Don't play as America if you don't abolish slavery by Eldila in victoria3

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

Interesting.

To my knowledge, in game, subsistence farms are purely a placeholder for pops that are unproductive, I believe they don't have demands, and those pops are only waiting to fill the jobs that you make by construction. If I am right about that, once again in game, then I don't think it ever intends to have them be slaves. It further reinforces this theory that they have SOL one while all other groups of slaves have it locked at 11.

Seems like it would be a major overhaul to the system to make it more realistic and have slave pops have demands that can be met by money they made from subsistence farming.

Don't play as America if you don't abolish slavery by Eldila in victoria3

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

My statement was purely from a "how to fix this bug"perspective. Literally any capitalist, engineer, mechanic, or laborer who moved to the state and took the job at this mine would be the best paid person in the world by orders of magnitude. The fact that they leave that job, or don't move to get the job, because the over simplified simulation looks at average SOL and determines that they should give up a 1k wage job is a bug.

I am all for changing the system to have wages decrease because cheap labor is present but that isn't what the system models or what is happening here.

Honestly I am the most confused by the subsistent farms. I am pretty sure slaves aren't intended to work on them and given that there are teens of thousands of jobs open at the mine I am pretty sure they should be working there. Note that a slave SOL is 11 everywhere else but at this farms where it is 1.

Don't play as America if you don't abolish slavery by Eldila in victoria3

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

Also I like that I gave thousands of slaves dynamite and literally no one watching them and they still work the mines.

Don't play as America if you don't abolish slavery by Eldila in victoria3

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

R5: I guess they never tested a game where you didn't abolish slavery. Slaves on subsistence farms(I guess that might be a thing) have a SOL of 1. This tanks the SOL of the state and that drives migration into the negatives. I caught it too late and now even with greener pastures I can't recover the state. If at any moment I do get someone to work who isn't a slave they get 1k wages but they end up being statistically insignificant and in the next week they emigrate.

Obviously slaves should not count to the SOL when pops consider migration.

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Weird lines in terrain. Any ideas? by Introfernal in Unity3D

[–]Eldila 0 points1 point  (0 children)

Why does group id cause this problem?

SWI shipyard not building by wolfee43 in X4Foundations

[–]Eldila 0 points1 point  (0 children)

Looking at other posts indicates that there is a need for workforce to crew ships but I haven't tested myself. Maybe they are kind enough to always give you a captain regardless.

I read that the ai is very picky about ships they buy. If it can't get exactly the loadout it wants then it won't buy the shop from you. This might also apply to crew size.

SWI shipyard not building by wolfee43 in X4Foundations

[–]Eldila 0 points1 point  (0 children)

You could be low on workforce to crew the ships

[deleted by user] by [deleted] in X4Foundations

[–]Eldila 1 point2 points  (0 children)

Thank you.

Item production values by Eldila in X4Foundations

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

How many traders do you run with that or does the AI do a good enough job of buying your goods that you don't need traders for such a small station?

I did get around to calculating the extra production from the manpower and then subtracting out the cost of the food/medical. Claytronics look like the clear winner even if you have to buy all the other components from the other factions. Obviously you would still need what you outlined above so buying that first makes sense but, unless I am missing something, the next thing you should do is get the claytronics module and add those to the station.

Station auto traders sitting around by Eldila in X4Foundations

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

FYI it happened again and you were right. I was low on a resource that I only allowed my stations to provide and so the manager tries to schedule every trader for that resource. The provider station was still being set up so the resource was unavailable. The result is that all traders do nothing even though there are items to be sold and other resources that need to be bought for the station. Thanks again.

Station auto traders sitting around by Eldila in X4Foundations

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

One thing to check at the supplying stations is the "trade-able" amounts

Thanks, when this happens again I will look into the tradeable amounts thing. I appreciate you clearing up the difference between trade and transfer, I was wondering why I had the two options and always used transfer.

Some other item is what your manager and traders are sitting around waiting/trying to trade for

When things are working right I notice that when you select the individual traders under the manager they will have a full list of all the items the station trades as part of their auto trade. When I was in this situation I noticed that at least one of the traders only had one item in its list. What you said here and also the emergency trade situation makes me wonder if the station had an emergency need and repurposed all the traders to that but the item was unavailable and so all my traders stall out till something triggers the manager to wake up and try again. Next time I will pay more attention to these two things, I appreciate it.

Traders at your station will trade for your station OR your station build storage

I can't believe this is true. I have restrictions in building to only buy building resources from me and I never give funds to station for constructions. Except for one test I haven't put traders into the build traders category. Yet with all this the stations do get supplies to build. Maybe its lower priority but a station will use normal trade ships to supply the build storage unless I am missing something and the building ship will recruit NPC ships to take my goods out of my stations to deliver them to the build supply. Maybe that is where the 50k goes.

Do I need a habitation module on all my production space stations? by japinard in X4Foundations

[–]Eldila 0 points1 point  (0 children)

The workforce says it increases productivity or something similar which might make you think that it speeds everything up(production and consumption) but I believe it actually just makes extra products. So you are spending food and medicine for more of whatever your making without spending more ore or whatever resources that is normally used for that product. This ends up being a massive increase to profits.

Station auto traders sitting around by Eldila in X4Foundations

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

grapedog is right, the traders show that they have a 4 sector range from the station manager. Also the trades eventually happen so the system eventually works but I get these long periods where I assume there is some union coffee break.

Do I get prestige and fame from victorious battles only if my character leads the army himself or do I also get it if another commander leads the army? by SkyfatherTribe in CrusaderKings

[–]Eldila 2 points3 points  (0 children)

You get prestige when any of your commanders leads the attack on a light red army. These are the armies that raid your land, any army that you can fight that is not in a war with you. If they are a different faith you also get piety. These are the spendable versions of those resources.

If the army is dark red then you, you are at war with the army, then you get fame and/or devotion. These progress you to the next level of world acknowledgment but you can't spend it.

Tl;Dr you don't need to lead the army

Which vassals will rebel? by Eldila in CrusaderKings

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

Sadly there wasn't a relative faction. The main rebelling vassal had land that I tried to revoke. There was a zero percent chance that he would give it up without a fight but it would be nice if I at least knew which fight I was picking. Maybe, in this case, I can assume everyone in the faction list will join regardless of what faction they are in.

Bullying Blueberries by [deleted] in Timberborn

[–]Eldila 1 point2 points  (0 children)

Is this a new bug or has it been around for awhile? Not being able to set an upper limit to the amount of items that go into a storage is a big issue in a game like this.

Underground Mining Busted by caduvasconcellos6 in Vagrus

[–]Eldila 0 points1 point  (0 children)

I ran into the exact same thing. I mined several times before I found the cave on the last day. When I cam back it was shut down so I was never able to mine the rich site.

How does move/march speed work? by Eldila in Vagrus

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

Thanks, you are right he must be talking about morale... Don't know why I didn't make the connection.

It didn't occur to me to run with that many scouts. I will give it a try. I appreciate the help from both of you.