What EU4 has that EU5 Lacks
By Count Cristo
Summary
## Key takeaways - **Multiple Map Modes per Hotkey**: In EU4, you can set multiple map modes to the same hotkey and cycle through them easily, allowing a large number without limit, but in EU5, you can only assign one map mode per hotkey, limiting you to five across QWERT. [00:56], [01:25] - **Autonomous Province Conversion**: In EU4, you can assign a cabinet member to autonomous conversion of provinces, making the process less tedious for the many provinces, but EU5 lacks this feature, requiring manual selection for each. [02:40], [02:47] - **Alliance Stability Insights**: In EU4, you can hover over an alliance dropdown to see the specific reasons the AI wants to stay allied, which is crucial for understanding alliance dynamics, but EU5 does not provide this information before or during potential breaks. [04:13], [04:23] - **Unit Upkeep Preview Before Build**: EU4 shows the base monthly ducat maintenance for a unit before building it, modified by goods costs, but in EU5, you only see the modified monthly maintenance, hiding the base value. [05:27], [05:35] - **Special Interests for Occupation**: In EU4, setting provinces as special interests lets you signal to allies your desire to occupy them in war, influencing AI behavior and alliances, but EU5 lacks this, preventing coordinated expansion and occupation control. [05:35], [06:02] - **Dismiss Alerts Permanently**: EU4 allows shift-clicking alerts to dismiss them permanently, keeping the screen clear, but in EU5, right-clicking only dismisses temporarily, causing alerts like cabinet actions to reappear constantly. [07:04], [07:13]
Topics Covered
- Why limit map mode hotkeys?
- Auto-conversion revolutionizes province management.
- Naval transport fails sanity test.
- Per-combatant casualties reveal true war costs.
Full Transcript
Hi everybody and welcome. I'm Kristo and this is a quick video. We're going to go over some of the things that you can do in EU4 but you can't do in EU5 and I hope they add them.
This will be part one of probably many I imagine. Um but let's dive straight into it. There's lots of great quality of life features in EU4 that uh I ideally hope come to EU5.
So, first off, and to me honestly most importantly, uh you can't have multiple uh map modes on one hotkey.
In fact, more than that, you can't have multiple actions on one hotkey at all because when you try and change your input settings, let's say I want uh next left window to be Q. It won't let me do that because it's already on detach damage ship.
But those two things are never going to happen at the same time.
So, really, you should let me have multiple hotkeys.
most importantly for map modes.
Let's take a look at E4. In E4, they had this fantastic system whereby you could set multiple map modes to the same hotkey and then you can cycle through them super easily. That means just using qw, which is the one map modes that I tended to use, you could have what is it?
What's the literal number?
Uh 1, two, three. Actually, I think there's no limit.
Is there a limit to how many you can put on these? I'm not even sure there is.
You could have a a crapload of hotkeys.
Now, when we go to EU5, which is a better game in my opinion, but this is worse. You can only have one map mode in each hotkey. So, across just QR TWW rather, I can only have five map modes.
What a step down for no good reason.
Please, please bring that back.
Uh Lambert's done some mocking up of better ways it could look so you could have multiple displaying them. also put it over here or maybe here so it's not quite in line with the outliner.
Hopefully that gets fixed.
That's one thing that you can't do in EU4.
Sorry, in EU5 that you can in E4.
Number two, when you want to convert people to your religion, you go in here, you assign a cabinet member and you go uh I'm going to convert province. H we are we have 100% religious unity at the moment.
Bad example. Let me uh tag tag.
Yeah. Yeah. Alt history. Anyway, so you convert, you get your cabinet, you go, hey, I want to convert province.
What do I want to convert to? Sunnism.
And then I pick a province, right?
Let's say Balu. So now they're off converting Balu.
But in EU4, what I can do is I can tag Tur.
The more things change, the more they stay the same.
And I can go in here and I can say, hey, put this person on autonomous conversion.
I wish we had that.
I wish we had that in EU5. It would make it much less tedious, especially because there's a ton of freaking provinces and there's loads of things.
So, auto conversion autocoring autoculture conversion.
Three things that you can't do in E4. Cing, you click one button, it does all of them. I don't know if there is autoculture conversion actually, so I won't count that one.
Cing everything all at once and just saying go and core it all.
Number two, auto conversion.
So, that's three things so far you can't do.
Number four, I wrote this down and I'm striking it from the list because you can now, which is get a popup when your ally breaks your alliance. But you can, they fixed that one, so that's good.
So, we're still only at three.
However, number four, get uh be able to see why an alliance is breaking before it breaks and indeed at any point. So, if we're the Ottomans right now and we ally do do let's say um Tunis, we ally Tunis and then a bit later on something changes in our relationship with Tunis.
Let's say where's the God I'm so not used to this map mode any this uh system anymore. Let's say we insult Tunis and then we uh how how could we make Tunis hate us? Okay, look.
I've pagged around. I've tried to find some AI willing to break an alliance with me and I just can't do it.
But trust me, when the AI is break wants to break an alliance, a drop down comes up here.
You can hover over it and it tells you the reasons they want to stay in the alliance.
And that's not an EU5.
Can't believe I spent 10 minutes unable to make the AI want to break an alliance with me, even in debug mode.
But anyway, that's one thing that I wish they would bring to EU5 because the reasons to keep an alliance are important. You need to know them, not just the reasons to make an alliance.
Number five is another one that happily has been fixed, which is to keep alliances even when under the threat of coalition. They have fixed this in a way that has also broken it.
Now the AI is more likely to ally you if you are under threat of coalition, which of course makes no sense. And I've made a mod which fixes that. Link in the description.
But they are now calculating it sensibly based on the total strength of the coalition versus the strength of your country, which makes perfect sense. It's a good update.
They just have literally the word add where they should have the word subtract in the code. So, I made a mod that fixes that.
So, that's number five.
You can't keep allies, but you can cuz that one's been fixed, but it's also bugged, so I'm keeping it in. That's number five.
Number six, you can't see the upkeep of a unit before you build it.
And you might be saying, "Yes, you can, Cristo.
You see it here. Here's the monthly maintenance.
" But this doesn't really matter.
Like, it helps. Don't worry.
This this the cost of these goods can modify it by, in my experience, a bit.
But there is a also a base monthly ducket maintenance which is then modified by the cost of these goods.
and you can't currently see that in E4 you can.
So that's six. Number seven, you can't set provinces as special interests and say, "Hey allies, I want these.
Therefore, in a war, I get to be the one that gets to occupy them." You can't therefore have overlapping special interest that causes conflict.
You can't have knowing where your AI allies want to expand and therefore potentially helping them.
But most importantly, if I'm the Ottomans and I'm allied to the K um Canarids, if I set this province a special interest and I declare war on Bzantium, they can either have it a special interest um and therefore they're going to hate me or they cannot.
And often they will not, meaning when they occupy it, they'll give it to me. So being able to set special interest is really important because it affects not just uh how alliances form and break, it's about whether you actually end up with occupation of a province. By the way, quick tip.
In EU5, if you have occupation of a province, you can right click on it, then click on this, and then here in that menu, you can transfer occupation.
If it's your subject that occupies it, you can always transfer occupation.
Hot tip for you in the middle of this video. Uh, you also can't dismiss alerts, which is infuriating.
You might be saying, "Of course you can, Christa.
You right click on it." But as soon as that's next relevant. So if we were to put someone in here, for example, uh put him in there and then we were to uh fire him. How do you even fire cabinet ministers?
I haven't really needed to do that. Right click here, maybe.
No, I'm not actually sure how you do that, but I guess I could just assign an action to this and then it will come back again.
I dismissed you. Go away.
In EU4, you can shiftclick on something and then it will go away permanently.
In EU5, you can't, which means you constantly have all these alerts at the top of your screen, which is a real pain.
And that's number eight.
Number nine, you can't change the order of things in the outliner. I can change what's in the outliner, which is good and appreciated.
But in Eve 4, and I bet this is going to blow some people's minds because you probably didn't know you could do this. In E4, the order you add things is the order they stay.
So, if I want the estates at the bottom, I just check and uncheck them, and now they're down here at the bottom.
You can't do that in E5, unfortunately.
You can't control the order of things in the outliner, and I wish you could.
Number 10, you can't transport armies by navies if you value your sanity. So, in this I think has got better, but let's say we declared war on Oh, I don't know.
Let's say the roads and I can't cuz I don't have can't declare war yet, but that's fine.
We can just run a month.
Gosh, the game runs slow without that render trick, doesn't it? All right, declare war.
Boom. And now, well, the Ottomans aren't really a good example, are they?
Actually, let's let's tag over to Genanoa, who are larger, and uh declare our own little war here.
Raise up some naval levies and some armies.
There we go. So, navies, as you probably know, vastly, vastly faster than armies.
So, let's say I wanted to move my navy, sorry, this fleet, this uh army to here. The thing that's going to should work and would happen in a U4 is this navy sails to here, picks them up in the port, and then goes over here.
Let's see what actually happens.
Transport by navy. The army.
Well, first off, it's just not moving. It's not even using this fleet. Maybe it's trying to use a different fleet. Which fleet are you using, game?
No, this is the only navy we have.
Okay, it's just not working at all in this case.
Amazing. Maybe if the navy was in the sea tile, it would work.
Okay. No, it's even more broken than I thought.
I am hitting confirm, aren't I?
Okay. Well, what sometimes happens is the navy, the army walks over here, gets on the boats, and goes over here.
What sometimes happens is the navy stands in the sea tile even though you own the port and they walk onto the navy and then they go over here. It's broken.
It's bad and it's broken. In EU4, it's great and it works really well and it prioritizes the port that's current the fleet that's currently in the port and the fleet's probably going to the port.
So, that's number 10. and have armies transported by navies properly.
Uh, number 11, you can't see what treaties are being broken when you make a peace deal demand. So, if you're in here and you want to enforce a demand, you want to anull treaties in EU4, you can see what the treaties are.
I believe not near merely, I believe.
I am confident of it because in here when you hover over this, it says Castile will enol all treaties with Austria alliance.
It lists what the treaties are, which is very handy. The next thing you can't do is see river crossing penalties on the province screen.
So, I'm going to go from Genanoa to uh Savona, right?
Am I going to cross a river?
I don't know. I can't click on here and see. If there's an army here, I can hover over the battle indicator and see.
But what I want to be able to do is know where all the rivers are that flow out from around Genanoa, right?
That mean going from here to here will cause a penalty.
It took years, actual years to get this added to EU4. Uh I very much hope you see it just here in case you're unfamiliar.
And it shows it nicely on the map for you. Beautiful.
Hopefully it won't take years for that to get added to EU5.
And last but not least, you can't see per casualty, sorry, per combatant casualties.
You just see it per battle, which is much less helpful because in EU4 you can see all the battles down here. But also at this point of the screen, you can see who has taken what casualties in the war um by getting it broken down here.
Our side has 5,000 infantry. 5,000 of them are Ferrara.
And if there were any casualties, let me just cause some.
There we go. We've lost the battle.
Uh we can see that Ferrara has lost 6,000.
And this will be broken down. So you see over here, Austria has lost certain amount.
Castile certain amount.
Being able to see who has lost the casualties is really important.
And that's especially important in EU5 for things like fighting France because what matters is how many casualties you manage to inflict on France, right?
The vassels, much less important.
So, there's a few things that you can't do in EU5 that you could in EU4.
And some of them I think are important, especially things like the the hotkeys uh and things like that, but that's all I got so far. I've played 200 hours of E5 and I've only got like 12 things that you can do in EU4 that you can't do in EU5.
That's low. I'm sure I'm missing some, but that's low and I find that a very, very good sign. Hope you're all enjoying EU5.
Thanks for watching.
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