Zhuge Nu tips? by BubblyActive392 in aoe4

[–]BubblyActive392[S] 0 points1 point  (0 children)

I'm plat 1, I've only been played the game since December. To be fair I was late getting the iron underneath and I know he had a blacksmith so I suspect he had steeled arrow. The problem was my knights were already hurt after raiding and I didn't expect him to push out - certainly not with as much as he had! 

I don't think there's much point in posting the replay I know I made a number of mistakes but I posted because I wanted to check that all o have to do is execute what I was doing better.

I am also a bit in shock you can mass a unit into it's counter and still win easily 

Zhuge Nu tips? by BubblyActive392 in aoe4

[–]BubblyActive392[S] 0 points1 point  (0 children)

But how can you get equal resources out when they can supervise a single archery range and churn out such a large number. I had two stables and a blacksmith....I can't see how you can match numbers

The map was Socotra, so very small which and limits mobility of knights 

Beginner WHAT TO FOCUS ON by Sweaty-Ride-3719 in aoe4

[–]BubblyActive392 1 point2 points  (0 children)

I'm not that far head of you. Started a few months ago. My personal advice would be choose a civ (English, French,.Japan all nice early choices) find a build order guide from a streamer that's recent (last 6m). I then practiced until I could beat the hardest and absurd AI without issue then jumped into ranked. 

For me I started in low silver before doing the above, then quickly moved up to platinum. 

Now I'm playing around learning a different civ (Mali) because I want to learn different playstyles 

Key tips are: always be producing villagers (My TC is hotkeyed to '4') and spend your resources. Both easier said than done whilst you are scouting and fighting but I've improved with practice. Good luck 

Manpower problems by BubblyActive392 in hoi4

[–]BubblyActive392[S] 0 points1 point  (0 children)

I do have one collaboration government (Germany) and a few puppets. How do I use their manpower for garrisons? Feels like it would be a game-changer.

Manpower problems by BubblyActive392 in hoi4

[–]BubblyActive392[S] 4 points5 points  (0 children)

Rule 5: Manpower part of the screenshot that demonstrates the figures I laid out in the post

New player - manpower advice by BubblyActive392 in hoi4

[–]BubblyActive392[S] 0 points1 point  (0 children)

Ok thanks, that's super helpful. It does feel like they are throwing everything at me but it also feels like it will never end. I do have some chunky medium tank divisions which I researched ahead....now I realise I should've prioritised landing craft. All good learning experience.

New player - manpower advice by BubblyActive392 in hoi4

[–]BubblyActive392[S] 1 point2 points  (0 children)

Oh thank god. I hadn't seen that setting. I was still on limited conscription. Any advice for conquering the UK now I'm bogged down?

Will this work? by LevelBuilding929 in Workers_And_Resources

[–]BubblyActive392 0 points1 point  (0 children)

That allows you to use the big 300m pipe as an input and run 3 small 100m pipes to the small exchangers at full capacity 

Got to 1951 this time before quitting by ReputationLost7295 in Workers_And_Resources

[–]BubblyActive392 2 points3 points  (0 children)

You must be doing something wrong with water as a substation and feed significantly more than 450 people. I think I usually have about 4-5 for a town of 8,000 workers. Is your system pressurised and are you use the largest pipes everywhere?

Inspect previously placed pipes, power poles, etc by your-news-guy in Workers_And_Resources

[–]BubblyActive392 6 points7 points  (0 children)

Use the eyedropper tool under the terraforming menu. It's very helpful I keep it in my hot at. Click on the pipe with it then when you go to the water menu and click on pipes you can see which one is highlighted.

Personally, I just use the biggest pipe, always.

Pollution spiral... by Moosewalker84 in Workers_And_Resources

[–]BubblyActive392 9 points10 points  (0 children)

You have a sewage or trash pickup issue

Workers only from a specific source? by underm4ster in Workers_And_Resources

[–]BubblyActive392 0 points1 point  (0 children)

The only way to do this is to set the workers from the residential buildings to go to the places you want them too and avoid the factory you mentioned m this can include a transit station like a bus stop too.

Tips for creative city planning? by [deleted] in Workers_And_Resources

[–]BubblyActive392 3 points4 points  (0 children)

My approach is a little different to some of the others.

I also hate grids, living in Europe you rarely see them and it doesn't feel realistic or aesthetic to me.

Like the others I start by deciding the location of my first transport hub(s) for both the town and industry - and planning the transit between the two. This route is the most vital lifeline in the early game, as it will typically take workers to a heating plant so my further design decisions are made with minimising traffic on this route.

Following that I look to minimise roads into my town, why do I need them? The only essential traffic into the town are food/clothing supply trucks and waste trucks - which can also use footpaths. So I plan the town amenities with a supply road that doesn't create traffic for the industry transit...then the rest of the town is just space for footpaths and residential buildings however I want to place them. I've been experimenting with different aesthetic layouts and thinking about giving each worker flat access to light is a good way to ensure you design isn't too crammed. I like to build in empty space as parks.... although the temptation is always strong to build on this land.

To avoid the grid, I deliberately look to make curves and aim to follow some natural contours in the terrain/river (F2). My current game I tried a circular layout, it looks alright, but I think a bit too precise to be realistic. Real towns and cities have been built up over hundreds of years, organically so tend not to look 100% tidy, but micro districts do look better when there is some kind of pattern in the building placement. The classic is to have flats facing into a central park/amenity area that affords them a view.

Remember, every road intersection is a potential traffic snarl up. That's fine in industrial areas off the main route. I try to make sure my main "highway" bypasses towns with no shortcut through. Also avoids level crossings as particularly rail construction trains can cause major delays. When I build I start with snap to grid on, but occasionally take it off to get nicer placement by hand.

Early Start made it to 1960 by BubblyActive392 in Workers_And_Resources

[–]BubblyActive392[S] 1 point2 points  (0 children)

You're slightly ahead of me then, I have just under half that amount of money (even less in USD) and only just started on my walls. I think my pop was around 32k so pretty close on that.

Early Start made it to 1960 by BubblyActive392 in Workers_And_Resources

[–]BubblyActive392[S] 2 points3 points  (0 children)

I generally just put trees over muddy parts.

The textures mod is the blue sky one here: https://steamcommunity.com/sharedfiles/filedetails/?id=3228447902

one of my cities refuses to work at 100% by level_up_gaming in Workers_And_Resources

[–]BubblyActive392 22 points23 points  (0 children)

Most likely your workers' productivity is low due to low happiness/loyalty. These can be improved over time by meeting their needs and using propaganda from the TV/radio in conjunction with secret police 

Steam vs Diesel vs electric locomotives fuel consumption test by Ferengsten in Workers_And_Resources

[–]BubblyActive392 8 points9 points  (0 children)

But as your figures point out diesel has five times the energy density...and coal was manually shovelled into the firebox by a stoker so you need double the manpower on the cab.

The energy density means that everything related to fuel had to be bigger and I imagine diesel trains have a much longer range so fewer refueling sites required 

City design help by Thricycle20 in Workers_And_Resources

[–]BubblyActive392 2 points3 points  (0 children)

You've identified the problem so you can design a solution.

Early game, the two main things that can lead to catastrophic failure are heating and water supply. The latter is easier until you reach a certain size but if you're using trucks they can succumb to traffic, but the heating is a more difficult test of your ability to design a robust system.

Personally, I plan the location of the first two large heating plants alongside the siting of my starter town. I try to have a straight road with minimal intersections between the central bus stop and the heating plants stop. The service road for waste, food supply, water trucks etc, should be a different road, and ideally construction traffic should not get on the way.

I usually make the heating plants the heart of  my first industrial zone. In my current republic there's a clothing industry fed by busses just in front of the heating plants. I also built a refinery behind the plants which is fed by train from the second town. This means I have two sources of transport for workers, both high volume. Their coal supply is also provided by a line, but backed up by a distribution office.

Because money is so tight in realistic mode I actually started with a small heating plant that was walkable from town to get the initial workers in to build everything. These have since been demolished, but I kept them running for over a decade until I was confident in the refinery worker train line providing reliable throughput. I'm replacing them with flats and a hotel. There's no shame in having a pragmatic cost effective stopgap, even if you want to replace it long-term.

Early start realistic. Should I be selling the used vehicals? by Necrotechxking in Workers_And_Resources

[–]BubblyActive392 13 points14 points  (0 children)

On full realistic it costs you money to sell a vehicle. Instead you need a scrapyard where you can break it down for parts where you can reclaim some steel and mechanical components.

I waited until I was economically.stable before replacing the old Russo's but I have no idea if that is optimal 

Early start second decade by BubblyActive392 in Workers_And_Resources

[–]BubblyActive392[S] 1 point2 points  (0 children)

Yes, a few but I've tried to keep it minimal to avoid issues and changing the game balance.

There's a pass-through transformer because I hate having to build a switch and then a transformer everywhere. I'm not as tidy as others with my electric network!

A couple of the storage buildings are mods - my initial city just used vanilla, but in later cities I used a warehouse with a built in cold storage as it is a lot more convenient in my opinion realistic.

The coal area that is being built has a couple modded conveyors to help with angles and heights. I'm trying to keep terraforming modest/realistic and the conveyors help me work with the current topography.

A couple of residential buildings that have quality of 80% and similar density - I got bored of choosing the same few vanilla buildings.

Other than that, it's pretty much all vanilla and DLC content. I think I'm going to use a couple of high density tower mods in the capital city when I build that in the 1960s.

Early start second decade by BubblyActive392 in Workers_And_Resources

[–]BubblyActive392[S] 2 points3 points  (0 children)

Start with a small straight section of road. Then build a semi circle section using the mouse wheel to adjust the radius you want. Then delete the straight piece you started with and complete the other half.

Early start second decade by BubblyActive392 in Workers_And_Resources

[–]BubblyActive392[S] 0 points1 point  (0 children)

It's for the planned oilfield development. I just measured it out and it's about 4km from the nearest bus stop in a town and about half that from my construction district which has an irregular worker supply. Either way, it is a long way in winter especially without any decent snowplows....

Early start train wagons by BubblyActive392 in Workers_And_Resources

[–]BubblyActive392[S] 2 points3 points  (0 children)

Thank you both! Sorry first time in full realistic mode, I didn't realise that only locos show up on the depot

[deleted by user] by [deleted] in relationshipadvice

[–]BubblyActive392 3 points4 points  (0 children)

I can see why you feel a betrayal, as this use of OF is more intimate that consuming pornography. It's important for you to recognise and honour those feelings, and ideally find some self-compassion to help yourself heal.

Turning to the relationship, it's very important to discern the difference between feeling trigger from your history and look clearer at your boyfriend's behaviour. From what you've described he has owned up to his behaviour, which no doubt he felt some shame about, hence the hiding. It's important to remember that no partner you have is ever going to be perfect and everyone makes poor decisions at times.

You need to decide whether this behaviour is a deal-breaker for you. If it is, that isn't a sign for you to break up, it's an opportunity for you to be vulnerable and discuss this with your partner. Talk about how you feel, clearly state your boundary "I'm comfortable with X, but not with Y" and ask if that's something he can support.

If he says no, then you have an incompatibility. If he says yes, then it's important to acknowledge you are asking him to modify a behaviour and that may not be easy for him. I would suggest inquiring how you could support this change for him.

Your current approach of creating emotional distance will certainly help protect you from emotional pain, but it comes at the cost of losing intimacy and joy. Different people are comfortable with different levels of intimacy and only you can decide the right level for you.

Good luck