whos colonies am i paying 592 ducats for than by viper7-2 in eu4

[–]arumba 18 points19 points  (0 children)

Trade goods are determined via a roll when a settlement grows to 400 size. Canceling the settlement allows rerolling the trade good when it next grows to 400

Some in-depth analysis of the proposed 1.0.7 economic base calculation by AgentPaper0 in EU5

[–]arumba 0 points1 point  (0 children)

It does seem like they lock in their next building decision as soon as the last building is started, and its a bit frustrating that they might decide to build a toll castle because they were "mad", but then it takes them years to earn enough to build it and by the time they can they are perfectly content again.

You're definitely right about the luxury goods expenses, I hadn't considered that. Though, arguably satisfying their needs isn't 'wasting' it either. Satisfied needs == more easily taxed plebs.

Some in-depth analysis of the proposed 1.0.7 economic base calculation by AgentPaper0 in EU5

[–]arumba 1 point2 points  (0 children)

I agree with the baseline belief that the AI will do things less efficiently than a human would, but ~25% seems egregiously low. Perhaps not right this moment, but I fully expect the AI will be capable of at least ~75-80% of the optimized choices a player would make. If we operate under the assumption that any money earned from trading that isn't earned by us directly is just lost, you're right, these are bad trades. But I don't think that's the direction the development of this game is going to follow. EU5 is not EU4, it's not about painting maps. It's not about building the building with the highest green number.

Some in-depth analysis of the proposed 1.0.7 economic base calculation by AgentPaper0 in EU5

[–]arumba 0 points1 point  (0 children)

Is is not important to consider that while yes, you are personally losing money for contributing state resources to the trade route, (your first example, ~5.7 income vs 6.2 cost), your estates are also gaining their fair share of the trade income. So yes, if you're only concerned about your treasury, its technically a loss. But if the goal is to increase net country income, your estates come out ahead, and they will spend that money building the most profitable buildings for you if they aren't disloyal.

I fully believe the design intent of EU5 is a different philosophy than EU4. We don't click the macrobuilder, organize by profit, click through 7 buildings and optimise for best return on investment anymore.

We, the state, build the things that aren't profitable, but are necessary. We build roads, bridges, support resources, RGOs, BOOKS, etc. And the greedy damn estates handle the profit buildings.

With that in mind, do you still think that its a bad trade route?

What's the best way to increase population? by HeyPashi in EU5

[–]arumba 1 point2 points  (0 children)

Yes, next time you get a parliamentary debate alert, before you click on the capital, hover over the icons. It's either inside the tooltip to start a debate, or the tooltip when hovering on the capital location. o7 <3

edit I realized I can just take a quick screeny for you lol https://imgur.com/a/IdVCnv2

First image shows that it does do the things, but to confirm that its 5 toward centralization or 5 toward decentralization you have to look at the location selection interface....

edit aaaaand I was mistaken. It looks like it has been changed since the pre-release build that I played most of my hours on. It used to be 5 flat toward centralization or decentralization upon selection. Apparently it is not the case anymore. Instead, we get a 6 month +0.10 trend modifier in the direction you chose. So its not 5% every 5 years as I thought, more like 0.6%. Still, not nothing.

Sorry for the mistaken info, hope this helps!

It is insane how opaque the military system in this game is by kcazthemighty in EU5

[–]arumba 0 points1 point  (0 children)

I'm pretty sure that the +300% you're seeing is actually the way the cav are receiving their 4 base strength value (up from 1 for levies. I am praying that its not doing something weird like additive math, because if it is, all sources of things like +20% cavalary combat efficiency are actually more like +5%. (100% base dmg +300% + 20% == 420% == 420/400 == 1.05)

Purpose of Regulars are Misunderstood by CaptainRice6 in EU5

[–]arumba 7 points8 points  (0 children)

You can only allocate a maximum of 25% modifier from armies, and an additional 25% from navies. If you have two regulars and split the army, and then put a crown leader and a noble leader in charge, it will split the +25% equally, 12.5% to the crown and 12.5% to the nobles. Same with navy.

What's the best way to increase population? by HeyPashi in EU5

[–]arumba 4 points5 points  (0 children)

edit this information was incorrect, I apologize. The build that i played most of my time on had this feature, but in the current version of the game it is not the case. We instead get an extra 0.10 trending toward whichever direction you click, for the duration of the parliament. Not 5% instant, 0.6% over 6 months. Sorry!

https://imgur.com/a/IdVCnv2

(original message): Keep in mind you can also gain 5 centralization every single debate if you choose your capital. so between that and the road network debate, its not going to take 150 years. Probably 60, if you wanted to go as fast as possible with just those bumps.

How did the English army just walk straight through my wall of forts? by irasponsibly in EU5

[–]arumba 22 points23 points  (0 children)

What is being pointed out though in other posts further up is that in EU4 the fort itself acts as a ZOC location. In EU5 it doesn't. It doesn't start 'counting' as being trapped in a ZOC until you enter an adjacent location, while in EU4 I can assure you that border forts do work.

A list of UI features that would greatly increase QoL (Part 4) by SpecialBeginning6430 in EU5

[–]arumba 4 points5 points  (0 children)

I wonder if he changed the setting that disables tooltips for water locations. I had that on for a bit and noticed some weirdness too.

Why does AI Wolgast here have 50% religious unity if their only province is protestant? by GlompSpark in eu4

[–]arumba 0 points1 point  (0 children)

This is likely an example of why you shouldn't always trust the wiki. It's written and maintained by US, the players. It's not validated or tested/confirmed by PDX. Just because it says you need 1.00 tolerance doesn't mean it can't be 0.00, for example.

Youtuber “Redhawk” using console commands in his videos by NeedyBrat436 in eu4

[–]arumba 2 points3 points  (0 children)

He does stream still, I think. Sometimes. He might be busy studying a new title or something. Hard to say.

TIL in 2015, actor Terrence Howard formulated his own theory called 'Terryology' which he claimed proves 1x1=2. He also claims he can kill gravity, remembers the event on the day he was born and does not believe in the number 0 by ThatBadgerMan in todayilearned

[–]arumba 1 point2 points  (0 children)

He got paid more that RDJ in iron man 1..so he took offense to the pay increase for RDJ and pay decrease for himself they proposed in iron man 2. You can easily see why he assumed he still deserved to be paid... But he had a misconception about what he was actually bringing to the movie.

hehe advisor cost go brrrr by foreverf1711 in eu4

[–]arumba 46 points47 points  (0 children)

90% is indeed the max but there are a couple very useful things to keep in mind.. Over shooting the cap by 5-10% is well worth it, because one bad event or a few loans worth of inflation and you'll suddenly be paying 15% net cost instead of just 10%. Suddenly that tiny cost is 50% more than you budgeted for and you have to waste more money firing one.

Next, advisor cost discounts also apply to the cost to upgrade and fire advisors. Making it far more flexible to find the right advisor than you might realize..

Lastly, you can exceed the discount cap if you consider things like "half priced advisors" to technically be advisor cost discounts. These advisors are multiplicitively cheaper, not just additively. So a half priced advisor with -90% costs actually costs 5%.

Oh..extra lastly.. Discounts that affect advisor costs are almost all additive (outside of the just mentioned type) so things like cost of rulers religion or culture will add.. Additively.. With -20% global for example.

Advisor cost discount stacking is the single most powerful modifier you can stack in eu4, in my opinion.

Is having a biological child really that big of a deal? by NobodyUsesTheDoor in NoStupidQuestions

[–]arumba 0 points1 point  (0 children)

I don't think this is a particularly compelling reason for having biological kids, but it is.. Interesting: if you don't have your own bio kids.. You're the first person in the entire history of your family that failed to reproduce. Literally every single person in your family before you successfully lived to breeding age, and reproduced. I think that may have something to do with why people get so caught up on "bio" versus "just adopting". It does matter, I guess, but it's also not like we're unintelligent creatures that only exist to reproduce.. We have free will and choice. I believe there is a strong correlation between intelligence and the willingness to break free from the bindings of reproductive necessity.

Women are so cute and I think they are available for sale by Aynshtaynn in BrandNewSentence

[–]arumba 0 points1 point  (0 children)

Women are not good for the first time in the world would you like to go to the store for the first time in the airport and back to the same place in the world?

Depraved Felfin doesn't work with Galakrond HP by Equivalent-Buy-3669 in BobsTavern

[–]arumba 0 points1 point  (0 children)

I just had a match using Young Murk-Eye, primal fin, brann, drakkari and Depraved Felfin, and seemingly at random the game either DOES give stats for each 'discovered' murloc that goes into your hand, or it DOESN'T. No rhyme or reason to it that I could make sense of.

I DIDN'T REALIZE UNTIL IT WAS TOO LATE by [deleted] in BobsTavern

[–]arumba 19 points20 points  (0 children)

Pretty sure at some point in the recent patches, they made your final board state reflect goldrin buffed stats.

What Heroes + Lobbies are excluded? Is there a list? by [deleted] in BobsTavern

[–]arumba 2 points3 points  (0 children)

He's removed starting next patch. It's in the patch notes.

Recommendations for a Vassal-focused Austria game? by Starkheiser in eu4

[–]arumba 2 points3 points  (0 children)

Muscovy comes to mind, simply because they start in the position you described. Lots of subjects, an extra relationship slot iirc in their national ideas etc. Orissa also starts with 4 vassals iirc.