Don't
Eu-IV Lyrics


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โบกมือลา หรือจะตบหน้าเธอดี
เป็นคำถามที่ฉันนั้นคิดอยู่ในใจ
ถ้าเจอกันเป็นครั้งสุดท้ายฉันควรทำตัวยังไง
ยังอยากจะกอดเธออีกไหม
คนที่ทิ้งกันจำไว้คนที่ทิ้งกัน

น้ำตาที่เสียไป
รักที่ฉันเคยฝากไว้ไม่เอาคืน
ใจเธอเก็บไว้ไม่เอาคืน

เธอไม่ต้องกลับมาเหมือนที่เคยสัญญา
แค่เดินไปไม่ต้องร่ำลา
อย่าให้ความหวังกันเลย
ถ้าเธอไม่เคยจะใส่ใจว่าคนหนึ่งที่รอแค่เธอ
กลับมาเพื่อเริ่มต้นใหม่สุดท้ายเธอก็หายไป
ให้ฉันรอทำไมบอกได้ไหมเธอ

เธอตั้งใจ ให้ฉันกลับไปเป็นเหมือนเก่า
คนโง่คนนั้น ที่ไม่มีวันไปไหน
เจ็บทั้งใจ ครั้งนี้จะไม่เหมือนครั้งก่อน
เจ็บแล้วจำคือคน เจ็บแล้วทนจนทนต่อไปไม่ไหว

น้ำตาที่เสียไป
รักที่ฉันเคยฝากไว้ไม่เอาคืน
ใจเธอเก็บไว้ไม่เอาคืน

เธอไม่ต้องกลับมาเหมือนที่เคยสัญญา
แค่เดินไปไม่ต้องร่ำลา
อย่าให้ความหวังกันเลย
ถ้าเธอไม่เคยจะใส่ใจว่าคนหนึ่งที่รอแค่เธอ
กลับมาเพื่อเริ่มต้นใหม่สุดท้ายเธอก็หายไป
ให้ฉันรอทำไมบอกได้ไหมเธอ

เธอไม่ต้องกลับมาเหมือนที่เคยสัญญา
แค่เดินไปไม่ต้องร่ำลา
อย่าให้ความหวังกันเลย
ถ้าเธอไม่เคยจะใส่ใจว่าคนหนึ่งที่รอแค่เธอ
กลับมาเพื่อเริ่มต้นใหม่สุดท้ายเธอก็หายไป
ให้ฉันรอทำไมบอกได้ไหมเธอ





สุดท้ายเธอเลือกจะไป
ให้ฉันรอทำไมบอกได้ไหมเธอ

Overall Meaning

The lyrics of Eu-IV's song "Don't" depict a poignant reflection on the complexity of relationships and the struggle to let go of a past love. The first verse opens with a contemplation of whether to bid farewell or to confront the individual in question. The internal conflict and uncertainty about how to act if it is indeed the final encounter are palpable. The lingering desire to embrace the person once more is juxtaposed with the lingering memories of separation and abandonment, symbolized by the repetition of "คนที่ทิ้งกัน" ("the one who left us").


The second verse delves deeper into the pain and loss experienced through tears shed and love entrusted but not returned. The emotional weight of holding onto love that is not reciprocated is expressed through the imagery of keeping each other's hearts without taking them back. The refusal to return to the past promises and to uphold hope for a reunion signifies a resolve to move forward and not dwell on unfulfilled expectations, emphasizing the sentiment of waiting for someone who may never return.


In the third verse, there is a sense of resignation and acceptance of the reality that the other person does not intend to return to how things were before. The plea not to play with emotions and the acknowledgment that enduring heartbreak is unsustainable convey a mix of vulnerability and strength in facing the prospect of being left waiting indefinitely. The repetition of the refrain underscores the longing for closure and communication, questioning if the other person can offer a clear explanation for their actions.


The concluding verse culminates in a final plea to the departing person, expressing the futility of waiting without knowing their intentions. The repeated refrain serves as a poignant reminder of the unspoken pain of unrequited love and unresolved feelings. The choice to let go and make peace with uncertainty is presented as a final act of self-preservation, highlighting the internal conflict between longing for closure and the realization that closure may never come. The repetition of the closing lines encapsulates the enduring struggle of waiting in limbo, unsure of what the future holds.




Lyrics © O/B/O APRA AMCOS

Lyrics Licensed & Provided by LyricFind
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Most interesting comments from YouTube:

@Chironex_Fleckeri

Here's something very, very few people understand about EU4: Trade steering bonus to outgoing value is hard-coded to be influenced by tagID, the actual numeric value that a nation has in the game files. I'm pretty sure this mechanic goes back all the way to vanilla EU4 in 2013. It's a small thing because ducats should be immaterial later on, but keep reading because having a higher tagID is a hidden nerf to trade income potential. This is something that MUST be fixed by the devs in EU5.

Trade steering does two main things. It helps you pull trade in a particular direction (it adds extra 'weight' to your trade power). That's the less important facet of Trade Steering for this discussion. TagID does not affect this part.


The second effect of trade steering is more obscure and few people understand it. The outgoing value bonus from having a merchant in the node is determined by tagID, so every new tag is automatically worse at trading because this is hard-coded and breaks immersion once you understand what this means. Sweden is tagID 4, which means Sweden will ALWAYS have their merchant in slot 1, which is the one that has a base of 5%. Are you Sardinia Piedmont? Roman Empire? Your tagID is like 700 and 900 respectively, so there are literally hundreds of nations that will get their merchant prioritized over yours. Only 5 merchants will get to apply trade steering bonus in a node, so Sardinia Piedmont will probably never even get to benefit from this part of trade steering until it's so late that you're the only one in each node...

Basically we care because it gives us increased outgoing value, which multiplies as the trade passes downstream through nodes. It's sort of like earning interest, for those who don't have a good grasp. This is why people send trade through as many nodes as possible before collecting. You're 'compounding' interest at each of the 6 nodes, in a very rough sense.

So we know only 5 countries can increase outgoing value. Trade steering increases these base values by your 'Trade Steering Efficiency.' 100% trade steering doubles whatever base bonus you are assigned. Again, it's sorted by tag order. You may only get to double 1% instead of doubling 5% if your tagID is a large number relative to the other tags with merchants assigned in that node. A merchant that 'steers' trade is just one that isn't 'Collecting' in that node. The Tunis node only flows into Seville right? If you're Castile in 1444, a merchant in Tunis is considered to be steering trade, and you can hover over the outgoing value box and see the "Bonus to Outgoing Value" .

5% merchant 1 (Sweden will always be merchant 1 in any node they have a merchant steering trade in. Always. Check me on this)

2.5% merchant 2 (already youre halving your bonus from trade steering if you're

1.75%? Merchant 3

1%? Merchant 4

0.8?% Merchant 5


It's similar to this. Basically only merchant 1 and 2 have any material impact from their trade steering efficiency. The confusing part may be that this tagID is being ranked at each direction branching off of a node.

You can test this for yourself by just mousing over the outgoing flow node. See who is pulling trade in that direction. Then look at the countries that are increasing the value. All this info is just on a single tool tip and nowhere else. 100% of the time the outgoing value bonus will be ordered by tagID and not the order that maximizes value. On the wiki you can find the list of nations (tags) and their tagID . It would make sense that the nation with the highest trade steering efficiency would always get to be that merchant 1, that way the trade value is maximized for everyone. It doesn't work like that at all though.


There's one or two threads from about 7-8 years ago on this subject. That's all I could find. This isn't even written in the wiki but it's 100% how it works.



@gustafouvrier2993

Good video with excellent advice.

I also find the aggressive expansion and truce map modes to be very useful.

Pro tip: if you right-click on the map modes shortcuts, you can add more map modes to each shortcut key. Allowing each shortcut key to cycle through multiple map modes.

My only disagreement is that calling innovative ideas useless is harsh. It is one of the best IMO.
The bonus giving -25% advisor cost is really powerful. It allows you to afford higher lvl advisor much earlier and lvl 5 advisors in mid-late game. Passive war exhaustion reduction from optimism means you never have to suffer those penalties, even if stay at war perpetually. Scientific revolution saves a lot of mana over the course of the game. Less prestige decay and more leaders are also generally good.

The policies you get with innovative ideas are also some of the best ones.

When it comes to innovativeness, the faster you get to 100% the more value you will get from it.



All comments from YouTube:

@LudietHistoria

If you want your wallet back, you need to watch and comment on this video, or I'm throwing it in the river. ✅ https://youtu.be/aS-Rw-B9p1s ✅

@alpitos

You can leave Romania, but Romania will never leave you.

@heavencanceler2691

As far as I understand Random Lucky Nations is not random, rather it is random weighted, with an extremely heavily bias towards the historical nations so its very unlikely that you will see many unusual lucky nations. (And I don't think the RNL change if a country gets annexed either.)

@dimo9463

Jokes on you, im broke. Anyway thanks for the video and i finally understand why sometimes i get more crownlands and sometimes less when conquering provinces i was wondering what that was based on.
I am curious how it works with the extra states, for example the cossacks. Do you actually get even less crown if you have extra estates or is just for every estate thats above 20%, 40% or 60% influence?
Also i would love a extra video about how to set up your nation for good events. I only recently learned that you need the Master of Mind+Trader for radical reforms and that you get stability events if you have advisor with higher skill lvl then 3. I would love to know some extra ones, if there are any good ones.

@toasterofdoom9629

@Heaven Canceler all random lucky nations means is that it isn't the same ones every time, but yes, it is still heavily biased in favor of certain nations.

@mirastor1796

Ludi: Once you get Diplo tech 9 your spies may study technology.
Also Ludi: So for example you got 6 diplo and the ottomans have 8 diplo
Me: slightly confused

@lucifermorningstar489

lol, didn't even notice

@AmodeusR

That was actually quite simple to understand, he basically said "We now have 9 diplo, but let's say for example we had 6 diplo instead of 9 and the Ottomans had 8, we could spy on them to get tech cost reduction". He just phrase it that way because he had he highest tech, in other words, he couldn't "tech spy" on anyone.

@emilbartoldus795

@@AmodeusR No if you have 6 diplo tech you can not spy technologies, because it unlocks on lvl9

@speedyx3493

23:27 - there is one instance when increasing autonomy MIGHT be a good decision. When you have a useless island with litle dev you can increase autonomy, even tho it takes away benefits such as manpower and tax you wouldn't be getting much from a 3 dev minor island anyway and having rebels constantly pop up on an island and having to embark you army, ship them to the island, disembark, fight rebels, embark again, ship to mainland, disembark can waste you a lot of time for pretty much no benefit at all

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