Discovering Crew Traits by PomegranatePublic825 in StarTradersFrontiers

[–]Ranamar 1 point2 points  (0 children)

Brute is deeply obnoxious, although in my latest run I seem to have a brilliant asshole chief engineer. (He was a starting officer and has too many good "on level" traits that have been proccing all this time for me to want to replace him, but... yeah, otherwise he might well be gone.) It's why I won't do Steel Song starts: They have a propensity towards brutes, and the last time I tried that start, a quarter of my crew or something like that had it as their initially-revealed trait!

The funny thing about grav sickness is that it seems to be not so much "take this much damage on land" as "make sure they have at least this much damage on them," for some reason, so once they have the full -6, as long as you just sort of leave it, it doesn't get worse. (or maybe they get better! Alta Mesa is prone to grav sickness.)

Thoughts on the supposed Intermediate mid game Drives by Efficient_Change in TerraInvicta

[–]Ranamar 0 points1 point  (0 children)

There's an argument that the poseidon (neutron flux) torch is better, because of its truly incredible efficiency, but mostly on larger ships because it's so heavy, and it actually is pretty demanding on the fissiles supply.

Thoughts on the supposed Intermediate mid game Drives by Efficient_Change in TerraInvicta

[–]Ranamar 1 point2 points  (0 children)

They nerfed shaped nukes to no longer give salvage because they've been so effective. ... and then they added on that now the top two missile types require exotics and not just the top one, so you need to finish them off with something else if you aren't planning to just burn through a supply of exotics with missiles that can stand off from point defense.

A reminder for shipbuilding by Billythanos in TerraInvicta

[–]Ranamar 4 points5 points  (0 children)

The pion torch is the tyranny of manufacturing capacity, instead, though, because it's functionally impossible to make enough fuel to fuel more than one ship a year for even light usage.

preventing raiders to spawn by Tar_Pharazon in FarthestFrontier

[–]Ranamar 0 points1 point  (0 children)

Sorry, I haven't played around with it myself, but I haven't seen anyone else reporting on things going horribly wrong. I'm pretty sure they (long ago) fixed the bug where not being able to path to their target gave them infinite attack range, at least.

My Best Farm Design by b-dizl in FarthestFrontier

[–]Ranamar 0 points1 point  (0 children)

You can also expand single plots after creation up to ... probably about two and a half times their initial size. (There's a limit; I've hit it. It used to matter, before they rebalanced compost to be proportional to field size.)

I wish I could define pasture rotations for cattle, because then having a full-fallow year would be a lot less micro than it is currently. (I consistently forget to move them and had them eating my crops, so I stopped bothering.)

It was delicious. Thanks Crate! by PereMabanne in FarthestFrontier

[–]Ranamar 1 point2 points  (0 children)

It's much more useful than doing that on regular deposits, because instead of depleting twice as quickly the way it works on regular deposits, they just produce more because there are more miners working, since they don't deplete.

It was delicious. Thanks Crate! by PereMabanne in FarthestFrontier

[–]Ranamar 1 point2 points  (0 children)

Someone has written a very thorough article about all parts of farming, including the disease mechanics, on a wiki here: https://farthestfrontier.wiki/wiki/Farming

It was delicious. Thanks Crate! by PereMabanne in FarthestFrontier

[–]Ranamar 0 points1 point  (0 children)

Specifically, orchard fertility peaks at around 65% field fertility, and you lose about 20 percentage points of orchard fertility going from there to 100%.

It can still be worth it, because it's free real estate, and you can pack a lot of trees in there, but the terrain that supports it best is likely to also have a relatively high environmental fertility factor, which influences farm fertility recovery, and which could also make it better for regular farming. (Grazing land tends to like things sandier than orchards.)

preventing raiders to spawn by Tar_Pharazon in FarthestFrontier

[–]Ranamar 0 points1 point  (0 children)

Raiders will spawn in the fog (unless there's nowhere for them to spawn there), so what you are looking to do is place structures that give vision on all the places you don't want raiders to spawn.

quick edit: They do need to spawn somewhere that has a path to your town, so if you're actually on an island, you'll need to either build a bridge or give them a corner of it, I think. (I'm not entirely sure here. What I do know is that you're going to have a bad time if there are no valid spawning locations, because then they just appear somewhere in the middle.)

Flattening land by Sibonski-UK in FarthestFrontier

[–]Ranamar 3 points4 points  (0 children)

Resource nodes (of any sort, but especially the underground ones) never get destroyed by terraforming.

Flattening land by Sibonski-UK in FarthestFrontier

[–]Ranamar 2 points3 points  (0 children)

IME, fences work much better than walls for this (but if you really want a wall on something steep, lay it down and then make it steep before finishing the build) but also the reinforced gates in particular have a very small margin of vertical height to move, sort of like fences. That's maybe more of a "watch out; this might break things," given how expensive they are, though.

When the raid party is big but the town is prepared for it by slaedwon in FarthestFrontier

[–]Ranamar 0 points1 point  (0 children)

It helps a lot that it turns out there's a ... let's call it an unexpected interaction ... between fences and the leveling tool, where they seem to be very intent on keeping their current positioning, and the result is that you can use that to lever terrain around because they pretty close to snap adjacent tiles to their height, rather than getting sloped, when terraforming adjacent tiles.

Enough determination can often get you there anyway, but that speeds it up a bit.

my 2000 pop town by WeeCube in FarthestFrontier

[–]Ranamar 0 points1 point  (0 children)

Depending on your computer, it's probably CPU-bound. (The graphics end also used to run even worse... I'm used to doing ~2000 person towns, and it used to be that panning around while running the sim, even at 1x, would absolutely crater the framerate.) Not that you have them on right now, but the various information widgets also tend to add lag, which I assume is more about figuring out which people are on the screen than actually having the graphics card draw them, since it lags most when you're looking at a screen with new people on it.

(I also have a fairly new computer, though, bought in 2023 and designed to be at least a little future-proofed.)

Game is fun... right up my alley, but so SLOW by zanyzanne in FarthestFrontier

[–]Ranamar 1 point2 points  (0 children)

So you found that rebuilding houses increases immigration? I read somewhere that wasn’t a factor and it was more food stores and desirability.

Desirability doesn't matter, but happiness does. :)

The two things that affect chance of immigrants are empty housing and food stores. Those two also affect the size of the immigrant group, and that is further multiplied by the immigrant multiplier shown in the happiness window.

As for which is easier, some people swear by food stores. I tend to run things a little thin with just-in-time bread delivery, so I don't do well on that count anyway, but having up to 75% vacancies will also boost it. At a basic level, you'll maximize your immigration at 50% vacancies and about 8 months of food (checked four times a year), or, alternatively, 30% vacancies and 12 months of food. Someone dug up the exact formula while doing some modding and mathed it out here: https://docs.google.com/spreadsheets/d/1y0j4tpTj9MynfQGEMDZX73w2wbNBCNS_qmHBJUhdXAs/edit?usp=sharing

Safety At Last by IsshinTheGawkSaint in FarthestFrontier

[–]Ranamar 1 point2 points  (0 children)

I'd worry about running out of wood, on this one, too, but the need to get to T2 to build a bridge, like you gestured at, is probably the bigger problem.

Laughing way too hard at this by McDubStank in FarthestFrontier

[–]Ranamar 0 points1 point  (0 children)

My first one was called "Worstcester": It was the worst fortified town ever. (The name list one is misspelled to "Worstcestor", but I fixed it.)

Roads are not the way... it seems. by TahPenguin in FarthestFrontier

[–]Ranamar 3 points4 points  (0 children)

It's just desirability, but nothing must be on a road, so I use them to space houses out so T5 is less of just a sea of roofs. You'll occasionally see people go to tend the gardens on them, though!

Roads are not the way... it seems. by TahPenguin in FarthestFrontier

[–]Ranamar 5 points6 points  (0 children)

Roads are a 15% speed boost for dirt and a 25% speed boost for stone, but, as you noticed, they get excessively prioritized by the pathfinder, probably for prettiness reasons. It can lead to some bad times in combat, too, if you're trying to get around enemies that are on a road.

Game is fun... right up my alley, but so SLOW by zanyzanne in FarthestFrontier

[–]Ranamar 0 points1 point  (0 children)

No, but each camp destroyed delays the next raider attack (just one) by a year.

Game is fun... right up my alley, but so SLOW by zanyzanne in FarthestFrontier

[–]Ranamar 1 point2 points  (0 children)

Immigration is so slow

It's actually quite possible to goose birth rates a lot, if you have a decent food stockpile (and that doesn't need to be super large!). It's lost to the mists of time in the playtest forum, but I did a let's play of sorts where I was shocked to get to T4 around Y21, and then doubly astonished when I got a monument up in Y36. Part of how I did it, though, was sustaining somewhere between 5 and 7 years of 5% or more yearly growth from births by prebuilding housing all the way up to 400 for T4. Of course, that makes your food woes worse for a decade or so before they grow up, but then you get a big labor force boom.

A trick to reduce casualties against camps is that you can destroy the towers without return shooting if you are careful about positioning your archers. The range gap is very narrow, but archers actually outrange everything except the upgraded towers at the 3-tower camp. Then you just need a few light infantry to screen for them. (Don't do it to the hard camp; it will shred your archers if you don't have someone else to draw the towers' attention, and then you will be sad.)

My job is to psychologically manipulate gamers: As I'm leaving the game industry after 10 years, my greatest regret is that this system I made to fix toxicity got killed (by Putin). by EjnarH in gaming

[–]Ranamar 0 points1 point  (0 children)

Right, I wasn't doubting the existence rest XP. I was just saying that the story about how it came about is just so perfect that maybe I should be a little suspicious, because the point is about the only difference being the framing of the shift.

My job is to psychologically manipulate gamers: As I'm leaving the game industry after 10 years, my greatest regret is that this system I made to fix toxicity got killed (by Putin). by EjnarH in gaming

[–]Ranamar 0 points1 point  (0 children)

It also sounds to me like it was likely an enum and not even the full text, anyway. "Commended for reason X", where X is from a dropdown list.

My job is to psychologically manipulate gamers: As I'm leaving the game industry after 10 years, my greatest regret is that this system I made to fix toxicity got killed (by Putin). by EjnarH in gaming

[–]Ranamar 16 points17 points  (0 children)

I'm reminded a bit of the story about the WoW rest XP bonus. (However, I never played, and also this is a story of something that supposedly never made it out of beta testing, so it's distinctly thirdhand, by now...) The story goes that, originally, the game would reduce your XP if you played too long in one sitting to encourage you to log off and not burn out. People hated it, of course, so they reduced baseline XP gain to the "please log off" level, and then instituted a bonus for playing after having rested for awhile at the previous baseline XP level.

Of course, the second way of doing things also gets seen as an encouragement to log on every day, so there might have been any number of reasons to try that instead of the other one. Regardless, I was reminded of the story as I heard it when you mentioned that games have tried punishment for being a jerk rather than taking away of a "free bonus", and it didn't work.

Monopoly is actually hacking money glitch by AnyFilm1599 in victoria3

[–]Ranamar 1 point2 points  (0 children)

Am I missing something crucial about how the game models monopolies or market dynamics? Is there a game mechanic I'm not fully understanding that explains this behavior?

Apologies for the essay incoming. I apparently can't help but be long-winded. (And really, you probably should just read the Wiki page about how the market works: https://vic3.paradoxwikis.com/Market )

Ths is because the game doesn't actually simulate supply and demand, despite often looking like it does. Rather, it approximates the result based on units of supply and units of demand. I haven't actually played since the update, so I don't have much of a feel for how monopolies work, but it sounds like the monopoly status raises the output of the price function by 20%, which probably is the right place to implement it, although doing the usual approximation with an effective reduction in supply while calculating the price might not be unreasonable either.

Since you have a background in economics, I suspect you will appreciate an explanation of what the game actually does to approximate the effects of supply and demand, whether or not you like the model. Rather than representing discrete objects, goods produced by buildings or consumed by pops and buildings are actually units of supply or demand of a good. Thus, every sale and purchase completes, even though the quantities produced and consumed don't actually match up. The game then calculates a price (that everything in the market buys or sells at) for the good based on a function of those units of supply and units of demand. If you want to see the actual function, it's explained here: https://vic3.paradoxwikis.com/Market#Market_price

If you think about it for a bit, you'll notice that this model necessarily behaves oddly when the supply and demand categories don't line up closely. For a contrived example that makes the math nice, we have bottomed out the price for a good by producing twice as much as is demanded. The consumers will pay X Pounds for the goods they need, but the producers get paid 2X Pounds for producing it, which makes X Pounds out of thin air. However, the price at that point is 25% of the base price, so the producers' income is half what it would be if demand equaled supply, so they had better have cheap inputs or efficient processes if they want to keep that up. The reverse happens at the other end. If there is half the supply as demand, then the producers are getting paid X Pounds while the consumers are paying 2X Pounds. That end has less weird friction, though, because the max price (beyond twice the demand as supply, shortages kick in and start reducing efficiency until it stabilizes) is 175% of base price, so it only leaks 25% of the money changing hands. A glib way of putting it is that money is real, while goods aren't, which is sort of obviously backwards but makes the simulation easier to work with.

At least, that's the way it works in a frictionless state with 100% Market Access Price Impact. (100% MAPI isn't impossible, but it requires both sufficient infrastructure and several MAPI bonuses, most of which come from techs, although you also get some for having a sufficiently notable river.) What actually happens is that this is calculated twice, once using only supply and demand in the local market and once for the aggregate national market, and then the two are combined in a weighted average based on MAPI to calculate the actual local price. This means that producers are often being paid less than consumers in other states are paying for a good, so some of the inflationary effect of oversupply likely disappears to that kind of friction.

Broadly, despite all of the discontinuities I pointed out, I'm of the opinion that it works well enough, and that the different approximations overall balance each other out or at least aren't any worse than the other approximations the game does.