are available to every country require that a specific societal value at least 50 to be selectable, and if you drop below that, you’d lose the reform. Some examples include that Religious Tolerance requires a country to be Humanist, while Bank Ledgers requires a country to have a Capital Economy.
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Proximity and Control
The proximity and control gameplay loop is one of the most beloved by our playtesting, and it has been tweaked a fair bit during the last year, so as to make it feel more natural.

Proximity now traces along rivers, where it's even easier to propagate proximity and market access downstream.

And where in the world are we now?

The buildings that act as proximity sources besides the capital, like the Bailiff, have been made a bit more powerful, but also far more costly.

We also changed how roads are built, slowing them down by 50% as default, and rugged terrain like Mountains makes road-building far slower. I guess the rest of the team did not like my Nidaros-Oslo highway..
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We also tweaked how Maritime Presence works, with adding a decay to the current value, so that unless you invest in naval infrastructure and/or a navy, your control propagation over coastal seazones is limited.

We improved the impact from some buildings, and navies now also increase maritime presence in every seazone in the “seazone” province they are currently in. There is also an objective you can assign to navies to patrol any area/province you want and it will move around increasing your maritime presence.

A single galley does not provide much presence i guess…

Stay tuned, as next week we will talk about changes to Diplomacy and Military…
>>
>>1989734
>parliament is built out of wood
Europeans truly are a backwards people
>>
>>1989739
>rivers now influence control
the time to kneel is not over
>>
>no societal values will never realistically reach 100
kneel, now
>>
>>1989770
Holy ESL
>>
>>1989764
Only the Dutch one, that's how it floats.
>>
>>1989792
that makes sense
>>
>>1989770
What it actually means that it's extremely easy to get to 100, you only need to peak at +1 by stacking temp modifiers and estate bonuses and stuff like that in the early game and then you can pretty much say fuck you to the estates get to +0.001 and it stays at 100 anyways. Basically if they give enough sources of modifier to actually get to 100 then getting and staying there should be fairly realistic for the player.
>>
>>1989735
So being at or around 0 will always just be a net negative. I guess it depends on how quick it changes but this looks like shit design to me.
>>
>>1989830
Are you the guy who assumed pop growth is absurdly fast? Not giving actual values since doing so is "strawmanning you".
>>
>>1989848
That's what they state in that post retard
>>
How do I cope with the UI being so fucking ugly?
>>
>>1989961
MODS
>>
>>1989848
Yeah its the same guy again kek
>>
>>1989961
you just accept that this is what video game UIs are going to look like from now on
>>
>>1990005
>>1989848
>>1989830
I can't imagine being on an anonymous imageboard and somehow, despite being neither namefag or tripfag, getting to the point that my style and form of posting can be clocked 1 post into any thread I post in. The absolute state of autists.
>>
>>1990087
It easy is when you like foreigner speak.
>>
>>1990087
the people here have trained this skill for years if not decades, it's amazing to watch
>>
>>1990087
>wherever I go, people instantly recognize me as that one autist
>wow they must be really autistic, thank God I'm normal
>>
>>1990087
dude you are one of the only people posting on a board where maybe a few hundred people browse and a handful post.
If you continually post the same line of thought yeah they're gonna recognize you.
>>
>>1989727
Another banger from Johan.
We feast tonight.
>>
>>1990087
It's not difficult, pick a post that has reading comprehension and it's probably from me, pick a poster that doesn't understand what a strawman is and it's that other guy. There's like 10 of us here max.
>>
>>1989848
his population take is nonsense but the societal values does have a point. since it never decays, you just have to hit +1.00 for a year to get to 100. unless they refuse to add any temporary modifiers, getting to +/-100 is just a matter of popping the temporary modifiers at the right times
>>
>>1990228
>you just have to hit +1.00 for a year to get to 100
8 years. It'd be 100 months maximum. Realistically relies on your confidence in them doing away with modifier stacking and the question of if it'll be easy enough to stack up to 1.00 in the first place. Basically do you "trust" Johan or not? That all said what would be the point of stacking to 1 and then stopping? If you've stretched the values towards a way anyway why would you draw back?
>>
>>1990228
They have shown events that alter values by flat amounts. Whether they can go above the soft cap I dont know, but it should still lower you below your old soft cap and now you need to regain it again. If its anything like eu4 mercantilism then having values being extremely high might also trigger events where you are punished for maintaining that high standard, but get a bonus if you lower it.

As for the societal effects themselves it feels like a missed opportunity to not tie various tech progressions to them directly and customize how your nation manifests certain ideas and the struggle to maintain them. There could be various exclusionary techs that modify both sides of the axis and after awhile most countries will be getting different bonuses and you are not pigeonholed into always maxing out one side of the axis and can afford to be more adaptable with it. Would also be interesting to see if there will be casus bellis or peace demands to change the values of an enemy country.
>>
>>1989727
Fire Johan
Bring Wiz and Jake back in
>>
>>1990625
You mean the butchers of Stellaris? No.
>>
>>1990629
If there's no walkable Wiz strait between Calais and Dover at launch, I'm not buying this.
>>
>>1990631
Straits shouldn't be a thing at all.
We have a way to move over water. It's called boats.
>>
Have they said anything about custom location/province names
>>
>>1989961
you can't. enshittification is a process and it's only going to get worse
>>
>>1989961
Still better than vic3 ui desu
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>>1991270
not a high bar
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Where's the fuckig game?
>>
>>1991460
>Game start is April 1st, 1337
Its all an elaborate joke
>>
I've been kneeling to Johan for ages
>>
fuck EU5, I'll wait for EU6
>>
>>1991460
2026? Maybe? You don't expect this game to come out soon, do you?
>>
>>1991460
Best case scenario is a PDXcon fall 2025 official reveal for a spring 2026 reveal, late summer/early fall being more conservative.
>>
>>1991823
*spring 2026 release
>>
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https://forum.paradoxplaza.com/forum/developer-diary/tinto-flavour-11-21st-of-march-2025-ethiopia.1732479/

Hello and welcome one more week to Tinto Flavour, the happy Fridays in which we take a look at the content of the super secret Project Caesar!

Today we will be talking about the Empire of Ethiopia! Let’s start without further ado:

The Empire of Ethiopia is an ancient realm rich with history and traditions. Nestled in the Horn of Africa, it boasts lush highlands, plateaus, and the Great Rift Valley. Its beauty is captivated by golden sunsets on the Simien Mountains.

Ethiopia's enchanting tapestry weaves diverse ethnic groups like the Amhara, Afar, and Tigre. United in trials, it remains resilient like the ancient baobab tree, enduring through time.

Inspired by ancient origins, Ethiopia cherishes legendary unions like the Queen of Sheba and King Solomon. The legacy of their son Menelik, the first member of the Solomonid dynasty, echoes through time, connecting this land to ancient Israelites.

Through the years, Ethiopia's epic tale unfolds, shaped by destiny and the unwavering spirit of its people. Triumphs and tribulations weave a rich tapestry of life's ebb and flow.

However, this nation stands as a realm encircled by adversaries eagerly waiting to seize any opportunity to strike. Managing not only to survive but thrive will be a challenge.
>>
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Please remember that any UI, 2D and 3D art is WIP, as usual.

The Ethiopian Empire is in 1337 the strongest power in the region.

The Sultanate of Ifat starts subjected as a vassal to Ethiopia:
>>
These are the starting Works of Art for Ethiopia:

And these are some advances; I’ve decided to show this week one per age:
>>
Ethiopia also has one of these advances per age, that unlocks a building, and one unique unit per age:

This is for example the unit for the Age of Renaissance:

And this one for the Age of Revolutions:
>>
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Now let’s move to the narrative content since we have some interesting events for Ethiopia.

There’s a unique mechanic for Ethiopia, that can be unlocked early on in the game:

This may allow to enact this government reform, which will trigger a capital change at the start of each reign:

Some other events:
>>
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The last option unlocks a unique estate privilege:
>>
…And much more, but that’s all for today, I hope you enjoyed it!

Next week we will have to skip Tinto Flavour, unfortunately, since we have an internal event scheduled on Friday and no one on the team will be available; but we will compensate with a double, intense schedule for the following week. On Monday 31st we will have the Tinto Maps review of Persia and the Caucasus, while on Friday 4th we will take a look at the content for Persia and the Timurids, which includes a starting IO, the Ilkhanate, and a situation, The Rise of Timur. Lots of exciting content is coming! Cheers!
>>
I wonder how swapping to some small shitty religion will work, or if its even possible. They mentioned samaritans being a thing and there were only a thousand or so at most back then
>>
>>1992045
negus my beloved..
>>
what's up my negus
>>
What exactly made all these african shitholes "empires"?
>>
>>1992046
>look up African masterpiece
>it's unimpressive
>>
>>1992107
to be fair the title king of kings is equivalent to the western emperor
>>
>>1992116
>equivalent to the western emperor
Recognized by whom? Also its not just a cosmetic title, government ranks have actual mechanical impact.
>>
>>1992115
lets collect corrections we need to do with a 4chan mod for eu5
>give cultures different modifiers based on racist assumptions like slower research for africans and lower life expectancy/ higher alcohol consumption for slavs/more income for jews etc.
>adjust works of art qualities
>rename random locations based on whatever shizo is in the lead (Kiev)
>>
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>>1992134
>assumptions
>>
>>1992140
post your scientific corrections anon, I want to collect
>>
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least stereotypical gsg player
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>>1992058
>unfortunately, since we have an internal event scheduled on Friday and no one on the team will be available; but we will compensate with a double, intense schedule for the following week

EU5 announced next week?
>>
>>1992248
it's an internal paradox tinto event on the beach
>>
>>1992134
Didn't they claim that it was possible to make new categories for pops which means you can bypass culture and directly input race? I can see fantasy mods like anbennar already making a framework for this and even depicting degrees of race mixing since there are half elves and orcs.

You would also need to base the skills of generated characters on their race. Your goal as one of these shitty nations is to replace your people and ruling class as fast as possible so you can actually develop.
>>
>>1992058
>Tinto Maps review of Persia and the Caucasus,
FINALLY
>>
>>1992266
You can make new poptypes, but you can't make a new characteristic of pops like culture or religion.
>>
>>1992121
The name "King of Kings" implies being above the rank of King, and similar to that emperor was also considered as a supreme ruler, above kings.
Regardless of what one might say about the technological/societal prowess compared to the european kingdoms or middle eastern sultanates, these east african Kingdoms did rule a pretty large area (consider that map projection distortion is a thing, modern germany is about 1/3 of modern ethiopia, and PEAK HRE was the same size as modern ethiopia)
And also as far as I am aware they stated they intend to divorce cosmetic name (level) of a state from its government level, might be misremembering that though.
>>
>>1992058
>we will take a look at the content for Persia and the Timurids, which includes a starting IO, the Ilkhanate, and a situation, The Rise of Timur
Finally something interesting.
>>
>>1992134
are there 4chan mods for other paradox games? like a mod to remove africans from ck3? or add genocide to hoi4?
>>
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>>1992283
wtf it really is that big. the only part that's in a desert is the southeast corner too. the population might be smaller but the ethnic/cultural diversity was even bigger so it's reasonable to have it be an empire
>>
>>1992115
The steele wad valuable enough to steal it and take it to Rome, and the church carved directly into the rock is just cool.
>>
>>1992306
many generals link their mods in their OP, others are on basedmods or similar
>>
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>>1992306
>or add genocide to hoi4?
the greatest hoi 4 mod will always be pic related
>>
>>1992310
Large parts of the highlands are obviously less fertile than the north german plain, so the comparison (even with desert) is not great, it just happened to be an accidental match in area after googling for medieval states. But yeah I agree, definetively an empire.
>>
>>1992233
vgh...
>>
>>1989728
Will every crown or nation under your ruler get its separate estates? The low countries and Castile under Charles V had different taxes, religious freedoms and laws for example.
>>
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>>1992315
>no ck3 section
>>
>>1992140
listen to SCIENCE chud
https://www.youtube.com/watch?v=bRAC_oPzxvQ
>>
>>1992398
I like listening to black queens
Music to my ears
>>
>>1992107
>>1992116
>>1992121
Honestly, if someone had the right of being called "Emperor" that was the Ruler of Ethiopia, thanks to him being the only representant of the Miaphysitism Orthodoxy (aka, the Tewahedo Church) in the region. The same way the Byzantine Emperor was the representant of the Orthodox Church and the Holy Roman Emperor was the representant of the Catholicism.
>>
>>1992306
racist timmies are hilarious, shame you cant mod black people out of your glorious shitholes eh? shame white women decided to end your entire sorry race by not breeding or doing so with brown and blacks eh? you should be grateful pdx still do something for you, in 30 years when its our continent we wont tolerate your bs anymore
>>
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>>1992478
idk what any of that means. it does kill immersion seeing this guy as your advisor in the kingdom of wales.
>>
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>>1992233
Also the least retarded one.
Anyone with a brain could tell that Brandenburg will have content because it's a precursor of Prussia.

>>1992324
What? I... what?
>>
>>1992574
>Brandenburg will have content because it's a precursor of Prussia
It's not that easy in this game since the Hohenzollern don't even rule Brandenburg at the start, but apparently there will be content that can bring them (or a different house) over. And with the Teutonic Order also 200 years away from converting, it's very unlikely that Brandenburg-Prussia will appear in the game.
>>
>>1992586
Even M&T has semi-railroaded content for Brandenburg into Prussia (assuming they can break Bohemian domination). Vanilla EU5 will absolutely have content for it.
>>
>>1992310
>>1992328
the rift valley is garbage tier for civilizations to build off of. it's always been shaking and literally forming deep chasms above ground now.
of all fertile land in the world ethiopia is like a solid 6/10. Not a great spawn point.
Germany is crazy advantaged in arable land this way.
>>
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>>1992608
Germany doesn't even have that much good soil compared to its neighbors, but in contrast to a country like Ethiopia, most of its land area can be used for agriculture. And it was: just before the Black Death, Germany was only 10% forested and quite overpopulated, that's what had contributed to the migrations eastward.
>>
>>1992233
>>1992574
It will, but with the Wittelsbachs at charge, not the Hohenzollerns.
>>
>>1992632
that map is really really good, saved.
>>
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>>1992608
Now that you mention it I remembered that the Rift Valley Tectonics is literally splitting Ethiopia and Kenya appart (picrel is a casm that appeared along the plate boundary after an earthquake)
>>
>>1992233
VGH THE PRUSSIAN SPIRIT LIVES ON
>>
>>1990629
Everyone keeps bemoaning wiz for ruining stellaris but I've never actually played that game, can you give a qrd what exactly did he do? I want to know what to expect should he get assigned to games that I care about
>>
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Lets do a few today...

Here is another building you can build in the early game..
>>
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This Age of Revolutions Capital building is rather useful.
>>
This is a building you can only build in cities, from the Age of Discovery...
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>>1992960
Merchantbros, we keep winning!
>>
>>1992959
Why are there separate Crown Powers for provinces and for the country? Is that how local autonomy is implemented?
>>
>>1992930
he rapes performance into the ground and ignores bad ai, like on anything he works on
wanted stellaris to be eu4 in space or something gay, the only good idea of removing tile economy in favor of pop economy (fuck you tilefag) spiraled stellaris into fighting itself for performance, years of many patches later after he left the devs gave up and are remaking the economy
>>
>>1992960
why doesnt the production method require foreskins?
immersion ruined
>>
>>1992975
Don't worry I'll mod them in
>>
>>1992972
So basically just performance issues?
>>
>>1992969
Each location contributes to your country's estates' power, so increasing local crown power in a location will mean that it contributes more to your total crown power.
The country modifier then modifies that total crown power.

>>1992972
Wiz doesn't ignore bad AI, in fact AI was the thing he worked most on when he was a coder on the EU4 team. He implemented stuff like the AI separating its armies into sieging stacks and a hunter-killer stack that goes for battles.
He doesn't have a good track record when it comes to performance optimization, though...
>>
>EU4
someone wrangled him then considering stellaris and vic3 exist
>>
>>1992972
That's kind of backwards. When stellaris was launched and under the direction of the ck2 guy it was as close to eu4 in space as it got. It started turning into babby's first civ clone before wiz, but wiz really cranked the shallow unfun and performance ending mechanics up to 11 removing what little flavor the game had left for dlc treadmills. This is the era where the balanced for multiplayer meme started.
Tiles were fine. The issue was that the AI was incapable of handling anything so the player had to personally micro every tile. And instead of fixing the AI to just put the right buildings on the right tiles they scrapped it all for a performance hogging pop system.
>>
>>1993065
was still closer to the event sim though? wiz killed the ethics, shared systems, war claims and other fluff in favor of eu4 style unified content
>balanced for multiplayer meme
true and probably the worst thing that wiz did as, led to every sequel being worse than the last
>>1992984
ignoring his awful taste in game design then mostly yes
>>
>>1993065
Tiles sucked, I much prefer wiz's districts and pops, they are far more granular and allow for tall gameplay
>>
>>1993112
Ethics and war claims are still in the game though?
>>
>>1992608
>the rift valley is garbage tier for civilizations to build off of
The best lands of Ethiopia were always in the highlands, not the valley. And that's the heart of the empire, anyway.
>>
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>>1992761
The full map (this is soil and terrain suitability, rain-fed, low inputs) can be downloaded here:
https://s3.eu-west-1.amazonaws.com/data.gaezdev.aws.fao.org/LR/soi2/siLr_sst_mze.tif

It's from the Food and Agriculture Organization of the United Nations and their datasets can be viewed here:
https://gaez.fao.org/pages/data-viewer

Here's a world map, using the same projection as EU5 and with a custom color scheme.
>>
>>1992738
This reminds me of how easy it is to get ancient dynasties in power all the way up to 1821 in eu4

I'm currently playing a Russia game and without any challenge I managed to get the Rurikids to not only last to the 19th century but to somehow replace both the Trastamaras and Habsburgs. Didn't even use the "request heir" thing, literally just through royal marriages I did for relation points.
>>
>>1993143
Central Africa is so fucking ass.
>>
>>1993143
>brazil's soil is significantly worse than Australia
wtf
>>
>>1989734
>you need to be Dutch to have burghers in parliament
>only Polish people can have the liberum veto
Why not make it contingent upon a specific set of circumstances, like the power of these social classes? It will generally work out similarly (Low Germans are well positioned for trade, Poles have tons of exploitable farmland) while not feeling absurd if things drift significantly from the starting position. If Poland comes to dominate the Baltic and gets a powerful merchant class, why should they not expect a seat at the table?
>>
>>1993261
Sweden is on the level of central Africa :)
>>
>>1993306
>Why not make it contingent upon a specific set of circumstances
Because that's been deemed gay and unflavourful and "gameplay arising from the simulation" while something oft requested never seems to actually be popular once implemented in their games. Moving away from the philosophy is one of the first things Johan said when this all began.
>>
>>1993304
>jungle soil sucks
STOP THE PRESSES!
>>
>>1992972
Tiles were better.
>>
>>1993346
>"gameplay arising from the simulation" while something oft requested never seems to actually be popular once implemented in their games
Examples? I've always considered the lack of such gameplay to be pdx's main weakness, are you telling me they are avoiding it on purpose?
>>
>>1993346
>>1993306
Because it makes the game very bland, the replayability of these games comes from the fact that being netherlands is different from being poland. If you just make them all conditional like that then every run devolves into the same optimized setup. It's like how vast majority of government reforms are boring and meaningless because everyone can just pick them so you always just pick the same ones unless your country has a unique pick available.
>>
>>1993350
>jungle soil is worse than desert soil
also even the non jungle areas have horrible soil quality there
>>
>>1993352
Vic 3 and Imperator are usually given as the examples. Vic 3 using a lot of the same exact rhetoric at least i.e. "emergent gameplay", "flexible mechanics". Imperator was a flop and Vic 3 is very hot and cold in regards to reception. Vic 3 is in a very "fix and redo the release" state right now and Johan, being responsible for the Imperator flop in the first place, is only keeping the aspects of Imperator he feels are both highly requested AND highly enjoyed and leaving other things like such out.
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>>1993402
Never played imperator but at release it seemed literally made for eu4tards and probably is better than eu4, so what went wrong?
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>>1993406
>so what went wrong?
what didn't go wrong
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>>1993406
Imperator was a manafest (not three but FOUR fucking manas) that played pretty much like eu4 but with 20% of eu4's content, I played it on release and it genuinely felt like an unfinished early access game because of how little there was to do, and they managed to capture all the shitty aspects of eu4 with none of the positive ones
I haven't played it post it's re-release though, perhaps they've changed it
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>>1993402
I haven't played v3 but there wasn't any emergent gameplay in imperator, you just blobbed and blobbed and blobbed and clicked the religious button whenever it ran out, there was literally no other gameplay to it, Rome had a senate mechanic but it barely mattered
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>>1993143
This map make Australia and Argentina look like superpowers.
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>>1993438
>you just blobbed and blobbed and blobbed
That was the emergent gameplay IMO. Every power played as Rome at the end of the day with the same general rush to provinces, legions and governors. The Roman senate was the same reskin of whatever general legislature mechanic existed elsewhere and all powers (at least on release) maintained a governing structure that only differed with whatever path of the tech and innovation trees you went down (and you went down the same one each time just as with EU4's government reforms as another anon points out). Pretty much every one of the changes to "fix" the game, as is the held opinion here now, dealt with flavour and mechanical diversification so that playing a Diadochi actually felt meaningfully different than playing a Greek city-state vs playing Rome. That all said I only ever played one game of Imperator myself at the very start on release. I'm more familiar with the Vic 3 complaints. Either way such "pure simulationism" is rebuffed by EU5. "Players want THEIR choices to change history." as Johan says. https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-14-29th-of-may-2024.1682450/page-18#post-29658552
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>>1993406
>>1993436
As a gsgfag with only 100 hours in Imperator and 100% of those hours as Rome, the whole game feels like a Crusader Kings spinoff more than EU4.
EU4 has a lot of features that just simply have no analogue in Imperator. That is to say, there's not a lot of stuff they have in common compared to CK and I:A.
They share some vocabulary but that's it.
Yeah it's largely "unfinished" but there is a lot of game already there.
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>>1993143
North America is so fucking overpowered, when will the devs fix this bros?
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>>1993332
Sweden looks worse desu. That said it really seems there's only East Africa and West Africa around the Niger. Everything else on the continent is ass it seems.
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>>1993406
Ancient Rome just isn't a good theme for a gsg, because all the cool parts of Roman history actually happened hundreds of years apart. Just to have the Punic Wars and Augustus in the same game would mean a 300 year timeline.
then consider how shit the map is during this timeframe. Half of it is literal who tribes that got named once in Caesar's writings or something, they have little to no identity and are all the same. If you set the timeline too far back the map is covered in diadochi blobs, if you set it too far forward it's just Rome food. Anything too far afield becomes complete guesswork or simply made up

A good Rome gsg would be based on scenarios from Roman history and purpose-built for these campaigns with you playing as Rome or its enemy, which isn't how paradox games have been made since Hearts of Iron 2
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>>1993449
Do remember that this is the suitability based on rain-fed crops with low yield improving inputs like fertilisers i.e. it assumes the same climatic conditions at least as it comes to rain and no benefits in regards to enhancers. Like large sections of even the Sahara on that map are at least as good as chunks of Germany but very obviously there's fuck all rain there for one. Similar would apply to the outback.
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>>1993449
they would be if they weren't run by criminals
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>>1993436
Yeah it's been completely changed. Vanilla is still a blobfest though, you need mods to make it interesting.
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>>1993346
>>1993358
It is only bland when they halfass it. That Japan and China play the same more or less in Vic3 is a failure to actually simulate anything, rather than emergent gameplay being a bad idea. The visual novel path only makes sense if you don't care at all about alt history beyond "what if my nation blobbed even harder".
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>>1993436
I:R is an interesting game, but the only thing to do is blob.
That's what empires at that time did if they could.
Every gsg Paradox has ever done in the last 15 years is focused on blobbing. The only exception is Vicky II in wich you can play tall with some specific countries like the USA, but you miss out a big part of the game.
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>>1993449
Argentina was pretty much on its way to become a superpower 50 years ago.
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>>1993158
To be fair the Rurikids didn't lose power because they were extinct. Quite the opposite, there were a lot of them that no one knew who the fuck would choose, so the compromise was a literally who dynasty, who were the Romanovs.
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>>1993626
>50 years ago
Nah, more like before the WW1.
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>>1993525
What do you think they could actually simulate to change how Japan and China play? In reality Japan and China would industrialize in pretty much the same fashion and their historical differences in performance come from cultural reasons. If anything Japan lacks the resources to actually industrialize and should be slower doing it than China if we went with pure simulation without country specific modifiers.
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>>1992632
Also why taters got shilled hard to germna farmers, in many regions those were superior to grain.
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>>1993688
>literally who dynasty, who were the Romanovs.
tbf they had marital ties to ivan iv
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>>1993525
Pretty much this >>1993739. It smacks of the "True Communism has never been tried" argument i.e. if they just did it better it'd go over better but the better is left undefined. Besides, for Vic 3 Japan is given a lot of what I'd call the base for amthe simulation anyway. They start with much better literacy than China representing Shogunate policies, they start with more techs representing Dutch learning, they start with more and better industries than can be built up quicker. China on the other hand has a stronger military IG with a worse military who are just a lot worse from an ideology standpoint for modernisation and a large market that makes people want to access it. From the point of view of Vic 3 the game the simulation is baked in but at the end of the day they play the same. Support your liberals, push through laws and wait. A good "simulation" for those two East Asian states would also have to be a good one for everyone else in the world while again being fun and interactable. The only such "simulation" I know of that dies so is called real life. After all why even large sections of Japanese aristocrats and bureaucrats end up supporting modernisation movements (if only to expel the barbarians) yet the Chinese scholar-nobility and landed aristocracy would first resist and then politically balkanise efforts to do the same is hard to model and you get competing theories even to this day, some supported by involved states and entities and choosing another could be seen as a slight.

1/2
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>>1994025
>>1993525
To sum up, there actually is a "Commodore Perry" event in vanilla Vic 3. It's triggered the second someone successfully enforces an Open Market wargoal on Japan. However there's no pressure on any of the recognised powers to do so and if so there's no pressure to only do so. You end up in the situation many where complaining about on release, either the Shogunate stays never changing and never does anything to get itself recognised or Japan gets eaten by the European powers ala Vietnam as they have no reason to just open up their market. Imperial Japan is behind bothbin occurance. No effort is given them taking Korea and Ryukyu, little work is placed on the mid-Century Qing rebellions that aren't the Taiping rebellion and lmao on anything approaching the First Sino-Japanese War. So players complain and complain and even worse, don't play.

2/2
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>>1994025
>>1994029
>you get competing theories even to this day
This is in my opinion the basic core issue with Simulation-ism as a mindset for strategy game development. We still lack to fundamental agreement on WHY things actually happened. To take something from the game period, why did Poland develop a Liberum Veto, but Hungary didn't? Why did the Dutch Burgers gain so much influence? Why did the Ottomans become the most successfull beylik?
And even if we had an agreement on all of these historical events, how would you mathematical model all of them at the same time?
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>>1994048
Chuddies just want pop numbers go up or down
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>>1994048
In my opinion that's not really even the most important question. The question should be if something is fun or not. You can attempt to craft a simulation that ends up being fun and historic but then you reach the situation like the one anon described above about Japan. The reality is that lot of things about history are functionally random and while you may post hoc rationalize them "of course X happened because of Y condition" and those may or may not be true, what is true is that when you create a simulator based on assumptions like that it tends to spiral out of control or lead to very state results practically every time. You either have a true simulator where nothing ever happens or you start to railroad things and adding events and stuff to force the "interesting stuff" which for most people is the historic outcome to happen. Universe sandbox is a fantastic simulator but it's not a fun video game based on that merit alone.

The simulatooooors just blame a failure of simulator game on not simulating enough while the reality is that Simulating harder just makes the experience blander and if not it at the very least collides with the last backstop of these things, which is player agency. A good simulator simply can't function with a player that plays the ghost of a nation and desires challenge from AI opponents.
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>>1993143
Finnish bros... Why did we pick the shittiest soil possible?
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>>1994063
I agree with you that a Simulator-Type game, even if it is "perfect" would be a bad solution, because it simply isn't as fun as a game which feautures some simulation and "railroad" to keep it similar enough to real history. I just wanted to point out the fundamental flaw in Simulation addiction, that even if you follow the mantra of "trust me bro just simulate more two more simulations please" you will never reach a satisfying end goal, because the fundamentals are shit.
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>>1994071
It was literally barren rock thousands of years ago and before that under a kilometer of ice. It's a marvel there's anything here.
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>>1994071
The fact that the soil conditions seem to magically change at the political border between Finland and Russia leads me to believe the map is not exactly accurate representation of reality
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>>1994115
have you pondered whether national borders are often delineated by geographical boundaries my dim-witted friend
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>>1994115
almost like Finland fought for that land for a reason (they still lost)
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>>1993739
Some major things which go completely unsimulated in Vic3 which made Japan successfully industrialize while China languished.
>Japan's caste system leaving a lot of educated and high status yet increasingly jobless and poor people who want to overthrow it all so they can better capitalize on their status
>Japan's split power dynamic with the Shogun ruling at the consent of the Emperor, creating a situation where imperial power could be reasserted, giving reformers an alternate legitimate political entity to attach themselves to
>Japan's more devolved feudal system allowing for bases of unrest scattered throughout the country
>rural development and industrialization was able to develop far further in Japan than China, creating a proto-market economy with increasingly free and educated labor which could quickly adapt to an industrial economy
>Japan was less rich in easily produced luxury resources Europeans might be interested in controlling, decreasing pressure to bother with taking the place over
Almost none of what made Japan industrialize and liberalize the way it did historically had anything to do with memes like dutch learning and foreign incursions (of which China had plenty more).
Though of course trying to simulate any of this convincingly requires a simulation which would scare away even 90% of Paradox's playerbase. Which then makes you wonder what EUV should even be? Trying to halfass the simulation route gives you Victoria 3 which is utter slop and satisfies no one. Yet it looks like they are trying to make EUV more like that. Given player counts, creating history themed VNs like HOI4 pays off, but they seem to halfass that too, look at the dev diaries, even the high effort nations they add maybe one unique mechanic and a few dozen pieces of flavor text and events. You would think you could hire a writer to do that in a day.
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>>1994145
>>1994170
There's no geographic barriers or even differences on that border line. It's just a line in an otherwise identical forest.
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>>1994115
The same is really noticeable at the Colombia-Peru and Angola-Namibia borders too.
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what do we think broskis
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>>1994380
Where is this taken from?
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>>1994387
I found it on the EU5 Reddit page, 0 context given:

https://www.reddit.com/r/EU5/comments/1jhxcyh/people_doubted_this_leak/
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>>1994380
Sounds fine I guess. Only thing that made me cringe is the HoI fake forced meme rivalry.
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>>1994380
Why would I care about some grifting streamer marketing?
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>>1994393
>HoI fake forced meme rivalry.
It's really disgusting but that's how marketing works
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>>1994396
because it means we are pretty close to an announcement
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>>1994393
yeah Johan should beef with whiz
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I wish you would buy an ad you fat swedish child molester. You haven't put out a good game for 12 years and there's nothing to suggest that is going to change with EU5.
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>>1994380
>>1994387
>>1994392
Some streamer accidently revealed the Community manager's ideas for EU5. It was sent around to a few of them but he had it on his desktop and accidentally alt-tab'd into it and then insta closed it and ended his stream. No dates on it though nor is there any real information. This was a few months ago.
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>>1994406
>12
Paradox's last good game was 15 years ago
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>>1994408
how are people this disorganised
the only reasonable explanation is that the guy was trying to purposefully leak it
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>>1994408
>leak
the community manager position is openly advertised on the tinto website
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>>1994380
>challenges
>dev clash
>grandest lan
grim, I forgot about dev clashes
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>>1994392
Paradox put out a job advert to be EU5 community manager or something like that so this is probably just someone's application ideas
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>>1994425
yeah that actually makes sense
not a leak as such then
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>>1994417
Not for the position, as in the "engagement" ideas they (presumably EU4's current managers) came up with.
>>
Multiplayer and "content creators" are a blight upon the genre.
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>>1994440
Dev clashes are kino. I don't make the rules, that's just how it is. Sorry for party rocking kiddo
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>>1994425
>>1994432
This was before the job advert.
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Dev clashes are actually fine, the MPfag retard culture is the actual plague upon any strategy gay, might as well get aids too if you're a MP homo
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>>1994441
this anon speaks facts
>>
>basic marketing ideas
>"leak"
Am I missing something here or what are you guys seething over?
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>>1994474
>seething over?
where the hell do you see anyone seething
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>>1994474
Gotta keep the HOYPE inflated somehow.
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>>1992959
were tax offices really that well decorated? ivory, gold, silk... arent they just the equivalent of office buildings nowadays?
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>>1994945
you don't want your representatives to look like bums, especially if their whole job revolves around money. Nowadays you can get there through minimalist architecture and a relatively inexpensive suit, but back in the day you had to put in a little more effort.
you should also keep in mind that these are YOUR representatives, not "servants of the people" or some such nonsense. So bling them out!
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>>1994945
The trade houses and tax buidings of most colonial empires were quite fancy. Look at the Spanish Empire.
Unless you are the Dutch.
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have they said anything about appanages and special vassals like that
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>>1994990

Tinto Talks #51 Subjects and Overlords
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>>1994994
thx
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>>1994994
Damn, I hoped that the lessons of eu4 caused to abandon the unique vassal crap in favor of a general flexible subject system with flexible rules and conditions but alas they didn't learn
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>>1995044
i think he posted somewhere you can have different vassal conditions similar to ck3, but i doubt itll be more advanced than tax and levy rate
>>
At the very least they should make it so vassals don't take relation slots. That's retarded, has no basis in reality and they had to constantly invent crutches and workarounds for subject-intensive countries like France and Austria to bypass this arbitrary restriction.
The only "vassal limit" should be how strong they are compared to you. If you are powerful enough to rule over 100 subjects without them being able to threaten you then you absolutely should be allowed to do that
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>>1995088
>At the very least they should make it so vassals don't take relation slots
they now take up relation capacity, bigger vassals take more than smaller vassals. Johan delivers, on your knees anon
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>>1995092
Does the relation capacity depend on/grow with nation's might?
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>>1995088
>>1995101
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>>1995109
Johan-sama I kneel
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Worlds Number 1# Inca player plays in our MP games and really hoping they make Inca viable in the next game.
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>>1995120
They always make possible for Ryukyu to take all over the world, so you are safe. That's also one of the reasons why their games are shit.
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>>1995122
Good.
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>>1995120
I'm pretty sure playing as natives is gonna be shit since they will get a disease/disaster that kills >80% of your pops.
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>>1995200
*lit
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>>1995200
pops will make the new world so much better. native collapse can actually be simulated instead of just +33% all powers cost.
colonizers actually have to send pops to make colonies too. none of this nonsense where spain has fully colonized the interior of the americas by 1570
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>>1995229
Spain and other Catholic Iberians can use conquistadors to conquer American areas. Those don't need to move pops over. So quite historically, conquering already established native countries in the Americas will be fast for Iberians, but settling all the 'empty' land in America will take a long time.
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>>1994960
>Nowadays you can get there through minimalist architecture
Get through is pretty much it. There were big socio-cultural expectations only 300 years ago that high servants of the King/Emperor etc were supposed to look and carry like their high titles and jobs demanded. Not only within whatever was the high nobility class but also from the average person upwards. The tendancy for generals to bring ostentatious baggage trains on campaign with them which was exploited by Fredrick the Great was one such example.
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>>1994945
>>1994960
It's basically a unique building only meant for your capital and maybe few other major urban centers. The demands only exist to prevent it from being spammed and I suppose to fuel some colonial economy or something not because an 18th century bureaucrat needed a daily dose of ivory.
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>>1995044
they learned that people really enjoy unique flavour and country/region specific mechanics
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>>1995229
Wrong, you only send a couple of criminals and simulate centuries of hot, stinky, sweaty sexo with native women, finally a BWC bvll simulator
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>>1995088
>At the very least they should make it so vassals don't take relation slots
That's the first mistake, why do we need "slots"? Why I can't vassalize the whole world without restrictions?
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>>1995809
Relationship slots are needed mainly as balancing measure to avoid countries having way too many alliances (there are of course way better ways to implement this restriction, but slots are simple and get the job done)
They should definitely not extend to subjects though
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>>1995809
>>1995816
You need slots because conceptually having few powerful vassals is fun but to prevent vassals from being OP there has to be some kind of restriction. You can either go with a gamey but simple limit (which also pairs well with alliances so you can't be OP with vassals + allies) or you can try to be "realistic" by having the vassals constantly attempt to rebel from under you which would be annoying as fuck. Every time you are at war? Your vassals all rebel and try to break free. Nice gameplay loop lmao.
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>>1995823
Well we already have the nice gameplay loop of having to squash rebels every single time you win a war (unless you stack years of separatism and/or national unrest) and that is considered fine isn't it?
I still very much prefer the second solution because leveraging their loyalty and fear can indeed be a fun and engaging mechanic if implemented correctly. There could be more factors to it than just relative power. For example if you are a small nation bordering powerful heathens, you'll likely intentionally want to stay subject for protection if nothing else
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>>1995828
>Well we already have the nice gameplay loop of having to squash rebels every single time you win a war (unless you stack years of separatism and/or national unrest) and that is considered fine isn't it?
You ought to be punished for blobbing so it's fine yes.
>because leveraging their loyalty and fear can indeed be a fun and engaging mechanic if implemented correctly.
Rebellions aren't fun.
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>>1995831
>You ought to be punished for blobbing
The same can be said about vassalizing though? having subjects is essentially cryptoblobbing
By your logic there should be annexation slots so that you can only take, say, 5 provinces because you only have 5 coring slots, and if you annexed more than that you lose 1 adm mana per province
My point is there shouldn't be the concept of "slots" at all, it's an extremely rigid and thus unrealistic restriction. There should be either
1) no strict restrictions to begin with and instead the player is dissuaded from going too far via other mechanics (like what they are doing in eu5 >>1995109)
2) if you absolutely must make a hard cap on something, it must be more discrete/granular (like having dynamic governing capacity in eu4 instead of just being limited to strictly 20 states as it used to be)
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>>1995983
No idea why you quoted me with this garbage
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>>1995984
You were wrong and I pointed it out to you
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>>1992045
intersting choice to keep this region that centralized, in meiou its always a fun early game trying to unite and loot that region, MOGadishu is always loaded with insane amounts of wealth
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>>1996006
I'm surprised you didn't mention Gedo as the other central point, although I did just read a couple days ago about a guy that made it seem like the area was really rich

Abyssinia, which is kinda part of the same region, is an interesting one, cause if
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>>1994380
>Weekly challenges
They should do something like the ck2 challenges they did before ck3 released. I don't understand why they removed them afterwards
>>
>>1992045
>>1996006
The guy in the picture, Gebre Mesqel was a conqueror who went around enforcing subjugation at the point of a sword is probably why. Go back just 15 years and it'd probably be as fractured as you'd expect.
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>>1996154
>I'm surprised you didn't mention Gedo
meiou made mogadishu the trade hub so all the trade from india to and from east africa goes through there
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>>1992046
I always forget Ethiopians actually claim they have the Ark of the Covenant.
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>>1993688
Nevertheless, it's kinda weird how ridiculously rare succession wars are. I have actually never seen one happen in my hundreds of hours playing in Europe despite "succession wars" being some of the biggest shitshows of Europe short of the protestant-catholic divide.
>>
>>1996006
>intersting choice to keep this region that centralized
The review isn't done yet, so we don't know if it'll stay that way.
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Will vassal loyalty and liberty desire be influenced by geography and the suzerain's control over their nearest land
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>>1996762

Liberty desire modifier screen was not shown
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https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-56-26th-of-march-2025.1733172/

Hello and Welcome to another Tinto Talks, the Happy Wednesday where we give out information about our super top secret game with the codename Project Caesar, so that you can give us feedback!

Today we will talk about some of the changes to the diplomacy and warfare mechanics we have done since we started doing these Tinto Talks.
>>
Diplomatic Expenses
As you may have seen, in some previous Tinto Talks we added another expense to the economy to give more control to the player. The cost for this Diplomatic Expense is based on the tax base of your country, and the more you spend, the greater benefits your diplomatic corps gets.

If you play France you may have this maximized, but may not if you play a smaller country without subjects unless you you want to be able to maintain an alliance with a bigger and stronger country.
>>
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Antagonism
In older GSGs we made, we had a concept called ‘Badboy’ which impacted how badly you had behaved and other countries would treat you more harshly according to it. This evolved into the Aggressive Expansion systems we used in Eu4 and Imperator which had a direct impact on opinions that also allowed Coalitions to be formed.

While these were useful systems, they all were a bit limited;as a global variable in your country it was too broad, and as merely opinion impacts, it was rather hidden and hard to get overviews.

In Project Caesar we developed a new system called “biases” which has static impacts and temporary values that change over time, like opinions work in most of our games. We had this for Opinions and Trust, and when we were not happy with AE and neither were you, we decided to scrap AE and instead make a new bias, which we call Antagonism.

Antagonism indicates how other countries are likely to view us. If they feel a lot of antagonism towards us, countries that consider us as relevant to their interests will be less inclined to engage in diplomacy and may act against our interests. Antagonism is caused by basic differences between countries' societal values, government types, religion, culture and language, and actions can cause an antagonism 'bomb' in a location that affects the countries near it to varying degrees depending on how much they care about that location and about the antagonistic country. Antagonism 'bomb' effects will generally dissipate with time. Antagonism also affects a country's opinion of you.

Of course, a country needs to have caused a certain amount of Antagonism against you before you can join a coalition. The overall effect of this is that you can get away with fewer antagonism ‘bomb’ effects against countries that have a baseline of antagonism for you before they start thinking about forming coalitions against you, and countries that are more similar to you will probably allow a bit more to slide.
>>
Independence Movements
Trying to become independent as a subject is usually a tough life. In some previous GSGs you could ask another country to support your independence and they could help you in a war. To make this better, we took inspiration from Crusader Kings where subjects usually band together to fight for independence. As we have the International Organization code, we made a new type of it, called Independence Movements. Any subject with a loyalty below 50% can start such a movement, and any subject can join it. Other countries can be invited as well, and the goal of the war is to get independence for all subjects!

Probably need some more members for this..
>>
Civil War Surrenders
Sometimes you are in a civil war and you know you are about to lose, and it's just a matter of time, so we added in an action to surrender in a Civil War when the other side is more than twice the size than the other.

And as some of you pointed out, losing a civil war as soon as possible to avoid it, may or may not be an exploit, so currently there are some penalties to jumping to the new country.

At least Scotland will be free!


Naval Combat
During testing, we discovered that with all types of ships having the same frontage made it so that you wanted to stack almost purely the biggest ships and the rest were not useful. So instead they now have different frontages, so the categories have different roles.

Heavy Ships have a frontage of 2 and a combat speed of 0.5 & Galleys get 0.5 frontage, but their combat speed is 1. Light ships get higher initiative and combat speed, and have a frontage of 1.

New Objectives
When we talked about the military objectives, there was a request to add automated rebel suppression, and this was something we definitely added in. We have now also added a Hunt Navies that works like the Hunt Armies, and tries to engage and destroy enemy navies when spotted in the designated areas.

We are also looking into adding a few more objectives, like defending the coasts or focused sieges, and will tell you when more are implemented.
>>
Logistics Improvements
While we were very happy with having a logistics system in the game, and where food mattered, it was a little bit limited in that you could only trace supply two locations away at most. So we introduced a concept called Logistics Distance, and now every single army traces a path to the closest valid supply source. The length that can be traced can be extended through advances in several of the later ages.

A valid supply source is a Supply Depot, a port or seazone with a navy carrying food that will distribute it to you, or a province-capital that is under control of a country giving you food access and actually has food.

Supply paths can only be traced through friendly controlled territory, but not through any location that belongs to the Zone of Control of a hostile fort.

We also made it so that armies can only carry a single month's supply of food with them, except for the auxiliary units, which can carry many months for several regiments each. This means that even if you can march deep into unprotected territory or have the ability to ignore the Zone of Control for forts, you need to get a supply path to the source you can get food from.

Of course, you can always see the path your armies trace supply from when you have selected an army, as a thin green arrow goes from the supply source to the army.

Here I walked past the Lithuanian armies (I used the remove fog of war cheat code, as they would have been hidden for me otherwise), and tracing supplies from Goriadz, and they will easily be able to cut my supplies by movingmy moving into Lipsk. This is the paper-map-mode where everything is icons on the map.
>>
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Monthly Attrition Losses
One thing that was requested by you guys was the ability to see how much attrition a unit has taken recently, so we added some history to it, so you can see how many died in the last year.

My army lacks food to continue the siege… a few more months at most..
>>
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Recruit Admiral/General
Another worry that was pointed out by the community was the potential lack of generals or admirals for your units. So we added two new actions where you can recruit either a general or an admiral for your country for gold. The price is based on the economy of your country, but the price is reduced by the military ability of the ruler.

The abilities of the new commander dependdepends on the current army or navy tradition, which is also reduced a bit by recruiting a new commander.

Next week we’ll go through the mixed collection of all other major changes we have done..
>>
>>1996880
inB4 AI just ignore the lack of supplies or only suffers a minimal penalty
>>
I thought this game was supposed to be a real simulator with no mana.
>>
money is mana if you cope and seethe hard enough
>>
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>>1996880
>>
>>1996873
>>1996874
>>1996876
>>1996877
>>1996880
>>1996884
>>1996885
everything here just sounds like good ideas and mechnanics, eu5 deniers are really quiet lately
>>
>>1996944
Deniers have been grasping at straws (MONEY IS MANA, FLAVOUR IS LE BAD AKTUALLY, THE GAME IS AcTUALLY SECRETLY UNBALANCED still no proof btw) for months now as Johan continues to shatter my kneecaps.
>>
>>1996888
if they are based they would make ai suffers full attrition a game rule
>>
>>1996930
>money is mana
>>
So only next week left for feedbacks, announcement in 2 weeks?
>>
>>1996981
What makes you think the two are related?
>>
>>1996968
money is mana is literally only posted by Johan. It's a strawman he makes when mana gets obliterated
>>
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I was reminded of this meme today
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>>1996981
After that they are going over religions and IOs, no indication regarding an annoucement imo. How did paradox announce vic3 ? it was at pdxcon right and that doesn't exist anymore so idk maybe gamescon europe is when they are gonna announce it.
>>
>>1996998
Victoria 3 was announced at pdxcon 2021 with a huge infodump and hours of devs talking about the game, after having been kept a secret up to that point.
But with EU5 we already know most of the game, so when it's announced, it won't be anywhere near as impactful. The only card they have to play is the reveal of the 3D map.
Since we already know the Tinto Talk and Tinto Flavour schedules for the next months, I don't see how those can indicate an announcement anyway. TF still has a year to go with all the country profiles.
>>
>>1997030
>TF still has a year to go with all the country profiles.
I was worried they might do a dump and release all of the remaining ones simultaneously but it seems they're actually taking their time with the research

I can't wait for the Persia & Caucasus feedback next week
>>
>>1997030
I doubt they'll have a tinto flavour for all 60 of them, some of them will be left for people to explore themselves
>>
>>1997038
I expect Tinto Flavour threads to go higher than #60 as more content is added...
>>
they are already inviting youtubers to spain, announcement is gonna happen very soon
>>
>>1997040
could also be for eu4 grandest lan or something
>>
>>1997040
I hope that gypsy seether doesn't show up, would immediately suck the joy out of an EU5 announcement event.
>>
>>1997030
They can announce the game and still do dev diaries, which is how it worked with all their previous games
>>
>>1997055
Which is why I'm saying that trying to predict an announcement based on the dev diary schedule is pointless.
>>
>>1997071
I think it makes sense. The past four weeks have been wrapping up the updates from feedback so now they will announce the game and move onto the final cycle
>>
>>1997118
Why would feedback have anything to do with announcing the game?
>>
>>1997128
Because the entire point of these dev diaries has been to collect feedback before announcement
Now the feedback has been collected, so they can announce
>>
>>1996873
Are diplomats just an expendable resource like manpower or money? Ie you spend 6 diplomats per month to maintain your alliance with someone
>>
>>1997146
The point of these dev diaries is to build hype for increased sales, they are advertising. And you again failed to answer the question, what does feedback have to do with announcing the game? The dev diaries will continue after they announce it and they will keep collecting feedback as they do and the game is still probably a year out even after they announce it. You aren't making any sense.
>>
>>1996880
>no more cat and mouse with tiny stacks penetrating deep into your country
This strange feeling... is this... hope?..
>>
>>1997166
You can presumably pillage food from the locals or siege down something that counts as a supply depot, which ought to be more than enough for tiny armies. You could attach the supply units too.
>>
>>1996885
>recruiting a general reduces military tradition
Fucking why??? They were supposed to get rid of this eu4-style random arbitrary bullshit, not add more of it
>>
>>1997174
So you can't just reroll a perfect general, same reason it does in EU4
>>
>>1997175
Gamey arbitrary bullshit with no basis in common sense
>>
>>1997177
>going outside the military tradition to elevate a new general means you shouldn't lose tradition.
>>
>>1997177
It's a video game so ye
>>
>>1997180
Military tradition is the combined combat experience of all military personnel in your nation. How exactly does hiring a new general reduce it? Does everyone in the military suddenly and collectively develop amnesia the moment you promote a new general?
>>1997182
Neither an argument nor an excuse
>>
>>1997188
You got pretty thoroughly blown out, not only is it video game logic in a video game and makes mechanical sense but the explanation is also correct and you have no argument against it.
>>
>>1997156

Not like manpower or money, you can accumulate those

Discrete diplomats are replaced with diplomatic capacity, here is how France uses it >>1995109

And the post you referenced is the funding of the capacity
>>
>>1997191
No? I explained exactly why it makes no sense. Soldiers don't suddenly forget their combat experience when the high brass gets a new member
>makes mechanical sense
Also no. If you want to restrict rerolling, make them more expensive. Better yet, get rid of the rerolling meme in the first place
>>
It makes about as much sense as changing native policy reducing stab
>>
>>1997188
If the guy you promote is unqualified and has dumb ideas it's practically the same as everyone developing amnesia.
If anything the effect on military tradition should be random. It can be good or bad depending on who gets promoted.
>>
>>1997199
>make them more expensive
>get rid of the rerolling meme
Ok we'll make them more expensive and punish rerolling by making it reduce tradition
>NO NOT LIKE THAT
>>
Just make recruiting a general give you a modifier with increased tradition decline.
>>
All armies should have a general by default.
>>
>>1989727
When is it coming out
>>
>>1996991
>money is mana is literally only posted by Johan
He uses that as the most extreme example with that meme image.
>>1997040
Where are you seeing this?
>>1997165
Tinto Talks aren't explicitly not Dev diaries. My personal expectation is that there'll be a distinct set of DDs after announcement like usual but much more condensed.
>>1997199
Raping standard process to elevate an up and comer will absolutely impact a militaries traditions, dogma and structure. It may be a good thing over all but it's an unorthodox imposition on the normal military way of things. Think Archduke Charles having to buckbreak the Austrian Hofkriegsrat to do anything.
>>
>>1996932
>>1996968
>>1996977
>money is mana
FIAT money might as well be mana.
>>
>>1997044
Nah, EU4 is already a walking corpse, there is no way Paradox is making an event for that game. It's definitely about the new EU5, soon to be formally announced.
>>
>>1997040
remember when they invited everyone to a castle in poland during covid where they required the vax and they STILL made them wear cattle masks and stay 6 feet apart?
faggot swede company.
>>
>>1997211
Military tradition is the COMBINED experience, not average, the only way to reduce combined experience is for people with that experience to die or retire. If there are nine bottles with water on the shelf and you add a tenth one that is empty, the total amount of water on the shelf doesn't reduce
>>1997214
Are you retarded? Are you just arguing for the sake of arguing?
>we'll make them more expensive
Tinto neither said nor did that
>punish rerolling
Whereas I suggested removing it, not punishing it
>>
>>1997617
NTA you're trying to apply real life logic to what is supposed to be a nonsense video game.
Same exact hubris as the Victroonia3 fags espousing that realism is le best fucking thing ever.
>>
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>>1997624
>historical /gsg/
>supposed to be a nonsense video game
???
>>
>>1997617
>Tinto neither said nor did that
But you did. I was replying to you not to the tinto in your head.
>remove rerolling
Rerolling will always exist in some form unless you hardcode everything to map seed. The way to remove rerolling is only to make it so unappealing that it's only an option in desperate circumstances.
>>
>>1996880
I predict the AI will shit the bed trying to cope with this, and either lose tons of troops to attrition or play in an extremely cautious and exploitable way to prevent supply issues.
>>
>>1997642
so they will behave like the players? good
>>
>>1997174
It's not recruiting any general, it's training a completely new one i.e. generating a character out of thin air. You're basically scraping the barrel looking for commoners because there's no notable people around who are qualified to be generals. In this case it makes sense, unlike in EU4 where building a general staff would hurt army tradition ipso facto.
>>
>>1997642
>>1997645
the AI will micro this system way better than the players.
>>
>>1997641
The way to remove rerolling is to add a small progression system to generals and admirals. You promote a leader, he starts with 1 star, progresses to either 4, 5 or 6 stars with experience. How far can a general progress depends on his aptitude stat that is hidden from the player and is assigned randomly at the moment of spawning. There, I fixed rerolling without removing the RNG aspect
Truth be told, I'd personally get rid of RNGism too and make the leader's maximum skill level depend on national ideas and modifiers instead
>>
>>1997638
mechanics have to be gamey or it becomes a chore and ceases to be fun.
>>
>>1997657
I hope you meet with the autist that demands perfect simulation of every trivial detail, or it's "Paraslop", and you both kill each other.
>>
>>1997646
I believe you think of tradition as averaged experience, thus adding a green recruit to a cadre of experienced professionals will dilute them and reduce the average tradition
But the game explicitly states that this is a combined total experience. The only way to reduce total experience is removing people, not adding them (mathematically speaking, it is possible to reduce the sum if you add a negative number, but a human cannot have negative skill/experience)
Thus the way it should work is nations gaining tradition in combat and while exercising/drilling, and losing tradition with casualties and over time (due to people retiring from service)
>>
>>1997660
that already happened and we had a scuffle. I was lucky to get out alive with one eye.
>>
>>1992632
Very weird to me that Flanders is largely grey in this map, in the modern day it is some of the most fertile ground around. Although I suppose if it is about the soil components rather than the agricultural productivity in tonnage/hectare then I suppose it makes some sense. Since those yields are really only achievable through modern farming methods but even then.
>>
>>1996877
I mean, big warships are supposed to be stronger in a fight. Smaller ships like frigates were used to attack civilian ships in raids
>>
One of my biggest gripes with V3 was that when there was not enough input resources for industry on the market, the game would just generate them out of thin air.
I hope that's not the case with EU5.
>>
>>1996874
I wonder if there will be good tools to replace culture. I found the ones in viccy 3 very poor.
>>
>>1997689
You're wrong, Northern Flanders and Brabant have famously poor soil, there is even a sandy desert in North Brabant. That's why they specialize in livestock, even today. That's also part of the reason Northern Flanders was so urbanized early on, it was better to focus on manufacturing in cities and import food from the very fertile lands to the south.
>>
>>1997798
Goods don't actually exist in Victoria 3, but they do in EU5, it's a completely different economic simulation.
But EU5 does have some basic goods production in markets - stuff like lumber and clay which is needed for construction.
>>
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>>1996880
I'm kneeling so hard right now
>>
>>1997913
>they do in EU5
Wait really? There's like a finite number of every good in the world at any given time and they are being properly produced and consumed by relevant buildings every tick? They actually did that?
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>>1997914
Can someone please edit this picture so that Johan wears CWC's legendary outfit
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>>1997916
They're even stockpiled in markets and can be moved between markets by trade routes. It's a crazy concept, V3 devs said it couldn't be done...

But joking aside, I want to repost Johan's explanation of market operations here, because it was in a random post on the forum that probably not many people saw, and I think it's interesting:
>>
>>1997937
I kneel.
>>
>>1997936
kek is that Kadyrov?
>>
>>1997937
That phase 1 is concerning to me, who is buying them? I think if I'm reading this right then that means goods are only partially real, meaning they can run out but "the market" will always buy basic goods at the very least. Basically better than liqqi 3 but worse than liqqi 2
>>
>>1997953
What do you mean?
In phase 1, all goods produced in RGOs are added to the market. The buying happens in phase 2.
>>
>>1997956
If they were simply made available for purchase there wouldn't have to be a phase 1 and it also pretty explicitly says "sell" so presumably money is being paid out to the RGO producers at this phase by someone before anyone actually buys grain the grain farmers already got paid.
>>
>>1997960
Nobody pays out money lol the game doesn't simulate individual transactions between two actors within a market, that would be an insane amount of calculations. Also pops don't get paid either.
Profit is calculated for each building/RGO and added to the location's tax base, which is then reduced by level of control and paid to estates based on a fixed weight.
>>
>>1997962
That doesn't really adress anything what I said. The grain farmers get paid by the market regardless off if there's actual buyers for grain or not, which makes the goods semi real since they can still run out.
>>
>>1997964
The grain farmers do not get paid directly either way.
If grain supply is higher than demand, then the price of grain will fall which reduces the profit from producing it. It also incentivizes exporting all that grain in the market's stockpile to other markets, as you can make a decent amount of money by moving that cheap grain somewhere where it's needed.
>>
>>1997967
That's also true in liqqi 3 and it simply doesn't have real goods. No idea why you are responding to me with this, did you even read what I posted?
>>
>>1997971
No, surplus goods aren't stored in stockpiles in Victoria 3. If you have 1200 sell orders and 1000 buy orders, then the price will be below base price, but those 200 surplus sell orders do not pile up in a stockpile, they are just lost.
In EU5, these goods are actually produced and added to a stockpile.
>>
>>1997973
Still no response in sight, yes or no.
>>
>>1997974
I explained the difference between the economic simulations multiple times now, do you have some sort of learning disability?
>>
>>1997977
Only respond with a yes or no to my question
>>
>>1997964
Could just use the buy values from the previous tick which is pretty much how it works irl, suppliers buy in anticipation of selling
>>
>>1997984
There is no need to get anything from the previous tick other than the current price. In phase 1, everything that is produced in RGOs is added to the market and the RGOs' profit is the amount produced multiplied by market price.
Why would you need anything else?
>>
>>1997984
That's what liqqi 3 does too, which doesn't have real goods so not really relevant to my post.
>>
>>1998020
Only respond with a yes or no to my question
>>
>>1997048
Ludi is right about everything and I hope he goes so you can seethe more.
>>
>>1998062
ok ludi
>>
>>1998062
>Gypipo: "We wuz Roman emperors n shieet"
>>
>>1997937
>it's real
MY KNEES MY FUCKING KNEES WHAT'S HAPPENING
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>>1997555
do you own any gold or silver, anon?
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>>1997937
Yeah, that's it. GOTY
I'm a kneeler now.
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>>1998396
which year lmao
>>
>>1998055
okay ask your question
>>
so first, we need to discuss what the word “political” means in the context of project caesar
>>
>>1998062
>>1997048
Who?
>>
>>1998545
The best EU4 player in existence.
>>
>>1998545
A Romanian hyper nationalist who was seething at Paradox that the Romanian cultural borders in 1337 are not the exact same as 1921. Since apparently Moldavia, Transylvania and Wallachia are western constructions.
>>
>>1998577
>Moldavia
That is true, that's a soviet construct. Even Moldovans know it.

>Transylvania and Wallachia
Those were Ottomans' constructs but at least are more valid than fucking Moldova.
>>
>>1997953
>who is buying them?
The market. There are never "unsold" goods, instead fluctuations in demand are represented by changing prices.
>meaning they can run out but "the market" will always buy basic goods at the very least.
"The market" will always buy ALL goods. But when end-users (buildings, locations, units, pops) want to buy goods back from the market, there will never be enough available. This is how goods "run out".
e.g. if a market has 100 food and your units park on a location and eat 100 food then the pops in that location can't buy any food and they have to eat their reserves. If the reserves run out (or get plundered by your army) they starve and probably riot.
>>
>>1998696
That means goods don't actually exist in eu5 either then
>>
>>1998803
There are stockpiles, so they exist just as much as Victoria 2. The amount of goods is tracked, supplies can be built up or run out, or there might not be enough to buy, and so on
it's not like vic3 where everything is just buy and sell orders
>>
>>1998844
Victoria 2 doesn't have the market that just buys regardless of buy orders so that's wrong.
>>
>>1998850
Only respond with a yes or no to my question
>>
>>1998803
>>1998850
Don't fucking bother the EU5 thread with your faggotry, shitbird.
>>
>>1998590
Moldavia is not Moldova, nigger. Moldova is a soviet construct that was partitioned out of some of the parts of Romania that used to be Moldavia.
>>
>>1998858
Erm, but goods don't exist in EU5 boebeit!?!?!?!?!?!?
>>
>>1998858
Please read the discussion instead of seething like this.
>>
>>1998867
Please shut the fuck up and disappear into /gsg/, asswipe.
>>
>>1998870
Why are you seething at me, I didn't start the discussion or make the comparison. I simply proved the person (probably you) wrong.
>>
>>1998871
Only respond with a yes or no to my question
>>
>>1997937
>>1998133
Well, it's static, unlike V3, so it should be fine. Pops being last in line for goods is mildly concerning, though.

V3's industrialization phase was the Great Leap Forward experience, but this seems to be a permanent feature of EU5.
>>
>>1998875
Pops being last in line for goods means there can actually be shortages. Most unrest seems to come from pops lacking goods, so if pops got first dibs on goods they'd never revolt.
plus, there's no reason to believe pops would ever be "fully satisfied" and stop buying more goods if possible. Their consumptive demands are basically infinite so if they weren't last on the list every other buyer would never get a chance.
The alternative would be tracking the wealth and spending of each individual pop, but it seems this way saves massively on performance by avoiding that
>>
The Moldovan autism on that forum still amazes me
>>
>>1998960
Just wait for the oceania feedback, i've read 10 books/papers on pre colonial polynesian demographics since the oceania tinto maps
>>
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>>1998968
I think the calculation for the biggest forum autism is such:

closeness to the western world (1 x 0,25) + number of written sources (1 x 0,5) + shitholeness (1 x 0,5) = Balkans, Persia, China, SEA.
>>
>>1998874
yes or no
>>
>>1998968
shouldn't you post about it *before* the feedback comes? they will have less time to change shit then and they've indicated in other feedback threads that changes will be minimal after they're satisfied with the region
>>
>>1998958
It's also best for a video game, if you build a building you want it to be supplied before some random pops. Buildings likely also have smaller overall demand than pops so it makes sense that they come first, if you are missing 10% of the goods and buildings needed 10% then that's just 11% penalty to the pops but a 100% penalty to the buildings if they came last.

>there's no reason to believe pops would ever be "fully satisfied" and stop buying more goods if possible.
This is just not true.
>>
>>1998875
Pops are last in line irl as well though, no farm, factory, mine etc. sells straightout to people instead of (((merchants))) first who then redistribute those goods
>>
>streamers and youtubers in spain
yeah announcement coming in april 100%
>>
I guess that's the "internal event" they mentioned last week.
>>
>>1999114
What you mean is that nowadays those operate under long contracts such as farms selling their crops years in advance to chinese companies, but that wasn't how it was before the 20th century though as production was very small under lower technology
>>
>>1998577
Lmao any examples?
>>
>>1999319
I have none because I made it up
>>
>>1999319
His videos where he covers EU5, iirc it was where they showed the balkan culture mapmode.
>>
No dev diary today?
>>
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>>1999339

No
>>
>>1998874
This "Liquoria"fag is a literal 100pbtid bad faith actor who contrarian-posts about topics he doesn't like because he enjoys seething 24/7.
Go to any PDX game thread, he starts seething profusely about every-fuckin-thing.
His opinion is worthless.
>>
nothing more pathetic than a lone faggot on a personal crusade to fake consensus on his own opinions.
>>
>>1999123
>>1999126
Where are you seeing this?
>>
>>1999455
https://x.com/zlewikk/status/1905610619207758028?t=Obt-Hf2I_zn93Ex5XFQDWQ
>>
>>1998958
Keeping peasants fed is how monarch shoulders keep their head.

Fucking over peasants out of food to give to soldiers is a deliberate decision.

And aren't most countries still relying on levies at this point in time? Or are we doing standing armies from the get-go?
>>
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>>1999442
Rent free.

You should totally keep doing that, btw. Accusing everyone who is fed up with your shit of being me, I mean. I promise, it will go splendidly for you.
>>
Fake. Consensus.
>>
>>1999508
I'm the one talking about victoria above and none of these last posts are me, you are both schizoing out.

>>1999499
If you don't like your pops being last in line for goods just demolish the buildings. You can't demolish the pops to give your buildings goods if they were the last in line.
>>
>>1999779
It's what I said.
He can't stand the idea that people could disagree with him about vic3 so he has to larp as if everyone thinks like him.
His little opinion of Vic 3 having superior mechanics in totality to Vic 2 is outdated and it was walked back by even it's most ardent defenders.
His shill opinion is literally a year outdated.
Not even parashills agree with him anymore.
>>
>>1999342
>Rise of Timur
Fucking finally. Timmy is the biggest conqueror of this period - the starting one, at least. He's pretty much the last great "Nomad Conqueror"
>>
>>1999123
The fact that they have a weekend where some content creators get to play the game a bit and ask the devs questions (which will likely end up in videos next week) doesn't necessarily mean that the game will be announced soon.
If press is also there and they're given footage and a press release (no mention of that so far), it would be different, since that's exactly what will happen shortly before the game is announced.
>>
>>2000084
Ludi has already spoiled (in his now deleted video) that he will cover EU5 extensively after his "break".
>>
>>2000096
Yeah, that could just be talking about this event and his impressions of the game, doesn't mean it will get announced 100%.
>>
>>2000100
don't see them just letting youtubers talk freely about a game they haven't officially announced, and I also don't see them doing month long NDAs
>>
>>2000096
Based gypsy snitching us the news
>>
>>1996877
>Hunt natives
Lol based, I hope it also kills off native pops
>>
>>2000084
>>2000096
Still makes me laugh how Paradox is still denying Project Caesar is EU5 when everyone and their mother know the obvious.
>>
>>2000193
>I also don't see them doing month long NDAs
That would be completely normal, all beta testers sign NDAs which are theoretically unlimited, although laws do restrict that somewhat in most countries.
If traditional press are at the event too, then that pretty much guarantees an announcement very soon, but if it's just content creators who have been making videos about every dev diary anyway, then it might just be a slow lead-up to the announcement.

>>2000213
They're not denying it, they're just joking about it being super secret, even though everyone knows what it is.
>>
>>2000215
>That would be completely normal,
nah these people are not professionals, things would get leaked pretty quickly
also these type of events usually happen when a game has been announced, that and the fact that we are getting the last feedback dev diary next week leads me to believe that the announcement is very soon
>>
>>2000230
>leaked
They are there to "leak" stuff, it's advertising. What do you think is so secret about the game that they could possibly reveal?
>>
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>>2000211
>>
>>2000302
>75%-90%
Euro imperialist revisionism, unbiased scholars say the actual mortality rate was 20% and that the vast majority of deaths were caused by direct genocide efforts like mass murder, burning down infrastructure and sabotaging societal economic factors by intervening in native conflicts.
>>
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>>2000315
>Euro imperialist revisionism
>>
>>2000315
I know you are shitposting, but I wonder how well the game will display the actual impact of the last point you stated
>sabotaging societal economic factors by intervening in native conflicts.
Societal structural collapse, new ways of warfare (european weapons and horses) probaly also killed a significant amount of natives, particulary in North America.
>>
>>2000315
>that the vast majority of deaths were caused by direct genocide efforts like mass murder, burning down infrastructure and sabotaging societal economic factors by intervening in native conflicts.
Literally and completely impossible. Native death completely outpaced European colonization. The idea that a small number of colonists killed untold millions in a fast as span as the natives died is retarded.

Go push your nativist propaganda elsewhere.
>>
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>>2000353
Doth thou doubteth the villainy of the hwite man?
>>
>>2000360
Yeah. A few thousand whiteoids were not capable of killing millions of people in a few decades. They are not nearly that cool.
>>
>>2000400
That's for Steppe people.
>>
>>2000353
European brutality enslavement and murder are responsible for the fact that the indigenous population never bounced back as populations historically tend to do after deadly epidemics.
>>
>https://www.youtube.com/shorts/FSD-qP7SVR0
okay now they aren't even hiding it anymore
two more weeks
>>
>>2000578
>Paradox Building in the background
kek
>>
Tinto Talks forum redditors are crying about the new world being a technological backwater with a schizo claiming the Inca were great seafarers.
>>
>>2000632
So are you just going to ignore all the disagrees that these posts are getting? It's just like two people who cry about eurocentrism and everyone else disagrees with them.

>>2000578
We already knew that content creators are in Sitges (some of them posted pictures), so this is nothing new.
>>
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>>2000353
>>2000360
>>2000400
>>2000534
Estimates put native American population levels at 2m to 115m.
There were not 115m people in both north and south america.
There were only a few big cities and even some of the biggest cities were abandoned in periods leading up to european contact.
It's certain that a lot of them died in war against Europeans and in plagues but the fact of the matter is the majority of the americas were not inhabited by sprawling long house cities and gigantic Indus Valley-type metropolises.
Cuzco, the biggest Incan city could reasonably house at most (estimated) 150,000 people when the europeans found it.
That kind of population density is only found in a fraction of a fraction of the land mass of south america.
The natives were outnumbered hundreds of times by the rest of the world to boot.
Euros arrived right after a Mayan collapse so it's more likely there were less than 3 million natives in the entirety of the Americas.
>>
>>2000660
>Euros arrived right after a Mayan collapse
Mayans collapse centuries before that.
>>
>>2000578
ITS HAPPENING
>>
>>2000663
the effects of which could still be experienced right up until spain took over the peninsula.
>>
>>2000315
>>2000353
the death tolls in the americas were probably 30% of what is claimed at most
>>
>>2000534
>as populations historically tend to do
This fucking line. Only a leftard could be stupid enough to think like this.
>>
>>2000700
There are places in Europe that were hit worse than this by the black death, this spic cope is getting retarded
>>
>>2000534
>the indigenous population never bounced back
But they did? Are you retarded?
>>
>>2000302
lol, outside like 500k token whites, all sudacastan is majority native at worst mixed with nigers, they rebounced completely
>>
>>2000578
Johan Biden, wake up.
>>
>>2000660
I'm glad more people are questioning the retarded leftoid Guns Germs and Steel (check author's Wikipedia, it's exactly what you think kek) pop-sci narrative that pre-Columbian Americas had a population of over a 100 million, I remember that shit was drilled into my head in school like some fucking propaganda. Now even keked companies like Paracucks only puts it at 20 million (even though it's likely even lower as you said).
>>
>>2000852
>>2000660
I wonder how far you'd have to go back in European history to find a comparable average population density to that of the Americas around colonization.
>>
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>>2000859
Keep in mind the Spanish had the hardest time conquering the Mayans, Mexican natives, and Incas because that's the regions where most of the continental population was massed in.
There was never a story in history about a 100,000 man fight against the Spanish by the Navajo or the Mapuche or any other random tribe.
Look at some of these articles for population estimates and casualty numbers:
>https://en.wikipedia.org/wiki/Chichimeca_War
1546, just north of Mexico proper estimated 30-60k total population, native raid forces of 40-50 and 200 men, Spanish casualties estimated in the thousands across a decade.
If there were hundreds of thousands of natives in any given American tribe, then they would certainly have used their numbers advantage against the colonial settlers.
>https://ehrafworldcultures.yale.edu/cultures/nm09/summary
>In 1600 the population of the Five Nations is estimated to have been about 5,500 and that of the Tuscarora about 5,000. By 1904 the 6 Iroquois tribes numbered at least 16,000
The Iroquois were barely scraping thousands of tribesmen and women right before meeting Europeans for the first time.
There are more Iroquois alive today than there were possibly ever.
>https://www.britannica.com/place/Cuzco
>The population of the [Incan] empire . . . in the 1530s, may have numbered more than 12 million. The city itself had tens of thousands of inhabitants, perhaps as many as 200,000.
>https://www.worldhistory.org/timeline/Cuzco/
>Cuzco, which had a population of up to 150,000 at its peak
If the Inca were the biggest of both continents and it's biggest cities were about 100k large, it's not feasible that natives of the amazon, the rockies, great basin, or the caribbean would even come close to those numbers.
In order for there to be upwards of 10 million natives on both continents, there would have to be 100 Cuzco's, hundreds of Mexico cities.
There wasn't "untold millions" of natives in the new world before colonization.
It was mostly empty.
>>
>>2000660
>>2000859
I prefer 40 million, divided as follows:
North America(north of Mexico): 3 million
Mesoamerica(with Central America): 15 million
Caribbeans: 1 million
Andes(including Chile and Highland Colombia): 15 million
Amazon: 5 Million
Rest of South America: 3 Million
>>
>>2000910
In the context of the game this is an okay compromise.
We will never know exact population metrics pre 1500.
The lowball estimates of under 10m total continental population are probably correct.
>>
>>2000660
imo the high-end population estimates are typically unfounded pop-science bullshit, generally invented to wow readers more than anything.
At the same time, I think you're underestimating how many settlements there may have been, and what constitutes a "metropolis".

For comparison, the ancient city of Ur was a mound-city built by neolithic agriculturalists. It was extensively urbanized with canal systems and a famous ziggurat. It may have been the largest city in the world in its heyday. It also housed less than 70,000 people.

So no, given that the timeline for peopling of the Americas keeps getting pushed further and further back by new evidence, and given that we keep discovering new mound-builder settlements (e.g. in the amazon), I don't think it's strange to assume some of the most fertile land on earth, with new world crops, and some of the most impressive river systems and other abundant food sources, might've had several Urs laying around. Cities of 10,000 - 100,000 people, not genuine metropoles like Cairo with its 500,000+ or Chinese walled cities with over a million, but still large permanent settlements befitting neolithic/chalcolithic peoples forming early state structures.

Basically you're characterizing relatively typical neolithic settlements as "sprawling cities" and dismissing them out of hand, but I don't think there's any reason to. We know they existed in the old world, we have some evidence they may have existed in the new world, I don't see why we can't put 2 and 2 together.
>>
>>2000976
I'm not taking a stance in your discussion, but the timing of the peopling of the Americas has nothing to do with population estimates, especially because genetic evidence on when the population would have expanded has been solid for a while.
>>
>>2000881
You really shouldn't focus on the cities so much when talking about native populations because most people just didn't live in cities at that time. For comparison Madrid in the 16th century was between 20k to 100k to 50k depending on if it was the capital of Spain or not while the population of Spain was more like 6.5M. If we went with just that nugget of information it wouldn't be unreasonable for there to be 10 million Incas alone without the rest of the Andes for instance but that would be pretty stupid. Cuzco and Tenochtitlan were objectively massive and impressive cities when European arrived to them. The actual question should be how populated was the countryside and how many small and medium sized settlements there were.
Your point about tribes is also misguided because they were tribes, tribes naturally have a rather low population limit where they split apart when they grow too big. In hindsight it's easy to perceive the natives as having some kind of united front vs European "invaders" but at the time the native tribes fought more among themselves and many of them allied with Europeans against other tribes. Native allies played a massive part in how Spain managed to win against the Aztecs in particular but also against Incas and they also helped push the metaphorical border on the map much further than the hard control of actual European settlements would allow. Colonization at that time was slow enough for a human life that Europeans were simply not a concern for lot of these groups, there were areas they could move out to and frankly trade with them was very profitable.

There certainly weren't hundreds of millions of natives but their numbers shouldn't be underestimated either.
>>
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Does Paradox not realise that even the presence of this gypsy is going to make the game worse
>>
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>>1992310
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>>1997689
they over use fertilizers
>>
One thing i haven't seen is wether language is tied to culture, like is it possible for a russian pop to speak kazakh ?
>>
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>>2001200
Each culture has a language associated with it, so no
if you're part of the Russian culture, you speak Russian. And if you speak Kazakh, most likely you are Kazakh
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>>2001251
Okay yeah that's what i assumed, good desu the game would probably run like complete shit otherwise
>>
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>>2000742
retard
>>
>>2000852
>retarded leftoid
Lmao. I remember we had a convo about GG&S and some leftoid was seething about it in reverse then. It's honestly the book everyone hates.
>>
>>1999499
>And aren't most countries still relying on levies at this point in time? Or are we doing standing armies from the get-go?
This bugs me too and should really be represented better in the games. With a start date of 1337 we should basically be heavily reliant on levies and mercenaries for half the time span of the game, if not more.
>>
>>2000660
>Cuzco, the biggest Incan city could reasonably house at most (estimated) 150,000 people when the europeans found it.
>Polfag zoomie can't stop xirself from analyzing history under a modern outlook and doesn't understand that the overwhelming majority of everyone lived in rural sprawls and villages around cities and in the countryside for most of history until the green revolution allowed us to increase agricultural productivity enough to let most people do something else but produce food
The fact that Cuzco could sustain 150k people would put Tawantinsuyu's population alone at the millions, retard. Let's not even mention gigantic polis like Teotihuacan or Tenochtitlan that even with personal gardens (which everyone and their mothers used to have to cover at least part of their nourishment requirements) would necessitate enormous quantities of food brought from rural communities; nor the gazillion urban Mayan polis that put together would logically require sprawls inhabited by the (at the very least low) millions.
>>
>>1990635
Yrah but imagine that you are paradox interactive. You can either (1) actually program an AI worth a damn and make it use boats effectively or (2) Put crossable strait everywhere to circumvent the problem.

Remember: in this hyporthetical situation you are Paradox Interactive. Choose wisely.
>>
>>2001416
Also (3) using boats is fucking annoying and I'd personally just walk over the straights.
>>
>>2001318
>Eurogenes
lol, "white" in latam is considered arab in europe and spic in the US
>>
>>2001318
Is Cuba really that white
>>
>>2001495
Incredibly White as you can see.
>>
>>2001523
so just as white as usa then
>>
More natives just means its more fun to clean the place
>>
I can feel the hype in my groin
>>
>>2002043
Don't make me tap the sign.

>No, Vic 3 is not good yet. In fact it never will be. Neither will EU5.
>>
>>2002231
completely different teams
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>>2002231
Why does /gsg/ hate EU5 exactly?
>>
>>2002239
Its new, hence bad.
>>
>>2001495
It was until the commie revolution. All the White Cubans went to Florida, after that.
>>
>>2001139
This projection is absolutely retarded. Even Web Mercator is better.
>>
>>2002278
I hate Mercator so much it's unreal.
>>
>>2002289
upvoted
Game should be renamed to Terra Universalis
>>
>>1999499
In 99.99% of possibly imaginable historical scenarios, the soldiers get their food before the peasants. That's an entirely reasonable abstraction
>>
>>2002350
The point of me bringing up levies was also the fact that a lot of those soldiers are farmers, who have farms, and need to be farming, or their family will starve. And for most of history, soldiers were paid in exposure. Can you induce an economic crisis by going to war?
>>
>>2001110
It's alright, he's the man we sent to steal an early copy of EU5
>>
>>2002395
>a lot of those soldiers are farmers, who have farms, and need to be farming, or their family will starve.
That's not how it worked, otherwise people would have been starving all the time whenever levies were raised.
Many peasant familiae were larger than modern households: they didn't just include all family members, but also domestics and servants. Everyone helped with farming, so if one man has to serve on a campaign, the rest of the familia was still there to produce enough food to feed themselves. Of course it wasn't an ideal situation and peasants definitely made use of their right to return home after a certain amount of time spent on campaign, but it's not like food supply rested on the shoulders of just one man.

As for EU5 mechanics: we know that people who are recruited as levies are not removed from their pops (in contrast to mercenaries), but they are "busy" while on campaign and won't be able to do any of the usual work. So yes, food production will be lower. Every person in a pop does the same amount of work and consumes the same amount of food, though - the game doesn't simulate workforce ratios. So the impact of sending men to war will be understated unless there's an additional modifier on top of just occupying a part of the workforce.
>>
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>>2002278
desu they just should make it a globe
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>>2000302
>>2000315
So how can this plague be avoided? I missed this.
Killing 90% of your culture pops is extremely drastic.
Actually it's really bad for colonizers too because it wrecks your colony's eco.
And we don't really know how colonies "form" or if they even form colonial nations yet?
Nonetheless going from (example) 1m pops in one region to 100k sounds not balanced also unrealistic.
>>
>>2000733
>No argument whatsoever
>AAAAAA YOU'RE A LEFTIST SPAIN DID NOTHING WRONG AAAAAAA
lmao
>>
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>>2002919
There are buildings like this one, i wonder if there's other ones too like maybe a public bath or something
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>>2002921
you're coping but if Spain actually killed the natives (they should have), 90% of america including USA wouldn't be such shitholes
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>>2002773
Going 3d has its own issues. As everybody here is well aware of, RIGHT?
>>
>>2002950
Other than graphics performance the only issue is "noo i cant zoom out all the way and screenshot my epic transcontinental empire"
>>
>>2002930
Funnily enough bathing culture died in most of europe during the plague because many got sick bc of it
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>>2002961
>noo i cant zoom out all the way and screenshot my epic transcontinental empire
Yes.
I mean what's the point of playing then?
>>
i am actually kinda hyped for EU5, i hope it turns out to be a good game. the dev diaries i've seen makes me believe that it will indeed be good and fresh experience.

but at the same time i am cautiously optimistic considering that i was hyped for viccy3 too and felt sort of let down after it released, and i don't want to get dissapointed again,

though i admit that i am full of imagination and fantasy so i am just imagining what the puzzle pieces of remaining content is gonna be looking like, since the devs obviously don't mention 100% of every detail or mention 100% of all changes from past dev diaries. so i am most likely getting a different experience with EU5 than what i imagined in my head. which of course might lead to a let down or dissapointment for me.

but of course i am always hoping the new games will be enjoyable and fun or interesting. i am leaning towards getting the game in the first release week, whenever that is. i might get EU5 even if the reviews are bad to bee honest, because i am really in need of a new and different gaming experience from EU4.

i have imagined a future EU5 scenario where i go full out population/dev focus as sweden, with all the societal values that can do it set to maximize population cap or development gain. and build buildings that increase food storage to ridiculous levels. maybe even avoid wars for the first 200 years to focus on pop growth. why would this be interesting you ask? it will be interesting because it is the opposite of what the historical sweden did. i could even take it further and go full quantity too. just imaging a sweden going from a measly what, 600k population in 1337 into what, maybe 3 million when the year 1500 rolls around? sounds radical. i might be over estimating what development focus can do in the game, but of course we don't have the game yet to know for sure how exactly powerful this strategy will be.

>TLDR: hyped for EU5
>>
victoria 3.5: modifier bloat (dlc pending)
"it's all part of the gameplay loop"
>>
the hype is real
>>
>>2002707
>they are "busy" while on campaign
Wonder if we'll be able to set the busy status for other things.
>>
>>2002707
>Every person in a pop does the same amount of work and consumes the same amount of food, though - the game doesn't simulate workforce ratios. So the impact of sending men to war will be understated unless there's an additional modifier on top of just occupying a part of the workforce.
Well, units themselves consume food so that means less food is made + more food is eaten. Plus buildings and units take food before pops get it, so even more chance for pops to lack food.
>>
>>2002919
>Actually it's really bad for colonizers too because it wrecks your colony's eco.
No, it's good, because it means you can get your culture to be the majority in American locations much more easily. That's why 'empty' American locations will be easier to colonize than populated locations in Africa or Asia. And then you can just import slaves to get more workers for your plantations.
>And we don't really know how colonies "form" or if they even form colonial nations yet?
Read the dev diaries on colonization. You establish a charter in an area which will move pops from your homeland over there over time, and a location will flip to you if your culture is the majority there. There is no limit where this can be done other than that you need to be more powerful, so China can in theory try to colonize Europe (but will fail). Once colonization is complete, a colonial subject will form in the area. There are also conquistadors which are unique to Catholic Iberians: you can spawn them in the Americas and they will try to conquer natives on their own, and establish colonial subjects if they're successful.

>>2003076
Bathing culture died due to syphilis spreading in Europe, which ironically came from the new world. That's why Europeans in the early modern period associated bathing with disease.

>>2003153
>less food is made + more food is eaten
If the pops that are on campaign still retain their normal food consumption in their home locations, yes. Otherwise, the effect is likely small.
>Plus buildings and units take food before pops get it, so even more chance for pops to lack food.
You might find buildings that eat food in Stellaris, but on our world inanimate objects do not consume food. Food in EU5 is separate from goods consumption.
>>
>>2003163
>You might find buildings that eat food in Stellaris, but on our world inanimate objects do not consume food. Food in EU5 is separate from goods consumption.
I was thinking something more like a building where food can be stockpiled and thus consumes it, rather than a building that literally eats food. Something like "the government is restocking food reserves in this building after using them in the war, therefore if we bought everything up you plebs don't get any"
>>
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https://forum.paradoxplaza.com/forum/threads/tinto-maps-18-persia-caucasus-feedback.1733834/

Hello, and welcome to another Tinto Maps feedback post! Today, we will be reviewing the Iranian and Caucasian regions.

In general terms, we were fairly happy with the current location distribution, and we only made a few minor adjustments to them. The field in which we made a more in-depth review was the starting countries, splitting up the Ilkhanate even more, based upon your suggestions. So, let's now take a look to the revised maps:

Countries:
>>
>>2003173
Food is stored in markets, and it's only stored if it's not consumed, so pops would eat the food first before any is stockpiled.
>>
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On Friday, we will talk more about how the Ilkhanate IO works mechanically, but here you have a map preview with its members:
>>
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Dynasties:
>>
Country Ranks & Government Types

Here are a couple of maps that we don't usually show but that in this region are very relevant, since there's a very interesting mix of features present here. Any feedback about these is well received, as usual!
>>
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Locations:
>>
Provinces:

Areas:
>>
Climate:

Topography:

Vegetation:
>>
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Development:
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>>2003174
>create this autistic shattered world tier simulation of each individual hamlet and their petty lords
>meanwhile 50 years later
based
>>
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Harbors:
>>
Cultures:

Religions:

Now with more minorities!
>>
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Languages:

The first map is the location language, the second is the common language of each country, and the third one is the court language.
>>
Raw Materials:

Now, with the latest version of raw materials, which you can check here: https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-54-12th-of-march-2025.1731164/
>>
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Markets:

Now, with some additions and new coloring changes.

And that's all for today! Remember that this Friday, we will take a look at the content for Persia and the Timurids, which includes the Ilkhanate IO, and the situation The Rise of Timur. And next Monday we will have another Tinto Maps Feedback, this one for the Horn of Africa!
>>
>>2003200
The updated market map mode looks a lot better.
>>
Alright so wheres the announcement
>>
>>2003198
>datesbros can't stop losing
>>
>>2003196
>>2003197
>tajik
>expanded khorasani southwards even though it's still oghuz turkic and not east persian
>no udi
>no tat
>no adhari language separated from persian
>no western persian cultures separated from the persian blob
>no nestorians in iran
They ignored everything again
>>
>>2003211
tomorrow, trust the plan
>>
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Earthquakes:
>>
An insane Georgian nationalist on the forums wants them to make Georgia into an Empire.
>>
> What are the three minority religions in Persia?

There's a mix of:
- Sunni (darker green)
- Shiite (brighter green)
- Zoroastrian (darker blue)
- Miaphysite (wine red)
- Nestorian (pink)
- Tengrism (light blue)
- Judaism (purple)
- Other (Mandean, Yazidi, etc.)

For instance, this is the religious breakdown of the Jalayirids when I hover them in the religious map mode:
>>
>>2003230
I wonder how religion swapping will work, could i just make a jew educate my heir or do i need to trigger a jewish revolt somehow
>>
>>2003109
Thank you for your honesty opinion/kys for posting ai slob
(You) choose whatever fits best in this situatiion :)
>>
>>2003230
>tengrism
VGH... the ancestral ways have RETVRNED to parthia...
>>
>>2003109
I'm pretty optimistic about EU5. I was disappointed in Imperator, hated CK3, and knew that Victoria 3 was gonna be dogshit. I thought I'm done with new Paradox titles, but everything about EU5 so far looks very promising. Wish they got rid of those ugly 3D portraits though.
>>
>>2003163
>Bathing culture died due to syphilis spreading in Europe
Shit I guess I remembered the wrong disease
>>
>>2003271
>"this time things will be different"
Based battered wife.
>>
>>2003289
reading comprehension?
>>
>>2003291
Critical thinking?
>>
>>2003291
>I thought I'm done with new Paradox titles, but everything about EU5 so far looks very promising.
yeah, you should read.
>>
>>2002278
>this equal area projection is absolute retarded because uuuhhhhhhhh
>>
>>2003295
>>2003296
there's nothing I can really say to argue with these people, man. Like, I literally wrote that I knew in advance that the last few Paradox titles were gonna be dogshit (because the things they were posting about their games were dogshit), and the games turned out to be dogshit. This time they're not posting dogshit, so I don't think the next title is going to be dogshit. You wanna call me a battered wife incapable of critical thinking because I respond to new evidence instead of uncritically conforming to an existing biases? Fuck you, nigger.
>>
>>2003304
>This time my husband seems nice. I admit the last four times he beat me bloody. But, I'm just reacting to new evidence! He's such a nice guy now how can I not give him a chance?
pattern recognition is a skill as well.
>>
>>2003299
>we need a giant africa in a game called europa universalis because durrrrrrrr
>>
>>2003308
in your retarded nigger analogy the husband warned the wife in advance three times that he's about to deliver a beating while flexing monster biceps. This time, he's showing that his arms and legs are cut clean off. I can fucking see the fucking stumps, faggot, there's no beating happening here.
>>
>>2003308
Your metaphor should be this instead:
>The previous two guys I was with beat me bloody, but this new guy seems promising, I should give him a chance instead of assuming that all men are assholes that beat women.
>>
>>2003313
>>2003314
It's the same guy though. Paradox is tricking you again dumb retards. Just because this game "looks" good doesn't mean it will be. You'll be tricked again and then whine and complain again. You don't have to be abused.
>>
>Paradox rapes you
>Paradox rapes you again
>Paradox rapes you a third time
>W-well... this fourth time he's knocking on the door can't possibly be rape again??!!?!?!?!?
>>
>>2003324
Paradox Tinto isn't even part of Paradox Development Studio. If you think that games developed by different people are "the same guy", then you're the retard.
>>
>>2003326
>Another new studio, Paradox Tinto, was opened in June 2020 in Barcelona, Spain, led by Johan Andersson to oversee Europa Universalis IV development and other Paradox grand strategy titles.
>A studio of Paradox isn't Paradox
Bait used to be believable. Johan will hurt you again as he has in the past.
>>
Paradox deniers have invaded the thread but they wont make me stop kneeling
>>2003326
you do need to work on your 4chin pattern recognition jokes tho hope-anon
>>
>>2003325
>johan looks really handsome after he went to barcelona, this time things will be different
>>
>It's going to be bad... BECAUSE IT JUST IS, OKAY??
>anyways back to my 5000th run of Victoria 2
>with mods so it's actually playable
>vgh mein liqvor distillery empire...
>>
>>2003329
Holy shit you're retarded, Paradox Interactive and Paradox Development Studio are two different companies.
>>
>>2003333
To be fair every Paradox game is bad at release, mostly because their cucked fanbase keep buying them. Shit might be playable after the 5th or 6th DLC.
>>
>>2003334
Paradox Development Studio is a subsidiary of Paradox Interactive. Idk who you're fooling here, Johan. You threw the whole rod in this time.
>>
>>2003336
I'm making fun of the fact most of these EU5 doubters are from /gsg/.
They even have "No, EU5 will never be good" in the OP of every single thread, that's how much this in development game rustles their jimmies.
>>
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>>2003193
timmy my beloved...
>>
>>2003345
>blame /gsg/
everyone is replying, anon. those retards don't know how to use the site.
>>
>>2003333
czecked
>>
>>2003341
Yes, and so is Paradox Tinto, which means they don't answer to the PDS leadership (the current studio manager is Rikard Jansson), but to the publisher directly.
>>
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>@Pavía Could you clarify what tags are vassals of the sutayids rather than direct vassals of the Jalayirids?

This is the starting diplomatic situation of the Jalayirids:
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And this is the one of the Sutayids:

(Ignore the Jalayirids and the subjects having the same colouring; that's a bug that will be fixed).
>>
> with diplomatic capacity a thing how stable are the set ups for the various overlords? This feels like self sabotaging

This is something we track and balance regularly. For instance, here you have the starting Diplomatic Capacity of the Jalayirids:
>>
>>2003196
>purple orthodox
I preferred the yellowish orange they had
>>
>>2003416
purple orthodox is a paradox tradition at this point.
>>
>>2003416
that's because you're autistic and hate change
>>
The Georgia guy has gone ham
>>
>>2003416
>>2003431
>EU3: Orange
>Vic2: Orange
>CK2: Started Orange, switched to Purple
>EU4: Orange
>CK3: Purple
>Vic3: Purple
Reject modernity, embrace tradition
>>
desu if random african shitholes and bulgaria are considered empires the so can georgia
>>
>>2003394
imagine how shit the performance will be with all these literal who tags
>>
>>2003174
So this is the power of one Georgian's autism. At last, I truly see.
>>
Honestly I bet it will be fun to conquer this as Timmy. Vassalize some states, outright conquer others. And when Timmy inevitably falls appart a lot of these countries might appear as rebel tags.
>>
>>2003491
nah
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>>2003398
looks off
>>
>>2003491
Have they actually shown a government rank map of the balkans ? Afaik the only confirmed empire there is byzantium
>>
>>2003582
NTA but Bulgaria definitely shouldn't be an empire
>>
>>2003597
I agree, while technically still being the "2nd bulgarian empire" Serbia was already eclipsing them at this point, Ethiopia on the other hand does deserve it imo.
>>
>>2003548
>>2003601
no it doesn't, it was a tiny irrelevant shithole
>>
>>2003614
Honestly empire should just be a cosmetic thing or related specifically to prestige and that's it, there were so many nothingburger places called an empire while you also had massive powerful states that didn't call themselves one. Maybe a minor power/regional power/great power type of thing like from vic3
>>
>>2003630
in the european context the title of emperor is literally the furthest thing from just another title
it's literally an open declaration roman legacy and total sovereignty

I think bulgaria and georgia deserve the title.
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>>2003110
I swear I am going to make /gsg/ fucking unusable.
>>
>>2003174
>Armenia deleted
lmao
>>
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>>2003671

purple one north of Artaz
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>>2003640
Georgia used the Persian style of monarchic title, proclaiming themselves the ZOMG world-spanning empire on principle, but the Byzantines and Italians always referred to Georgia as a kingdom. The Germans called Byzantium a Greek kingdom too, but that was due to an imperial rivalry.
>>
>>2003715
I for one approve of the changes and think such a set-up will more realistically lend itself to dramatic civil wars and sudden shifts of power in the ex-Ilkhanate.
>>
>>2003230
>Mandeaism
First time I hear about this religion
>>
>>2003715
Who is the main Kurdish entity
>>
>>2003311
Nobody said it should be used in the game, schizo
>>
>>2003850
Main how? Most powerful by virtue of being independent is probably the Ayyubids. Remnants of Saladin's dynasty long since evicted from rulership in Egypt.
>>
>>2003200
Do we have any trade maps of the silk road/central asia region?
>>
>>2004131
Only one that was taken when the mapmode was broken, so it looks like shit
>>
>>2003715
As I understand it the Amatunis of Artaz were barely above castellans so the Zakarids should probably be given back the land to at least the Arax river
>>
>no new comments in 24 hours
eu5 is dead
>>
>>2004273
My dear newfaggot friend, this board got shut down for April's Fools
>>
>>2004306
>he fell for it
>>
>>2003163
Thank you for that explanation on colonization that makes a lot of sense now.
>>
>>2003163
One thing, once colonization completes you can choose whether to form a colonial nation or just own it directly
>>
Today is the day bros
>>
>>2004475
tomorrow, trust
>>
>>2004475
day for what?
>>
>>2004513
Tnd, the new dev diary
>>
>>2004515
I thought you meant an important announcement, not just the dev diary
>>
EU5 tomorrow
>>
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https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-57-2nd-of-april-2025.1734057/

Welcome to another Tinto Talks, the Happy Wednesday where we talk about our entirely super-top-secret game with the codename Project Caesar.

Today we will go through the rest of the major changes that have been made in the last year on the project, many due to your direct feedback.


New Country Type
As was heavily requested, we have added the navy-based countries, and you will find out more in detail how they work and how you can play them when we talk more about the Pirates! Situation.
>>
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Ages matter more.
One thing we wanted to do was to make each age feel more unique and different to play, while also adding

First of all, we changed the start of the Age of Renaissance to occur 5 years later, so that you get more of a feel of what you want to do before making decisions on what bonus advances you want.

Secondly, we went through how our buildings unlock, and made it so that guilds are unlocked in the Age of Traditions and Age of Renaissance, the workshops during the Age of Reformation, the manufactories during the Age of Absolutism, and the Mills inthe Age of Revolutions. Each new category for a building increases productivity and capacity, and when you get the mills, you will employ laborers instead of burghers.

As mentioned before, we unlock Hegemons through the Age of Discovery, and the ‘Absolutism vs Liberalism’ Societal Value in the Age of Absolutism. After testing, we moved the ‘Outward vs Inward’ societal value to be unlocked when the Age of Discovery starts, and the ‘Mercantilism vs Free Trade’ societal value to the Age of Reformation.

It's the age to colonize….

Each age also has some unique bonuses which are active during the entire age, changing how the Age is played a bit. They also have different values for how much levies cost and the size of an expected army.

The Age of Renaissance gives higher cultural tradition and an increased diplomatic capacity, so as to emphasize cultural progress and to encourage a reliance on subjects.

The Age of Discovery gives cheaper colonial charters and faster exploration, as one would expect.

The Age of Reformation gives lower trade maintenance and faster religious conversions.

Age of Absolutism allows you to integrate subjects faster and revoking privileges from the Estates is far cheaper.

Age of Revolutions reduces the warscore cost, but also reduces the loyalty of subjects.
>>
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Colonizing Changes
First of all, we removed the concept of failing with explorations, as it was a source of endless frustration and ragequits among our internal testers. Anything that affected the chance of failure of an expedition now impacts the staging time of the exploration expedition.

Speaking of staging, now when you start a colonial charter you need to select an origin province where they will send pops from. To hook this into the economy part of the game better, it will also require goods to be able to ship colonists. The current origin location gets a small boost to increasing prosperity and development while the colonial charter is active.

Colonial charter targets now prioritise where there is a lower population, where you have foreign buildings, and natural harbour suitability.

So where should the peasants colonising Norrland come from?


Market Creation
A big problem when you had a country at the edge of a market was the fact that you had low market access, and thus a weaker economy, and creating a new market was prohibitively expensive. A simple but rather elegant solution was to scale the cost of creating a new market by the market access that location currently has. This also has the added benefit of making it easy and cheap to set up a new market for your colonial subject.


Liberate Slaves Peace Treaty
Another thing requested was to force a country to release all pops they had enslaved from you, if let's say they raid your coasts for slaves, and you then send the marines to, let’s say, the shores of Tripoli, you can then force them to sign a peace treaty to return all your slaves.
>>
Culture
Some of you requested a more dynamic way to handle cultures, so we have added two new cabinet actions, which each currently take about 10 years to complete.

Unify Culture Group
If you are an Empire, and the Dominant Country of your primary culture, the Unify Culture Group cabinet action can be used on a culture group belonging to your primary culture that has no other countries with that culture group. Upon completion, your primary culture will change to a brand new culture. Pops in your country of the same culture group and language will also change to this culture. This can only be done once.

Form New Culture
If you are a Kingdom or Empire, and NOT the Dominant Country of your primary culture, you can break away from it and form a new culture.

We are clearly different from the Swedes!
>>
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Satisfaction
Keeping your pops and estates satisfied is a key part of the core gameplay of Project Caesar. The balance here has been tweaked countless times over the years of development, and currently, each privilege or other source of satisfaction gives small values, so it's harder to get all estates perfectly happy all the time as a player.

One other thing we made is that when you build buildings in lower control areas, the pops that belong to the estates these buildings employ get a small boost to satisfaction, inversely related to the current control. This makes it possible to target some infrastructure development to keep the populace happy in less central parts of your realm.

If you so wish, you can also use a cabinet action targeting a specific rebel to stop their progress and even make it go backwards.

They got funding, but we got the government to stop them!


This is the last Tinto Talks I’ll write for a while, as I’m handing it off to @Pavía for the near future as we focus on flavour mechanics. He’ll start next week by talking about Voltaire’s Nightmare the Holy Roman Empire.
>>
>>2004646
Nice, sounds like we can send troublemakers to the colonies (which won't backfire like it didn't IRL)
>>
WHERE IS THE ANNOUNCEMENT
>>
>>2004657
According to what random clueless idiots on reddit made up, it'll come very soon.
>>
>>2004646
Wait, I can commit TND by sending all the minorities off elsewhere?
>>
>>2004670
If assimilation is still sanic overseas that is exactly what's going to happen.
>>
>>2004643
Nice now anbennar can add those sea elves
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How does he do it?
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>>2004741
I haven't seen this picture in a decade
>>
>>2004643
I want to thank you tinto employee or autistic anon for posting these here, I appreciate it not having to go to the censored forums shitpost about PC
>>
>>2004741
king
>>
>>2004646
I can't wait to send all my undesirables to all the places with the most malaria
>>
>>2004643
>New Country Type
>As was heavily requested, we have added the navy-based countries, and you will find out more in detail how they work and how you can play them when we talk more about the Pirates! Situation.
this is fucking insane. What kind of people write this and then just move on?
>>
What finally mind broke Johan after all these years?
>>
>>2004834
His Magnum Opus Imperator flopping did the trick.
>>
>>2004823
>Hundred Years War: Won
>Start Colonial Charter: Darien Gap
>Origin Province: Paris
Yeah, it's gamer time.
>>
>>2004829
It's just going to be the same as all of those land based building countries. You exists as a harbor or something and get bonuses to sailors and ships instead of manpower and landforces. Talking about them with pirates seems sensible since that is their obvious implementation.
>>
>>2004861
>You exists as a harbor or something
That would be a building based country. A navy based country exists as the ships.
>>
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>>2004856
kino
>>
>You can now play as a Bank BBC with Jewish culture and religion
Finally, now grand strategies can actually simulate real history without railroading.
>>
>>2004861
No, it's going to be more similar to an army based country, just instead of being based on armies, you're based on fleets.
>>
>>2004863
>>2004878
Same thing really
>>
>>2004869
I made that joke 4 threads ago
>>
>>2004869
>>2004942
tired: building-based bank Jew swindling the goyim out of pennies
wired: navy-based pirate Jew plundering the goyim's ships for gold
>>
>>2004956
thanks for the rabbit hole kind stranger

have some reddit gold
>>
>>2004956
He's checking his dubloons
>>
>>2004958
Rabbi hole*
>>
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>>2004990
>>
>>2003299
It looks ugly.
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>>2005060
It not like Mercator with its huge Greenland and Antarctica is very pretty
>>
>>2002773
>>2005060
>>2005081
Outside the globe projection, pseudocylindrical maps are the best option for a worldwide gsg. A shame no one in Paradox seems to care about any of this.
>>
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>>2004650
>One other thing we made is that when you build buildings in lower control areas, the pops that belong to the estates these buildings employ get a small boost to satisfaction, inversely related to the current control. This makes it possible to target some infrastructure development to keep the populace happy in less central parts of your realm.
Oh no, they're properly simulating the extraction of wealth from core populations to sate other populations for the sake of the state's power.
>>
>>2005113
how came you by this
>>
>>2005118
With what? The conclusion of why pseudocylindrical maps or the map itself.
I just think pseudocylindrical maps are the best middle ground between a globe and your typical cylindrical/rectangular map. Yeah, the regions closer to the poles still suffer from geographical distortion, but not in the same way as Mercator or similar, with the gigantic as fuck Greenland and Antarctica.
If you talk about the map, there is a compilation of historical maps here:
https://docs.google.com/document/d/14LEJv7zYhiuviBklCwkqw7f8ugOy3eH-PXZ-7rN0jRo
>>
>>2005113
How do you connect the pacific tho ?
>>
>>2005138
>If you talk about the map, there is a compilation of historical maps here:
>https://docs.google.com/document/d/14LEJv7zYhiuviBklCwkqw7f8ugOy3eH-PXZ-7rN0jRo
Yeah that one
Thx
>>
>>2005138
>world in may 24, 1337 (start of the Hundred Years War)
release date confirmed
>>
>>2005185
>may 24
Huh? You may be actually on to something.
>>
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>>2002278
>>
>>2002707
>That's not how it worked, otherwise people would have been starving all the time whenever levies were raised.
sometimes it happened, especially in bad conditions
>>
>>2005185
I fucking kneel, he will release the game barely a month after the announcement
>>
>>2002289
People only complain about "Map distortion" due to wanting Africa to look bigger out of some self hatred that has manifested as negroworship.
>>
>>2004956
lmao
>>
>>2005915
Holy based, there needs to be a shizo mod for eu5 like hoi has abundant, just to make this guy have his pirate yahweh state
>>
>>2005915
>>2005947
Holy Nautical Kingdom of Israel
>>
>>2005365
why are all these centered on greenwich? Eurocentrist much?
>>
>>2006054
Most projections are rotationally symmetric, just swap the meridian if you like.
>>
>>2000881
Most of the deaths in the Native American Genocide were caused by diseases, many of them native like Cocoliztli, that were combined with those brought by European animals. Our ancestors did not have livestock/beasts of burden and therefore had no immunity to the diseases they brought. What the Spanish did was more psychological, causing displacement, political instability, drops in sanitation standards, slavery/servitude, stress etc. This paper: https://www.sciencedaily.com/releases/2011/05/110519091637.htm notes that Andean populations rebounded after intial diseases but it was continued colonial abuses that whittled it back down alongside subsequent outbreaks.
>>
>>2006087
>the Native American Genocide
NTA but lmao.
>>
Have they done a dd on republics?
>>
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>>2006054
k
>>
>>2006546
uhm sweaty that's not flat earth that's the UN map
THEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLSTHEY'RE IN YOUR WALLS
>>
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>>2006566
k
>>
Ok but today is the day bros
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>>2006782
We can finally stand up and cheer?
>>
its over...
>>
hey op the thread is up
>>
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>>2006932
>>2006932

New Tinto Flavour Timur
New Thread
>>
>>1994115
Most likely it's combining multiple datasets available from the relevant countries and so slight differences in reporting standards ect cause effects like that.



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