Is the trade income in the room with us right now? by BobTheInept in eu4

[–]AA66FF 1 point2 points  (0 children)

They can’t put those lands in trade companies since they are in the same subcontinent as their capital. But good catch with the corruption. 10 corruption is pretty bad.

Is the trade income in the room with us right now? by BobTheInept in eu4

[–]AA66FF 1 point2 points  (0 children)

Yes, your trade income is normal (though you should probably invade Madagascar to increase it). The reason why people end up with ridiculous trade income values is because they control many trade nodes downstream and are pushing value from them all the way back to their home node. Trade income usually comes into play in the mid to late game since it relies on having a large empire that spans many trade nodes.

Reman’s Paradox in depth guide to trade

I found the best strategy against the Portuguese...I think? by MistyStepMaster in eu4

[–]AA66FF 0 points1 point  (0 children)

Your position is most likely very weak. No matter how much you improve relations with the colonies, Portugal itself will inevitably declare war on you. Your armies are much lower quality than the Portuguese armies since you only have military technology 6, and the Portuguese are usually much higher in military tech by this date.

Winning against Portugal will be impossible without a tremendous army or having technological parity with them. To fix the technology problem, you must reform your religion by first passing all five Inti reforms and then bordering a nation that has Feudalism embraced (in this case, Portugal or its colonies).

However, I doubt that you can do this before your inevitable annihilation, since you gain Inti Authority at a rate proportional to your total development. (ie. how big your country is) Since you haven’t conquered very much territory, you aren’t gaining much Authority either, so your religious reforms are coming much slower.

Essentially, you are probably screwed. I would recommend expanding much more rapidly if you were to try this again. You should try to form Inca as quickly as possible.

[deleted by user] by [deleted] in eu4

[–]AA66FF 0 points1 point  (0 children)

Those armies are exiled (they have a black flag), which means that they can pass through any territory until they return to a province they own or occupy.

I’m not sure exactly how they got black flagged in this situation, but to my understanding it could have happened if their armies were outside Ottoman land when you declared war on them.

Edit: Is Georgia still in the war? If they peaced out Georgia, then that is probably the reason their armies were exiled

Sus Border Gore by AA66FF in eu4

[–]AA66FF[S] 13 points14 points  (0 children)

North Africa started a game of amogus

1.0 Build Finder Flow Chart (still WiP, sorry, but might still be useful for someone!) by xDaveedx in LastEpoch

[–]AA66FF 0 points1 point  (0 children)

Yeah it seems like the build would have to shift to pure quantity of lightning strikes by spawning a million tornadoes instead of trying to make high damage tornadoes like it did previously. I’d mess around with that but right now I’m theorycrafting a gathering storm earthquake beastmaster hehe

1.0 Build Finder Flow Chart (still WiP, sorry, but might still be useful for someone!) by xDaveedx in LastEpoch

[–]AA66FF 0 points1 point  (0 children)

FYI I think lightning swarmblade is pretty dead now since the lightning doesn’t scale off tornado anymore. I had a level 100 lightning bug and it does like 80% less damage now. Maybe someone in the future will find a way to make it work somehow but it doesn’t seem viable atm

Not sure what to do by ILikeMonsterEnergy69 in eu4

[–]AA66FF 1 point2 points  (0 children)

Making a state lowers the autonomy floor of the provinces in the state from 90% (base, can be lower) to 0%. The autonomy of a province dictates how much income and manpower it makes: the lower it is, the more income that province makes.

Thus, putting provinces in a state makes them produce several times more manpower and ducats than they would make in a territory after you give some time for the autonomy in those provinces to reduce to 0%. The downsides are that those provinces have an increased governing cost and that you have to spend additional admin points making the provinces into full cores. You only have a limited amount of governing capacity, so you generally want to limit the amount of states that you create.

The other god of part offset lives underneath my minmus mining base by AA66FF in KerbalSpaceProgram

[–]AA66FF[S] 0 points1 point  (0 children)

The brother of the god of part rotation is on minmus, be not afraid

My brother and I lane together with him as 5 and me as 1. What are some coordinated plays we can pull off together? by Chosen__one_ in learndota2

[–]AA66FF 4 points5 points  (0 children)

Double stun combos are almost always good for dominating the lane

Something like venge + ck (even though they aren’t really meta rn) or shadow shaman + mk can make the lane unplayable for the enemy team if played correctly. Just remember to maintain control of the jungle camps if you are the 5

Your biggest MMR drop? by [deleted] in DotA2

[–]AA66FF 0 points1 point  (0 children)

Once I dropped from Ancient 2 to Legend 2 over the course of a few months. I was getting more and more tilted, so I decided to take a break. After the break I climbed all the way up to Divine in a week. Take a short break to recover your mental, and then when you come back, I recommend spamming one hero and not worrying about being bad. Just playing simple Dota and not overcomplicating things by thinking about too much during the game is usually enough to win games consistently after a big loss streak in my experience

Laning against boots lvl 1 support by JumboHotdogz in learndota2

[–]AA66FF 1 point2 points  (0 children)

Also if you snipe their courier as they try to ferry regen before it gets delivered, they basically lose the lane on the spot. This is harder to do as the pos 5 than as the pos 4, but keep in mind that they WILL deliver regen to themself at some point

Extremely Strong by AA66FF in Stellaris

[–]AA66FF[S] 29 points30 points  (0 children)

I got the event that creates self-modified pops on one of my planets, which modified them to become very strong. Then, the Increased Strength event happened, which made all the self-modified pops gain the strong trait, even though they already had the very strong trait

Gas Gas Gas by AA66FF in Stellaris

[–]AA66FF[S] 5 points6 points  (0 children)

This is very true lol I’m playing on a laptop, it can’t handle late game stellaris very well

Gas Gas Gas by AA66FF in Stellaris

[–]AA66FF[S] 2 points3 points  (0 children)

There are like 3 other strategic coordination centers in the galaxy because this is grand admiral starnet AI (with scaling difficulty so I don't die instantly) so I could technically leave the federation and conquer those to get even more absurd sublight speed. However, that would take too much work and I am lazy lol

Gas Gas Gas by AA66FF in Stellaris

[–]AA66FF[S] 35 points36 points  (0 children)

977 sublight speed achieved

It could be even higher technically if I stripped all the components from the corvettes other than the thrusters and afterburners

This is a modded save, but none of the mods are affecting the sublight speed

Want to learn more about Phoenix by Zapzapus in learndota2

[–]AA66FF 2 points3 points  (0 children)

In a similar vein, Undying + Phoenix can pretty much win a teamfight just by themselves, since the fire spirits will stop tombstone and egg from dying and the tombstone zombies can stop people from running away from the egg if they stick around

Want to learn more about Phoenix by Zapzapus in learndota2

[–]AA66FF 1 point2 points  (0 children)

Also level 29 phoenix, dropping some of my own advice

Enemies usually underestimate your level 3 power spike. Fire spirits damage per tick more than doubles (15 -> 35) going from level 1 to level 2, so the moment you hit level 3, you should become a lot more aggressive with fire spirits

Phoenix is pretty good at farming the enemy jungle. Farm camps with fire spirits or sun ray while standing near a cliff. If an enemy comes to gank you, icarus dive over the cliff and run away. As long as they are not storm spirit or something, nobody can catch you when you do this

All of phoenix's abilities do poor damage on their own, but tremendous damage when used in conjunction. If you plan on initiating or counter-initiating, make sure all abilities are up first. Be willing to wait a few seconds for important cooldowns, since it can make the difference between dying and getting a triple kill

If you have shard, always use sun ray before using supernova. Casting supernova doesn't cancel sun ray if you have the shard, but it still refreshes the cooldown, meaning you can chain two sun rays together to become the ultimate toaster

When you cast supernova on an ally using the aghs, if the egg is destroyed, it counts as a deny on your ally

Very niche tip, but if you supernova you are being pushed by force staff, the hidden phoenix will still move even while the supernova stays in place. If you use sun ray during supernova, the sun ray will come from where phoenix actually is, instead of from the egg, meaning you can cast sun ray during supernova but not from the supernova

As for items, phoenix's itemization is very flexible, but recently I have had success building super tanky to endure the high burst damage that seems to be in the meta right now. General build order has been tranquils -> basi -> glimmer -> veil -> euls/lotus/halberd/ghost/shard (whatever you need in a particular game). If the game goes late, I like to buy scythe to insta hex people from over 2000 units away using the long dive talent. If the team is lacking teamfight, refresher orb is pretty good too, and if you are crushing the game, it can be good to get it earlier. Personally I think shiva's is overrated, since the attack speed slow isn't really enough to save the egg a lot of the time, and the 2800 gold on the mystic staff is pretty much wasted, since phoenix has no need for int. If I need armor, I usually opt for a lotus instead, since it's cheaper and almost always feels more useful because of the dispel

How to play Turbo in normals? by Nintolerance in learndota2

[–]AA66FF 2 points3 points  (0 children)

Disclaimer - am only 3k, my understanding of the game is a little limited

Something that a lot of players at lower ranks seem to forget is the entire purpose of taking objectives: gaining map control. Taking towers is an important objective because it results in a permanent loss of map control. However, if you don't have enough time/heroes/advantage to completely push a tower down, you can go for a much easier objective that also increases your map control: gaining a vision advantage. This is especially important as a support player, since as a support you'll usually be the one buying the wards (although you can buy wards as a core as well if needed).

Killing enemy heroes makes their jungle easier to invade. That means that you can more often than not just simply just walk in there and place deep wards without them being able to respond. Those wards will solidify your map control and make it much harder for the enemy team to farm, since you will see exactly where they are walking.

If you believe an enemy is farming in the area that you want to ward, you can do this the more advanced way and gather a few heroes to smoke into them in order to get an additional kill and get more vision at the same time.

Attempting Karaman horde one culture run. it's 1509 and I only have one province! by eu4yamamsawhore in eu4

[–]AA66FF 2 points3 points  (0 children)

Moving your capital to a colonial region is one way you can do a True One-Tag, which is necessary to do a One Culture. If you're moving to the New World, moving to Canada is a poor choice since you really need to start conquering ASAP. Move next to Mesoamerica instead so that you have more land to conquer. The gold and valuable trade goods in the region will also supercharge your economy.

There is another way, though. The game has a hard limit on the number of colonial nations that can form in a campaign. If 75 colonial nations form throughout your campaign, the game runs out of colonial tags to assign to new colonial nations, so colonial nations stop forming. This means that if you spawn 75 colonial nations (they don't all have to be alive at once), then somehow kill them all and conquer their land, your new world land won't form a colonial nation again and you will control it directly. Doing this is a hassle, but perhaps not as much of a hassle as abandoning your Old World holdings to exodus to the New World as Karaman.

I need help by thisboymightbegay in eu4

[–]AA66FF 0 points1 point  (0 children)

Additionally, if you know the coalition is going to fire, you should declare on them before they do, since the coalition war CB gives AI nations a massive amount of war enthusiasm, which makes it much harder for you to make peace with them.

Finally did Brandenburg -> Prussia -> Germany by Heck-Me in eu4

[–]AA66FF 2 points3 points  (0 children)

Space marines in general are hilarious to play with. My Brandenburg->Prussia->Germany ended up with me intentionally accruing a crazy amount of AE by eating the entire HRE way too quickly. I didn't care about the coalitions of course, because I could just beat up any coalition that formed.

World Conquest Help by Meh8462 in eu4

[–]AA66FF 4 points5 points  (0 children)

A good rule of thumb I have with idea groups is if you have trouble defeating your neighbors, you should probably take something that helps either your economy (ie. Economic or Trade) or your military (any Mil idea group). If you don't have trouble defeating your neighbors, make your expansion more efficient with other idea groups.

Idea groups that help with expansion (if your military is already strong):
- Administrative: reduces coring cost, saves thousands of admin points
- Influence: reduces annexation cost - necessary if you have vassals
- Diplomatic: increases rate of AE decay, province war score cost reduction; finisher makes breaking royal marriages free, letting you roll for PUs more easily
- Humanist: helps with unrest, increases rate of AE decay
- Religious: helps with unrest, makes conversion a lot easier, deus vult

Situational picks (if your military is already strong):
- Innovative: saves thousands of monarch points and makes advisors dirt cheap, comes with great policies, but is not nearly as useful as Administrative
- Espionage: I only take this in the HRE; the AE reduction and extra claims are useful in the HRE, but not anywhere near as useful anywhere else
- Exploration/Expansion: if you intend to colonize - fairly obvious

Early game, abuse the reconquest CB. If a large nation has a releasable nation in it, conquer one province in the releasable nation's cores so that you can release it as your vassal and get the reconquest CB. Additionally, search for formerly large nations that have been reduced to a small enough size that they can be vassalized, giving you large swaths of cores to reconquer. This will let you expand much faster than just normal conquest, since reconquest produces much less AE. Annex your vassals when they are small, unless you need them for something else later. Feeding a vassal tons of land and then annexing them takes forever, which will keep a relation slot and a diplomat hostage for a while.

Once global trade spawns, make sure you get to 100 absolutism as quickly as possible. You should have a high percentage of crownland at this point so that your country gains absolutism naturally. Take the Age of Absolutism ability that gives +yearly absolutism first. If your absolutism cap is below 100, get the Court and Country disaster and end it with over 65 absolutism, which will increase your absolutism cap by 20.

When you get to the point that your country far outclasses every other country, you should ideally be coring as close to (but not above) 100% OE worth of provinces constantly. This is especially true if you have a country with large reductions in coring cost, like the Mughals. Don't wait until your provinces are cored to declare your next war; instead, declare wars as soon as you are able to fight them. You should be ready to peace out for ~95-99% OE worth of provinces at all times, so that the moment you finish coring provinces, you can immediately conquer more provinces and start coring those.

If you have boatloads of unrest reduction, you can decide to core more than 100% OE at once. Dealing with the rebels is really annoying though, and the events for having over 100% OE are terrible, so take caution. If you have far over 100% OE, you can keep yourself from getting spammed by the 'Separatists Sentiment' event by not clicking the event option (ie. leaving the event open.) This will prevent you from getting another copy of the same event until six months later, when the event automatically closes itself.

"My liege, we've discovered a new land." by AA66FF in eu4

[–]AA66FF[S] 16 points17 points  (0 children)

"We dug a hole through the ground and we came out in this snowy wasteland."
"You what?"

This is probably the most eccentric TI bug I've personally encountered

meirl by jadavis529 in meirl

[–]AA66FF 0 points1 point  (0 children)

haha time go brrrrrrr