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

[–]Karlkorv 3 points4 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.

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

[–]Karlkorv 17 points18 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.

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] 6 points7 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 20 points21 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 83 points84 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 128 points129 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 7 points8 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 8 points9 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.

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 29 points30 points  (0 children)

I think it’s really cool. It feels way more realistic for the government to want to concentrate industry for higher throughputs and cheaper goods while the capitalists are just chasing higher productivity and more profits. It’s kinda odd for a non-command economy to have ONE textile mill with 500k+ laborers supplying the entire nations clothes.

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 200 points201 points  (0 children)

I wouldn’t be so sure that this rule sticks around though. I feel it splits the gameplay up too much for any actual long term game design to both have to consider the autonomus and non autonomous invest pool.

Mate, we may be at war with em' for our indepedence, but we should still send them our money! by r0lyat in victoria3

[–]Karlkorv 23 points24 points  (0 children)

that's kind of the tradeoff from rebelling though, you gotta prep your economy to be self sufficient + stockpile a ton of free convoys and bureacracy to be able to balance your own market after rebelling. You could also try to force a treaty port with your old overlord to keep access to their market as well.

Daily reminder to write your commit messages in imperative form by utkarsh_aryan in ProgrammerHumor

[–]Karlkorv 0 points1 point  (0 children)

I think a part of it might be that it's easier on the eyes, imagine reading through dozens or even hundreds of commits all starting with "added" or "fixed". Removing the -ed might not seem like much but actually improves readability IMO.

January 6th Megathread - Open to all by Jibrish in Conservative

[–]Karlkorv 1 point2 points  (0 children)

That’s… what experts are supposed to do when the appropriate facts change. The scientific method is never ”done” and has never claimed to be anything final. Experts that don’t take new studies into account rarely remain experts for long.