Ever thought about AI only with no AE? You can see when playing that the AI definitely considers AE when it comes to their aggression, I think it'd be interesting to see how important they think it is given that they very very rarely get it high enough to be coalitioned (I've played over 1000h and never seen a coalition war happen against an AI)
This, never got why people hated sliders. Also made it so you could buy tech if you had tons of money like when I westernized as Maya and bought my way up to techs the game clearly was never meant to let a new world tag have and corrupted the save XD
The only problem with them was that by changing one slider, another one will be changed in the opposite direction to make the math work. It's really tedious when you have to move every single slider individually and in a certain order if you want to change 2 values. Still, I'd take the sliders any day.
a possible explaination for the AI not deving their provinces even though it was free might be exactly that it was free. if the AI determines that a single province isnt worth deving in the beginning of the game because of expected costs or something then it might continue to not develop its provinces even if new modifiers changed the expected cost but not the actual cost. half of 0 is still 0 so if there is no change in the dev cost detected then the AI might not evaluate its provinces again on if they should dev or not. but since the AI (sometimes at least) still fulfills missions and aquires new lands, there is still an increase in development and the AI maybe evaluates newly aquired provinces more often than already owned provinces.
@@OneTwoThreeFourFiveSix78927 yeah but he said the AI developed less than in a normal game. The expectation if deving was free would be that the development of each province doubles instantly and then stays there forever. I was attempting to explain why this wasnt the case
@@LiterallyWho1917 in my games where I don't play as Russia or East Asian nations, Castile or Portugal colonizes the Russian Far East in 90% of games. At least if they survive.
I miss my sliders, the population numbers, and my dynamic trade, feels too mechanical and static otherwise. Same few key points, same strategies, etc. while the quality of life and streamlining certainly helps, the game feels less alive and responsive to player AND global changes. Prices don’t change much and no matter how many times the Venetian node has been made irrelevant throughout the game, it still funnels into a region you can make into a backwater. Follow the trade arrows, throw some arbitrary magic points and see the numbers go up a bit. OMG +5% discipline vs +10 trade steering isn’t as interesting as undermining an enemy monopoly by splitting into a new CoT and crashing their eco to then invade and before nixing the weaker of the two
@Quantum Passport eu4 is surprising more complicated because it has so many fiddly bits. Think how many resources there are besides adm/dip/mil. The part I liked about the sliders was that it wasn’t a straight bonus for having more in one way (except centralization cod be) and you couldn’t do it at will, smaller nations could change a step more frequently and tech wasn’t quite so dull. They abstracted and simplified a lot then added a lot of smaller systems to make this web of interconnected gears. Eu3 is a lot easier to get into than 4 simply because there is less going on. I have tried bringing new people in for 4 and any past the 2nd or 3rd dlc were lost. 3 doesn’t have the quality of life improvements (namely waging war). Vic2 is still the grandaddy of obtuse “wtf am I doing and why is my economy collapsing because I raised taxes on the middle class by 1%?
@@gideonmele1556 The thing is, sliders allow more realistic and complex gameplay, static modifiers feel like playing an RPG where my army is better because my ruler woke up one day with sufficient brainpower to enact the same magic reform any other country can enact to make the army two times larger... Sliders are less silly. I think they should be brought back, it would also allow meaningfull choices : more centralisation? Less local economical growth. More taxes? Less dynamic economy. Less clergy influence and better technology? Less social stability.
I was iffy about the narration when you introduced it, but both sound quality and presentation have improved massively very fast. I like it now. Good job!
ok wait, how many people want mana gone? ngl i have only played eu4 for 1 year now but seems like one of the best mechanics in the game, if not the best
Because it's very gamey in essence. It doesn't really represent anything concrete and makes everything a bit mushy. Also very arbitrary how the costs are decided. Not sure of what could be an alternative but it makes the whole thing feel like a game where the only goal is to blob out and not a simulation where a lot of little things interact.
@@garak55 it separates the game into 3 areas, being military diplo and army, ofc some are a bit odd like the spawning generals out of nowhere (even tho tradition makes it better) but it's still one of the best divides of systems i ever saw in games, specially in comparison to games like civilization where everything is gold/money
@@pedronabais1456 Yes but that's the whole thing isn't it? It's an ok abstraction in game terms but it feels wrong in a simulationist sense. What does it mean to spend 50 diplo mana? It abstracts the work/talent of your diplomats for a peace deal sort of... but also your admirals and also let's you pick ideas but only some of them and improve trade goods. It's why it feels funny; the same abstract thing commands a bunch of seemingly different interactions. If the mana in question was something tangible like money, we could say "ok, money is an abstraction of how much work I pay people to do" and it feels less wrong. Now I understand that, from a gameplay perspective it's ok, but EU didn't use to be really a game in the proper sense. The whole point was more historical simulation with little systems to try to replicate reality (the EU3 sliders etc...) and for that, the abstract concept of mana points really feels wrong. I guess it's more the old boomer in me saying that it was better before, but clearly it feels now that the series became more of a blobbing strategy game rather than a careful historical simulation and I like it way less. I also don't like mission trees, I think they're a dumb addendum that make the game feel super gamey and I know I'm in the minority here so don't pay too much attention to me. I also hate focus trees in HOI4 and empire tier de jure titles other than Rome in CK. I'm just that much of a boomer.
@@garak55 i mean i guess the problem here is if you take eu4 as a simulation or as a historic game, i take it as the latter i can see the frustation ifu want it to be more realistic
I don't have an explanation for the low dev, but the AI is hardcapped at developing a province until its double it's starting dev. So a AI will never developp a 5 dev province over 10 dev (unless through events etc.)
Im sure it would be a TON of work, but for some important things, like no mana, if you could do this multiple times, and compile the them so we could actually get some sort of 'world average' that would be SUPER cool and go a long ways twords showing what actually are the best nations, and which ones are artificially superior for the sake of fake 'historical accuracy'
Oh that's kinda cool. And sheds some light on how ai works. So next game they can remove mana points. Since it'll be extremely similar coding for the ai, right? They just gotta change how player interacts with tech and everything else rather then ai.
Were you able to get your ad income issue fixed ? I’m hoping you’re still able to make money off of these videos. They are great ! And it’s good to see you uploading again.
I wonder if you changed the value of all point spending to 1 if that would resolve some of the issues with the ai not taking advantage of it, just a curiosity as to how the ai functions
The mod doesn't actually make things free, it replaces monarch point costs with other things like legitimacy, money, corruption etc. That is probably why the AI develops less with the mod on than without it
That's one I couldn't completely remove, but since the countries got 999 diplomatic points every month, it essentially turned into a time gate based on diplomatic reputation, which I thought was a decent mechanic.
Then you couldn't ever core a province. Could barely take anything in a war as you have negative diplo. What could you even do? Just stay at base tech and build a small army for no value?
The intro narration was great, more of that for me!
This ^^
Ever thought about AI only with no AE? You can see when playing that the AI definitely considers AE when it comes to their aggression, I think it'd be interesting to see how important they think it is given that they very very rarely get it high enough to be coalitioned (I've played over 1000h and never seen a coalition war happen against an AI)
I see coalition wars vs AI often.
@@marcinkusmierzak991 wish I did 😔 it'd be fun to be on the other side of one for a change
The game turns chaotic, i’ve tried it and i liked it
Ruler personality matters more than AE
I see the ayuthaya have a coalition and I'm ottomans. It's the only I see
I love when Russia was split between Novgorod and Russia
Mana and it's consequences have been a disaster for global strategy genre
Nice one ;)
Really like the voice over definitely preferable than the text
I really liked the eu3 many sliders.
This, never got why people hated sliders. Also made it so you could buy tech if you had tons of money like when I westernized as Maya and bought my way up to techs the game clearly was never meant to let a new world tag have and corrupted the save XD
Yeah they were cool
The only problem with them was that by changing one slider, another one will be changed in the opposite direction to make the math work. It's really tedious when you have to move every single slider individually and in a certain order if you want to change 2 values.
Still, I'd take the sliders any day.
@@3st3st77 More realistic that way and it also isn't so bad if you make smaller movements
a possible explaination for the AI not deving their provinces even though it was free might be exactly that it was free. if the AI determines that a single province isnt worth deving in the beginning of the game because of expected costs or something then it might continue to not develop its provinces even if new modifiers changed the expected cost but not the actual cost. half of 0 is still 0 so if there is no change in the dev cost detected then the AI might not evaluate its provinces again on if they should dev or not. but since the AI (sometimes at least) still fulfills missions and aquires new lands, there is still an increase in development and the AI maybe evaluates newly aquired provinces more often than already owned provinces.
Ai doesn’t dev provinces above a set amount (the higher of 10 or 2x the provinces original dev)
@@OneTwoThreeFourFiveSix78927 yeah but he said the AI developed less than in a normal game. The expectation if deving was free would be that the development of each province doubles instantly and then stays there forever. I was attempting to explain why this wasnt the case
Really interesting. Portugal taking over the Russian Far East was a surprise. I've seen Japan do that and even Ming, but never Portugal.
Used to be super common years ago. That's why they added in the far-eastern Siberian tribes there
@@LiterallyWho1917 in my games where I don't play as Russia or East Asian nations, Castile or Portugal colonizes the Russian Far East in 90% of games. At least if they survive.
I miss my sliders, the population numbers, and my dynamic trade, feels too mechanical and static otherwise. Same few key points, same strategies, etc. while the quality of life and streamlining certainly helps, the game feels less alive and responsive to player AND global changes. Prices don’t change much and no matter how many times the Venetian node has been made irrelevant throughout the game, it still funnels into a region you can make into a backwater. Follow the trade arrows, throw some arbitrary magic points and see the numbers go up a bit. OMG +5% discipline vs +10 trade steering isn’t as interesting as undermining an enemy monopoly by splitting into a new CoT and crashing their eco to then invade and before nixing the weaker of the two
@Quantum Passport eu4 is surprising more complicated because it has so many fiddly bits. Think how many resources there are besides adm/dip/mil. The part I liked about the sliders was that it wasn’t a straight bonus for having more in one way (except centralization cod be) and you couldn’t do it at will, smaller nations could change a step more frequently and tech wasn’t quite so dull. They abstracted and simplified a lot then added a lot of smaller systems to make this web of interconnected gears. Eu3 is a lot easier to get into than 4 simply because there is less going on. I have tried bringing new people in for 4 and any past the 2nd or 3rd dlc were lost. 3 doesn’t have the quality of life improvements (namely waging war). Vic2 is still the grandaddy of obtuse “wtf am I doing and why is my economy collapsing because I raised taxes on the middle class by 1%?
@@gideonmele1556 The thing is, sliders allow more realistic and complex gameplay, static modifiers feel like playing an RPG where my army is better because my ruler woke up one day with sufficient brainpower to enact the same magic reform any other country can enact to make the army two times larger... Sliders are less silly. I think they should be brought back, it would also allow meaningfull choices : more centralisation? Less local economical growth. More taxes? Less dynamic economy. Less clergy influence and better technology? Less social stability.
I prefer the voiceover to the text
I was iffy about the narration when you introduced it, but both sound quality and presentation have improved massively very fast. I like it now. Good job!
Like How Florida Formed the USA whilst Lousiana Formed Florida.
Timelapse ASMR nice
Can you try Native Universalis next time? It's a new mod, also.
What does that mod do?
it changes every country to a OPM and a native
In the next video you can do EU4 with any country that can be independent, that would be interesting.
ok wait, how many people want mana gone? ngl i have only played eu4 for 1 year now but seems like one of the best mechanics in the game, if not the best
Because it's very gamey in essence. It doesn't really represent anything concrete and makes everything a bit mushy. Also very arbitrary how the costs are decided.
Not sure of what could be an alternative but it makes the whole thing feel like a game where the only goal is to blob out and not a simulation where a lot of little things interact.
@@garak55 it separates the game into 3 areas, being military diplo and army, ofc some are a bit odd like the spawning generals out of nowhere (even tho tradition makes it better) but it's still one of the best divides of systems i ever saw in games, specially in comparison to games like civilization where everything is gold/money
@@pedronabais1456 Yes but that's the whole thing isn't it? It's an ok abstraction in game terms but it feels wrong in a simulationist sense. What does it mean to spend 50 diplo mana? It abstracts the work/talent of your diplomats for a peace deal sort of... but also your admirals and also let's you pick ideas but only some of them and improve trade goods. It's why it feels funny; the same abstract thing commands a bunch of seemingly different interactions. If the mana in question was something tangible like money, we could say "ok, money is an abstraction of how much work I pay people to do" and it feels less wrong. Now I understand that, from a gameplay perspective it's ok, but EU didn't use to be really a game in the proper sense. The whole point was more historical simulation with little systems to try to replicate reality (the EU3 sliders etc...) and for that, the abstract concept of mana points really feels wrong.
I guess it's more the old boomer in me saying that it was better before, but clearly it feels now that the series became more of a blobbing strategy game rather than a careful historical simulation and I like it way less.
I also don't like mission trees, I think they're a dumb addendum that make the game feel super gamey and I know I'm in the minority here so don't pay too much attention to me. I also hate focus trees in HOI4 and empire tier de jure titles other than Rome in CK. I'm just that much of a boomer.
@@garak55 i mean i guess the problem here is if you take eu4 as a simulation or as a historic game, i take it as the latter i can see the frustation ifu want it to be more realistic
Chad big Cilli vs virgin Austria
I don't have an explanation for the low dev, but the AI is hardcapped at developing a province until its double it's starting dev.
So a AI will never developp a 5 dev province over 10 dev (unless through events etc.)
Nows that's a legit Third Rome Otto
i really like the opening narration!
wow now I love EU4
Im sure it would be a TON of work, but for some important things, like no mana, if you could do this multiple times, and compile the them so we could actually get some sort of 'world average' that would be SUPER cool and go a long ways twords showing what actually are the best nations, and which ones are artificially superior for the sake of fake 'historical accuracy'
Love the vids
Great video, loved the voice over
Damn, a solid century of peace in North America right there at the end 😳😳
The narration made this video significantly better. It would be even better if you did commentary throughout the entire video.
Loved the voiceover!
Here's hoping Russia doesn't suck so hard in the next patch with its fixes.
this world: the good ending
so the real title should be - ai doesn't tech up when ahead of time
I so the thumbnail as 'yo mama'
love this one
Oh that's kinda cool. And sheds some light on how ai works. So next game they can remove mana points. Since it'll be extremely similar coding for the ai, right? They just gotta change how player interacts with tech and everything else rather then ai.
What was the average dev like? If every province cost the same, the reasons for spending them in one place could be diminished.
Epic Florida man moment
HE SPAKE ONTO US
Were you able to get your ad income issue fixed ? I’m hoping you’re still able to make money off of these videos. They are great ! And it’s good to see you uploading again.
I wonder if you changed the value of all point spending to 1 if that would resolve some of the issues with the ai not taking advantage of it, just a curiosity as to how the ai functions
What if there were mana points, but only subjects\vassals had them?
Could you do a video where all nations are released
How about a West Rome, East Rome and HRE brawl out?
A mana system is fine you just have to have good choices of how to spend it. Unlike that Rome game.
Yeah, at least in EU4 it's refined to not be too game-y. Imperator had a very lazy implementation of most features.
@@Vukma161 imperator is actually good now though
You say AI dont take advantage to the buff "Russia be like:" speed forming over here 1461 phfff not taking advantage clearly
Florida, go home, you're drunk.
What... What's Portugal doing up there? In Asia? Wtf
Step 1: Play Ulm
Step 2: Dev to infinity
Step 3: Number 1 Great power OPM
Step 4: Win
The mod doesn't actually make things free, it replaces monarch point costs with other things like legitimacy, money, corruption etc. That is probably why the AI develops less with the mod on than without it
You don't need a mod to do it, not with leviathan
@@exantiuse497 These sound like great ideas! I need to look whether it's compatible with Anbennar for the ultimate experience.
How strange
TIL you have a voice
What is every nation had 10/10/10 god rulers always?
can you even have 10/10/10 rulers?
@@gunn-brittslagochetik2863 in vanilla no, but with mods it is possible yes
stellaris has the best system period
was country integration also 0?
That's one I couldn't completely remove, but since the countries got 999 diplomatic points every month, it essentially turned into a time gate based on diplomatic reputation, which I thought was a decent mechanic.
@@EU4T true, good way of solving it
hmmm, how about getting rid of monarch power the opposite way? like, give everyone a monthly -1000 or something?
Then you couldn't ever core a province. Could barely take anything in a war as you have negative diplo. What could you even do? Just stay at base tech and build a small army for no value?
you have good mic...vo is much better