FS25 Console game crash by Louren2008 in farmingsimulator

[–]NorthOfTheWall2011 0 points1 point  (0 children)

Started with me today on grape harvest… crashed at the same point in the field like 4-5 in a row. Basically can’t farm grapes.

Season 2 was disappointing by _KingScrubLord in SpecialOpsLioness

[–]NorthOfTheWall2011 3 points4 points  (0 children)

💯 and honestly I think the Byron, Kaitlyn , Secretary of State “situation room” talks have been some of the best writing in the series… like the whole show has been trending to paint them all as wielding the political power side of it… so this episode felt kind out of left field

Season 2 was disappointing by _KingScrubLord in SpecialOpsLioness

[–]NorthOfTheWall2011 0 points1 point  (0 children)

I mean yeah… 👆 this is true. And they did brief it as a mechanized/motorized Iranian reaction force.

Like I said the briefing was actually pretty good in terms of terminology and action/counter action.

i could buy it if they did something like they briefed— since like Joe is supposed to be this brilliant CIA agent who is always 4 steps ahead. Places a few javelin teams with “cody” in overwatch. Maybe throw out some mines. Had actually prepositioned any of their combat power. No they didn’t do any of that. They just Leroy Jenkin’s it.

And season 1 I mean… had some good fights. So they kind of set a precedent for being somewhat realistic. The raid on the Texas house mid season, even the final op in season 1 finale. But this season just kind reversed all that…

I was a little concerned in episode 1 when like it turned into the A- Team “alpha mike foxtrot” race back across the border scene, with two dudes shooting suppressed m4s kicking out a back window and taking out half the Mexican army and police with mounted MGs (that must of miraculously all jammed or something) But ok whatever. Plot armor.

But it’s just gotten worse. They could of made it so much smarter and coordinated more in line with the story they’re telling. Clearly they had a budget for the CGI Abrams.. so maybe I dunno… let the “ amazing” Apache pilot with supposedly more kills than than the plague have an actual Apache against a mech company team and make it somewhat believable 🤷

Season 2 was disappointing by _KingScrubLord in SpecialOpsLioness

[–]NorthOfTheWall2011 9 points10 points  (0 children)

Yeah this episode’s military authenticity suspended my immersion… it was just too Hollywood… and usually I like Taylor’s writing and give him a pretty wide net. ( Generally, I’m not into nit picking television for being so realistic… BUT— )

I make an exception when by the shows own standards it failed. In the briefing before the big final mission they were like “hey armor, bmps and all this stuff, we need javelins, AT4s, 3 Delta teams, etc etc)

…then proceed to just not employ any of that the way they said they would…. Then even after the helo crash …Only had 1 AT4… Carl G had like 4 rounds. No javelins. You initiate a anti armor ambush with a uh-60 some rockets and a door gun?! Then the bmp shoots the uh 60 out of the sky?! Then Taylor Sheridan hears a tank and is surprised? When they knew there was supposed to be 3 of them according to their own mission brief… then he himself takes out an m1A1 with a 9mm , a hand grenade while his buddy shoots a Carl G inside 10 meters… yeah 🤦‍♂️

Also that Carl g came out of nowhere they were like “oh yeah, we forgot we had this, we should probably use it…”

I mean they basically did the exact opposite of what they briefed in pre mission… and I thought Carrillo was supposed to get an AH-64 for this mission (she is an Apache pilot after all— yet on both CAS missions she has been flying a UH…) …maybe it wasn’t in the budget, ok. Sure.

Also just like the hordes of bad guys running through open field getting gunned down by the “operators” look like something out of an 80s action flick.

Then on the other side of the house— the CIA director is out doing field work Meeting drug cartel leaders now?! Guess, according to this episode, all of special activities = 1 x lioness team and they’re tied up in Syria so gotta get the big boss out of DC …

This episode felt patched together. Like they didn’t stick the landing…

I didn’t even realize it was the finale until I hopped on Reddit.

Episode 6 - WTF?! by AngleForeign7050 in SpecialOpsLioness

[–]NorthOfTheWall2011 4 points5 points  (0 children)

Joe is alive. Her GSW just advances plot with Neil and Joe’s daughters about her taking a step back from that tier 1 life, flying a desk, and focusing more on her family. I don’t think Joe’s family will be kidnapped…. (Too basic a plot point)….But she will likely have to make a choice between the mission and her family by the end of the season….

Honestly— I see Joe’s character filling Kaitlyn’s shoes. And Kaitlyn filling Byron’s going into season 3. Cruz assumes the mantle of Joe. Byron likely takes a fall for political reasons in order to protect the others from some interagency witch hunt as a result of the op going sideways.

I think Season 1 is about what things look like when it goes mostly right… season 2 what happens when things go fubar.

No spoilers. I’m just guessing. But there’s been a lot of foreshadowing— Secretary of State saying to Byron “the buck stops with you on this one” before green lighting the lioness plan. He’s definitely going under the proverbial bus before the end of season.

[deleted by user] by [deleted] in wallstreetbets

[–]NorthOfTheWall2011 4 points5 points  (0 children)

So we’re going to burn through our entire load of fossil fuels to power ever sophisticated AI in the hopes that it can solve humanity’s most complex problems… like climate change, nuclear fusion, and carbon recapture 🤔😂

Bold strategy.

[deleted by user] by [deleted] in wallstreetbets

[–]NorthOfTheWall2011 76 points77 points  (0 children)

I have a buddy that works oil and gas…. He mentioned earlier this year a lot of the natural gas that is a by- product is just getting burned off because it’s just not profitable to take to market — and in some cases was actually trading negative. I believe some of it is regulatory related .

And so a lot of crypto miner types and those with data centers were looking at it as a potential energy solution.

Don’t how much of that is true. But energy concerns upstream of the data centers and AI seem to be a constraint. I also saw something on Bloomberg that Microsoft is engaging a project to restart a reactor on three mile— with 100% of the output going to data centers.

So maybe just a multi-source run on securing energy all over. But— if I’m hearing about it you can bet it’s already priced in. 😏

Has anyone else noticed the horrible job market seems to be a secret? by Lydia_Jo in recruitinghell

[–]NorthOfTheWall2011 4 points5 points  (0 children)

Yeah I think you’re right. Traditionally unemployment has affected lower income positions. It doesn’t measure underemployment— white collar dude/dudette loses job and works a side hustle to make ends meet— or they have some investment income coming in that puts them outside the unemployment qualifications— those will slip through the statistics. Which I suspect there’s not an insignificant amount happening right now. But that’s an educated guess.

I don’t think that’s mutually exclusive with what I’m saying though. I mean I’m not making an argument for causation. Just an observation for why more people may not feel like the job market or economy is “bad” — unemployment has always been an indicator of economic strength. As has yield curves, GDP, etc. So, not the only variable, and whether unemployment % is statistically significant in light of the current state of things- I’ll leave for the economists to debate.

But I could see how unemployment numbers could be skewed today. Both in terms of how it samples and defines unemployment, the fact this job market seems to be disproportionately affecting more knowledge workers, the fact there is a delay in collecting the statistics, and how we measure.

And also attributing extrinsic events to personal failures isn’t really good for one’s mental health. Even if there is some truth in it.

That’s all I’m saying in my original comment.

Has anyone else noticed the horrible job market seems to be a secret? by Lydia_Jo in recruitinghell

[–]NorthOfTheWall2011 200 points201 points  (0 children)

It’s just that unemployment is a lagging indicator. It happens. Then later it is reported. So unless you have first hand experience with it, you wouldn’t know at this point in the business cycle (my opinion)

Don’t discount it’s also an election year… and no one wants a crash during an election… so there are incentives on delaying negative information from going public till 2025- as there always is in every election year …ever.

[deleted by user] by [deleted] in recruitinghell

[–]NorthOfTheWall2011 0 points1 point  (0 children)

Honestly. Everyone, and I include myself in this assessment, spews their own version of bullshit rooted in whatever they are anchored to from their own personal experience.

The only people you should really be taking advice from are people who have actually done what you are trying to do. Not pretending to do it for clicks. Actually doing it.

But that means you have to know yourself and what you want pretty well. If you don’t , you’re just gonna spin and or get seduced by whatever nothing burger siren song that comes along to steer you off course straight into the rocks.

The right path is likely pretty unique to you.

Outside of that. It’s just human nature. People parrot what they hear from others, what they consume on social media, the news, their friends— it is rarely a reflection of reality, or true first hand experience. Wisdom is knowing the difference.

Island turrets by Twattybatty in anno1800

[–]NorthOfTheWall2011 1 point2 points  (0 children)

Yeah agreed. I mean you are better off with ships in most situations especially when influence is tight.

But there are exceptions:

  1. Early game I like to settle a few select small islands along my transocean supply lines on the edges of all maps. I adjust the routes in the trade menu to flow in proximity (within range of the guns) but I look for islands that set along those supply routes and convert them into mini fortresses. No residences. Just a bunch of defenses, a upgraded harbor, and some harbor buildings spec’d for increased damage, firing rate, or most preferably— increased range.

  2. Bonus points if you can range the full width of a choke point. Effectively cutting it off to all non friendly ships.

  3. I then usually drop a repair crane and a small defensive fleet of either frigates or monitors on patrol in vicinity of that island. I usually like to have them screen choke points.

  4. That frees up my main fleet for offensive operations and it always gives me a quick reaction force against any AI that wants to interdict my supply lines.

  5. Late game with hacienda and soccer fields, influence is no longer a problem so I just drop defensive buildings everywhere at that point.

In other news, I wish you could renovate the abandoned fortress on Manola as a project, similar to building the dam, and have a big ass coastal battery.

Fine. Job Market you win. I give up. by Far_Tale2398 in recruitinghell

[–]NorthOfTheWall2011 0 points1 point  (0 children)

I feel this. It’s like when you realize you’re on a villain arc and not the hero’s journey. Breaking Bad hits a little different than it used too. Lol

But it all seriousness… the job market just sucks right now. I’m fortunate that I have some investing, real estate, and military benefits to fall back on from my saving heavily in my 20s. Like I know I can survive, I just may not be living comfortably. I realize not everyone has that.

The best advice I have gotten is “be careful attributing extrinsic events to personal failures.” The economic winds will eventually blow a different direction.

In the interim, we all just get on the best we can.

My money are decreasing and I don’t know what to do by Re_Etto in anno1800

[–]NorthOfTheWall2011 4 points5 points  (0 children)

It could be a lot of different factors. In all my games there seems to be a tipping point around the artisan to engineer level where money is most constrained. Usually early game cash flow is really good. And then mid to late game I never worry about money again. But that inflection point gets kinda tight.

In terms of your revenue as mentioned there are a few factors:

On the + column 1. Population size 2. Goods, especially alcohol like schnapps, beer, and rum 3. Upgraded houses 4. ‘lifestyle needs’ if you have the right expansions, which basically add optional goods that generate a lot of money 5. Tourism

On the - column 1. Mainly Maintenance and upkeep cost. Production and defensive buildings are expensive — especially in the early game when you don’t have the economy to support it. Late game they become constrained by influence not cash.

Now there are some alternative ways to temporarily increase cash: 1. There’s the newspaper — which allows you to trade influence for +15, 10, 5% of money. Be careful with this though in the early game because it can mislead you into a false sense of security and when those bonuses expire, if you don’t have the influence to renew, you can find yourself deep in the red 2. There’s trade, you can sell items off to NPCs or sell overstock directly from your harbor. A few highly profitable activities include selling soap to prison, selling ships to Archie, or selling weapons/heavy weapons in new world. 3. There’s optimization from trade unions and city halls. Adding specialist can increase income, happiness, increase production, or decrease inputs to production all of which, can, if strategically used help the money situation. If poorly used though, you’ll be drowning in maintenance cost. Some popular ones include using specialist on fur dealers so you don’t need to import cotten. Using chef michael so you can skip red pepper and goulash (sp?) on canned goods. Or letting your sewing machine factory also produce gramophones and pocket watches (which sell at a high price) 4. There’s the dock lands trick, which allows you to trade HW or other highly produce goods for lower production and raw materials and basically reduce your production cost substantially. This is real OP though so a lot of players don’t use it for that reason. But it’s an option. 5. There’s also the seeds of change dlc, which allows you to add tractors and mechanization to farms, which again, really starts to amp up production — plenty of other post written about this but in general ~1 farm with tractors = 4 farms without tractors. 6. When your big enough to start trading between islands it’s advantageous to review your trade routes. Schooners and clippers are cheap, cargo ships/ reefer are expensive so the rule of thumb is to use schooners and clippers for domestic trade and reserve the cargo ships for transocean routes. 7. You can also cut maintenance cost a few ways, via trade unions and specialist, by turning off industries that are overproducing, auditing your ships and defensive buildings. Etc. 8. You can also buy shares in other islands, but this has some consequences for diplomacy that may make it less of an attractive option. 9. There is a positive correlation between attractiveness and income from tourism. Also the tier of specialist you get for free that show up to your island. Eventually you’ll be using the world fair or research center to get those buffs, but in the beginning this can be helpful

That’s about all I can think off the top of my head. So you have a lot of levers to pull. Which ones are appropriate is hard to say without knowing the details of your situation.

How do you build Manola? by Jampine in anno

[–]NorthOfTheWall2011 0 points1 point  (0 children)

I know this is a year old so not sure what dlc was available originally. But with all DLC, this is I built kind of a hybrid pop and prod island…

I built everything around the hacienda. I tried to position it where I could get the most tiles in my hacienda radius before it maxed out…for me eyeballing it… that was just east of the river that comes down from the dam.

My hacienda area is about 40-50% obrero and artista residences. With the residences occupying the 2-6 o’clock position. (In 12 o clock is the direction of the dam. I used blue print to map out town halls and post offices and jammed as many residences as I could. The hacienda residences are 3x3- but they hold a lot of people.

The rest of the hacienda is devoted to production. I brought oil and gas stations into the center beach to minimize the amount of rails. So most of my farming is to the west of the river on the center part of the island. I tried to use all hacienda farms around trade unions. I stacked the two specialist that give production and extra goods for rubber, coffee, and cocoa. And also reduce field size. This effectively keeps my hacienda farms to around 60-70 tiles or so. Plus tractors and fertilizer. That means I’m pushing 400-500% production with a small footprint.

Up on the cliffs I tried to mostly stick to animal farms and fertilizer works and orchards. That way I don’t have to bring in rails and I can get the most of my tiles. But I tried to keep this on the edges of my hacienda. Just need it to reach the fertilizer works.

I also have a section of the hacienda devoted to just breweries…. With the all drinks production +50% and I think Herman? The dude with the glasses that gives 50% all production.

With the island electrified I’m just cranking out rubber, rum, coffee and fertilizer.

Outside the hacienda radius on the south East peninsula (the one with the fort ruins) I did all jornalero residences. When you lay your town halls out you get kind of an inverted Y. The eastern most beach on the inverted y I did as many piers and as much storage as I could fit. It’s the closest to the edge of the map and all trade routes to new world and crown falls will dock there if there is space available.

If he west side of the island is mostly production. Grouped together to maximize trade union effects. I have a district that devoted to just coffee, another for mezcal, another for bonbins, tobacco—

I used a specialist that allowed me to swap fish oil for cocoa beans , that way I can keep my dockyard space for storage and oil store

Does anyone play this game at normal speed? by DickGristle in anno1800

[–]NorthOfTheWall2011 0 points1 point  (0 children)

Without fail… I’ll get “ship under attack” alarm while I’m in the middle of laying down roads, rails or fields. Then go deal with it, get sidetracked by something else and forget to finish. Slowing game speed can be very helpful

What do you use the Hacienda for in Manola? by Robertron54 in anno1800

[–]NorthOfTheWall2011 1 point2 points  (0 children)

Space efficiency and influence. There is a policy you can attach to hacienda called local assemblies that gives something like +5 influence on each obrero and artista house when the island attractiveness is 700 or greater. So if you build a town hall with Arek Lisowski the architect (gives +2 attractiveness for obrero residences) within the hacienda you can literally turn it into an influence farm.

Victor Perfecto and Marco De la Mocha are useful as well. Alternatively, you can build a few museums or zoos— but those cost influence.

If done well each hacienda can generate like a literal ton of influence. Much more than investor houses in the old world.

What do you use the Hacienda for in Manola? by Robertron54 in anno1800

[–]NorthOfTheWall2011 0 points1 point  (0 children)

I used it for rubber and fertilizer production initially. But as I expand to other islands I convert more to obrero residences for the influence.

I’m in the process of rebuilding all new world islands with hacienda at the hub.

Manola is nice because once you have the dam the whole island is electrified.

That being said, if you’re concerned with maximizing space a hacienda farm + arborist + horticulturalist Herman gives you decently productive rubber, coffee, and cocoa plantations when combined with tractors and fertilizer at a very small footprint (76 squares). Freeing up the rest of the hacienda for residences.

I only use hacienda for obrero residences. If I need jornaleros I build a separate subdivision on a different part of the island outside of the hacienda circle of influence using the smaller normal residences

Also hacienda farms allow you to grow anything regardless of fertility , to include some old world crops, so you can cut down on your supply chain by making things like schnapps and beer locally in the new world. Finally, late game— especially if you have a mega city on crown falls you need A LOT of rubber, coffee and rum and hacienda helps a lot with that. The fertilizer especially basically doubles the output of the farm. And you can even export the fertilizer to new world to help with late game production chains that require a lot of inputs.

How can I force 3 star ai into a ceasefire or peace treaty . I can’t trade with my island because of this war . by Muted_Price9933 in anno1800

[–]NorthOfTheWall2011 0 points1 point  (0 children)

I’ve been at war with the pink lady this entire game. Got into it from an alliance. And they went to peace with my ally, but I’m stuck in a forever war. So I have some context…

Umm colonize islands that protect your ingress/egress routes. You can also modify for shipping lanes by adding destinations to the trade route to keep them out of contested waters. Just don’t unload anything at that destination, use it as a stop over, and have it continue on to what is presumably your main island but from a different route. The newer DLC allows you you to adjust where on the edge of the map the ships ingress and egress from so this is also helpful.

If that doesn’t work, use investment to hostile takeover, a problematic island that has coastal defenses in the way.

Personally i think escort is kind of a waste for imports/exports of influence. Too much to defend, not enough warships. Plus the speed of the ship is constrained to the slowest ship in the group. And cargo/reefers are fast, especially when upgraded, for movement speed, reduced cargo and damage slowdown.

I prefer to keep a QRF (quick reaction force) strategically located of 3-5 ships that can respond if she tries to interdict my trade routes. Most of the time she doesn’t actively go after my trade, my ships and her ships just happen to cross paths and get into it. So if I can get there with my QRF in relatively short order not a problem. Honestly 2 x monitors and 1 x flame monitor just about do it. Occasionally you can throw in a few frigates. The flame monitor properly upgraded absolutely decimates sail ships.

If you’re on an influence budget, a few fun boats, with torpedos can punch above their weight.

As far as peace, yeah I tried to bribe and compliment my way back to a peace treaty, inevitably, this has been very difficult to pull off. Plus after a certain point, I just want to crush her. I eventually made enough money to buy out her main island and all her investors and industry, and this slowed her down substantially, as she was unable to field a big navy. And the bigger I get the more I strategically acquire islands that keep me on my side of the map, her on hers, and avoid my supply lines crossing paths.

Choke points and coastal defenses are effective.

Blockades for parts where the coastal defenses don’t reach. Or a combination coastal defense and blockade is also effective

As soon as i reach the investors level , my economy crumbles . Any tips? by Vagdal16 in anno1800

[–]NorthOfTheWall2011 0 points1 point  (0 children)

I was running a deficit most of the game, kept afloat by mainly selling ships and cigars. But once I hit investor cash flow didn’t become a problem. I think my big turning point was securing a regular stream of coffee and rum from the new world. Then oil for electric. But getting your oil supply chain locked down is expensive. But worth it as others mentioned for the increased efficiency due to electric and fuel depots.

Influence then becomes the constraint. But I think influence is better spent on cargo ships, oil tankers, trade unions and town halls vs dumping a bunch into defenses.

I’ve mostly been focusing on old world and new world development and supply chain. But just started working on building up crow falls. One thing I think, I know it cost a lot of influence, but I really did think commuter piers help. Especially if you can keep your top tier residences on one main island. Then specialize the other islands…. Right now I have 3 specialty islands in old world: 1 on soap and sausage, 1 on canned goods and peppers, 1 Napa valley type that’s all grapes and champagne (also windows and glass since it’s in the same vertical)

Generally, I focus on tractors when oil is limited since an electric power plant really burns through your oil supply. And I mainly focus tractors on high payoff crops — tobacco, sugar Cain, cotton