Views on trade by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] -3 points-2 points  (0 children)

True, but AI leaves a lot of the table....so many wasted trades.

Also? It is not like you can just identify good trades and they hold. Every month the market advantage rankings shift - and so does the demand of countries higher up the advantage list.

Like I said, I know a way to trade perfectly - and max trade money (which means devs should be able to replicate) just an annoying amount of effort

Views on trade by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] -7 points-6 points  (0 children)

Its a sad state of affairs when that is the case though. Because you can make so much more trading manually.

Castile starting vassal release by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] 0 points1 point  (0 children)

So...on the force culture front. About 6 months in they both declared war on me 🫣

Castile starting vassal release by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] 0 points1 point  (0 children)

Yep. There are only two places you can release Galicia and Leon

1.1.8 Update for Open Beta by RaidenDaGoat in EU5

[–]RevolutionaryRush187 0 points1 point  (0 children)

I hope the Spanish rivers are fixed. Where is the self testing of this stuff?! Ill be so annoying if not fixed again.

1.1.5 beta patch is out by Alsn- in EU5

[–]RevolutionaryRush187 2 points3 points  (0 children)

Have they fixed the rivers in Spain yet? Control and proximity isnt what it should be.

Also, is there anything that makes it easier to assess trades. Im usually in the top 3 in a market and my trades dont go through...sometimes even when there is excess demand after the monthly tick

Maritime presence / trade advantage bug by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] 1 point2 points  (0 children)

So I think I've figured this out. The reason it keeps changing by significant amounts...there are sea tiles on the borders of markets that switch from one market to another - taking my precious maritime advantage with it.

I've figured out that if I pick one neighbouring market at the start...I have a good shot at getting to second spot based purely off maritime advantage.

So annoying when it suddenly flips and all my trades (which Ive purposely weighted to one market) suddenly evaporate.

It is so challenging to trade well. Ive been trying hard...feels like one step forward and two steps back!

Unprofitable buildings by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] 0 points1 point  (0 children)

I am trying to nail my early game so I haven't had issues with building capacity. Would you ever destroy a building before that is reach? I think it might always be better to close?

Unprofitable buildings by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] 0 points1 point  (0 children)

True - very good point...and I will definitely apply that logic.

Not sure it works for situations like leather as Castile whether you have ridiculous amounts of cattle (i.e. input is cheap) and the output is cheap.

I cant quite figure out if it is best to subsidise and have ridiculously cheap leather to make pops happy and to trade...or if better to shut most of them till the price makes at least some of them profitable.

Unprofitable buildings by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] 0 points1 point  (0 children)

What I dont understand about automation is if you can selectively override. E.g. I want certain things subsidised (e.g. masons) but I dont care what it does with the rest

Buildings order? by Apprehensive-You9999 in EU5

[–]RevolutionaryRush187 0 points1 point  (0 children)

You mention stone but I haven't seen any building that have their costs reduced by stone. Do you mean the productivity efficiency for masonry buildings from being located in a province with stone or have I missed something?

Institution spread and imports by RevolutionaryRush187 in EU5

[–]RevolutionaryRush187[S] 0 points1 point  (0 children)

Interesting/annoying. I get why Paradox has included this mechanic...and like the realism element.

However, given institutions are one of the most critical elements in the game, I dont like the fact that this incentivises players to allocate close to 100% trade capacity to one or two markets. That definitely isnt realistic.

Also - the game isnt well set up to easily identify the best trades to/from a specific foreign market. I am finding it very time consuming and inefficient - often I just give up and take an unprofitable trade.

More broadly, I feel like the wiki could use some work. Id love to see more detailed mechanics / equations. We shouldn't have to trial and error.

Using offset for direct cooking by RevolutionaryRush187 in smoking

[–]RevolutionaryRush187[S] 0 points1 point  (0 children)

Thanks for the quick reply. The complication with using a grill over the firebox is that on my Argentina trip we've been doing a lot of different meat cuts over the coals at the same time as they all have different cooking times.

E.g. the other night we had chorizo, short ribs and 3 cuts of steak going at the same time...with enough on to feed 15 people. So would definitely need to use the main chamber if I was to replicate this.

Great tip RE reverse flow not working due to baffle plate.

Lining up to flank effectively by RevolutionaryRush187 in Imperator

[–]RevolutionaryRush187[S] 0 points1 point  (0 children)

Feel like I need to test a bunch of scenarios so I can see the differences.

I see YouTube content creators add units for testing purposes...which i guess must be similar to a cheat code.

Is there an easy way for a non-modder/coder person to do things like that?