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Europa Universalis IV

XenomorphII

Prophet
Joined
Jan 23, 2011
Messages
1,184
Been playing the Anbennar mod. It is pretty neat, but damn it has some fuck you crisis things that I feel like are overkill and don't see any way to deal with. My poor dwarves just got demolished.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
33,710
Location
Bulgaria
Just look at the DLC,ignore all the bugs and silly shit
This is what baffles me the most. Even ignoring and forgiving all the bugs, crashes, save corruptions, missing assets, and malfunctioning features, the stuff that they added to the game and actually works shows a deep and complete misunderstanding of how the game works. Ignore for a moment the monuments' effects and just consider their upgrade costs: the original upgrade cost was 1.000 ducats for each level, and now they patched it to 3.500 for level 2 and 7.000 for level 3. This means that what could originally be achieved with 2.000 ducats now, after less than a week of testing from the community, costs 10.500 fucking ducats. And the monuments' effects got nerfed to the ground:

- Alhambra went from +15% admin efficiency to +5%;
- The Pyramid went from -15% technology cost, -10% idea cost, and +1 admin power point per month (!?!?!?) to -5% idea cost and -20% advisor cost. WHAT THE FUCK;
- The Mausoleum went from -10% technology cost and -15% idea cost to -5% technology cost and some useless institution spread modifiers;
- Moai went from +65% religious unity to +25%.

They clearly had no idea of what the fuck they were doing while designing this stuff.
Nurffing them is a retarded shit,it happened because retards on the youtube bitched because they used cheats for money to insta upgrade them and whined about being op and such shit lol. They were the most interesting thing in that dlc for sure. Should have made so you can't hurry up the construction/update. Not making them a useless icon that people forget after a game lol. It is clear that the game is balanced for multi and around youtube retards and not for its players.

EU4 is a completely broken mess with no redeeming features.

Always has been. You know it to be true.
If you don't like the game,then don't whine about shit in here,go play the games you like.

EU4 is a completely broken mess with no redeeming features.

Always has been. You know it to be true.

Broken mess, sure. Redeeming features? Painting maps can be fun. In particular the early game can be great fun... it just loses its lustre when you become unstoppable.
Yes! That's why changing country every 10, 20, or 50 years (or whenever you feel like you reached an important goal for the nation you are playing) makes the game so much better. You can find yourself in completely unexpected situations, where you might even have to deal with the unstoppable superpower that you created with your previous nation. Among the playthroughs that I remember more fondly there's one where I played as Hungary, Brandenburg, Cologne, Bavaria, and Holland, continuously dealing with my previous nations.
I like to play till i finish the mission trees. The game have become far too balanced to waste your time on another type of a game. Back in the day was fun to try and do non evro runs. The three mountains achievement was a challenge back then.


Been playing the Anbennar mod. It is pretty neat, but damn it has some fuck you crisis things that I feel like are overkill and don't see any way to deal with. My poor dwarves just got demolished.
Yeah,dwarf crisis i great fun :). It is shame that vanilla doesn't have such fun things :). It is a great mod for sure. You should play with the elf island to the south west of the big red empire. It is pretty fun racist colonization campaign,a lot of purging. HRE is pretty boring tho,there is not any interesting nations in it. You could try with the kobolts in the NW or the vikings/pirates to the NE of the HRE,next to the orks.
 

Higher Game

Arcane
Joined
Apr 14, 2005
Messages
13,353
Location
Female Vagina
Just look at the DLC,ignore all the bugs and silly shit
This is what baffles me the most. Even ignoring and forgiving all the bugs, crashes, save corruptions, missing assets, and malfunctioning features, the stuff that they added to the game and actually works shows a deep and complete misunderstanding of how the game works. Ignore for a moment the monuments' effects and just consider their upgrade costs: the original upgrade cost was 1.000 ducats for each level, and now they patched it to 3.500 for level 2 and 7.000 for level 3. This means that what could originally be achieved with 2.000 ducats now, after less than a week of testing from the community, costs 10.500 fucking ducats. And the monuments' effects got nerfed to the ground:

- Alhambra went from +15% admin efficiency to +5%;
- The Pyramid went from -15% technology cost, -10% idea cost, and +1 admin power point per month (!?!?!?) to -5% idea cost and -20% advisor cost. WHAT THE FUCK;
- The Mausoleum went from -10% technology cost and -15% idea cost to -5% technology cost and some useless institution spread modifiers;
- Moai went from +65% religious unity to +25%.

They clearly had no idea of what the fuck they were doing while designing this stuff.

Those are all very nice effects for just 10k ducats. I suspect most players are playing with too many forts.
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,152
Location
Pronouns: rusts/rusty
Pathfinder: Kingmaker
I'm Ridin' with Biden I'm Ridin' with Biden
Those are all very nice effects for just 10k ducats. I suspect most players are playing with too many forts.
Of course those are all very nice effects for just 10k ducats. And that's the point. Since (many) of those effects are fine now for 10k, how the fuck did they think that it was okay to get effects 10 times better than those for 1/10 of the price?
 

Higher Game

Arcane
Joined
Apr 14, 2005
Messages
13,353
Location
Female Vagina
I've lately figured out that coring cost reduction just doesn't really matter all that much if you aren't Muslim. Everyone else does vassal feeding and annexing for long before coring, and by the time they do start coring (at like 5000+ development) they have plenty of administrative efficiency anyway and are set to sprint to the finish. But Muslims have uniquely terrible vassals because they always seem to guarantee dhimmi autonomy and lean on autonomy increases to suppress rebels, and you can't even use your own missionaries to fix this. They end up with way too much local autonomy and rebels to be useful. So Muslims are better off switching to territories earlier and saving their relations slots for allies, especially with the favors system they have now, because vassals are terrible unless they are planned well ahead of time and based on provinces already Muslim, but they aren't going to be close to the action of conquering the East and West.
 
Joined
May 11, 2007
Messages
1,874,713
Location
Belém do Pará, Império Brasileiro

CKII is like this, except the curve then started rising high and it ended even better than the peak. CKII with Holy Fury is chef's kiss. CKIII feels kinda bare-bones in comparison, even if it has many superior mechanics.
 

kangaxx

Savant
Joined
Jan 26, 2020
Messages
855
Location
The Silver Shark
I'm getting a really annoying bug where I can't move troops to friendly islands from friendly provinces because "land movement blocked by hostile fort"... is this new? It's kind of demolishing a fun Naples save I have going.

Edit: also the estates box is heavily bugged these days.. summon diet getting stuck and monopolies being irrevocable. Paradox are clowns.
 
Last edited:

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Optimistic sweating because of HoI4 modding support. Nervous sweating because of Leviathan's buggy release state.

:shredder: but indecisive and contradictory.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Optimistic sweating because of HoI4 modding support. Nervous sweating because of Leviathan's buggy release state.

:shredder: but indecisive and contradictory.

You really giving PDX credit for OWB/Kassierach?
No, just for making them possible and giving them support. HoI4 is a good environment for modders. It's not like I'd play Victoria 2 unmodded (or any Pdox game, honestly) either, but there are clear limitations to what it is capable of handling (and some things that are basically brick walls).

So the concern with something like Leviathan is that a technically catastrophic launch state scuttles any modding scene that might emerge.
 

LizardWizard

Arbiter
Joined
Feb 14, 2014
Messages
928
Optimistic sweating because of HoI4 modding support. Nervous sweating because of Leviathan's buggy release state.

:shredder: but indecisive and contradictory.

You really giving PDX credit for OWB/Kassierach?
No, just for making them possible and giving them support. HoI4 is a good environment for modders. It's not like I'd play Victoria 2 unmodded (or any Pdox game, honestly) either, but there are clear limitations to what it is capable of handling (and some things that are basically brick walls).

Seems like a weak argument, HOI4 was released 6 years after Vic 2. And let's be honest HOI4 was a disaster release was delayed that only salvaged by modders.

Unless you're actually arguing the game is good without mods? Seriously LOL
 

kangaxx

Savant
Joined
Jan 26, 2020
Messages
855
Location
The Silver Shark
I'd steer well clear of the latest content for now. It also seems to have introduced a bug where you can call non-allies into wars via the production menu. Extraordinary.
 

zapotec

Arbiter
Joined
Feb 7, 2018
Messages
1,071
How the hell siege works in this game, my 30k army can't siege the province (with a 2k garrison) i am at war with while they 1k army are occupying all mine provinces (i guess there is no fort?)
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,152
Location
Pronouns: rusts/rusty
Pathfinder: Kingmaker
I'm Ridin' with Biden I'm Ridin' with Biden
How the hell siege works in this game, my 30k army can't siege the province (with a 2k garrison) i am at war with while they 1k army are occupying all mine provinces (i guess there is no fort?)
Can you post screenshots?

Sieges are affected by a myriad of factors, but they're pretty straightforward. Provinces without forts get occupied almost instantly (after a single siege tick), and you can easily see which provinces have forts on them through the base map mode because there's a little grey fort on them. Having artillery, blockading a province, using a general with siege pips, and having "siege ability" modifiers help sieging forts faster, while "local defensiveness" bonuses slow sieges progress.
 

zapotec

Arbiter
Joined
Feb 7, 2018
Messages
1,071
I don't have screenshots, it was mine 30k ottomans starting army sieging one of the province of Albania.
 

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