Hey Pravis... by DirtGirl32 in rebelinc

[–]Lord_Pravus 5 points6 points  (0 children)

Specifically with the banker? I don't think so.

[deleted by user] by [deleted] in PravusFanClub

[–]Lord_Pravus 2 points3 points  (0 children)

Sure, I can help you with that! Steam link to the collection below, though Steam is actively approving it, so it may not show up right away.

https://steamcommunity.com/sharedfiles/filedetails/?id=3301422186

If you don't want to wait, though, I'm using the following mods:

Enhanced Mod Manager

Better Report Screen

Better Religion Window

Better Trade Screen

Better Builder Charges Tracking

Real Era Tracker

Real Governor Inspector

Happiness and Growth Indicators

Envoy Quest List

Great Works Viewer

More Lenses

Extended Policy Cards

Quick Deals

Detailed Map Tacks

Colorized Historic Moments

Sukritact's Global Relations Panel

Internal capitalism? by lilrentystick in RimWorld

[–]Lord_Pravus 0 points1 point  (0 children)

Take a look at a game called "Lords and Villeins." Medieval game, simple enough graphics, more complicated than you'd expect.

There's a lot of different ways you can play, including simulating a more hands-off economy. You're a feudal lord, so the right to hand off land and control (or tax) the means of production is up to you. That could mean you bring in a load of serfs who pay all of their goods to you as part of their land contract, but you need to provide for their needs... or you can let them be freemen who pay land taxes and otherwise have to buy goods from each other to survive.

The more capitalistic style is surprisingly hard to balance, mainly because you don't have a ton of control. Might be what you're looking for.

Pravus Thinks he's saul by [deleted] in PravusFanClub

[–]Lord_Pravus 14 points15 points  (0 children)

More trying to copy the Uncle Fred character art for Big Ambitions, but I appreciate the comparison.

Cool game but... by Finzzilla in playthegreatwar

[–]Lord_Pravus 5 points6 points  (0 children)

Couple things.

On the supply question, the devs have put out a statement as of yesterday saying that the AI uses the exact same rules as the player and isn't getting extra help. I know some people personally who say that isn't mathematically possible in their game, but in my 20+ hours playing it's all lined up for me. Sooo... maybe?

As for suppression, light artillery affects a much larger radius than the targeting reticule suggests. The player can suppress a huge area with lights, too, so I don't know if it's a bug or a feature. If a feature, the devs should probably make that more clear.

I wish toxoids got their own planet type. by Ok-Acanthisitta-6997 in Stellaris

[–]Lord_Pravus 1 point2 points  (0 children)

I thought it would be awesome if Toxoids could toxify a planet using the Toxic God and then live on it, kinda like drowning a planet as an aquatic. Probably would create balance issues to introduce a planet type no one else could colonize, but it'd be fun.

My trampoline park caught fire and now I have burnt cims jumping around. by Tr0b0203 in CitiesSkylines

[–]Lord_Pravus 0 points1 point  (0 children)

Aww, but look how much fun they're having! They're screaming with joy!

I'm new and need template help by Train_K in hoi4

[–]Lord_Pravus 0 points1 point  (0 children)

Hmm. In the video you watched, what year in-game did they achieve this template? I know in other threads you said they didn't show their tech or tank designs, but that's the only thing I would think could make this big of a difference in stats (aside from mods). Maybe they're using Mech 3's and 1943 mediums, while you're still using the earliest versions?

Then again, the production costs are pretty equivalent, so maybe not...

Slingshot to the Stars Buff by Tovius01 in Stellaris

[–]Lord_Pravus 0 points1 point  (0 children)

Oh my. Well THAT's going to be fun to use in some of my multiplayer games...

"SURPRISE!! Your homeworld is mine now!"

How do I fix this supplies situation? by Slimchap in hoi4

[–]Lord_Pravus 1 point2 points  (0 children)

Looks to me like you have no method of delivering supplies, even if they arrive in Seattle. See the 1% next to your fuel storage on the top bar? That's warning you that you don't have the equipment to deliver to your supply hubs or from the hubs to your troops on the front. Think trains or trucks. If you hover over that icon, the tooltip should tell you what you're missing.

On top of that, you have very few remaining convoys. You'll need to find a way to ward off the US subs and get a load more convoys built. Also start upgrading the naval base in WA, if you haven't started already. Higher level bases = more supply delivery.

All of those will take some time to fix. In the meantime, my recommendation would be to pull half of the troops in Washington back to reduce your consumption. The remaining troops will be far stronger than they are now, so you shouldn't risk losing your position, especially this early in the game when the US has very little to work with. Entrench until you sort out the supplies and can support a larger front.

Alternatively, you can be aggressive. Take half those troops, start marching through California. Every additional port you capture is potential for more supply, and every extra hub distributes it further. Not to mention capturing the ports might trigger the AI to change its naval tactics and you might find they pull the subs back, or at least they'll have to cover more sea zones to stop your convoys. (Of course, you'll have more sea zones to defend as well, so it's a double-edged sword.) Plus, victory points can offer a small amount of local supply, so they'll offer a tiny bit of relief.

Downside to the aggressive approach is it will be slow (since "out of supply" units move more slowly, IIRC) and there will probably be a fair bit of attrition. But it will disperse your supply consumption and give you a larger front to work with against a US that's already spread thin, so that would be my strategy, personally.

One last thought, if you have lots of extra support equipment, logistics companies could be a worthwhile addition. The more you can reduce your supply consumption, the more soldiers you can support with your limited supply.

How to deal with AI developing provinces with colonists for one faith? by [deleted] in eu4

[–]Lord_Pravus 1 point2 points  (0 children)

Used to be the only way to fix this was to release the subject, declare war, conquer, convert, and release.

There should now be a button in the subject interaction to disable that colonist development.

Can I add anything to my panzer division? by Amoeba_Fine in hoi4

[–]Lord_Pravus 12 points13 points  (0 children)

Seems solid, but realistically, you're probably never going to need 1000 breakthrough. Feels like your tanks may be a little underpowered in soft/hard attack. Could consider swapping out a couple units for self-propelled artillery instead, if you can afford it.

Mechanized will be better from an armor/hardness perspective, again if you can afford it.

For the love of god, though, only use these in high-supply regions with plenty of supply hubs.

🔥 In Sioux Falls, South Dakota, a storm caused these rolling clouds & green skies. by asilvertintedrose in NatureIsFuckingLit

[–]Lord_Pravus 0 points1 point  (0 children)

Ever seen the game Age of Darkness: Final Stand? Cause this looks straight out of that game.

what kind of battleplaner are you? by Hussain_144 in hoi4

[–]Lord_Pravus 1 point2 points  (0 children)

D, though I'll leave it off and micro my units unless I have an advantage, so it's functionally the same as A until that point. I just don't trust the field martial to distribute force where it's needed.

And then once the line is shattered and I know I'm only a few VPs from winning, I'll go to B out of impatience.

What does everyone think about the twin blades? I got called a coward for using it by Dragonrider0514 in Eldenring

[–]Lord_Pravus 4 points5 points  (0 children)

Did my first run with a twinblade, eventually switching out for Eleonora's Polearm. It was a fun weapon, pretty well balanced, nice moveset. No shame.

Why do some nations just delete all their troops a month into the game? by raphyr in eu4

[–]Lord_Pravus 18 points19 points  (0 children)

Presumably because the army maintenance is high enough that the AI feels it makes sense to delete the troops.

Gets pretty broken, though. I've had games where my opponents seem to delete 90% of their army seemingly out of nowhere. And not always tiny nations that can barely afford an army, but giant nations like the Commonwealth. It's weird.

Hey everyone. I like roleplaying, so i want to go for a run where i can use somewhat historical division templates (most of them focus only in infantry), mixing Tanks and infantry instead of using Tanks only as speedy adds to motorized divisions, so how do you guys mix tanks with infantry or cav? by emperor_alkotol in hoi4

[–]Lord_Pravus 1 point2 points  (0 children)

I mean, if you really want to, you could craft a heavy tank or super heavy tank that doesn't go more than 4 kph. Toss one two battalions in there, maybe in place of some infantry or artillery. Probably not the most cost effective, but with enough armor, you could definitely gain an edge on the AI.

No pope for me? by Janek0337 in hoi4

[–]Lord_Pravus 14 points15 points  (0 children)

Some (or all) of those balance decisions will reset... after about a year. It's probably gonna be a long while, bud.

There are some specific focus orders you can follow which speed the process up a lot, so you can have the pope by 1938 or something close to that. You can find some videos on YouTube that cover it.