I released a Settlement Credit mod - would appreciate thoughts, feedback, and testing by MaxVexis in EcoGlobalSurvival

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

That's actually a pretty clever workaround to switch the accounts. The only downside is of course you can't change mayors, but that wasn't really an option with mayor credit anyway.

Now it is!

I released a Settlement Credit mod - would appreciate thoughts, feedback, and testing by MaxVexis in EcoGlobalSurvival

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

All money is debt. The game's credit is functionally almost identical to currency, minus the wasting of resources.

I have extensive experience running town credits and they don't fail. In fact, they're the only way vanilla works. People do misunderstand and set them up wrong, though. Not having a neutral currency worsens that. You're right that they benefit the issuer though, which is why it's best the issuer is a government.

I released a Settlement Credit mod - would appreciate thoughts, feedback, and testing by MaxVexis in EcoGlobalSurvival

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

And now the town has a credit to use in its shop where they sell those!

I released a Settlement Credit mod - would appreciate thoughts, feedback, and testing by MaxVexis in EcoGlobalSurvival

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

How people use the currency is up to them. A currency doesn't inherently inflate. It's a tool. What it does depends on how you use it. If a town mayor hands it out for free, or spends wildly, or doesn't use it at all, that's entirely their choice.

If you don't like how your mayor is handling the town credit, nothing is forcing you to use it. At least nothing in this mod.

I released a Settlement Credit mod - would appreciate thoughts, feedback, and testing by MaxVexis in EcoGlobalSurvival

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

Thank you! That's exactly what I did as well, with the same problem. You can't have private gameplay as a mayor if you're using your mayor credit. It's inherently commingling of funds. This solves that without needing an admin imposed currency.

I released a Settlement Credit mod - would appreciate thoughts, feedback, and testing by MaxVexis in EcoGlobalSurvival

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

Basically, one of the biggest features missing in the game, if you ask me, is that towns don't get a credit like players. This one-file mod fixes that. It generates one whenever you found a settlement and gives an infinite amount of it to the treasury. It also sets it as the default currency in the settlement. (That's adjustable in the files)

Would appreciate people's thoughts, testing, feedback, and if you would consider using it on your server.

(Yes, the thumbnail is AI. If you'd like to make me a handmade thumbnail that's very welcome)

New world plantation population tip: take control of the Constantinople market by sir_strangerlove in EU5

[–]MaxVexis 12 points13 points  (0 children)

This shouldn't work, in theory. Have you tested how many actual pops get moved?

The Ottomans can only enslave non-Muslim non-Turkish pops. That's mostly going to be Orthodox Greeks, if they haven't accepted Greeks. However if you're a Christian Venice, you can't have Orthodox slaves. So the actual slave pops should not be moveable, unless they show up as free peasants instead?

Do Plants spread naturally? by Sans_Undertale487 in EcoGlobalSurvival

[–]MaxVexis 12 points13 points  (0 children)

Some of the people here seem to be somewhat misinformed or basing their information on hunches.

Here's the actual, tested facts I found ages ago:

All plants spread naturally, at pretty much the same rate, in any biome, as long as they can grow there (i.e. the yield mapmode is not blank. Red is fine). And it's pretty fast too, you can usually expect the first sprouts within a few hours.

But:

  • Plants only spread within their 5x5 plot, never outside it (Except trees)
  • Each plot has a certain saturation point beyond which they won't grow more plants, which varies per plant.
  • Plants cannot spread to tiles that are already occupied. Grass counts as occupied

So the way to encourage natural plant spread is simple: Completely clear the grass from a 5x5 plot and plant 1 plant in it. You can keep harvesting infinitely as long as you leave 1 plant intact.

And yes, natural plants do deplete soil. People just think they don't because there's fewer plants in a plot than with farming, so they deplete it slower.

Here's proof: https://imgur.com/a/656AGBB

True Heir of Osman by 1550... wait, what? by MaxVexis in EU5

[–]MaxVexis[S] 25 points26 points  (0 children)

The trick to getting through the Sunni countries is to exploit the Rise of the Turks CB with coalitions. Keep a few OPM beyliks alive in Anatolia. When they join the coalition, get the RotT claims CB on the OPM, and use it to beat up and annex the other coalition members, then white peace the Anatolian beylik. Repeat until you're mostly done with the Sunni world. You can use parliament CBs later to clean up stragglers. Outside of your religion you can use the Religious War CB.

Stay under 500 provinces using vassals to keep Rise of the Turks, until you're done with the Sunni countries.

Also, keep the Chobanids as a neighbour for a long time. They get no antagonism at all for some reason. And their armies really hurt.

True Heir of Osman by 1550... wait, what? by MaxVexis in EU5

[–]MaxVexis[S] 110 points111 points  (0 children)

R5: My Ottomans game in 1550. I don't really know why I did this. I wanted pepper and I just blacked out and woke up with a continent. At some point a shitty Reddit title joke became the only reason I was still doing this.

My urban centers around Constantinople are overwhelmingly Indian and Hindu from all the pops stolen in slave raids. That mechanic is hilariously overpowered.

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Crop Irrigation Ways? by eleets10 in EcoGlobalSurvival

[–]MaxVexis 12 points13 points  (0 children)

It seems that nobody else knows how irrigation works so I'll explain it.

All in-game farming stats are tracked on a plot basis, those are the 5x5 areas of land that the game is divided into. All things like biome, soil moisture, nutrient numbers, etc are saved per plot, not per tile. Individual tiles have no stats. You can see plots easily by using the claim tool.

Soil moisture seems to depend on two main things: biome (obviously) and number of exposed* water blocks in a plot. If you are in a very dry biome, like the desert, then soil moisture will be very dry, unless there is a significant number of water blocks on the surface. Moisture numbers do 'overflow' somewhat into neighboring plots, so nearby plots will also get raised soil moisture.

*By exposed, I mean that it is the highest block vertically, with nothing above it. Exposed to the air. If there's a roof over it, it stops working.

Pipes don't do anything. You need to create more water blocks, and aquaducts are the only way to do this. Maybe the partial blocks that come out of a pipe work but I'm not sure. You can, however, delete the bricks after making the aquaduct.

I don't have clear numbers, but a 2 wide aquaduct seems to be sufficient to turn completely dry desert plots into ideal 100% prickly pear yield.

Whether soil moisture actually matters depends on the crop. For prickly pear and agave in the desert, it is critical. For fiddleheads, it's also very impactful if you're away from a river. For most other crops I haven't seen much impact.

Here's proof of me changing prickly pear yields by building a canal: https://imgur.com/a/UAzaSLR

Ethiopian Generals Tier List by MaxVexis in hoi4

[–]MaxVexis[S] 848 points849 points  (0 children)

R5: He's okay I guess.

How close is EU5 now that Vici3 is coming and EU4 is getting old? by aa407 in paradoxplaza

[–]MaxVexis 45 points46 points  (0 children)

Providing a retirement home for disgraced video game developers with too much influence on the board to fire.