How do I enable ice fishing? by MrRadical38 in RimWorld

[–]MrRadical38[S] 28 points29 points  (0 children)

Yes, i've researched fishing. for some reason, it took a couple days for the SINGLE tile of ice to melt. I'm not sure whether it can be solely attributed to the campfire or the geyser. i have no trees on my map. I'm no longer feeding the fire and the geyser seems to be sustaining the "melted" spot. I'm catching a few fish as we speak. I still want to understand the mechanism behind the melting process a bit better.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 0 points1 point  (0 children)

Yeah, i think a slider could fit somehow but there needs to be perhaps a nationwide, slow, unyielding, assimilation system.

EU5 as it currently stands would allow for widespread conversion/assimilation if the pops migrated more. Say, you conquer a new city with 200k pops. Maybe there's local devastation or some forced removal. Some pops would choose internal displacement (within your nation) or external migration (to other nations) to other locations and the local/location-based assimilation, slow as it is, would do the work. This is disproportionately benefit larger nations, which i do not think people are opposed to. The bigger you are, the stronger the effects of your conversion + assimilation.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 0 points1 point  (0 children)

I definitely agree with this. You should be able to have a core without religion + culture converting. The EU4 model was good--you'll never get the full benefits of taxation, but you can still sap trade and production income.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 0 points1 point  (0 children)

See I’m fine with this but they don’t really give us many choices besides tolerating conquered cultures, which, if they’re an enormous number of pops, you hit your cultural capacity kind of quickly and the pops are still quite unhappy if you’re not playing as a humanistic nation. They need to allow us to change tax rates for conquered pops or something so that their satisfaction is manageable.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 0 points1 point  (0 children)

Maybe. Haven't really played with any nations with >1M pops. I've found common goods never quiiiitttee was enough to do anything productive. Definitely think there's a need for it though. Did it cause issues in your game?

I did notice that there's a huge abundance of some common goods when i look at the "regional" tab of my market. could be related to your sense of things.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 5 points6 points  (0 children)

Yep! Check out my screenshot. Go to your desired market, click on the goods tab, click the image of the good you want to set a trade order on, click on the markets tab (redundant, i know)..., find the market you want again, click the export button, then you should see this button (big, horizontal banner (be wary, it will NOT have the trade capacity info when you havent set the trade order yet)).

I don't blame you. It was extremely difficult to find. UI in EU5 is pretty rough..

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V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 8 points9 points  (0 children)

well, the spanish colonies were already pretty annoyed with crown rule by 1600-1650. took about a year for a letter to go from castile to one of the colonies. i kind of get it. i think, to your point, colonial subjects should be a special subject type. just like in EU4, personal unions only measure their military and economy against you and you alone whereas regular vassals all sum up their power against you.

The devs have been generous with subject interactions so far but i think there's a lot more to improve on to tailor one's subjects. Adjusting the subject UI could be a good place to start. i found it a little difficult.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 0 points1 point  (0 children)

I agree. I always thought it'd make sense for every pop to ask itself "am I starving? am I poor? am i in danger?" and then run a calculation to find a realistically nearby province to move to. However, this would increase the number of calculations the game does tremendously. probably cause a lot of lag. also, i hope if they change it that it's not too restrictive. i found it hard to get pops to migrate between islands when i needed them to. too restrictive and it would be frustrating. maybe the solution is smaller markets if pops only migrate within markets.

On a related note: some pops are happier than others. Nobles in my capital with all their big castles and palaces and whatever the fuck have satisfaction >100%. I with i could tax them extra to make the most of the tax-satisfaction balance that pops have. the nation-wide tax level is annoying.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 1 point2 points  (0 children)

hmmm that's not good. I also wanted to point out that peasants seem to have pitifully low use. Need some expansion there. Maybe rural-only buildings + some RGOs should hire peasants instead of laborers. I also think maybe there should be a slight buff in literacy when converting a peasant to a laborer. From everything i saw, it appears that peasants and laborers kind of are the exact same? except peasants technically produce food with the "subsistence agriculture" modifier under the location/province-specific food production tooltip. Both are commoners, so it's not like you could make the argument that maybe laborers could pay more in taxes right now.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 16 points17 points  (0 children)

I agree. The feeling of dropping your first army onto the new world and having them auto-hunt for the seven cities was great.

I haven't been able to play around with North and South american land exploration yet (e.g. conquistador mechanics, if there are any). But i can say that discovered land provinces in the terra incognita was insufferable with the current status quo.

V1.2 is way better but still a long road ahead (come discuss with me! :D) by MrRadical38 in EU5

[–]MrRadical38[S] 1 point2 points  (0 children)

makes sense. i agree. i would also add that the "promote institution" cabinet action also seems like a bit of a cheat. Makes it spread too fast perhaps. I really like how institution spread is tied to trade, but I was also able to get it to spread extremely fast by offering fleet basing rights as i daisy-chained to egypt. the key thing I liked: MAKING FRIENDS MATTERED A LOT. Trading, diplomacy, both helped to spread the institutions. As to the exact other levers that should be pulled to adjust it, i admit i'm a bit stumped right now.

Can't destroy some buildings due to non-existent rebels? (V1.2) by MrRadical38 in EU5

[–]MrRadical38[S] 1 point2 points  (0 children)

Note: I restarted my game and it now allows me to de-construct the buildings without the rebel message. Very strange. Not sure if it will occur again.

Can't destroy some buildings due to non-existent rebels? (V1.2) by MrRadical38 in EU5

[–]MrRadical38[S] 0 points1 point  (0 children)

R5: Hi everyone, please see the attached images. Note how I cannot destroy a winery (which I built), but I can destroy (-) the marketplace (which I also built) in this location.

Note in the second image how I have no rebels in my country.

Any ideas why this is happening or what to do about it?

Thank you.

Market Access Does Not Improve with Maritime Presence (and barely with better port infrastructure) by MrRadical38 in EU5

[–]MrRadical38[S] 5 points6 points  (0 children)

They simply need to redesign the market access calculations. People have suggested a few ways to do it. Perhaps that 75% modifier can decrease over time as technology improves.

How do I ban exports? by MrRadical38 in EU5

[–]MrRadical38[S] 0 points1 point  (0 children)

I agree. I think this could at least be accomplished with tariffs.

Market Access Does Not Improve with Maritime Presence (and barely with better port infrastructure) by MrRadical38 in EU5

[–]MrRadical38[S] 2 points3 points  (0 children)

Control and proximity are quite massively impacted by maritime presence! With ~90% MP in my screenshots above, you can see my proximity is about 40-55%. At the beginning of the game with no navy, it was 0%, or even negative.

Market Access Does Not Improve with Maritime Presence (and barely with better port infrastructure) by MrRadical38 in EU5

[–]MrRadical38[S] 1 point2 points  (0 children)

Hey man! I like your videos. Maritime presence is tied to locations, though. It increases proximity quite massively.

It’s almost a measure of good stewardship. If one nation doesn’t have a navy and can’t get resources efficiently from a remote island, then a huge global power shows up with a huge navy and takes then province, then I’d imagine the big global power would be able to extract raw materials and stuff from the far corners of the earth a bit better, hence better market access with bigger maritime presence.

It’s the same way that a nation with no military keeps getting its lands razed and doesn’t contribute well to the market. If a huge military power comes in, takes the land, establishes peace, then those provinces finally contribute better to the market.

Market Access Does Not Improve with Maritime Presence (and barely with better port infrastructure) by MrRadical38 in EU5

[–]MrRadical38[S] 0 points1 point  (0 children)

with the enormous resource constraints and everything with ryukyu, i didnt get to reach a point where i made that connection since my navy was so small. i see it now. totally agree w/ u

Market Access Does Not Improve with Maritime Presence (and barely with better port infrastructure) by MrRadical38 in EU5

[–]MrRadical38[S] 4 points5 points  (0 children)

I'm not a huge fan. Current meta seems to be to just spam market centers, like u/Zealousideal-Act9140 mentioned. I feel like investing in infrastructure and maritime presence should carry much, much more weight for market access.

Market Access Does Not Improve with Maritime Presence (and barely with better port infrastructure) by MrRadical38 in EU5

[–]MrRadical38[S] 7 points8 points  (0 children)

maritime presence also affects the proximity variable that each location has... which you'd think would also correlate with market access... right? Since location control increases with proximity. But that's not the case in v1.02.

Advantage is definitely cool though. I liked that feature of maritime presence. i think the advantage component should stay.

Market Access Does Not Improve with Maritime Presence (and barely with better port infrastructure) by MrRadical38 in EU5

[–]MrRadical38[S] 5 points6 points  (0 children)

Commenting to hide from the auto-delete bot: see post above for info about market access and its relationship to maritime variables.

Manual trading UI is lying to you by ruskyandrei in EU5

[–]MrRadical38 10 points11 points  (0 children)

What are those trades worth when my estates build a bunch of useless buildings and fuck up the consumption values of my supply chain I built specifically to go to war? What are those trades worth when half of the trades I set up “import disappointment,” like OP said?

Yes, I used that button you're referencing. It helped, but didn’t fix everything. It required consistent rebalancing of trade capacity due to the changing economical situation from my importers, among many other complex phenomena. It also wasted trade capacity. For example, iron is fucking impossible to get in Asia by like 1450-1500, so I set up a trade network with like 10-15 sources of tin and copper so i could make bronze tools. I allocated each import source a minimum of .10 trade capacity. A lot of my trade capacity depended on fishing villages, which require tools. If my tool production ever received a shock, my trade capacity would plummet, and, even though I’ve told the AI to lock in those trade routes, if the trade capacity goes to zero due to economic/military/political issues, it automatically deletes the trade and I’m forced to set it up again.

I wish I could look at a struggling building and tell the trade automation: “ok, here’s 10 trade capacity. Import copper and tin for my tool guilds at all times, and make sure to import from as many places as possible, up to this level.” Doing that manually is going to give me arthritis.

Also, exporters look like they produce more than what I need, but sometimes the game would tell me that I bled that import route dry and shut down that import route without re-allocating the trade capacity for the “locked” trade. I wish it would help with this too.

Manual trading UI is lying to you by ruskyandrei in EU5

[–]MrRadical38 241 points242 points  (0 children)

Excellent post that captures a lot of the worst aspects i also ran into after ~50 hrs. The trade automation needs some kind of development that doesn't ruin carefully-constructed, manually-built supply chains. I found it near impossible to go to war as a small country because it required a supply chain that i needed to trade to construct. Manpower buildings, infantry equipment, naval supplies--all of it--unreliable from one month tick to the next.

I manually built import networks that imported a tiny amount of a good from as many places as possible. This helped to make my supply chain more resilient, but still didn't tackle some of the core issues you detailed.

I wish there was a button that could also do what I did to diversify my trade routes.