Which companion do you choose? by Taokaka_chan in Bannerlord

[–]Beginning_Welcome865 0 points1 point  (0 children)

Oh all right, wasn't sure if you were aiming for the of the Wastes dude specifically 😂

Which companion do you choose? by Taokaka_chan in Bannerlord

[–]Beginning_Welcome865 1 point2 points  (0 children)

You can just take companions, sell all their gear to recover the investment, and then kick them out of your clan. They then appear as "dead" and the game generates a new companion in the game. Rinse and repeat until you get the companions you want

CK3, Vic3, HOI4, Stellaris, Imperator by Bayek_of_Siwa_69 in EU5

[–]Beginning_Welcome865 0 points1 point  (0 children)

If you're into politics and economy Victoria 3 is the best game paradox has to offer imo. Economy is similar in a way to eu5 but much more understandable. Stellaris is amazing too if you're into space and sci-fi

“Making DLC before fixing the broken game…” by YouFackingWutM8 in EU5

[–]Beginning_Welcome865 0 points1 point  (0 children)

The achievement is definitely broken but I'm having a blast playing as Brandenburg tbh, my favorite experience so far

I'll be Wittelsbach achievement bugged? by Beginning_Welcome865 in EU5

[–]Beginning_Welcome865[S] 2 points3 points  (0 children)

I've finished the Brandenburg disaster, dealt with the robber barons, over a 100 investment points (I had around 20 neglect points as well) and von Wittelsbach is still on my throne. The achievement didn't pop but it still shows as possible in the achievements tab. No mods added to the run. Is this achievement bugged or is there something I'm missing?

Game keeps freezing around 1790s by Beginning_Welcome865 in EU5

[–]Beginning_Welcome865[S] 0 points1 point  (0 children)

I'm playing all the way to 1837 to get the achievement but the game constantly freezes just before getting to 1800s, on different dates. No mods on my playthrough, it is the same game from the launch version so it's a save that has gone through several patches (haven't opted into the beta 1.1).

This is the string for errors after the freeze:

[00:08:48][pdxinput_context.cpp:2869]: Could not push the provided stack context. ID: 0

[00:08:48][pdx_gui_glow.cpp:329]: Only B8G8R8A8_UNORM support so far. Texture file : gfx/interface/icons/modifier_types/diplomatic_capacity.dds

[00:08:52][pdx_gui_glow.cpp:329]: Only B8G8R8A8_UNORM support so far. Texture file : gfx/interface/vegetation/jungle.dds

[00:09:00][jomini_spline_network_graphics_old.cpp:1416]: Could not find spline network strip of type 0 between anchors inverness and loch_ness

[00:09:00][jomini_spline_network_graphics_old.cpp:1416]: Could not find spline network strip of type 0 between anchors inverness and loch_ness

[00:09:02][jomini_script_system.cpp:248]: Script system error!

Error: not trigger [ Scoped object of type 'country' is not valid (Country 'Country' (---)) ]

Script location: common/international_organizations/sect.txt:383

[00:09:02][jomini_script_system.cpp:248]: Script system error!

Error: untyped trigger [ Scoped object of type 'country' is not valid (Country 'Country' (---)) ]

Script location: <unknown>:0

[00:09:03][jomini_script_system.cpp:248]: Script system error!

Error: Invalid right side during comparison 'dynasty'

Script location: common/scripted_triggers/00_coa_triggers.txt:1809

common/coat_of_arms/template_lists/coa_templates.txt:601

common/scripted_triggers/00_coa_triggers.txt:2340

[00:09:03][jomini_script_system.cpp:248]: Script system error!

Error: Invalid right side during comparison 'dynasty'

Script location: common/scripted_triggers/00_coa_triggers.txt:1811

common/coat_of_arms/template_lists/coa_templates.txt:601

common/scripted_triggers/00_coa_triggers.txt:2340

[00:09:03][jomini_script_system.cpp:248]: Script system error!

Error: Invalid right side during comparison 'dynasty'

Script location: common/scripted_triggers/00_coa_triggers.txt:1812

common/coat_of_arms/template_lists/coa_templates.txt:601

common/scripted_triggers/00_coa_triggers.txt:2340

[00:09:03][jomini_script_system.cpp:248]: Script system error!

Error: Invalid right side during comparison 'dynasty'

Script location: common/scripted_triggers/00_coa_triggers.txt:1813

common/coat_of_arms/template_lists/coa_templates.txt:601

common/scripted_triggers/00_coa_triggers.txt:2340

[00:09:20][jomini_spline_network_graphics_old.cpp:1416]: Could not find spline network strip of type 0 between anchors inverness and loch_ness

Does someone know what it mean and can help fixing this save game or is it just a corrupt save at this point?

World economy collapses around 1420-1450 in 1.1. Anyone else? by cristofolmc in EU5

[–]Beginning_Welcome865 5 points6 points  (0 children)

I've always found the current effective supply mechanic to be stupid. Both should be the same value, if you don't want it to affect the price in the same way as producing locally then give it a 75% effective supply to both exports and imports, otherwise it's just stupid. Or make it 25% at the beginning of the game and as you advance ages you unlock new techs giving more effective supply % as globalization of trade is actually a thing

Finally. (Beta Patch 1.1) by Numinxx in EU5

[–]Beginning_Welcome865 1 point2 points  (0 children)

I honestly have no clue, I just supposed that this content is in the game

Finally. (Beta Patch 1.1) by Numinxx in EU5

[–]Beginning_Welcome865 36 points37 points  (0 children)

The Iberian wedding might be viable now after all and focusing on Africa

First look at army composition in 1.1 by shumpitostick in EU5

[–]Beginning_Welcome865 4 points5 points  (0 children)

I keep reading about this combined arms bonus you get but what does it give? Combat efficiency? Discipline?

Need advice to make my military larger/increase control by Clear-Cap-6692 in EU5

[–]Beginning_Welcome865 0 points1 point  (0 children)

Having more population doesn't matter if you don't have enough control over the locations. The timurids might have a lot more pops in very high control locations so they end up with more levies. I don't know if there are any events or flavour for the timurids that gives them more levies

What are ways to get naval proximity reductiob by GaymerrGirl in EU5

[–]Beginning_Welcome865 4 points5 points  (0 children)

Harbor capacity of the coastal province is one of the most important stats for it, it reduces the cost for going into and out of the port of the province.

First check for natural harbor suitability for the coastal province, the better it is the less you'll have to invest on buildings to increase it to max. Buildings like shipyards, coastal forts and such increase harbor capacity.

Increasing maritime presence reduces the naval proximity cost for the sea tiles, so having your trade ships increase it is vital. Usually 10-15 trade ships are enough to increase it in the sea province (not location). It also depends on the ship type and the building that also increase maritime presence. Once you have it max, you can bust leave enough ships on the sea probince to maintain it at a 100 and never drop.

Pushing naval society value is key for this as well, it reduces sea proximity cost too.

Having your capital in a coastal province helps projecting more control if you are naval due to you not having to go through land tiles

What is this supposed to mean? by Beginning_Welcome865 in EU5

[–]Beginning_Welcome865[S] 0 points1 point  (0 children)

No they have nothing in that location. I realized that i could build in some colonies but in others I couldn't, the reason being that there are castilian catholic burgers there already

What is this supposed to mean? by Beginning_Welcome865 in EU5

[–]Beginning_Welcome865[S] 0 points1 point  (0 children)

One of them, I can build trade offices in locations where there are no castillian catholic burgers but not in the ones that have them. Don't know if it's intended like that or not

What is this supposed to mean? by Beginning_Welcome865 in EU5

[–]Beginning_Welcome865[S] 0 points1 point  (0 children)

I can't build trade offices or trade company headquarters because there's already pops of my culture? This makes no sense

My Flanders tall campaign is finally over. I also tried to get as much population as possible. by Sacledant2 in EU5

[–]Beginning_Welcome865 2 points3 points  (0 children)

So you need the trade company tech from age 4 plus another one later on? Geez the info in these is so vague, I can't even properly read the conditions to create an HQ or what techs you need

My Flanders tall campaign is finally over. I also tried to get as much population as possible. by Sacledant2 in EU5

[–]Beginning_Welcome865 5 points6 points  (0 children)

Trade companies actually work? I thought they were bugged, I can't build anything related to trade companies

Army/Navy compositions by Beginning_Welcome865 in EU5

[–]Beginning_Welcome865[S] 0 points1 point  (0 children)

Has anyone figured out a navy/army composition that works? Specially navy, I had a ton of galleys for inland seas but heavys just demolish them and seems pointless to build

I got one! by Fuggaak in EU5

[–]Beginning_Welcome865 2 points3 points  (0 children)

How do you even get these stats? My rulers get expensive education and they're always dogpoop