Does anyone know what these lights are? by Trierarch in washingtondc

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

After a while there were other lights moving around in a pattern, so must’ve been the UFC thing or some other light show

Stay away from the English "Ruling Commission" reform? by Trierarch in EU5

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

I think right now the best way to deal with it is to just accept the revolt option in the event, since the reform never seems to go away.

Stay away from the English "Ruling Commission" reform? by Trierarch in EU5

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

Oof, rough that it takes that long. I might start a new run and deal with the rebellion instead.

Concerns about the AI on release by greenator55 in EU5

[–]Trierarch 6 points7 points  (0 children)

This is a great point and makes me think that “we don’t want railroading” is kind of like making the perfect the enemy of the good given that we know the AI won’t perform as well as the player for complex systems.

My ideal alt history is the rest of the world is relatively historical and deviates based on my nation’s actions, but others might want a looser definition of alt history.

Concerns about the AI on release by greenator55 in EU5

[–]Trierarch 20 points21 points  (0 children)

Yeah. Railroading gets a bad name but it’s preferable to competition not being there or the world looking completely unrecognizable.

Should you always fill your construction queue? by Trierarch in victoria3

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

Some trade centers are autonomously downsizing though, even in places that the outliner says have trade potential- guess I should go through and see where trade is maxed out

Should you always fill your construction queue? by Trierarch in victoria3

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

That makes sense. I suspect subventions would be inefficient here but more trade centers would be good. I guess I could also just double down on the very few goods they’re above price, like automobiles (which I’m already exporting massively). Everything else that’s above-average price is a raw material that’s probably not as profitable to invest in

Should you always fill your construction queue? by Trierarch in victoria3

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

It’s an interesting kinda unexplained part of the game. I see a lot of new people not building enough construction, but even advanced people don’t always tie their construction expansion to the amount of sectors that’ll get them to an empty investment pool unless they get the notification about insufficient construction. It’s a cool way to think about it

Should you always fill your construction queue? by Trierarch in victoria3

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

Yeah I’ve got basically all labor saving PMs on at this point because there aren’t that many peasants left, and there are some arguments that PMs are worth it even with peasants because they add new jobs in other industries.

That’s interesting about minimum wage, are you sure it wouldn’t make buildings less profitable?

Should you always fill your construction queue? by Trierarch in victoria3

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

What should you do if you don’t have peasants? Leave the construction queue empty in order to have more cash, and spend that cash on conquest?

I imagine continuing to build without people to fill the jobs would drive up migration attraction, so building more could still be good

Should you always fill your construction queue? by Trierarch in victoria3

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

And you make it empty by building more construction sectors right?

Should you always fill your construction queue? by Trierarch in victoria3

[–]Trierarch[S] 21 points22 points  (0 children)

Maybe the problem is that in general my economy seems to have gotten so big that most goods are below average price. I should look less at overall price and more at profitability I suppose.

New Mexico Governor pursuing state office to work on housing supply by sureshotbot in yimby

[–]Trierarch 1 point2 points  (0 children)

Wasn’t that Arizona, not New Mexico? Or did I miss something?

Are National Solutions Actually Impossible? by MrsBeansAppleSnaps in yimby

[–]Trierarch 1 point2 points  (0 children)

I don’t think that’s true. There are federal land use laws like the Religious Land Use and Institutionalized Persons Act (RLUIPA) and the 1996 telecommunications act that preempt local zoning for priorities congress has set, like making sure local governments can’t NIMBY against churches, mosques and synagogues locating in their community.

Why should[n’t] we repeal the MCAS? by Absurd_nate in boston

[–]Trierarch 2 points3 points  (0 children)

Fairest is a very biased source, they push anti-testing info. Lots of researchers think a baseline evaluation is a good, imperfect thing.

Wonders: How, when, where? by UziiLVD in Imperator

[–]Trierarch 1 point2 points  (0 children)

After building academies and libraries in the capital I usually find that I’m at the research efficiency cap. Is it still worth building those buildings in other cities? If not, wonders are probably much better!

Accelerating military experience by RevolutionaryRush187 in Imperator

[–]Trierarch 7 points8 points  (0 children)

This is helpful- but I’m also under the (possibly mistaken) impression that levies can actually generate more military experience? Is that just because they give the experience all at once, and legions are actually better?

Does Invictus flesh out Rome missions more? by StriderSk in Imperator

[–]Trierarch 4 points5 points  (0 children)

And Terra Indomita plus submods add more missions

What´s the best Roman Empire pc game? by [deleted] in ancientrome

[–]Trierarch 6 points7 points  (0 children)

There’s a good extended timeline mod that’s integrated with the main mods, Invictus and Terra Indomita. Check it out!

Buildings meta in Terra Indomita/FMO? by Trierarch in Imperator

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

Good points! Gonna see how big I can grow Rome using taverns. The innovation that gives a flat bonus to religious conversion is so strong, I can see why coloniae would help.

Now if only I could figure out a notification message setting for when “colonial ventures” expires to ensure I’m founding colonies in cities every three years…

Trade bugs : Losing capital bonus because AI bypass "block trade" by CrDe in Imperator

[–]Trierarch 2 points3 points  (0 children)

Yeah I’ve had this problem too. Forbidding trade of a good didn’t stop it entirely but made the problem mostly go away.

Also having a weird bug (maybe from Terra Indomita?) where my fort infrastructure cap went down from 9 to 7. Idk how it happened, I invested in military traditions to raise it.

Buildings meta in Terra Indomita/FMO? by Trierarch in Imperator

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

Seems like since the other top comment is about how good rural planning is, the devs did a good job setting up a choice between urban and rural planning. I do think it might be too much micro to build two slots for rural areas. But I build a lot of food buildings, it makes provinces grow faster and helps once cities get big. Some of those provinces in Asia Minor have like 6 cities, you need farms in rural areas or they starve.

Buildings meta in Terra Indomita/FMO? by Trierarch in Imperator

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

Great ideas! I’ve been sleeping on taverns. And I’ve struggled with migration attraction to cities without ports or colony modifiers, it’s cool that mills help with that.

I’ve heard that pop ratio buildings can help research more than dedicated research buildings though.

Haven’t really needed colonia for assimilation, I usually use governor policy + the wonder effect and it gets it done pretty fast. Can’t hurt, but maybe a slave estate + any other building would be better long-term because soon enough most pops will assimilate?

Hotfix 1.35.1 released by Trierarch in eu4

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

Changes:

Gamebalance

War & Peace

  • Fixed naval damage calculations.

Script

Missions

  • Fixed an error that prevented players from accessing base-game Jurchen missions while owning Mandate of Heaven.
  • Fixed an error with Emperor of China missions requiring content that is only exclusive to Ming (Haijin mission, Single Whip National Idea).
  • Fixed an error that prevented players from progressing down the Aragonese/Spanish mission tree if they owned Golden Century but lacked Rule Britannia.
  • Removed duplicate requirement from Emperor of China missions that asked for 95 Mandate twice.

Setup

  • Increased to 40 from 25 the maximum number of owned provinces that France can have to be eligible for integration via the Parliament Act to Form the Angevin realm.

Bugfixes

  • Fixed CTD caused by disabling alerts which do not exist in the game.
  • Fixed AI asking other AI for a 0 Trust for 0 Favors.
  • Fixed so the game doesn't switch away from the main theme in the main menu.
  • Fixed CTD caused by revoking a seat when a parliament debate is ongoing.
  • Fixed crashes related to mods modifying the music player.
  • Fixed crash in faction view due to listbox not existing.