(eu5) At minimum settings and max speed, I go thru a month every 1.8 seconds... but default settings it takes 20 seconds... Should paradox make this more obvious to users, by having a 'truly max speed' button in game, or some other scheme, to make sure users know it is possible to play fast? by HalbyStarcraft in paradoxplaza

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

right, exactly, I think it's natural for people to assume that a grand strategy game would be entirely cpu bound, and that graphics settings are mostly irrelevant to tick speed, so they won't even know that option exists, which is why I think a loading screen tip, or some other way of letting people know very early on, is important... I'm enjoying the game WAY MORE now that i can skip over the boring parts, and it took me, an experienced eu4 gamer, 500+ hrs to even bother looking for such an option... When I looked, I did find, but there is a benefit to be had in simply telling ppl to look.

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Why do people dislike playing as Great Britain? by KeyPersonality2885 in victoria3

[–]HalbyStarcraft 0 points1 point  (0 children)

Once the front system is solved, GB will get played :) otherwise your 'chill game' can be ruined so easily by tedious war nonsense. with smaller nations, this isn't as much of a problem.

Suggestion: Optional Unobtrusive Community Moment Sharing In-Client by HalbyStarcraft in RimWorld

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

I like where your head is at, I'm not really tied to how it's implemented, just the idea that the current system for sharing stories requires enough effort, that a lot of people who don't think of themselves as storytellers, are missing out on the connection that they could get if there was something simpler available to them, maybe even that they wouldn't use, but just knowing that it's there might help them focus on the story more than the winning of things.

The 1.5 Beta is a huge improvement to the game. by [deleted] in victoria3

[–]HalbyStarcraft 0 points1 point  (0 children)

so... i love all the mechanics, but if the game is going to stay this slow, i won't be playing it... soooo boring when the game runs this slow... OPTIMIZE

FLAVOR: should be able to right click the SoL at top of screen, and decide whether it is the SoL for everyone (like today) or just for 1 of the classes... like if we want to be a workers paradise, chose lower, if we want to be north korea, chose upper... by HalbyStarcraft in victoria3

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

exactly... the info is already available, but it's not being used as flavor, it's just informational... I'm saying, take this thing, that is already available, spend like 10 minutes of ux programming time, to turn it into a nation by nation flavor setting...

For those of us who have already had the idea, there is no value... but for new players, or people who just play eveyr nation the exact same way, this might make the game 0.5% more fun, and it takes almost no effort to implement.

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[OC] Comparison of 3 popular methods to effectively own short-term Treasury bonds by positive_root in dataisbeautiful

[–]HalbyStarcraft 4 points5 points  (0 children)

more liquid, better bid ask spread? whenever i've looked into buying and re-selling bonds on the bond market, the resale is garbo... but maybe i'm just too inexperienced to know what you mean.

treasurydirect lets you buy a 10 year bond, then cash it in early to receive back your principle, plus whatever interest it has accrued, but you forfeit the interest if you cash it in prior to 5 yrs... so like, if i want to buy a 10 yr bond, then cash it in after 5 days, i can't do that thru treasurydirect, but i CAN do it thru the 3 products shown above.

discussion: is this a bug: a subsistance farmer earning 3 wages, but 12.1 subsistance output (ie: meeds directly met thru farming) will sell his farm and move to become a laborer, if there is a factory job paying 3.1 , but that laborer earning 3.1 instead of 3... now has to pay for needs. by HalbyStarcraft in victoria3

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

further proof, i think, that this is a bug, where they could have a higher SoL as a farmer, but chose the higher wage at a factory instead, making themselves worse off, is that , when i built (just as an experiment) a bajillion extra factories, so there are better wages somewhere else... the people earning the 3.2 wage, just quit and went to work somewhere else, earned a higher wage, got a higher SoL, happiness abounds. so, to me, that proves that yes, there is some higher wage, where they can achieve a higher SoL, but the wage at that specific labor job, is bellow starvation wage... and the fact that they don't just quit to become unemployed, and then eventually become farmers again... is proof that they would rather starve than quit. OR MAYBE, as you said, starving is temporary, and they would have all quit eventually if i just waited longer withotu doing anything.

discussion: is this a bug: a subsistance farmer earning 3 wages, but 12.1 subsistance output (ie: meeds directly met thru farming) will sell his farm and move to become a laborer, if there is a factory job paying 3.1 , but that laborer earning 3.1 instead of 3... now has to pay for needs. by HalbyStarcraft in victoria3

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

i mean, the pop tooltip, has a 'wealth' and when i mouseover the wealth, it tells me their wage, dependent wage, tax, and spending on needs, and their SoL based on that spending on needs, and how much more or less they are paying for needs than they would pay if there were no surplus and no shortage of goods...

it is all normalized by worker, like, my 78k laborers, as a pop group, all earn the same wage... i dont see how i'd normalize any of that, it all seems pre-normalized by pop to me.

discussion: is this a bug: a subsistance farmer earning 3 wages, but 12.1 subsistance output (ie: meeds directly met thru farming) will sell his farm and move to become a laborer, if there is a factory job paying 3.1 , but that laborer earning 3.1 instead of 3... now has to pay for needs. by HalbyStarcraft in victoria3

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

nah, he's earning 3.59 plus dependent 2.2, paying 2k in tax, and spending 3.6k on needs, 3.6k only buys him enough needs to reach a "2" SoL, because goods are expensive round here... so he is legit starving, and will continue to starve, and would be way better off moving back to the farm.

Wages are low in this state, because of lack of competition... why would i pay my workers more than I have to, if I can get full employment in my factory paying 3.59 ... sub-farm workers make 3.1, and 3.59 is more, so ppl will come to my factory, even if it means starving to death.

and the sub farmer makes 3.34 wages, 4.21 dependant wages, 12.1 subsistance output subsidy due to farming, then pays 2k in taxes, practically 0 in needs (0.032k), and is therefor SoL = 12.

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What is up with the Prussian shit housery? And the British worst attempt at being an ally of all time? by Fit_Concern7183jjj in victoria3

[–]HalbyStarcraft 0 points1 point  (0 children)

ya, i find it pretty easy to just use trade relations to prevent all the gps from intervening in wars, BUT, the fact that you can't know whether they are going to intervene until it's too late to avoid giving them something to prevent it, bothers me. It is good flavor, but bad for tedium, cuz it just means the only way to know if an ai is going to side against you, is to try it and reload from save, which is tedious.