Now that the dust has settled, did they frick up or not? Is it good or is it trash?
Ape Out Shirt $21.68 |
Tip Your Landlord Shirt $21.68 |
Ape Out Shirt $21.68 |
Now that the dust has settled, did they frick up or not? Is it good or is it trash?
Ape Out Shirt $21.68 |
Tip Your Landlord Shirt $21.68 |
Ape Out Shirt $21.68 |
I just wish the UI was improved, it feels like they have made something that can't even be contained within its shell, the engine is crumbling with their bloat
Yes
>Bloat the game
>Gameplay still the same
>AI even more moronic
This is one of the worst mods out there.
>t. never, ever, not even once, played MEIOU
Ask me how I know
Same deal here.
I love the new trade system from 3.0. But it is not worth sacrificing everything else.
I did play it, it was very fun, 10 years in 50 hours.
Suck yourself off on the way out, clown.
>Not only never played it, but larping as two anons
The main issue with 3.0 is the level of automation of it. To put it bluntly: it stopped being a game and became a self-serving simulation. Cool, but ultimately incredibly unfun to "play". It's like you are in spectator mode and just pop in and out from time to time to help this or that nation with their current issue.
All grand strategy games should be way more economic simulation-like and less blobbing simulators with a couple of modifiers slapped on the top of it
>The point
>(You)
Black person, I've been playing MEIOU since it came out, I've been playing its predecessor for EU3 and I can't even tell how many hundreds of hours I've sunk into AGCEEP/FtG
Doesn't change the fact the simulation in 3.0 is completely outside players control. Your entire job is to literally leave it to AI to handle economy of your country and if not, doing the exact same shit AI would, because it's just a "slow, exponential growth and harsh punishment for any other approach". This makes the "game" part of it unfun as hell, because you literally just sit and watch numbers go up. You don't even make decisions on to how they are going up, they just do, because the construction have been overhauled, too. Playing as Hamburg went from one of the most fun things to do into just staring into the screen as numbers go up.
>is completely outside players control
Its not, aside from what the pops decide to spend their money on you have control on everything. And even if you had no control at all it would still be a major improvement on vanilla since they are a lot more variables in play. And observing how the world evolves is part of the fun, in act i prefer that to just blobbing indiscreminately.
>you have control on everything
Yes, by setting the yearly budget and any other value than "10 ducats" cause an economic meltdown. Oh wow, such a great control!
>any other value than "10 ducats" cause an economic meltdown
In the early game but later in the game you might as well use the more expensive options. As i said you have control of everything, from the amount of taxes to manually investing in industries, if you don't know how to use it don't blame me.
NTA. How do you actually expand access to a given market? Like, if I wanted my merchants to gain a trading foothold or prominence in the Indian Ocean as Portugal, how would I do that?
You need to "link" the markets with merchants, from the wiki:
>Trading range is which nodes a sector can trade with. Initially a sector can only trade within itself. By placing a merchant in the sector's node its trade range now includes that node and it can trade with other sectors in that node. Trade range can be expanded by placing merchants and linking neighboring nodes. Nodes are neighbors if they have an incoming or outgoing connection between them, as can be seen in the trade map mode. Each neighboring node that has an owned sector and a merchant in it is linked, expanding trade range, and this can be chained across the world. A neighboring node that does not have an owned sector in it, but is next to a node that does contain one can also have a merchant placed in it to add it to trading range, but ending the expansion of trading range. Note that this can mean despite being a complete chain of merchants due to not owning a sector in a middle node there are two separate groups of sectors and respective trading ranges. Sectors can trade with all other sectors in trade range, if the sectors meet the other conditions.
Protip: A sector is a chunk of territory a country owns in a specific trade node, for example if you own Cape and some other province in the South Africa node those count as a sector, if you place one merchant there they will be able to trade with other sectors in that node but not with anyone else in the world unless you start putting merchants in neighbouring nodes. Also you won't be able to trade with sectors owned by another country if that country is embargoing you, at war with you or has a relation lower than -150.
That doesn't answer the question at all.
>In the early game but later in the game you might as well use the more expensive options.
They still didn't fix or even find a way to fix it, you dumb Black person. It's 10 ducats for the whole duration of the game. And I'm pretty certain that has a lot to do with the way how it was scripted for a linear growth from a fixed point, rather than a variable value, but what do I know, doing statistics for my life.
>As i said you have control of everything
Except you don't. Your claim =/= actual gameplay
>if you don't know how to use it don't blame me.
I'm sorry, I'm apparently didn't made it clear already, so let's go blunt again: it's not the issue of the game being "too hard", you absolute moron. It's the mod not working or not providing you access to the data - and usually both.
Like seriously, how deep in your own ass you are to repeat like a mantra "3.0 is awesome and anyone saying otherwise is a contrarian"?
>It's 10 ducats for the whole duration of the game
Have you EVER owned any big urbanized province? They can handle investiments higher than 10 ducats after a while with no issues.
>They can handle investiments higher than 10 ducats after a while with no issues.
Except if you exceed it, the game will STILL cause the labour to go into a frenzy and after a decade of intense investment you will have less accumulated growth than by not doing anything and just making sure you can afford the "10 ducats" setting.
So sure, it "handled" it. By giving you less growth than the default setting.
Because you are driving the wages so high that running those industries becomes unprofitable and its up to the player to avoid overinvesting, the other buttons are there so the player can click once instead of doing it multiple times.
There is no "default setting" unless you consider leaving the pops to handle everything the default.
Then specify exactly what your issue is
>Noooo! It works! It can handle it!
>Y-you are just playing it wrong!
>But any input is valid and game can handle it!
>Then specify exactly what your issue is
I want to, in a given region, intensify trade and profit from this increase. How would one do this?
Also, can you invest in someone else's economy?
Basically, I want to try something like what Portugal had in the East. How would that work?
First make sure the pops of that region are prospering, their life needs are by far the most important value you should keep a track of, if you that sector doesn't produce enough either invest in it or make sure they are getting those goods from other sectors, from the same node or another node it doesn't matter. Second invest in commerce and especially in harbors, it will help the sector increase its score and get an higher priority in who gets the trade goods first, when a province has an high enough commerce/trade power it might become a center of trade, you need centers of trade to gain merchants without ideas. Finally protect trade like you would in the base game with fleets, also remember that embargos can be pretty powerful is certain situations.
>Also, can you invest in someone else's economy?
Pretty sure you can build industries in your vassals, don't know if you can also build infrastructure in your vassals provinces since i never tried it.
If I make Portuguese Goa a reality, can I invest in the economies of neighboring states?
If they aren't your vassals, no
Is there any way to interact with neighboring countries on something besides a state level?
No
If I create a large bubble economy in an overseas province, can it potentially cause damage to neighbors?
Diplomacy really hasn't changed that much from vanilla, most of the differences are in how vassal states function.
Do I need a merchant for my Main Trading Port?
You mean the sector in your capital? No you don't need it for trading with other sectors in that node.
I don't see why not
How can I monitor the trade happening in an area?
The trade, industry and population icons, also special map modes if you really want to get deep into the numbers.
Do you need to collect in a trade node to connect the sectors, or does transferring trade power work?
Just collect, transfer trade works too but its not remotely as efficient and is only viable in rare cases.
Are you actually saying the mod isn't bloated a d laggy? Are you moronic?
The mod being slow and the claims you are making are two separate things. But hey, use more straw
Even if the mod wasn't slow as all hell, it's still not that fun. It does cut out a lot of the tedious Paradox micromanagement larping as "strategy", but the AI is utterly incapable of playing the game and falls all over itself. As soon as you form whatever tag you're going for, the game is over just like in vanilla except it took you 10 times as long because of all that lag.
Playing 2.52 right now, hope that answers your question
3.0 is still a beta, any issue it has is linked to balance and that keeps changing every update. Other than that its the best mod for any Paradox title and its not even close.
I think it's incredible, despite the horrid UI limitations. They really did deliver on a world that lives and prospers without player being a sole driving force
I had a ton of fun with it, though a lot of time was wasted on UI friction, which is a shame
It's not balanced, way too easy once you get established, hopefully this can be improved
It's certainly missing content - religion systems, estate interactions, maybe some events, map modes - all planned
I wish they would seriously attempt a modified map where you play on a single continent, say Europe, with the rest of the world economy collapsed into a special provinces with predefined demand & production, say one for India, one for SE Asia, one for Africa. Seems doable, probably could do a lot for performance
>I wish they would seriously attempt a modified map where you play on a single continent, say Europe, with the rest of the world economy collapsed into a special provinces with predefined demand & production, say one for India, one for SE Asia, one for Africa. Seems doable, probably could do a lot for performance
Try Vic 2.
I just might, it's probably the best grand strategy game I never played
Honestly M&T economic simulation mogs Vicky 2 and looking at how things are looking up for Vicky 3 that game too
Yes, but it doesn't just want to be restricted to Europe. It's going for a global simulation, fitting the period.
Neither is MEIOU, you daft c**t.
What? You never restored Khmer Empire in the clusterfrick of jungle and shit terrain that's Mekong basin?
>Neither is MEIOU, you daft c**t.
Reread the post. I'm saying MEIOU is trying to simulate the Earth.
How slow is it anyway? I'm planning to buy a new computer in the near future anyway, I just want to know if I'll be able to try 3.0 or not
I am playing with an i5 4690k and it gets pretty choppy after 15-20 years of gameplay, with a new CPU its probably somewhat smoother but don't expect miracles, the mod is squeezing the single-core dependent EU4 engine for all that its worth.
Thanks for the info
Nice effort, but it will never be good as long as its based on EU4
Update when?