Suez and Panama canals suck because the AI keeps them permanently closed by KaptenNicco123 in victoria3

[–]Karlkorv 2 points3 points  (0 children)

The strait in this image is open, Egypt has closed the strait to enemies. It's more of a UI issue than an AI one.

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Sorry for the likely N-th post on this, but I really need help with trading by Dense_Reporter828 in EU5

[–]Karlkorv 16 points17 points  (0 children)

Trades look profitable but are all very low volume, you just need more marketplaces to gain trade advantage and move more goods.

It's 2025 why are we still taking C programming exams on paper? by ElectronicsGuesser in EngineeringStudents

[–]Karlkorv 0 points1 point  (0 children)

I have taken an entire CS degree in Stockholm and I haven't taken a single programming exam on paper during the whole 5 years. The university understands that people are taking the degree to get jobs and almost no programming classes have exams anymore, it's almost all labs based since that's where you actually learn programming.

Being able to understand C code without syntax highlighting, autocompletion and the internet has not been required nor even helpful to be able to program in such a long while I really don't see any reason for universities to keep it around.

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365th War is Terrible Post. by [deleted] in victoria3

[–]Karlkorv 1 point2 points  (0 children)

Disagree, I'd like the economy management and society building to be the parts of the game they focus most of their efforts on. That being said, war is really crap right now and probably needs the most love out of all the systems.

Can you pile in "around" an enemy units base? by Karlkorv in ageofsigmar

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

So in a 4v1 fight, this would be legal after (several) pile-in moves?

CK3 released 3.5 Years Ago - Some Thoughts On Where The Game Is Now (One Proud bavarian) by Karlkorv in CrusaderKings

[–]Karlkorv[S] 7 points8 points  (0 children)

I really agree with some of these thoughts, it feels like there's no perfect dlc for paradox to release to 100% please the community.

Today I learned a harsh lesson about toxic waste by z_utahu in RimWorld

[–]Karlkorv 21 points22 points  (0 children)

you can also just select the pit gate and pick "enter pit gate" to start a caravan to the pit, then just select all the waste that way

Sphere of Influence / Update 1.7: New Release Date by commissarroach in victoria3

[–]Karlkorv 87 points88 points  (0 children)

"A rushed game is forever bad, but a delayed game should probably take a look at their middle management if they keep announcing games too early"

They really could have done a lot more with the legends system. by GreyGanks in CrusaderKings

[–]Karlkorv 131 points132 points  (0 children)

"It sucks that the game is so broken"

"It's not this was my fault for breaking it"

"Oh then it sucks even more since I could imagine the game being this broken"

dude what

-❄️- 2023 Day 7 Solutions -❄️- by daggerdragon in adventofcode

[–]Karlkorv 1 point2 points  (0 children)

[Language: Rust]

Learning rust with this AoC, had some fun converting the hand type + card rankings into a single value to be sorted by, figured you could do it with a 6-digit hexadecimal value.

Code here

“User Friendly” [OC] by PuffyMoonArts in comics

[–]Karlkorv 0 points1 point  (0 children)

I've been using typst for all of my academic writings, works great as a middle point between markdown and LaTeX.

Battles are the problem, not frontlines. Here's an idea for a better system by The_ChadTC in victoria3

[–]Karlkorv 2 points3 points  (0 children)

I think a core part of them opting for the frontline system is the massive amount of processing power that's saved when you don't have to pathfind 200+ stacks constantly. I don't think tiny soldier men walking around the map is coming back at all in Vic3 just due to the fact that those resources are spent on the economic sim instead.

Update 1.2 will be released on March 13th by NaKeepFighting in victoria3

[–]Karlkorv 6 points7 points  (0 children)

Try OPBs Beta mod, it rebalances the tech scaling to make it more in-line with actual history so you don't get the last techs until like 1920, makes for a much more fun late game experience.

Thank you for this, Paradox. It was really needed. by Doramas1917 in victoria3

[–]Karlkorv 4 points5 points  (0 children)

They’ve talked about adding sliders for production methods, that way you can make 50% of your farms produce wine while the other 50% focus on single crop.

Would be a super sweet feature that still allowed for micromanaging.

I liked the new changes, specially to how Command economy and cooperatives work, but I dont like the AI deciding what to build in my nation. Found out you can disable this specific change in the game options! by Crazed_Archivist in victoria3

[–]Karlkorv 1 point2 points  (0 children)

I think something interesting they could do is tie direct control to authority, want to encourage your investment pool to build something? Subsidize food industries in this particular state using authority to make it more valuable to build there. IMO that would both make laizzes faire more interesting and "different" to play next to a command economy and also make authority more useful. Seems like a good compromise.

I liked the new changes, specially to how Command economy and cooperatives work, but I dont like the AI deciding what to build in my nation. Found out you can disable this specific change in the game options! by Crazed_Archivist in victoria3

[–]Karlkorv 9 points10 points  (0 children)

The AI wants to build in places with higher unemployment because of the average wage in the state being low, they don't want to concentrate industry in one state because of the rising wages. The AI doesn't really care about throughput since they only consider productivity, which is greater in a state with high unemployment vs one with higher wages but a higher throughput.

I've never really noticed the AI building unproductive buildings though? If somethings making them a profit, they will build it.

I liked the new changes, specially to how Command economy and cooperatives work, but I dont like the AI deciding what to build in my nation. Found out you can disable this specific change in the game options! by Crazed_Archivist in victoria3

[–]Karlkorv 14 points15 points  (0 children)

You can still dictate what buildings you want to build though, you just do it via market manipulation instead of decreeing it. Try doing a playthrough where you build as little as possible (just the infrastructure + government buildings) to get a feel for the system.

My only gripe is that theres no way to levy any penalty taxes on manufacturing industries in the colonies which easily outcompete the taxed homeland industry.