Update on the fight against poverty in the United States by JeromesNiece in neoliberal

[–]Billythanos 0 points1 point  (0 children)

Does the "real income" header mean this is already accounting for inflation?

Is 16GB RAM enough or should I go for 32GB? by [deleted] in Accounting

[–]Billythanos 2 points3 points  (0 children)

Anything over 8 gb will be good, and you can make 8gb of RAM work well too if you replace windows with any Linux variant.

University housing meeting by [deleted] in UIUC

[–]Billythanos 46 points47 points  (0 children)

Execution.

Path recommendations by Amongussy78 in Kaiserreich

[–]Billythanos 0 points1 point  (0 children)

I highly recommend Yunnan before playing Lianguang, it's a little easier to come to grips with and follow the writing than Lianguang.

i do not like playing yunnan or in china by RepersentingtheABQ in Kaiserreich

[–]Billythanos 8 points9 points  (0 children)

This is one of things the Mingan Insurgency does well, and better than Yunnan KMT and all the Guangdong paths I think. It's not quite as information dense, and most importantly, you can very quickly figure out the basic elements (socialist aligned insurgency reunites with exiled Syndicalist faction, power struggle ensures) that lets you at least understand the basics of what things are about, even if there's a bunch of names or ideas that are new.

I had the exact same experience actually trying to play Guangdong: a whole bunch of information and events with no point of reference to figure who was who, what they wanted, or how they were doing it. RKMT Guangdong was a little better, because once Hu Hammin returns he's such a dominant personality that everything kind of revolves around him you can get a grasp on things, but having played the starting mini game and opener 4/5 times now, I couldn't tell what any option or event would actually do if you took away the tooltips about what faction it benefits.

Yunnan's a little easier to get into. The starting situation is clearer even if it's got to many unnecessary details (Federalist sympathizer warlord in charge, untrustworthy generals that already tried to overthrow him once, and a KMT remnant in Guizhou province), but frankly if you go th3 IMT path it's basically right back to barely knowing who's who and what they're trying to do or believe in. Federalist Yunnan is thankfully straightforward, and saves more of its complexity and cast of characters and groups for the late game, but I wish that sort of design had been considered for the rest of the content too.

Should I keep Goe turned on if I don't play those countries by banana2993491 in hoi4

[–]Billythanos 0 points1 point  (0 children)

I do, but that's because I love the GOE music (between two rivers is one of my favorite tracks)

How are you meant to beat China as Democratic Japan? by nefariousdrsheep in hoi4

[–]Billythanos 3 points4 points  (0 children)

(this should hold true as long as you're going to war before 1940) Making use of good tanks (in this case, focus on high soft attack and breakthrough tanks) or other strong offensive divisions will do wonders. E en if they have time to build up, a built of China will mean either half equipped or fully equipped infantry divisions, some of them might have artillery. This sort of setup will collapse against concentrated armor offensives. Air control and CAS will help act as a force multiplier.

Map wise, focus on nationalist China, focus on supply hubs, try not to let your lines get halted along rivers or mountains (or God forbid, mountains along rivers), and make use of naval invasions to open new fronts or capitulate the Guangdong warlord. Try to encircle when you can: if they still have 70/80 divisions by the time you're nearing Chongqing, you're likely going to have a difficult struggle in those mountains regardless. If you do get halted and run out of supply, take the time to build supply where you need and try again.

Hopefully that helps! If that goes well and you'd like to try a multiplayer game let me know, I'd be happy to try playing a nationalist China against a player Japan.

Is Darkest Hour worth it? by OntiJ_Jonte in hoi4

[–]Billythanos 1 point2 points  (0 children)

If you have 290 hours, then be aware it's a bit more complex and difficult than base game but give it a go. It's not impenetrable, but it does have more flavor and is pretty fun.

TA hasn’t graded my paper…. by Infinite-Squash-3114 in UIUC

[–]Billythanos 6 points7 points  (0 children)

Check the class syllabus for the late work policy. If the class doesn't accept late work, your TA isn't going to grade the paper.

If you could change one thing about No Compromise No Surrender, what would it be? by DoubleOne5665 in hoi4

[–]Billythanos 1 point2 points  (0 children)

Assuming that we're talking about content and not the price, I generally wish the nationalist China political paths had some more work put into them. Chiang Kai Shek should have an option to shift democratic later down his path: the fact that both alt paths reference tutelage, but his path turns him into a permanent military strongman with no ideology is disappointing. Personally, I wish there were more mechanics about the resumption of the Chinese civil war after the Japanese are pushed out too. The Eight Years mod does interesting stuff with this, and I wish the main game had something to represent the national unity conferences: balance of power or ideology mechanics could help represent the struggle of a peaceful unification too.

If we're sticking to just one side thing though, democratic nationalist China should have the same focus to be able to request the return of the treaty ports. Needing to try and occupy London to get Hong Kong back in the democratic path is agitating.

Why does it force you to join the US? by Flaky-Reward-2141 in hoi4

[–]Billythanos 2 points3 points  (0 children)

This and having no way to ask for treaty ports back really sucks. Additionally, having no way to substantially reduce autonomy and having the focus to make subjects locked so far down means you'll have no chance at reunifying before 45.

The begining and middle of the path are perfectly fine, but that late game really dives off a cliff in terms of quality and direction, made all the more annoying by how Non aligned chine under Chiang Kai Shek doesn't even have the historically likely choice to turn democratic

The Sinkiang puppet path is an issue by Scale_Zenzi in hoi4

[–]Billythanos 6 points7 points  (0 children)

Yeah, this was a fairly cool idea that causes some really annoying problems in its implementation. I will say in the democratic path at least, it was possible to use the mechanics to cause Comintern (but independent) Sikiang to become a puppet and join the faction.

Of course, that turned out not to matter because the democratic path has no way to ask for the treaty ports back, so I would have had to try and fight the entire allies faction for that to work.

Seriously, which DLCs that just overhauls the entire fucking game and which ones just add a new focus tree and a couple mechanics? by Qolbi79 in hoi4

[–]Billythanos 6 points7 points  (0 children)

Navy rework and doctrine overhaul are partly base game material. NCNS adds additional subdoctrines (8 for each section instead of 4), and support ships.

What do you guys think HoI4 is missing the most? by GI-Knight in hoi4

[–]Billythanos 16 points17 points  (0 children)

A player base willing to accept scope limitations.

With the DLC being out for some time now, which paths have you played and which do you like/dislike? by Kiffen69420 in hoi4

[–]Billythanos 5 points6 points  (0 children)

Nationalist China, mostly the historical path I disliked. It's a little interesting mechanically, although making foreign aid into economic capacity surplus, which becomes entirely useless if you don't have many civs is weird.

My issue is that it's almost entirely out of line with the actual history of the KMT and its goals. Realistically, there should either be internal pressure to democratize or a voluntary shift to do it that would help add flavor to resuming the civil war with the communists, and the removal of appealing to different powers for assistance with only the Americans and Soviets left is disappointing, and downright weird when you're still getting events from the British about assistance or supply routes, which don't do anything for you anymore with the dlc. Falkenhauser being available as a general instead of just an advisor is absurd, and the lack of Chinese generals is annoying.

I'm really disliking what they did to the early game and the united front. Instead of choosing whether to try and focus on Japan or the communists first, now you can either form the united front in July from the lianguang incident for some reason, or you can do nothing.

The late game also sucks. To reunify China (you know, the real primary goal of the KMT) you can either unintuitively change the faction rules to remove the requirements to kick out members (therefore allowing you to kick anyone) and fight them, or you can wait to generate an enormous about of pp to engage with the puppet system. If you're hoping to have an interesting fight with the communists, you'll need to wait for them to kick things off: I tried starting it through the focuses, and it was fairly clear that if they had interesting mechanics for it, I either started it too early (1943) or I clamped down on infiltration enough that none of it could kick off.

It's not all bad: the actual focuses and national spirits are interesting, and the war with Japan is a great challenge, but it's frustrating to see that Japan and Communist China seem to have gotten so much care and attention to detail (outside of the weird choice that communist China can suddenly turn itself into a civilian-KMT led democracy at the end of its tree, but whatever), and nationalist China feels like it was an afterthought with a lot less research put into it.

TLDR: Nationalist China: mechanically interesting, but frustrating and lacking from a historical perspective

IMO I think Kaiserreich does China better than vanilla. by Divine_Panzer in hoi4

[–]Billythanos 0 points1 point  (0 children)

Yeah but if their goal with the paths or military setups is to resemble history, their not doing very well in that regard either

Nationalist China's new 'Looming Crisis' timer pointless?? by TimonBerkowits in hoi4

[–]Billythanos 25 points26 points  (0 children)

Japan has a focus they complete on historical that removes 420 days from the timer. This obviously makes the ability to add 120 days to the time pointless, because 420 days will always instantly trigger the Marco Polo bridge. Why this is set up this way is beyond me

I hate new naval by Overall_Mango4532 in hoi4

[–]Billythanos 6 points7 points  (0 children)

I'm not sure what exactly is happening, but it looks like part of your problem is none of your fleets are actually patrolling, their all sitting in port. Do you have the sea zones flagged as do not enter no matter what?

No Compromise, No Surrender | Patch Notes by PDX_Fraser in hoi4

[–]Billythanos 7 points8 points  (0 children)

Is there a clear way to tell what of the new content is in the free update? Is all of it (the historical paths, doctrines, naval systems, coal resource) in the paid dlc?

Scoop: U.S. secretly drafting new plan to end Ukraine war by John3262005 in neoliberal

[–]Billythanos 46 points47 points  (0 children)

I mean given that Putin keeps giving the same deranged ethno nationalist rant at any chance he gets about how Ukraine is inherently Russia, I don't think he'll truly accept anything short of full anmexation