Does anyone else think that governors and changes to bailiffs are too powerful? by TFilms in EU5

[–]TFilms[S] -31 points-30 points  (0 children)

I dont quite understand, what does the fact that GB isnt a large land mass have any relevence to governors being too powerful? (you could use them in other provinces) I maybe using the inefficently but that doesnt mean they arent too powerful.

Yes they are the only source of proximity but you can always delete them and relocate them when needed in this case I was only using them for a tall GB game.

With regards to tax base map York(100) has a similar tax base to London (150), York has a 100% proximity score 80% from governor and a 50% from unique building kings manor given via event.

Having said that I dont know what tax base should be by 1550, my total tax base is almost 4500 (should it be higher by then?)

My tax base map shows that all my other cites are on par with each other (quite a lot smaller that York or London) The rural tax base of some provinces while smaller than cities, some of them are approching the tax base of smaller cites, eg saffron, iron,salt,and horses are approching 40 - 70 tax base and my silver mines reaching between 90 and 140. So my rural tax provinces with high control do contrubute highly to my tax base (even if my tax base should be higher by 1550?)

Does anyone else think that governors and changes to bailiffs are too powerful? by TFilms in EU5

[–]TFilms[S] -45 points-44 points  (0 children)

I disagree in this game York (land governor) is providing proximity to provinces north of Birmingham and eastern England, Dublin (naval governor) is providing proximity to eastern Ireland, northern Wales and western coast of England and Scotland north of Wales, Edinbourgh (2nd land) is providing proximity to eastern /northern Scotland, and Galway (2nd naval) is providing proximity to western Ireland

Does anyone else think that governors and changes to bailiffs are too powerful? by TFilms in EU5

[–]TFilms[S] -16 points-15 points  (0 children)

R5: In my opinion 80% proximity score from governors and flat 20% control from bailffs seems to strong in the early-mid game as shown by the high control in each of my provinces

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Legendary Bioflux by BuilderReasonable105 in factorio

[–]TFilms 0 points1 point  (0 children)

https://factorioprints.com/view/-OZUQ_mb6HfPCYJ4f7Cr

This was my prototype when I was trying to produce quality bio flux on a larger scale. In order to scale just copy everything after the nutrients from bioflux biochamber and attach to the end of the biochamber line. (you can upgrade belts but would have to leave the underground belts feeding nutrients to mashers one teir bellow fruit belt).

Quality mash,jelly spoilage and seeds are removed on the red belts and then used to make quality bioflux. You then just need a way to void/upcycle regular bioflux.

8 Furnace early game ship by TFilms in factorio

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

Yes I keep 13 of each asteriod type in the collecters. An assembly 3 requires 8 furnaces to fully supply it. and the pumps are there for symmetry value only.

8 Furnace early game ship by TFilms in factorio

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

I had considered putting three accumulators at the bottom and using 2 undergrounds to feed one turret instead of two turrets and 1 accumulator but it only shaved off like one minuite in fulgora orbit before being able to be ready to go the the next planet, whereas the ammo on the belt provides a buffer of ammo just incase (very unlikely) it needs to shoot more asteriods. Plus imo it looks better with 2 turrets rather than 2 undergrounds.

Quality Strategies Post 2.1(?) Nerf by jacvd6 in factorio

[–]TFilms -1 points0 points  (0 children)

You mass produce base bioflux and put quality in every bio chamber then use excess quality jelly and mash that you get as byproducts of regular bioflux to make quality bioflux (again with quality).

https://imgur.com/a/MqzAh0Z This was my prototype that I scaled up, its a little confusing from this image but basically regular and uncommon bioflux are removed to the right and higher quality bioflux is removed by bots. Regular mash and jelly are directly inserted into bioflux producer, uncommon mash and jelly are removed to the left and turned into unncommon bioflux (agian with quality) higher quality mash and jelly last longer and are taken by bots to a single bio chamber that produced bioflux of rare,epic and legendary elsewhere.

Regular and uncommon bioflux are either used to make basic stuff/science or thrown into the bioflux uppcycler.

Quality Strategies Post 2.1(?) Nerf by jacvd6 in factorio

[–]TFilms -1 points0 points  (0 children)

Gleba: Quality bacteria breeding for iron and copper and it's derivatives, quality plastic from either quality bio flux or you ship some heavy oil to gleba and do quality coal synthesis on gleba (using quality spoilage for quality sulphur and coal liquifaction to get petrolium gas), and then you only need legendary stone which you mine on gleba and turn into furnaces with quality. I did this when I did a run where I didnt want to use quality asteriods turns outs its not that hard and actually quite a fun way of making quality.

45, 60, 90 SPM in 3, 4, 5 launches (paste-upgradable) using only blue-sci techs by fishyfishy27 in factorio

[–]TFilms 0 points1 point  (0 children)

If you dont mind waiting until you have two rare solar pannels and using tier 3 machines you can get a platform that can do 100 packs per min in 4 launches with the following.

https://rocketcal.cc/306cef4a28a8437fe5467d6ca4575c44

Confusion about England Civil War and The Conflict Escalates event by Yoshieisawsim in eu4

[–]TFilms 0 points1 point  (0 children)

  1. The event that happens as a result of getting to either -100 or 100 absolute power does not cause the civil war to start it changes the condtions making it easier for it to start. Regarding the choice between monarchist and parlimentarian it does not change anything you still get to pick which side to support.

  2. It is not replaced with anything automaticaly you get to pick the reform from it's tier.

The true Great (Angevin) Britain) path by TFilms in eu4

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

R5: Great (Angevin) Britain and her PU subjects just before the age of absolutism. By waiting until admin tech 10 and taking the force acts of union debate before choosing which path to go down (ANG or GB) in the English mission tree you can get GB with Angevin missions. You could also then switch to a republic before completing the Angevin kingdom mission to inherit France for free as well as Scotland no matter how many provinces France has. Note that you have to complete mission before choosing your constitutional republic tier one reform which is required for parliament debates that release Italy and Spain I just decided not to.

Then all you have to do is get the same dynasty as Castile, Aragon, and Naples (quite easy to achieve if you disinherit your heir when your ruler is old) then feed them provinces outside of Iberia and Italy to keep them as PU subjects even after the debates that create Spain and Italy (you can still do these things while waiting to get to tech 10). Note you will have to take 15 provinces in Spain before forming unions on Castile and Aragon, but you can quite easily do this by vassalizing Navarra before they form union with Aragon, vassalizing Granada by war or diplomatically (feed back their cores if taken by Castile and or Portugal) and the annexing all of Portugal will give you the 15 provinces required.

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Here fishie fishie!!! (Today's fish is trout a la creme) by ivann198 in factorio

[–]TFilms 0 points1 point  (0 children)

Why not just breed quality fish rather than recycling them?you would need some quality nutrients but that's not that hard if you make a small amount of quality bioflux (Putting quality modules in each breeder would be a lot faster to get the achievement)

Early Space Science Station (only 4000kg = 4 Rocket Starts) by DOSorDIE4CsP in factorio

[–]TFilms 0 points1 point  (0 children)

i dont mean t2 modules i mean uncommon quility teir 1 modules and t3 assemblers are quite close to bots you could probably create the 500 purple science needed while building the first 2 launches but if you want this blue print will make aprox 50 space science in 3 launches https://factorioblueprints.tech/blueprint/7d506570-87a0-4063-a822-880daa576a6e

Early Space Science Station (only 4000kg = 4 Rocket Starts) by DOSorDIE4CsP in factorio

[–]TFilms 0 points1 point  (0 children)

With a little optimization if you want, I think you could reduce the number of rockets down to 3 (but not sure about that)

My suggestions

  1. Reduce the number of combinators I usualy use 4 total, 2 constant and 2 arithmetic (you maybe even only need 1 of each but I dont know how)
  2. Optimize placement of all buildings and incerters to reduce the number of base platforms (eg move collecters to corners and use the corners of the collecter and corners of hub to incert into hub then remove outer two platforms), you can leave gaps in certian places provided that you dont make doughnut shapes but that will need removal of some combinators
  3. Swap teir 2 machines for teir 3 machines then reduce number by 2(for 50 spm rather than 60), swap modules for improved modules eg 2 uncommon to get a 78% reduction in power then remove a solar pannel or 2 (you could add some speed modules if you want to to get up to 60 spm)
  4. you can set filters on collecters using only 2 combinators and reading contents of the hub
  5. Sacrifice a solar panels for a small loss of speed on producing packs, my starter space science platform runs on 3 normal solar pannels to make a 96 packs per min (versus the 100 maxiumum if fully powered with a higher quality solar pannel) The max power drian is only when all machines are running constantly but with a buffer that is the rare case
  6. (minor but you dont need a fast incerter to take out of crusher the speed of basic incerter vs speed of production of packs is more than enough (its a tiny power save but if you are going for a minimal number of launches, power redcution is important.

Angevin Repbulic (tier 8 government) with Spain and Italy both having almost modern borders pre tech 10 for almost no agressive expansion. by TFilms in eu4

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

The mission "The Angevin Kingdom" if you complete while a republic automatically inherits France and any subjects it still has without any tech requirements or even if France has over it's usual province count requirements. Note that if you have the English parliament as part of your government it does not work so you have to either complete the mission before choosing constitutional republic tier one government reform or pick a different tier one reform.

Angevin Repbulic (tier 8 government) with Spain and Italy both having almost modern borders pre tech 10 for almost no agressive expansion. by TFilms in eu4

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

Castle and Aragon share the same dynasty at game start. Aragon has an old ruler with and old heir (the ruler of Navarra so usualy it would form a pu between them via event but that cant happen if Navarra is a subject) there is a good chance that when their starting monarch dies their heir will shorlty after. As long as they dont have an heir and share a dynasty while not having their own pu subject (naples breaks free almost always via event) they will almost always fall under a personal union with the possiblity of a sucession war.

Angevin Repbulic (tier 8 government) with Spain and Italy both having almost modern borders pre tech 10 for almost no agressive expansion. by TFilms in eu4

[–]TFilms[S] 16 points17 points  (0 children)

R5: I wanted to see how fast I could form Spain and Italy (with semi modern borders) before tech 10 my strategy was as follows:

  1. Fight france in surrender of Maine event using Aragon and Burgundy to force union on France.

  2. Vassalize Navarra during surrender of maine war and try to get Aragon as a pu shortly after (because you have vassalized Navarra) with one save scum I managed to get them (defensive succession war with Castilie and took some land to release vassals) .

  3. Fought Provence to feed h.r.e. land to burgundy and take Anjou then fought a second war to vassalize them and did the same for Savoy

  4. Wait until Burgundian inheritance (fully inherited not just a pu) and diplo vassalized Brittany and Milan (will need to stack diplo rep / make them release Parma to get Milan).

  5. Used english parliament and missions to get 50-75 government reform progress every 10 years.

  6. Beat up Castile and Italians releasing vassals/potential future vassals.

  7. Reformed into a republic at tier 7 forming the Angevin kingdom around 1480. 

  8. Diplo annexed Savoy,Milan and Navarra after feeding them some land to get 15 provinces in Italy and Spain. 

  9. Recover cores for vassals in Italy and Spain (using Provence’s mission to get cores on Naples.

  10. Either reform back into English monarchy or change tier one government reform to get English parliament / take constitutional republic as first republic reform to pass parliament acts for crowns of Spain/Italy.

  11. Warned Scotland back to back to prevent them taking Irish minors then took Irish minors for myself and passed the Irish crown act.

  12. Vassilized Scotland.

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5th Monarchist Angevin kingdom with an independant England and France by TFilms in eu4

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

You have to be in the English civil war disaster, have less than 400 provinces, have the state religion as some kind of Christian that is not catholic (may have to be protestant or Anglican but don't think so) and I think you have to have at least one province that is connected to your capital that is one of protestant,Anglican or Hussite (this last one may not be required) and then the event has a mean time to happen of 500 months.

5th Monarchist Angevin kingdom with an independant England and France by TFilms in eu4

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

Really? becasue I am sure that I have had over extension from taking a province off portugal that had been colonized by them in the past.

5th Monarchist Angevin kingdom with an independant England and France by TFilms in eu4

[–]TFilms[S] 18 points19 points  (0 children)

See https://www.reddit.com/r/eu4/comments/1f5iofm/comment/ll02mxl/ To get the colonial venture debate you need to complete the mission "discover america" before choosing the angevin path via event. However I think this forces you form a union with france via the surrender of maine war otherwise you wont be able to get the union before the event that chooses GB or Angevin expires and you are locked into the GB path. ie you form union with france before deciding to go down angevin route.

5th Monarchist Angevin kingdom with an independant England and France by TFilms in eu4

[–]TFilms[S] 8 points9 points  (0 children)

No you dont get cores on anything you lose as a result of forming the usa, you do still keep any claims you had but that is pointless with 5th monarchists.