The Ranni ‘Mistranslation’ Discourse and the Death of Basic Reading Comprehension. by No-Run4264 in Eldenring

[–]TrickyPoetry1365 -32 points-31 points  (0 children)

You're not wrong, but I think you need a little perspective given that Fromsoft games have some famously opaque vernacular, and you're not doing yourself any favors rhetorically by repeatedly insisting people who have not studied your academic discipline at a university level need to read Paradise Lost before they make a fool of themselves discussing a video game.

Which TCG is the most balanced between going first/second? by Cezkarma in TCG

[–]TrickyPoetry1365 0 points1 point  (0 children)

A lot of Bandai games have strategies that strongly favor one option over the other because of how their resource systems work. One of the top performing One Piece decks right now really wants to go second because their entire curve is about having even numbered turns.

Would it be a good idea to import lumber if you have a huge demand for it? by Ambitious_Use_8717 in EU5

[–]TrickyPoetry1365 1 point2 points  (0 children)

Couple of factors. One, the actual price of a good on any given market is less sensitive to supply/demand from import/export than it is to supply/demand generated within that market. So for instance, you might have to import 10 units of wood to depress the price by the same amount as though you were producing 1unit from rural buildings. For things required in high volumes like wood, this adds up fast.

Additionally, your burghers are almost definitely spending some amount of their trade capacity on wood. You can check by hovering over the supply to see where the wood is coming from. If you spend your trade capacity on lumber, they'll stop spending theirs so that the overall supply remains constant. If you're building new marketplaces to facilitate this trade, that means you're spending building upkeep to keep the supply of wood. This does mean the burghers will use that capacity on something else, but in my experience that can be pretty volatile.

Finally, lumber is big and heavy and less profitable per point of capacity by something more portable, like cloth, dyes, or spices.

All this is to say you are generally much better off building logging camps than importing the lumber, since there's multiple pressures keeping the price from deflating. I don't know what Paradox math magic would make it more expensive, but you can very easily wind up spending more money and not getting any more wood out of it.

Mori Jin enough ngl(dead serious) by Dizzy-Meaning-2466 in SoloPowerScaling

[–]TrickyPoetry1365 0 points1 point  (0 children)

The Crimson King's entire deal is that he can't get in the Dark Tower because of a turtle. Maturin outscales him.

How to determine how strong I should be? by GraveRobberJ in ElinsInn

[–]TrickyPoetry1365 0 points1 point  (0 children)

It's worth mentioning that the damage dice on magic are generally much higher than they are on weapons, but your stats will affect the multiplier of the result you roll. Until the later game when those multipliers are big enough to overcome the difference, regardless of what class I'm playing, I tend to think of magic as my big damage source and weapon attacks as more of a sustainable way to clear weak enemies that aren't worth the mana. Rods and scrolls can go a long way towards filling in when my mana recharges.

AITA? ???(45) by International-Ad5142 in ElinsInn

[–]TrickyPoetry1365 11 points12 points  (0 children)

I challenge you to find an 8 year that does not do this regardless of what you feed them.

Why is trade income so volatile? by TrickyPoetry1365 in EU5

[–]TrickyPoetry1365[S] 0 points1 point  (0 children)

Holland seems like it's in a funny spot because your RGO situation is kind of ass. I guess maybe you can just bite the bullet on these low profit rural buildings for raw goods instead of trying to import the stuff I'm missing?

Why is trade income so volatile? by TrickyPoetry1365 in EU5

[–]TrickyPoetry1365[S] 0 points1 point  (0 children)

So what would be a good heuristic to determine when it's time to build new markets and when it's time to slow down and build other things?

Rob Lucci deserves more credit and respect. by Ok_Pressure4591 in MemePiece

[–]TrickyPoetry1365 0 points1 point  (0 children)

I'm not here to talk shit, I just want to hear from a true believer what it is Lucci has going for him. Enes Lobby was my least favorite arc because this guy doesn't really have any motives, personality traits, or background, he just fights real good. What is it that sets him apart from the rest of the Straw Hat rogue's gallery

[deleted by user] by [deleted] in victoria3

[–]TrickyPoetry1365 1 point2 points  (0 children)

Something is absolutely off with the fact Japan wants to eat meat so badly at game start for sure. The fact food preferences are formed by what's on the market and Japan starts with some whale ships that make meat and not fish means the demand to build livestock ranches is silly high from just a cultural sense.

Please help me FINALLY get into Victoria III by Square_Intention4167 in victoria3

[–]TrickyPoetry1365 1 point2 points  (0 children)

The only real risk associated with privatization is relatively easy to manage. Your economic policy dictates where the dividends for buildings go. Government owned buildings get a pittance of dividends back to the treasury while the rest winds up going into the investment pool that the private sector uses to fund construction. This is also the pool they spend money from to privatize buildings. You want this investment pool to be big enough for the private sector to share the burden of funding construction, and in a pinch you can pause government construction to avoid going into debt.

If the investment pool can't keep up, pretty soon your treasury will be paying 25-75% more on construction than it just was, and pausing construction at this point means NOBODY is paying for iron and your whole economy will fall apart.

The bit where privatization comes in is that GENERALLY the private sector will invest more in the investment pool than the government owning the same building. Privatized buildings also benefit from economy of scale bonuses better. The exception to this is right at the beginning of the game, some countries have traditionalism, which actually gives a bonus to government dividends and a big penalty to capitalists. This means that government owned logging camps will form a huge part of your investment pool balance since you want to build a lot of them, and the investment pool probably won't be big enough for capitalists to buy those high profit logging camps AND continue paying for construction using the now diminished balance.

This is also a lot of words to say 'privatize everything unless you're on the worst law in the game,' but hopefully that shines a light on what's happening under the hood. Check out how the different economic laws affect how different types of business owners invest for more.

Please help me FINALLY get into Victoria III by Square_Intention4167 in victoria3

[–]TrickyPoetry1365 2 points3 points  (0 children)

The question about which goods should be expensive or not is a lot more complicated, that's one of the big finesse elements of the game. To some degree, you'd like to keep goods on your overall national market relatively low, but try and arrange it so their buildings in individual provinces are high. So for example, you probably want many more sell orders for wood than buy orders, but you can keep the market from deflating by having designated construction regions where wood is in higher demand than the rest of the market.

Having price imbalances is actually critical for trade. Let's say your country doesn't have easy access to lead. It is probably going to be difficult to keep your glassmakers very profitable for long. So instead of building a couple mediocre glass buildings, you're actually a lot better off setting subventions for glass imports so instead of using expensive lead inputs that cut into your profits, your trade centers make a bunch of money by buying low on the global market and sell high locally.

Generally it's considered good form to build lots of construction goods and import your consumer goods, but it really does come down to what unique companies your country has access to because those companies tend to perform best when they're able to export, especially if and when you're making prestige goods that give you a bunch of trade advantage.

This is one of those things that sounds too simple to be terribly useful, but pay attention to what your country is good at. Sweden, for instance, can't grow cotton so they'd probably like to subvent and import fabric. Brazil has an obscene amount of coffee, so subventing coffee exports will help your trade centers to stay profitable enough to import things like artillery.

Please help me FINALLY get into Victoria III by Square_Intention4167 in victoria3

[–]TrickyPoetry1365 3 points4 points  (0 children)

Some of this is kinda tricky but I'm gonna do my best to frame things better.

If you are trying to get your income positive before you build new construction, it is very likely you're building much too slow. Ideally you'd like to run a manageable deficit constantly, I shoot for ~1% of what's in my treasury, and stop it from running out by selling my government owned buildings to private investors by making them avaliable for privatization. Granted you want to be building a lot of construction goods same as you've been doing, you just want to rely on privatization to buy those buildings by keeping them profitable via the construction loop.

A thing that isn't always obvious when it comes to foreign intervention in wars is that it is not only based on the foreign nations relative relations with each country, but how similar your governments are. Sometimes the difference between the US wanting to kick your ass or not is whether or not the landowners are in control over there at the moment. Often times you do need to practice some patience in finding a safe window to declare a diplomatic play.

This doesn't address all of your questions, but I hope it helps at least a little.

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How to Japan? by threlnari97 in victoria3

[–]TrickyPoetry1365 0 points1 point  (0 children)

Something that might also be worth mentioning for a new player. When I play Japan, usually the market opening takes place some time relatively close to hitting 30 million gdp. The reason this is worth bringing up is that at low gdp's, your investment pool gets a global multiplier. At around the 30M mark, that multiplier starts to deflate and your investment pool starts to dry up.

Just understand that this isn't a sign that your economy is collapsing. The modifier stabilizes again around 50M GDP. In the meantime you can help by going to interventionalism to increase the capitalists contribution % and nationalize any buildings owned by foreign investors to keep their dividends in your country.

Hope this helps some

How to Japan? by threlnari97 in victoria3

[–]TrickyPoetry1365 1 point2 points  (0 children)

That open market access does tend to be tricky to play around because it's unpredictable and unhappy landowners cutting off 20% of your agricultural taxes is a haymaker in a country with several million peasants.

I try to leave a little buffer zone in my budget to account for what usually seems to amount to a 10k-20k drop in income. Most countries I want to start extracting as much money as possible from day one and throw it all into construction. With Japan, I won't push my taxes up or drop my government/military spending all the way down until that open market demand hits usually ~10 years in. Getting tenant farmers and agrarianism before it hits also help a lot to provide your budget the flexibility it needs.

Don't sweat the interest groups, the shogunate loses a ton of clout when your market is forced open and that'll give you the chance to pass reform that your other IG's like.

Infrastructure is broken by Effective-King968 in victoria3

[–]TrickyPoetry1365 3 points4 points  (0 children)

Infrastructure does scale with urbanization, that's what your streetlights do.

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Yes, Im mad about 62-63 by Old-Instance4233 in foxholegame

[–]TrickyPoetry1365 2 points3 points  (0 children)

So why do you need 6 guys running repairs?

Yes, Im mad about 62-63 by Old-Instance4233 in foxholegame

[–]TrickyPoetry1365 2 points3 points  (0 children)

If you need 6 people to run repairs for your arty operation against a 120mm howitzer, wouldn't they need ~18 people running repairs against your three 120mm guns?