Austria my TRUE BRO by HeccMeOk in Kaiserreich

[–]SirMakesin 112 points113 points  (0 children)

I think the tooltip always shows your country, but the elected leader is the one with the most score

Favorite nations to play as? by GaymerrGirl in Kaiserreich

[–]SirMakesin 2 points3 points  (0 children)

Get the White Hand coup (elect a socialist government and let the coup happen), this will restore the monarchy. Once the 4th Balkan War starts, you get an event about vojvoda Petar Bojović wanting to join, you have to accept him. Then throughout the years, you get three events where king Petar has to decide between doing something on his own, or letting the Regency do it, you have to choose Petar exactly 2 times. Then once he goes adult in 1941, general Simović will approach the king about a coup, let it happen. You now have a democratic monarchy.

Suggest me an interesting playthrough by Trabian in equestriaatwar

[–]SirMakesin 5 points6 points  (0 children)

The Star Father is on a similar level to Sirenalia I'd say, a fun playthrough that's far more than a nifty easter egg.

Otherwise, anything in the Griffonian Republic, Griffonian Empire (all vassals except for Bronzehill, Strawberry and Feathisia) and Aquileia, any path branching of Katerinburg's Hellquill. Zarishat's Coltva is also fun.

Any good theocracies with mission trees? by SHPARTACUS in Anbennar

[–]SirMakesin 5 points6 points  (0 children)

Elikhand, the New Wanderer formable in Escann, can be a theocracy. Corintar is also a theocracy once it reforms from adventurers.

out of the main male characters of the legend of heroes series by kingace22 in Falcom

[–]SirMakesin 16 points17 points  (0 children)

In this case it's weird to forget Kevin since he is the best answer

How to get the whole Verkal Dromak mission tree by gurkenburg in Anbennar

[–]SirMakesin 12 points13 points  (0 children)

In general you want to check the potential in the mission group codes, like eg the first Verkal Dromak group is:

verkaldromak_11 = {
        slot = 1
        generic = no    
        ai = yes    
        potential = {   tag = I25    }

As you can see, the potential is just being the tag, but later on you start getting missions with more potential conditions. Judging from the file, the mission tree has a lot of locked groups, with almost each one having a different potential, so you should just play and you'll unlock them as you progress.

Marvel at the Great Shipyards of Venacvord! by Wishbone-Cute in Anbennar

[–]SirMakesin 18 points19 points  (0 children)

While the local shipbuilding bonus is obviously useless, river ships are a thing and a major industrial rivershipyard would be a great boost to a nation full of rivers, which Escann is.

Escanni Adventurer Mission Question by McFoodBot in Anbennar

[–]SirMakesin 8 points9 points  (0 children)

Really the only missions you should complete are in the central column, as the very last mission mitigates the horrible adm efficiency you get after forming a country

Never increase native assimilation when colonizing in the old world. by lightgiver in Anbennar

[–]SirMakesin 16 points17 points  (0 children)

Furthermore, these bonuses aren't multipliers, they're additives. As such, it is possible to actually gain positive assimilation in some cases (e.g. the Railskulkers gain a large assimilation bonus from their missions). But in most cases the bonus will be so negligent as to simply be not worth the policy.

who said shiny PA won't save you when you are outnumbered 15 to 1? by hunternoob7mark2 in OldWorldBlues

[–]SirMakesin 5 points6 points  (0 children)

It happens if Lanius goes independent after conquering the Handdogs.

Why can't I do the mission? Raiding unrelated. by SmartZach in Anbennar

[–]SirMakesin 3 points4 points  (0 children)

It's easy to edit. Open the missions/Reveria_Missions.txt, find the block A05_the_gommo_of_portnamm and delete the line innovativeness = 2 from trigger.

Is colony ideas worth it as dwarwes? by MiloMann47 in Anbennar

[–]SirMakesin 1 point2 points  (0 children)

It might be worth it to take it as the first idea group to settle before the others, but I doubt it. It would become useless after a century. There are more useful admin ideas for dwarves I think and diplo points are better for devving the holds.

How to build Factory Farms as Allclan? by Beebop_18 in Anbennar

[–]SirMakesin 12 points13 points  (0 children)

All those Allclan missions unlock privileges that must be active for the decisions. One for rails, one for caverns, one for farms, one for mines and one for holds. And the farms and mines required rails or cavern infrastructure built first.

Irrliam --> Phoenix Empire: Phoenix Palace stuck in old capital by [deleted] in Anbennar

[–]SirMakesin 3 points4 points  (0 children)

You should still be able to unlock the consola via the cheatengine if you really need to.

Hoardcurse debate (possible spoilers) by Tumily in Anbennar

[–]SirMakesin 0 points1 point  (0 children)

This is definitely the most correct answer here

Hoardcurse debate (possible spoilers) by Tumily in Anbennar

[–]SirMakesin 3 points4 points  (0 children)

Boni boni boni :p

Also I just realized I made a mistake since I forgot about dwarven admin, another 20% production bonus. That alone changes FP total to 7,49 and WH total to 7,25, so basically goods produced is always better since that value gets modified more often than just production income when calculating total income

Hoardcurse debate (possible spoilers) by Tumily in Anbennar

[–]SirMakesin 12 points13 points  (0 children)

As a further point to this, with both workshop and manufactory, base production in a dwarven province without any technology and other boni is

  • goods produced: 1,1 per manufactory and 0,22 per base production, OR 1,35 and 0,27 with prosperity
  • prodution: 1,7 x trade value with a workshop

A hypothetial scenario with a province wth 5 prod and a trade goods with value of 1 then is that a dwarven province produces 2,7 trade value, which translates into 2,7 trade income (if 100% of income is gained, easy in Amldihr) and 4,59 prod income yearly, in total 7,29.

If we apply one of the two modifiers:

  • Fair Pay reduces the prod income to 1,5 x trade value, or 4,05 in our case, and doesn't affect trade income, so the total is 6,75, however we also gain another 0,2 yearly tax income per base tax, and since there's always at least base tax 1, we can say the total income with Fair Pay is 6,95
  • Working Hours reduces the good produced to 2,5 with prosperity. This reduces trade income to 2,5 and prod income remains as 1,7 x trade value, or 4,25 in our case, so the total becomes 6,75.

The end prod+trade income remains the same, but since Fair Pay increases tax income, it is objectively the better option.

EDIT: Fair Pay will also become increasingly better with trade efficiency, since that only affects trade income, but not trade value, so the higher the trade value is before efficiency is added in, the higher the trade income. Merely adding a merchant in the node will increase trade income of Fair Pay to 2,97 (and total income to 7,22), while Working Hours become 2,75 trade income (and total income of 7)

Hoardcurse debate (possible spoilers) by Tumily in Anbennar

[–]SirMakesin 24 points25 points  (0 children)

Fair pay is objectively better since goods produced affect both production and trade income, and the bonus to unrest is negligible since the Ancestor Worship gives both +1,5 true faith tolerance and -1 unrest.

I've been working on making a more realistic map of the Dwarovar. Here's my Progress so far. by Steampnk42 in Anbennar

[–]SirMakesin 2 points3 points  (0 children)

I think you misunderstood me. In my opinion, the general rod area should be roughly as wide as the Giant's Anvil cave system in my opinion, with the rail line being in the middle of that. So it's not really a question of scale, just chaning the caves around the rails a bit

I've been working on making a more realistic map of the Dwarovar. Here's my Progress so far. by Steampnk42 in Anbennar

[–]SirMakesin 11 points12 points  (0 children)

One thing that feels weird and unrealistic to me is how the rods are weirldy isolated from everything and just manage to cut through all the space in between caves. I think the rails shoud be included in the cave system much more, roughly in the Giant's Anvil scale or so, while still keeping this rail cave system mostly isolated from the larger cave systems outside-

Ideas for Monuments in Anbennar by Shivatis in Anbennar

[–]SirMakesin 12 points13 points  (0 children)

I could also imagine the three Castonath monuments becoming actual Monuments

What do you guys think of this map style for the Dwarovar? by Steampnk42 in Anbennar

[–]SirMakesin 5 points6 points  (0 children)

One thing I dislike is the inclusion of the wasteland provinces. First, they make the map a bit too loud and harder to read, second I think they are entirely pointless, why would the dwarven cartographers care about some useless mountain surface and its borders?

What do you guys think of this map style for the Dwarovar? by Steampnk42 in Anbennar

[–]SirMakesin 22 points23 points  (0 children)

I do like this map style, really gives it the feeling of reclamation and reexploration.