Europa Universalis 5 vs Project Alice
| Europa Universalis 5 | Project Alice |
|---|---|
| Trade | |
| Large-scale pre-determined markets. | A market for each state trading with other markets inside and outside the nation. |
| Commodity prices have artificial lower and upper bounds misrepresenting the value of goods. | Prices are not capped and represent the real value of goods based on supply and demand. |
| Prices of goods only provide discounts to construction. | Without necessary goods, you can't construct a thing. |
| Blockades and embargoes damage province control from maritime presence, damage prosperity and development growth. | Blockades and embargoes completely block the transfer of goods. |
| Economy | |
| Buildings change their production methods momentarily without any investment | Buildings have to be refitted for a fraction of the construction cost to use the newest production methods. |
| Buildings don't incur any fixed expenses. | Buildings pay a fraction of the construction cost as a fixed maintenance expense (territory, building, etc.) |
| Population needs are paid for a single entity being the estate | Each population group has to pay for its needs |
| Money is inserted into the economy with minting based on nation's GDP | Money is inserted into the economy through gold mines. Fractional reserve banking allows nations and merchants borrow more money than the pops have deposited, adding new commercial bank money into circulation. |
| Estates invest into new constructions in the nation. | National investment pool invests into new constructions in the nation. |
| Credit line is formed by deposits of local investors. | |
| Capitalists, aristocrats, middle class, and farmers can invest. | |
| With increasing size of the factory in the province, its economy of scale throughput bonus lets it compete better. | |
| National specialization in industries influenced by both the state and private capital reduces factory inputs. | |
| Three independent construction queues: buildings, regiments, and ships. Parallel shipbuilding of several ships can be unlocked. |
Each building construction progresses independently. Regiments and ships are constructed one at a time in independent queues. |
| Politics | |
| Political parties supporting various laws | |
| Political party in power determines short-term policy issues | |
| National values give certain modifiers to the nation | |
| Excess militancy and political changes lead to rebellions. | |
| Military | |
| Direct control over armies. | Direct control over armies. |
| Special army orders help strategically redeploy troops, perform carpet sieges, or chase the enemy with a single click. | |
| Army automation takes away all control of the players' armies. | Army automation helps distribute troops, perform carpet sieges, or chase the enemy around the HQ. |
| Macro builder helps standardize army compositions in the country. | |
| Regiment upgrades cost goods. | |
| Forts are extremely cheap to build and maintain relative to the economy growth, but are about 5 times more expensive than an economic building. | Forts require one-off construction cost that is comparable to an extra factory level. |
| Forts completely block enemy armies from going through the province. | |
| Forts require sieges that usually take from 6 to 12 months or assaults costly in manpower. | Forts reduce siege speed by alice_fort_siege_slowdown factor (0.75 by default) per level. |
| Forts increase hostile siege attrition by state.defines.alice_fort_siege_attrition_per_level per level (0.35 by default). | |
| Unsieged forts make the province more costly in the peace deal | Forts moderately impact victory points score of a province (+1 per fort level). |
| Cannons reduce the effective fort level. Number of cannons required to reduce by 1 level depends on the fort. | Engineers reduce the effective fort level. Number of engineers required to reduce by 1 level depends on the sieging army size. At least state.defines.engineer_unit_ratio required (0.1 by default) |
| Recon units increase occupation speed of any province. At least state.defines.recon_unit_ratio is required (0.1 by default) | |
| Nation sieges its owned provinces 25% faster. | |
| Nation sieges its core provinces 10% faster. | |
| Supply is impacted by factors such as ownership, occupation, neighbouring, and railway infrastructure. | |
| Navies operate in sea provinces and have to be rebuilt after defeat. | |
| Big ships can be built only in provinces with naval bases | |
| Diplomacy | |
| Spheres of influence provide trade benefits to its leader and members. | |
| AI | |
| AI plays to entertain the player. | AI plays for the win. |
| Poor strategic AI following arbitrary weights rather than optimal strategies | Strategic AI is well-optimized for the win in the campaign. |
| Poor economic AI following arbitrary weights rather than optimal strategies | Economic AI is well-optimized for the biggest economy in the campaign. |
| Reasonably well tactical AI fighting wars. | So far, a poor tactical AI fighting wars |
| Exploration | |
| Exploration mission has a fixed sinked cost | Sailing beyond the supply range of the country brings attrition, costs in manpower and goods. |