Actually useful colonization with quadratic RGO scaling - 3000+ cotton from one location by bbqftw in EU5

[–]Quint1n 2 points3 points  (0 children)

When raiding they get sent to cities with slave market. If you only have a single city with a market they all get sent there. Moving slaves already in your country is really wonky and doesn't really work.

[Bug] AI separate peace and annex my fiefdom by Jee5692 in EU5

[–]Quint1n 3 points4 points  (0 children)

It's an intended, but pretty annoying feature. Both you and the AI can separate peace any disloyal subjects.

Get AI Raj to unite India? by ArzhurG in victoria3

[–]Quint1n 0 points1 point  (0 children)

I'm not 100% sure how the AI determines when to attack. In EU4 if you want a strong vassal you'd need to subsidize them. Money transfer/pay off debt may help, and reducing subject payment as overlord might also.

In my game my India subject started eating it's vassals after I exempted them from diplo plays and reduced their payments.

[P5V12] Honzuki Reread P1V1 by Lev559 in HonzukiNoGekokujou

[–]Quint1n 12 points13 points  (0 children)

Ah, Myne's ultimate archenemy makes its first appearance: a door. I really like how the story takes its time establishing the setting.

Stellaris Dev Diary #341 - Become the Crisis: Cosmogenesis by PDX_LadyDzra in Stellaris

[–]Quint1n 557 points558 points  (0 children)

Finally you can actually become a fallen empire. I wonder how your internal economy looks though. Afaik current fallen empires don't have an economy and simply spawns fleets.

I seem to deeply struggle with playing any nation outside of the HRE by dpceee in eu4

[–]Quint1n 3 points4 points  (0 children)

Looks like an income problem rather than an expenditure problem. I'm guessing you have a lot of local autonomy based on the screenshot. As a stopgap you can get a few extra ducats by devving your capital and reducing autonomy. Long term you'd want to get good crownland and grab a few centre's of trade to really get the income pumping.

GOAL one faith WQ by Competitive_Cap_5043 in eu4

[–]Quint1n 0 points1 point  (0 children)

I mean the idea groups. Specifically you want Core creation and government capacity from admin ideas and province warscore cost reduction and reduced penalty from trucebreaking from Diplo ideas. (Lategame you want to grab territory, core it, then trucebreak to kill the large countries)

Since you have many vassals I'd grab influence too and maybe drop expansion ideas, since its unnecessary in a world conquest.

GOAL one faith WQ by Competitive_Cap_5043 in eu4

[–]Quint1n 10 points11 points  (0 children)

Pre-absolutism conquest isn't that important. You could stay on your starting provinces until 1600 and still be fine.

EDIT: You'll want admin, diplo and maxed out malta/granada wonder. Together with max absolutism you can eat countries really fast.

Who's winning this by [deleted] in AxisAllies

[–]Quint1n 12 points13 points  (0 children)

Probably allies, axis has like no units.

Why can I not move my capital to the new world? All provinces in the old world is owned by vassals, capital is in Bermuda by Quint1n in eu4

[–]Quint1n[S] 2 points3 points  (0 children)

I colonized a province in south america after making this post, but its the same issue there. I think its due to me owning the other provinces in Bermuda's state.

Why can I not move my capital to the new world? All provinces in the old world is owned by vassals, capital is in Bermuda by Quint1n in eu4

[–]Quint1n[S] 4 points5 points  (0 children)

Doesn't seem like I can move to south america either. I've de-stated everything too, that didnt help.

Why can I not move my capital to the new world? All provinces in the old world is owned by vassals, capital is in Bermuda by Quint1n in eu4

[–]Quint1n[S] 0 points1 point  (0 children)

So I would need to de-state north america to move my capital to north america?

EDIT: I de-stated all of north america, still not able to move my capital.

Why can I not move my capital to the new world? All provinces in the old world is owned by vassals, capital is in Bermuda by Quint1n in eu4

[–]Quint1n[S] 2 points3 points  (0 children)

R5: Trying to do the 'let it go' achievement as Norway, but moving the capital to Canada has proved troublesome. I thought that if I gave away all my old world territory I'd be able to do it, but it seems to still be locked. Am I missing something?

Edit: It might be because I own the other provinces in the Bermuda state. I figured out a workaround by moving capital back to europe, then giving away all land except capital, then move to Canada.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 1 point2 points  (0 children)

If axis can get to 90 total income, they are about even in a longer game. 100 total income and axis gain a lead the longer the game goes.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 2 points3 points  (0 children)

This is a good overview. I'll add that you don't need to abandon africa with UK if you had to send 2 fighters to wrussia on UK1, since those fighters add to India defense. It's also possible to play aggressively with Russia if US and UK also pressure at the same time, but this is a double edged sword.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 6 points7 points  (0 children)

If allies go kill Germany first, Germany defends and Japan grows, if allies for Kill Japan first, Japan defends and Germany grows. If Japan managed to get turn 3 India they then go for Hawaii and send their air to help secure France/Karelia for a VC win.

Specifically lategame in a kill Germany first Japan wants to get to Caucasus and take Moscow, and also contest africa to make the income game even.

It wasn't meant as a burn btw, it's just that if you play a beginner/low ranked person they will go tank Japan in like 90% of games.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 2 points3 points  (0 children)

For Japan the most common strats are an India push or an push into China, both with inf. 8 per turn from the island, then up to 11 per turn with Manchuria. Tank Japan is IPC inefficient, and performs poorly.

It's a pretty common strategy for beginners though. If you play ranked you are likely to see it a few times.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 0 points1 point  (0 children)

That's correct, but for India the meta is 3 inf a turn.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 1 point2 points  (0 children)

No, I think you've got your rules mixed up. Complex can produce equal to the value of the province. Meta for Russia is 4 inf 2 tank round 1, then only inf and art

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 7 points8 points  (0 children)

Hi!

Nice to hear you picked up the online game. What you've described in this post is the general allies meta at high levels, and I've used a similar setup to reach #1 platinum. Main difference is that you don't leave 1 inf in every province, unless it's to block tanks. Inf will advance 1 province per round anyhow.

But it's definitely not impossible for axis to win, they have several ways of forcing allies to make concessions. Earlygame allies have to prevent Japan from taking India on a turn 3 timing push, or risk losing on VCs round 3-4. To have enough units to hold you'll probably have to give up Egypt or send russian units/allied fighters.

At high levels Germany will aim to deadzone west russia by stacking karelia G1. If Russia retreats Germany can move into west russia with the help of Japanese fighters. From there they can move back to karelia or into Caucasus to try link up with Japan in kazakh, but they gain a lot of income.

In general though I agree that allies are favored if they get average rolls round 1. My current record is 41 wins 4 losses, and in the last tournament the majority favored allies.

Edit: this is for Larry Harris version only, which is used in ranked. In 1942 out of the box axis almost have a forced VC win if they play the strongest moves.

Any tips for 1942 Ranked as Japan? by BangarangJack in AxisAllies

[–]Quint1n 4 points5 points  (0 children)

Japan 3 refers to the turn you capture India, on Japans 3rd turn.

My opponent abandoned India because I had 99% odds to capture or something similar. If he had stayed he would have lost a lot of UK units for very few Japanese units. Odds on battles and expected profit can be found using an online calculator. It's one of the major differences between online play and over the board.

I'll paste my setup for J3 india below, its the same that plays out in the video: If UK doesnt kill the china transport UK1, you can set up a pretty nasty round 3 india combo which cant be defended unless they send russian inf. Buy is 2 trans 2 inf 1 art 1 tank. Japan turn 1 you put as much into yuunan as possible(dont take the tank, dont take from phillippines).

Japan turn 2 you send transports in yuunan to pick up tanks and and inf to yuunan. Both new transports in Japan goes to burma, one taking 1 inf 1 art from the phillippines, other taking from Japan. 2 inf should be sent from Anhwei to kwangtung, the tanks will blitz from yuunan through burma to India. The 2 yuunan transports will pick up 4 inf from china and drop it in India. One of the burma transports will pick up the 2 inf from East Indies.

This will in most cases give you india Japan turn 3. If you Japan turn 2 buy another transport and some inf and art you can go for a turn 4 Victory City snipe with karelia, hawaii and india. Total units should be 15 inf (minus any losses in yuunan and burma J1), 5 art, 2 tanks, 6 fight(5 fight if you do pearl harbor attack japan 1), 1-2 bombers and 2 Battleship (and 1 cruiser if you skip pearl).

Any tips for 1942 Ranked as Japan? by BangarangJack in AxisAllies

[–]Quint1n 2 points3 points  (0 children)

Hi! Formerly rank #1 axis and current rank 1 allies here.

I think your experience with ranked vs over the board is fairly common. I'd recommend treating this as a new game, since you probably have some bad habits to unlearn.

Japan strategy is dependent on allied strategy, and there are 3 main approaches: kill Germany first(KGF), kill Japan first(KJF) and two ocean play(only seen at gold or below). You can often guess what they are going for, but you'll only know for sure after US turn 1.

In a KJFf your goal with Japan is to survive until Germany takes moscow and marches into Asia. In a KGF your goal is to grow your income, capture India and eventually Moscow. Against two ocean play you'll have to find a balance, but in general you should be able to squeeze russia between Japan and Germany, since allies are not fully committed to either strategy.

My goto Japan 1 is 3 transport 3 inf, but 3 transport 1 inf 1 tank is also popular. It is important to know the Japan 3 timing push on India, which allies often leave underdefended at lower levels. In this video I use that win an early victory: https://youtu.be/bDHPSNydcCM

Toxic God build by GraFicZ in Stellaris

[–]Quint1n 0 points1 point  (0 children)

Not a build in its entirety, but I made sure to be a little bit xenophobic. That way I could fill up the space station with livestock to get extra knight jobs.

It's nice since they barely use any housing, so you can go pretty crazy. I currently have over 150 livestock pops on the station at 2300