I am worried about the building system in EU5.

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Lord Lambert

Lord Lambert

Күн бұрын

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Пікірлер: 34
@Lord_Lambert
@Lord_Lambert 10 минут бұрын
At some point in the video I mention that buildings haven't been shown to have a gold cost. However, I have been made aware that buildings DO in fact have a gold cost associated with them. It's just not shown as they cost differently based on the location they're being built.
@thejllninja4976
@thejllninja4976 2 сағат бұрын
Real UK economy simulator: Players will only bother to build up London
@Lord_Lambert
@Lord_Lambert 2 сағат бұрын
As a Northerner; 😭
@binnsi2251
@binnsi2251 Сағат бұрын
Iam not worried, I hope this will keep people busy and discourage the constant expansion of EU4.
@sullenskulls9709
@sullenskulls9709 2 сағат бұрын
As you say, England at the start has 111 locations. I don't think it's an unreasonable guess that start date Yuan has well over 1000, or at least in that ballpark. I agree that the micro-levels of granularity are looking amazing so far, but without some form of macro-control/simplification it has the potential to get really tedious, really fast. I hope they've thought of this, and have a solution in place.
@sullenskulls9709
@sullenskulls9709 Сағат бұрын
As an additional point, imagine factoring in things like blockades, control range changes in winter, and market availability for certain products being dynamic. Using the distillery as an example, let's say I have recently acquired the source of potatoes from my north american colonies, and switched my 20 distilleries over to that production method because its more cost-effective/efficient. But, the sea around newfoundland freezes over for a couple of weeks in a particularly cold winter, effectively cutting off my supply. Will I have to manually change each distillery back to its previous recipe during that period, or can I one-click change them all, or even have them auto-switch. The same goes for blockades during war, or even privateers/pirates reducing market control. Again, in theory, I love the fact that these are potential problems and mechanics that can be simulated, and could become problems that I need to address and account for. Genuinely, I think it's awesome if this is the case. But, without decent UI/macro systems in place, it really could become overwhelmingly tedious.
@BobbiusRossius
@BobbiusRossius Сағат бұрын
What i wonder is if actually the tool you use to build buildings will be based on provinces instead of locations
@Fiskmannen
@Fiskmannen Сағат бұрын
Maybe the ultimate nerf/buff determining the ability of certain states to blob will be based on the player vs the ability of the state to utilize or grow administrative institutions to automate systems like building management for example.
@paolocorbelli6466
@paolocorbelli6466 Сағат бұрын
I'm not very concerned about this topic specifically, but i agree it would be very interesting to see how the game plays in some AAR format. A video would be even better than a written document, that said i think we are still a bit far from that since we don't even know how the whole map looks like and many thing in the graphics are placeholders. Beside this I agree that we know much about the theory behind the game but not much about the practice, although this is kinda expected since we don't even know how the game's gonna be called. Also, on an unrelated note: imagine being Lambert's wife, in bed with him, you see him concerned so you ask: "Husband, is everything ok? You seem quite preoccupied tonight." And he responds something like "I just recalled that that in the not yet named future strategy game by Paradox Interactive codenamed Project Cesar, not only we know there are gonna be hundreds of buildings, but many of these will have multiple production methods!! I need to record an extension to the video I already recorded ASAP!!" I'm kinda like that but without a youtube channel. And without a wife or girlfriend, but that's a given.
@VertFirstQuestion
@VertFirstQuestion 2 сағат бұрын
I don't think you need to have location based building system necessarily. You can easily even keep the same EU4 style build system and click on a "province" which then prioritize locations based on the empty slots,population,population type and access to resources and build the building to one of those locations. I really really do not think having specialized locations is something this game needs.
@thejllninja4976
@thejllninja4976 2 сағат бұрын
It could absolutely be this way, or even like the Vic 3 system where each kind of building goes to a predetermined location in each province. However, based off of what’s been said about building up ports and shipyards with natural harbour suitability makes it seem like there’s a lot of control over the buildings in specific locations.
@joesummer2700
@joesummer2700 Сағат бұрын
we already know PMs can be automated to use the most profitable one always, and its not like vic3 where there are usually strictly better ones. And also I think at some point someone mentioned that building construction from your treasury can be automated, and supposedly there's a good macro builder. I think this is a valid concern especially for like china late game but I'm sure they're playtesting and whatnot. Even if big giant empires suck to play bc its so much micro then you can just do what I do in every paradox game anyway which is playing exclusively tiny countries.
@mudzbe8414
@mudzbe8414 Сағат бұрын
Another reason to keep colonies, central control over America would be impractical for that mechanic alone. They could take a page out of distant worlds, where you enable what level of automation parts of your country have, would be less daunting to new players too
@JingelJjay
@JingelJjay Сағат бұрын
I totally agree with your concerns. But I am confident that at least the upgrading of building will be nearly automatic and be done by an algorithm, which might work like this:Chapel upgrades to parish church when the following conditions are met: - development is rising - population > 5.000 - clergys opinion above 50% - 5 stone available etc. However If you want you can force the upgrade, because your roleplay mindset requires you to make cornwall the new London.
@1HUSEINKAPETAN1
@1HUSEINKAPETAN1 50 минут бұрын
I was going over the HRE map today and had this exact same thought about buildings, was surprised to see that you made a video 1hr ago about the same topic. I think that a system where you can build buildings in regions rather than individual provinces might be a better system, something like Victoria 2/3 where the building immediatly exploits an RGO from a province that is a part of the region. So for example you have 4 provinces in 1 region, and 1 of those provinces has sulphur and you need sulphur for a building. You build the building in the region that has sulphur and it automaticaly assigns it to the province with sulphur? I think something like this would make sense. Naturally it would have to be randomised for those regions that have 2 provinces with the necessary resource, or 2 resources required for the same building. Of course you should still be left the choice to build these buildings manually in each province, but for someone who wants to do it on more of a macro level this should be an option as I have pretty much the same concern as you do.
@SCARFACE07OWNER
@SCARFACE07OWNER 2 сағат бұрын
If you prefer clicking on armies then you will spend your coins on them and eventually you won't have the funds to click on build buildings. 250 clicks for an upgrade in 100-150 years of gameplay in which every tick is an hour, is negligible.
@CharlesIsMyName
@CharlesIsMyName Сағат бұрын
I just want eu5 now man
@aymericism2
@aymericism2 Сағат бұрын
God yeah.
@sirticklebear5983
@sirticklebear5983 26 минут бұрын
I'll be able to have fun doing heavy micro building, but I understand most people would get annoyed so hopefully they have a solution so you don't need to rely on micro building.
@GustavSvard
@GustavSvard 36 минут бұрын
I remember when England had 10 provinces/locations. The game was fun even back then. iirc England had like 25-ish in CK1. Also loads of fun. Many, many hours played. And this version is looking better than ever. I assume there will be tools to keep down the micro:ing.
@doomdrake123
@doomdrake123 Сағат бұрын
I believe that we wouldn't have available more than 10-15 buildings at a time. Most of the 200+ would be locked behind tech and estates. And probably we'll have tha auto-upgrade feature from Vic3. That said, yeah keeping in check 100+ locations is micro-intensive.
@cheetawilliam
@cheetawilliam Сағат бұрын
About the recources/macrobuilder problem. You're gonna be paying for those building materials with gold. Which will increaes demand which will pull recources to the area so they start building. So macrobuilder will probs just show gold cost in the list. Maybe a warning if htere''s a very hihg price for one of the inputs.
@kappa2972
@kappa2972 Сағат бұрын
I think there will be some level of automation, the easyest is the auto-upgrade like in vic3 (wich is pretty good) or the production methods defaulting on the "cheapest". I'm not really worried about that at the moment
@burntbybrighteyes
@burntbybrighteyes 38 минут бұрын
I honestly don’t share your worry at all in this case. I’m sure there will be automation options and I’m 100% sure that there will be an auto expand feature, like you build one iron mine, click on auto expand and 100 years later there’s 50 levels of iron mines. Also in general I have to say I’d much rather be a little worried the game might be a little complex and micro heavy than being worried that it’s empty and bland again, like so many other recent paradox games.
@keizervanenerc5180
@keizervanenerc5180 Сағат бұрын
Yeah this is also one of my main worries. And remember, with production methods you need to actually think about where and how you want to build these hundreds of buildings. So just ordering by productivity and spamming the build button like in EU4 will probably not be that viable in EU5.... One of the other things thst worries me is the sea lanes combined with blockades. I do bot want the Spanish to "blockade the 2 sea lanes to America, giving them a complete monopoly". Because that's both not fun, and not historically acurate (think of pirates, the English, the Dutch who literally build a colonial empire while at war with spain, etc.) Naval blockades really should only be a thing for blockading coastal locations (ports) and even then it shouldn't always be 100% effective.
@felmaci3910
@felmaci3910 5 минут бұрын
There is another point that worries me when it comes to buildings. If you have 100s of buildings, how can your brain cope with it? Say you have some money and want to invest in a high pop location, how many buildings is it expected for you yo browse before you make a meaningful decision? How are they clustered? How many at once will you have to list through? I hope there is robust automation so you can direct the ai without having to micro. Say give it 500 gold to invest in a location in military, defence, production buildings and let it choose them. Also to prioritize the ai buulding budget, eg have a port in all coastal locatjons first, then a barracks etc so you do not have to spam click ws you mentioned. I also hope paradox would have a less loose approach when it comes to buildings so that you would have building trees similar to a tech three so you have a structure to go over and hiding buildings behind other prior constructions also limits how many at the same time you have to choose from. Similar to Rogue Legacy castle, there is a lot to be done but it opens up little by little.
@marcusjohansen8061
@marcusjohansen8061 Сағат бұрын
With the 250 clicks thing would you not be able to shift click so you would only have to click 25 times instead
@hircenedaelen
@hircenedaelen 21 минут бұрын
How to automate building: give land to vassals/hj
@connorgaming2313
@connorgaming2313 53 минут бұрын
id assume you can ctrl click for 10 lvls as in vic 3 and if you assume that 250 lvls is only 25 clicks
@Gurbuyten1146
@Gurbuyten1146 Сағат бұрын
Nice video dude! I love how you think!
@BobbiusRossius
@BobbiusRossius Сағат бұрын
I'm not a fan of potentially letting the AI handle buildings, paradox cant really design a good AI imo
@gnu1232
@gnu1232 Сағат бұрын
Hot take: Any game system that requires automation for decent gameplay is a bad system.
@BobbiusRossius
@BobbiusRossius Сағат бұрын
you have a much bigger point here with how paradox ai is, i wouldn't trust the ai with managing any part of my nation look at hoi4 ai or how the eu4 ai builds buildings, its terrible
@altibzz
@altibzz Сағат бұрын
lmao i like the intro.
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