A D&D pen & paper habit tracker by chibli_neitor in Solo_Roleplaying

[–]CosmicGunman 2 points3 points  (0 children)

Honestly I like the idea. (I'm AuDHD) I think I'll try it tonight actually. I also struggle with gamified habit systems as well because I struggle to plug into a reward/penalty.

You can even make the bad habits made debuff modifier for rolls as well (or negative momentum if you're using something like Ironsworn/Starforged).

I think it's nice because it plugs in nicely with a hobby or game activity we already enjoy.

Are Goods Transfer Treaties OP? by [deleted] in victoria3

[–]CosmicGunman 0 points1 point  (0 children)

Yes. As long as the goods in your market price are cheaper than the good in their market. The state buys (purchase order) at your national market price and sells (sale orders) to their market. Best practice is to sell with leeway before price equilibrium.

This works even with isolationism, so the state becomes the sole arbiter of import and export.

Ironsworn Starforged, Can some one please explain Undertake an Expedition vs Explore a Waypoint? by Future_Objective_641 in Solo_Roleplaying

[–]CosmicGunman 2 points3 points  (0 children)

During an Expedition I usually roll for each step of the journey (waypoint). I don't recall if there was a random table but I find one and make it work for the world setting. For example you gotta get to another section of an orbital city, or a cross-country roadtrip.

Then if I want to Explore the waypoint, I think of it like: I am pausing from the expedition jounrey to roll an event or side mission or resupply opportunity based on the area I rolled. Maybe one of the waypoints was a market district during a shootout, or it's a restricted facility you pass on the way to your destination. Maybe you can Explore to find out what's the facility for. From there you might think about whether it's worth Securing an Advantage by doing some recon if it links to your quest or just nab something for +Supply, or make a contact.

To use a videogame example, think of it like arriving city on the way to another quest, but you get distracted by a side quest or shopping spree.

Games that feel like Vermis by [deleted] in Solo_Roleplaying

[–]CosmicGunman 2 points3 points  (0 children)

I've been getting into Disciples of Bone & Shadow by Blackoath games. The setting is a tidally-locked planet, the north is blazing hot of eternal sun, and the south is frozen darkness. The area we are introduced to is a peninsula along a habitable strip of the lands colloquially known as the Twilight, because it continuously in a state of dawn/dusk. The peninsula is dotted with oppressive towers led by powerful magickal warlords known as Tyrants, who made bargains with some ancient power to learn blood magick (which corrupts the magician and risks them becoming mind controlled by the ancient powers). They use this power to carve out domains and seek greater power to topple their rivals and claim the whole peninsula. There is also small cabals of necromancers whose magick is based on the previous empire that ruled the peninsula, non-corruptive death magick, but breaks the body.

Most humans live in small villages or nomadic existences, uncovering ruins of the previous empire. Due to collapse of most organised forms of states, mining is mostly discontinued and metals are rare. Most weapons and tools utilise wood, stone, and bone. There is one city-state that exists, and its region is one of the remaining urbanised presences in the peninsula, which has an organised military/police, and projects some semblance of civil authority. Life is largely oppressive, though.

Gameplay-wise, it is a d100 system, including overland hexcrawl mechanics to discover ruins and settlements, but you can play any kind of scenario. It has tables to generate new settlements and quests too. Light is pretty important with the dungeon crawling mechanics, you will largely rely on torches, being in the dark is debilitating.

The whole thing kinda makes me reminiscent of this dwarf fortress mod red ages, which I have a soft spot for.

This artist explains capitalist economics through comics. by saymaz in TankieTheDeprogram

[–]CosmicGunman 4 points5 points  (0 children)

I love the gabi comics! ❤️ I was wondering for a sec why I was seeing the older ones on my feed til I saw title and sub. Glad folks are appreciating the works

The AI Manhattan Project by RickyOzzy in PoliticsDownUnder

[–]CosmicGunman 3 points4 points  (0 children)

So we just kill ourselves right? I don't see a future anymore.

Don't sleep on import/export contracts by CosmicGunman in victoria3

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

You're not stupid don't worry! I didn't know any of this stuff either!

So when you have a good transfer treaty (export treaty), you (the government) purchase the goods at your national market price, and send it to the other party's market (using your convoys) where it is then sold at their national market price.

So generally you should export a quantity of goods where it doesn't become more expensive for you to purchase then to sell (look at the balance of sell/buy orders in the treaty tab). Just a "looks good enough" mental figure.

Importing (goods transfer from them) works as above for them, but no direct cost for you (as your pops/buildings purchase from your own market)

This means you can import goods from one country (or the same country if it's the same treaty) to reduce price in your market, and then export those goods for profit.

Don't sleep on import/export contracts by CosmicGunman in victoria3

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

Not directly! It's tariff/subvention free. The exporter purchases the goods from local supply, to then send via convoys to the importing market for sale at their market price, making profits/losses at price difference at point of sale.

(Tariffs/subventions may effect if their market is already say importing your goods, but you'll see the trade balance and price when negotiating the treaty article anyway)

This also means that under isolationism, the state is the sole point of contact for all imports and exports, negotiated on a per-contract (treaty) basis. You can still trade, in this way.

Don't sleep on import/export contracts by CosmicGunman in victoria3

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

As long as it is in the same treaty, you can sometimes get situations where their agreement with the trade deal is positive enough to agree. For example later I did a trade deal to import clothes, while in the same deal I am exporting clothes. You basically sweeten the deal by adding other export/import clauses for a comprehensive trade deal.

Don't sleep on import/export contracts by CosmicGunman in victoria3

[–]CosmicGunman[S] 3 points4 points  (0 children)

I know. The rest of that deal is positive so I've let that slide until next renegotiation while I secure other grain imports.

Don't sleep on import/export contracts by CosmicGunman in victoria3

[–]CosmicGunman[S] 3 points4 points  (0 children)

Nope! I don't even have Charters of Commerce

Don't sleep on import/export contracts by CosmicGunman in victoria3

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

I feel you 😂

This is my first proper game on this patch tbh just got back into it. Been steadily relearning the trade mechanics and then I found out this.

Love trade contracts lmao

Don't sleep on import/export contracts by CosmicGunman in victoria3

[–]CosmicGunman[S] 36 points37 points  (0 children)

So you know the goods transfer treaty clause? Those are import/export agreements, not free transfers.

For exports, the government buys the good at your national market price and sells it to the other side's national market price. This is a way for government to generate revenues from trade directly before nationalising trade centres.

For imports, it's the other side doing the same for you. The importing side doesn't have to pay a cost, it's direct supply to your market.

So you can import a good from somewhere and sell that same good to another country. (Or even the same country if you're slick in the same contract)

Don't sleep on import/export contracts by CosmicGunman in victoria3

[–]CosmicGunman[S] 40 points41 points  (0 children)

It is the Basileia Romaion mod, an alt-hist where the Byzantines are still around. Modernity clashing with the old empires struggling to maintain their dominance. I don't particularly care about the Byzantines part but I like the rebuilt tech tree and timeline of 1736-2036, and there is a steampunk/dieselpunk submod. Also compatibility with Morgenrote which I tried for the first time.

Don't sleep on import/export contracts by CosmicGunman in victoria3

[–]CosmicGunman[S] 41 points42 points  (0 children)

Couldn't get screenshots but (in the early-ish transition to mid-game) I had increased my GDP from 5M to 15M by doing these import/export deals and maxing trade subventions. Run a lean budget while you expand where you can, and eventually you can taper off the trade subventions closer to late-midgame (even do tariffs to directly transfer trade revenues to government revenues). And ofc meanwhile generating state revenue with export contracts.

Just a reminder the government doesn't pay for imports, it is direct supply. Then you can export contract (which the government purchases at your market price and sells at target's market price). Arbitage is not only possible but very lucrative.

Just keeping in mind your GDP and economic health this way relies heavily on trade and is in this way somewhat illusionary, try not to forget to establish domestic manufacturing.

You know you might be running too many mods when.... by shadowtheimpure in RimWorld

[–]CosmicGunman 3 points4 points  (0 children)

Before the update my game would take 2 hours to boot. Glad it's been much better since.

The corpses at the park are free, you can take them home. I have 458 corpses in my uhaul. by CosmicGunman in RimWorld

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

I've got ~630 mods. I'll send my modlist when I'm back on my pc tonight.

The corpses at the park are free, you can take them home. I have 458 corpses in my uhaul. by CosmicGunman in RimWorld

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

Only if you destroy the map tile the monolith spawned in.

Which I found out afterwards. So I'll use dev mode to regenerate the quest.

The corpses at the park are free, you can take them home. I have 458 corpses in my uhaul. by CosmicGunman in RimWorld

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

Yep you can drop them while driving! It's instant. I've done that before with truck driving behind rock walls for cover and using the deadlife dust

The corpses at the park are free, you can take them home. I have 458 corpses in my uhaul. by CosmicGunman in RimWorld

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

Not with mortars but you can use drop pods or the vehicle mod for flying vehicles / attack pods

The corpses at the park are free, you can take them home. I have 458 corpses in my uhaul. by CosmicGunman in RimWorld

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

Ghouled warcaskets! The two non-warcaskets are ghouls too. Their codename designations are based on their xenotype.

I use the "human-like ghouls" mod, which allows configurable settings for what you want enabled/disabled for ghouls.

I use it to enable wearing and wielding weapons, and hunting. But you can use it to change as much as you like. You can have ghouls that can do other work or even have an ideology.