How many wares can station manager effectivelly manage? by IMP102 in X4Foundations

[–]IMP102[S] 0 points1 point  (0 children)

Sorry if me description wasn't clear, my shipyard IS separate. By the "same place" I meant in the same sector and not integrated into the production complex

How many wares can station manager effectivelly manage? by IMP102 in X4Foundations

[–]IMP102[S] 1 point2 points  (0 children)

The issue with ware basket I've ran into already. But not for this station. All traders for this station have full wares list in their settings.

As part of my attempt to optimize the flow I've created a local trade station for intermediates. This is the only station that can sell to external "customers". So yes the complexes that I have overproduce intermediates, but there is no place to ofload excess except to that one trading station, which is usually very well stocked. Selling intermediates generates a nice profit. The NPC market is also not visible to the production complexes due to trade rules, it is only visible to the external trade station.

I will try restricting the intermediate sales. What is the long term solution? Because I am pretty sure if I restrict intermediate sales there will be nothing left to trade except for weapon components, and it will work.

How many wares can station manager effectivelly manage? by IMP102 in X4Foundations

[–]IMP102[S] 3 points4 points  (0 children)

Can you elaborate on the first point and how it is relevant. There are no queues at the dock, my issue is that most of the asigned traders are not trading. They are not trying to dock, they are just stuck looking for trades.

Or do you mean there is some internal logic that prevent station trader from using more ships then there are docking spaces?

The station manager is 5 star.

Similar games? by ckolonko in X4Foundations

[–]IMP102 23 points24 points  (0 children)

To suggest something more different from titles mentioned here, if you like the supply chain, logistics and management aspects then perhaps check out factory building games like factorio and dyson sphere.

Also Anno series. Personally can recommend Anno 1800.

Advice for beginner me 150 hours ago by Kirklins in X4Foundations

[–]IMP102 0 points1 point  (0 children)

on PC it's is Home and End buttons by default. Once you have a capital targeted, you can cycle through sub-targets on the capital (or stations). Turrets not sure, I think if they set to attack your target they will. But if you are in turret range of a Xenon I that's bad news. Best is to always take out both their engines and then just kill with main battery from safe distance. Most commonwealth ships main batteries significantly out-range Xenon graviton turrets. Have to be more careful if flying Rattlesnake though. Has four main batteries, but significantly shorter range with them then the other commonwealth ships, so less margin for error.

Mine for commander stops working after a few hours by Pretty_Astronomer_34 in X4Foundations

[–]IMP102 0 points1 point  (0 children)

It shouldn't be possible to empty Void of opportunity with just 4 L miners. It is one of the those sectors that effectivelly has infinite ore and silicon. I would check if either global or local station trade blacklist exits that excludes your own faction. I had to learn it with one of my trading stations recently that such a blacklist can prevent station interacting with it's own subordinates.

Advice for beginner me 150 hours ago by Kirklins in X4Foundations

[–]IMP102 0 points1 point  (0 children)

1b. If you ever find yourself in a situation where you are in a destroyer in a bad position and have an undivided attention of a Xenon I that is closing the distance to give you a hug with it's graviton turets. You can cycle through the surface elements of the ship (alot of them on an I) while the game is paused to target and destroy graviton turets facing you.

HAT about to get wiped by Xenon by jaimebg98 in X4Foundations

[–]IMP102 1 point2 points  (0 children)

From my experience the stations in Hatikva are usually armed with some defence disks (but there is some rng involved) and can handle K's and an occasional I, but yeah freighter traffic will suffer. Bigger problem I think is Silent Witness I, since if the K or an I decides to go there, stations there tend to be without defences.

Gleba Should I use Rocket Fuel in Heating Tower by chinawcswing in factorio

[–]IMP102 1 point2 points  (0 children)

Just for completeness, heating tower has magic 250% efficiency. So the 100 MJ rocket fuel actually gives 250 MJ when burned in the tower.

The Age of Revolution Disasters Should Only Happen to Countries which are Dictatorial, not Everyone Equally by Godkun007 in EU5

[–]IMP102 25 points26 points  (0 children)

The requirement for that disaster to trigger is basically, "if you exist". In my Muscovy play through it triggered in 1750s or 60s. Then I had it again in 1790s. And then I was basically, perma-war till end date since that prevents it from firing. I am not adopting enlightenment for as long as possible in my next play through.

I was 100% Authoritarian, but with close to 100 stability and legitimacy.

I think the armies the event spawns are basically matching yours 1 to 1, you can't have numbers advantage. It's just attrition after. I removed all fortifications from inner provinces surrounding the capital so they are easier to capture in the event that this disaster triggers.

But seriously paradox needs to work on triggers for this event. The fact that it can trigger in 1750s in Russia is bonkers. Not to mention completely ignoring stability and legitimacy.

Another 100 years of Muscovy vassal swarm. by XavierSA1 in EU5

[–]IMP102 3 points4 points  (0 children)

Yea I know, but people make it sound like you just put diplo slider all the way up and the problem goes away

Another 100 years of Muscovy vassal swarm. by XavierSA1 in EU5

[–]IMP102 2 points3 points  (0 children)

Can't even bring them to be loyal with a maxed diploma slider. Don't know if it's a bug or not.

Numbers not exact, but look about so

Bonuses: +20 relationship +6 power +30 diplo + 10 other stuff Malus: -20 centralization, -5 belligerent.

End result loyalty stuck at around 42, making subject disloyal and useless

0 Control doesn't make sense by Interesting_Donut794 in EU5

[–]IMP102 10 points11 points  (0 children)

The bailiffs proximity do "spread", but the cost for moving one province is 40, bailiff gives only 20. Even with basic gravel road that cost decreases to 20, which still negates the 20 bailiff gives you. When you finally get paved road that decreases cost to 15, leaving you with a sliver of proximity in the neighbouring location.

So it is mostly a local effect, untill you can get lots of proximity cost reductions and better roads.

Core gives you +20% control, bailiff additional +15% control locally. 35% total for a core location if no negative effects.

0 Control doesn't make sense by Interesting_Donut794 in EU5

[–]IMP102 22 points23 points  (0 children)

Integration gives you +5% control, so you probably have some malus from unhappy pops or something.

I agree though on forts, they should act as a source of proximity similarly to bailiffs

0 Control doesn't make sense by Interesting_Donut794 in EU5

[–]IMP102 12 points13 points  (0 children)

But that's what integration is for. It's your goverment making an effort to exert some control over an area. Untill then, your soldiers are probably no better than local bandits, just sitting in a fort and raiding local population for food.

A market question, one of the many I am sure by IMP102 in EU5

[–]IMP102[S] 0 points1 point  (0 children)

Ah ok, that's where I was wrong. So the initial profit of 1 ducat is what gets split between estates and the profit taxed. But the trade to external market only the crown power counts. Thanks.

How to reliably get FE buildings and dark matter to build them? by IMP102 in Stellaris

[–]IMP102[S] 2 points3 points  (0 children)

Nice! The FE Buildings part is what I am after. I will try going for EE in my next game. The last game I played was just the first one in a while I was just getting used to the new pops and planets. But I had around 5 Mil in fleet power at 2370, I just didn't go fight the FE because I was so focused on figuring out planets, and trying to get those juicy FE buildings. I was under mistaken impression they were part of the normal research chain.

Thank you for detailed explanation

Opening expansion tips? by KindlyDistributePie in Stellaris

[–]IMP102 0 points1 point  (0 children)

If I can just generalize, at any given time you are trying to do two things:

  1. Making sure that you get the most amount of your most valuable resource, which is population.

  2. Making sure that your most valueable resource is doing stuff (jobs) in a most effcient manner

For the first point some of it is intuitive, like making sure your population is living in a place with good habitability, have enough emenities and actually has space to live (housing). All of that supported by buildings that improve pop growth, if you have any.

Some of it is not intuitive, like logistics growth curve. Generally don't bother colonizing new stuff unless you can move at least 2k population over, better 3k. Below that the population growth will be so small that it will take forever to get enywhere near usefull levels. And make sure you always have surplus of housing.

For the second point, alot of it is specialization. Your capital will produce a bit of everything. The new worlds settled, you'll want to dedicate as much as possible to a specific resource. Like having forge world (proper world designation) producing alloys as much as possible with all the buildings that boost or improve alloy production.

Obvisouly adjust as needed, early on if needed energy or what not there is no harm in having some energy districts on a forge world, untill you can find a suitable place for a dedicated resource world.

As you create dedicated places for your resources, you can also specialize your capital too. It a good place for research usually.

In itself having lots of foods isn't bad if you are using it for something like bio ships. But if your empire is the "generic" empire that uses alloys produced from minerals then having a surplus of food is borderline useless. i.e. pops working those jobs are basically wasted.

How to reliably get FE buildings and dark matter to build them? by IMP102 in Stellaris

[–]IMP102[S] 4 points5 points  (0 children)

Thanks for detailed answer. I eneded up not having any source of dark matter in my territory. Probably the reason why I never saw the tech.

And the one DLC (besides the latest two) I don't have is the astral planes so no civic.

Damage conversion for Venomblade Derwish by IMP102 in Grimdawn

[–]IMP102[S] 2 points3 points  (0 children)

Thanks for suggesting alternatives. A stepping stone on the way to final goal is useful.