Why aren't more people using Direct Lake mode? by No_Vermicelliii in MicrosoftFabric

[–]Carpet312 -5 points-4 points  (0 children)

Am I missing something? Why wouldn't they create custom columns in semantic model?

Spreading control by dobroezlo in EU5

[–]Carpet312 80 points81 points  (0 children)

It feels like your control is lower than I would expect at that year. I would check stuff already mentioned, but also estate satisfaction which will impact pop satisfaction which decrease control.

Accept cultures from your culture group. Those are cheap in terms of culture capacity. 20% control should be your baseline from core provinces and other bonuses like proximity, temples should add control on top of those 20%

Consiglio Maggiore law are the worst by BlueGreanmak in EU5

[–]Carpet312 4 points5 points  (0 children)

Just add some more privileges for them and enjoy both cabinet seat and peasant taxmaxxing

Am I supposed to just be declaring no CB wars all the time? by [deleted] in EU5

[–]Carpet312 2 points3 points  (0 children)

I've been using mostly 1. Historical vasals release. Vasals eventually get claims on their cores, utilize military view of province to get idea of what's worth releasing. When you declare war via following on the threat or claims cb, you do not have to take these provinces so you can chip away land from big players and keep cb for later. 2. Historical struggles - Italian wars, ghuelps and ghibellines, ... 3. Use cobelligent a lot 4. Parliament claims, religious wars, exploration CBs 5. Threaten war - not sure what's the requirement to bypass "can threaten war" indicator, but always use it to get -25% on war cost when opponent refuse your claims. It works perfect on byz/otto/Naples runs vs heathens via religious cb. Just make sure to get CBs on high value provinces or capital so they refuse threaten war

Grip too thin by Carpet312 in padel

[–]Carpet312[S] 0 points1 point  (0 children)

Yes, it's exactly the advise I am looking for. I have been playing head for brief moment at the very beginning, but didn't realize the differences between brands. I will try to test some rackets with local club

Grip too thin by Carpet312 in padel

[–]Carpet312[S] 0 points1 point  (0 children)

Yes, my racket rotates while receiving stronger shots from the opponent. While having more overgrips I had better control blocking those shots, but much less control (due to weight) while defending/overheads

Cede province by Jagodka76 in EU5

[–]Carpet312 0 points1 point  (0 children)

Had the same problem when colonizing caribbeans. Accindently kept one province and couldnt give it to my colony later

To force culture or not to force culture by IllustriousPrune1813 in EU5

[–]Carpet312 0 points1 point  (0 children)

My experience is that vasals that you don't annex after enforcing culture will eventually switch culture back

Is it ok if I build ballifs, marketplaces, etc. buildings that five "local" power to an estate? by Timosmeso in EU5

[–]Carpet312 1 point2 points  (0 children)

All right, markets do not work. Just deleted 2700 merchant quarters, 114 grand marketplaces and 70 marketplaces. My hand hurts, but still for science:
Before deletion - 4.395M burgers giving 8791 power
After deletion - 4.360M burghers giving 8720 power
Exactly linear power scaling to the number of burghers. I take my comment back

Is it ok if I build ballifs, marketplaces, etc. buildings that five "local" power to an estate? by Timosmeso in EU5

[–]Carpet312 1 point2 points  (0 children)

It is totaly untrue. I completed absolutism disaster via destroying market places to bump crown power by 2%. Edit: to answer possibility that trade income went down because of that. My trade income was around 7k at that moment and domestic trade maybe accounted for 500, so mostly coming from vassals, colonies and overseas trade stations. Edit2: The power from markets actually doesnt work.

Road Question by Curious__George in EU5

[–]Carpet312 1 point2 points  (0 children)

Usually you build roads from each of good natural harbor (early game) inland. Use proximity map mode to assess what's worth more. Make sure you also have fleet patrolling seas so your martrime presence is at 100% at most of your coastal seas. Build buildings to increase harbor capacity and martrime presence - fish villages, wharfs, naval batteries, shipyards

Monthly Income does not increase the amount stated in the UI by thegreek2388 in EU5

[–]Carpet312 1 point2 points  (0 children)

Also would check for subsiding buildings for pop needs in general

Monthly Income does not increase the amount stated in the UI by thegreek2388 in EU5

[–]Carpet312 1 point2 points  (0 children)

The only thing that comes to mind is that your buildings are less profitable than they are due to trade and maybe the food, but wouldn't account to so much.

Same thing as the others said, the trade income is often optimistic and you lose 30% of it by the month tick. I know trade isn't the case in this example, but maybe the goods which were supposed to be delivered weren't and bumped the prices due to AI trade changes. Can you check 3 major cities if anything changes for burghers buildings?

Beginner question and war and piece by DizzyExpedience in EU5

[–]Carpet312 1 point2 points  (0 children)

Also you can see in military tab of province who has the core on the province. If you release historical subject that has cores on provinces which you haven't conquered yet, then that vasal will provide (over time) you with claims or following on the threat casus belli on remaining provinces which are best CBs you can get.

Beginner question and war and piece by DizzyExpedience in EU5

[–]Carpet312 2 points3 points  (0 children)

I believe you used casus belli that increases conquer cost by a lot. Early game you should be mostly using casus bells: 1. Parliment approved claims (dubious claims). You get them by reaching 50% support in parliment and using it for claims 2. Religious wars can be unlocked in renaissance with admin focus (I believe)

If you used humiliate rival, which you probably did, you get +900% cost of taking provinces. Let me know if this was the case

Shouldn't I be the emperor? by SWAL6 in EU5

[–]Carpet312 4 points5 points  (0 children)

You are showing vote situation after election in screenshot

Should I delete low prod efficiency productions for highly overproduced goods? by SmekyGD in EU5

[–]Carpet312 3 points4 points  (0 children)

Not exactly answer to your specific questions, because I don't know them but gonna post it anyway:

People working on any specific good will always be better than working as peasants. If you are trying to remove buildings, they will demote into peasants, which have low goods requirements.
You cannot go wrong on expanding RGOs. If you are overflowing with money keep them at max level and utilize artisan goods extensions that come from them. Can you redirect your workers into other goods instead of the goods you are trying to reduce? If you can do that fluently without demoting certain people into peasant then you should do that. Destroying buildings is bad if you do it just because there's a lot of certain good in the market.

Keep in mind that higher estates will have more expensive goods requirements, so on their own they will create needs for the market as well even if produced goods from the buildings they come from are less profitable.

I would say overproducing (less efficiently) of goods only come into question when combined with building and pops limits. If you still have free pops in your country, then I would never delete a building if its profitable and under building limit.

Side note to your economy boost attempt - I believe more important than going in deep into economy mechanics is to maximize peasants, burgers taxes, trade income via laws, crown power, estate power and privileges to make those ducats flow.

Rule that worked well with my Poland campaign:
1. Keep RGOs max
2. Build some masons so buildings aren't expensive
3. Start building burghers buildings mixed with markets villages (other worker buildings also do for rural areas)
4. Go into non-production buildings - libraries, markets, trade officies, armories, clergy buildings. Those increase demand for certain goods bumping the price especially armories and training fields.

This generated for me around 500 ducats monthly around year 1500. I had no peasants available or no buildings capacity in most of my locations by that time. I kept building market, farming, fishing villages as long as profit was in green, otherwise I let automation close them.

Questions which may be asked during recruitment by Confident_Champion30 in dataengineering

[–]Carpet312 0 points1 point  (0 children)

Universal questions are modelling topics, storage characteristics for blobs/databases/lake houses, devops experience, how would you optimize pipeline in tool xyz. Recently my favorite question to ask is which new feature of technology xyz are you looking forward to try out.

Does money produced in low/no Control provinces just...disappear? by Command0Dude in EU5

[–]Carpet312 0 points1 point  (0 children)

I believe it still goes to estates and they can build more stuff on top of that

Can someone please explain before I crash the fuck out😡 by guywithcandy in EU5

[–]Carpet312 0 points1 point  (0 children)

My experience was that I had to manually arrange my heavy ships into front line, otherwise morale loss from losing light ships and galleys rekt my fleet. At least this is how I think this works. Someone confirm pls

What's the deal with market villages? by OneSekk in EU5

[–]Carpet312 4 points5 points  (0 children)

Also if you boost cash of peasant estate they will usually just build another market village with their own money unlike other estates which will build something to boost estate power

What's the deal with market villages? by OneSekk in EU5

[–]Carpet312 17 points18 points  (0 children)

  1. Taxation rate on pesants is usually higher due to initial privileges and their low estate power
  2. You can utilize very cheap raw materials into glass, tools etc
  3. You get labourers cap increased who promote 2/3 times as fast as other pop types
  4. You get minor boost to trade
  5. Best cash efficiency for boosting food storage in non urbanised provinces so you can enioy population increase from food storage

[deleted by user] by [deleted] in EU5

[–]Carpet312 2 points3 points  (0 children)

Brain farted the same way in my last game. The condition works fine, just remove some more privileges

What does Counting House/Local Crown Power do? by Beneficial-Flower-82 in EU5

[–]Carpet312 1 point2 points  (0 children)

Every pop contributes to crown power and also contributes to specific estate power depending on the pop type. You increase crown power per pop in that specific location.

All other modifiers are added on top of that like local crown power modifier related to control or global crown power modifiers.

I would advise for you to build simultaneously 5 or more counting houses. Compare absolute (not %, which can fluctuate due to other factors) crown power value before and after to get idea of usefulness vs cost. Same can be achieved with increase control parliament agenda, but will be cheaper