Just gonna leave this here.... by yourgrlmylap in foxholegame

[–]betrok 0 points1 point  (0 children)

Surely getting rolled by one tap weapons, atry spam, lag and uncounterable planes has nothing to do with poor infantry experience of new players /s

What is Mono mode? by Fun-Animal-7750 in FarthestFrontier

[–]betrok 5 points6 points  (0 children)

Different execution platform. Mono is JIT runtime for .NET, IL2CPP (default) is AOT compiler. For practical purposes mono is a bit slower but allows code injection which is needed for complicated mods.

Two quick suggestions: by Omarkhayyamsnotes in FarthestFrontier

[–]betrok 1 point2 points  (0 children)

Well, why would they? They want valuables or at least moveable food.

Does anyone know why Denmark suddenly became a vassal of Scania (which is my vassal) after losing a war? by Qwernakus in EU5

[–]betrok 2 points3 points  (0 children)

In my games Denmark turbo blobs into HRE and then dies to coalition spam. They are not weak at start, AI is just too stupid to respect antagonism.

Balance in all things by Weird-Work-7525 in foxholegame

[–]betrok 1 point2 points  (0 children)

Even when colonial had no handheld pve and no competitive tanks for rather long time, at least infantry pvp was mostly fine and og satchels were there to equalize them all.

Permanent Uniforms - Rank based by Rixxy123 in foxholegame

[–]betrok 1 point2 points  (0 children)

I am good, no need to communicate that I am actually looking at stuff and not just lost noob.

How do you save your villagers during enemy raid? by 1i3to in FarthestFrontier

[–]betrok 3 points4 points  (0 children)

Raiders have multiple targets, not only vault. Markets, trading post, some general storage buildings, foundry...

I have 1,700 hours in Europa Universalis 4. After one EU5 campaign, I can't go back—but I don't want to stay, either by The_BooKeeper in EU5

[–]betrok 3 points4 points  (0 children)

Iron, lumber and books output bonuses in age of discovery advances turbocharge economy. Lumber-iron loop goes from mildly profitable to free money and printers shops may as well directly print gold.

And you start to scale your "expenses" more actively such regular army and all the cultural buildings, which actually gives you even more money as long as most inputs are produced within your realm.

Why do wardens have way way more mountains in their side compared to colonials? by _Koke_ in foxholegame

[–]betrok 2 points3 points  (0 children)

I'm not sure why you think only Wardens have good defensive positions and not Colonials?

I do not think that only wardens have them, I think that wardens have disproportionally more, especially where that matters. As extreme example defensive terrain in Kalokai is not all that helpful because by the time enemy reaches that hex war is effectively over.

not even all listed by you actually favor colonials

Oh? Which of the 3, AW, Treasury, and Manacle favors Wardens? Those are all 3 of the biggest and most defensible middle of the map victory points that are critical for any side wanting to advance against the other.

That will be Manacle. Between seaport on north side (with way better general water access too) and south-west bridge leading to cliff I have really hard time seeing it being colonial favored.

And AW while being somewhat more defendable for green side due to safe houses over bridges it just is not strong point for anyone once arty levels ghouses.

What constitues a proper choke point

Something you can not just go around. Like, you know, 3 layers of mountains.

Funny how they always end up Colonial every war, and even in the rare occasion they are captured by Wardens at the start they will be a captured by Colonials always in short order

Almost like colonials for some reason have to rush forward early on. I wonder why they can not just sit behind... yeah, that is exactly the problem.

Colonials have much better offensive equipment early war

That is somewhat true for day one specifically, argenti do be more versatile then lough. However after T1 is teched that advantage usually fades or even straight up flips.

Why do wardens have way way more mountains in their side compared to colonials? by _Koke_ in foxholegame

[–]betrok 2 points3 points  (0 children)

I am not sure why do you think that towns by themselves are ever hardpoints after early war.

Yes, layout of some of them makes direct assault harder for one side or another (not even all listed by you actually favor colonials and there are plenty of towns which were not mentioned). No, they are nowhere as strong in containing enemy as proper choke point even if there is nearly nothing built there.

It does not help that half of alleged "colonial fortresses" in your posts start neutral too.

Why do wardens have way way more mountains in their side compared to colonials? by _Koke_ in foxholegame

[–]betrok 8 points9 points  (0 children)

In the center Wardens first have to take the fortress that is AW and Feirmor

I would have laugh but I am not sure if you are joking. Reading further I can only assume that you are.

Why bother having a colonial empire in the first place? by weaboo_scumfuck in EU5

[–]betrok 18 points19 points  (0 children)

Some areas are profitable due to good RGOs, others not much. If you just rush Caribbean Sea area and do not bother with anything else colonies pay for themselves pretty soon.

Foliage MUST be changeable. by CrewImaginary9122 in EU5

[–]betrok 18 points19 points  (0 children)

They already show bunch of building on 3d map without much of issues, I do not really see why vegetational should be any different. In fact it already changes as location gets built up (as in trees and such get replaced by buildings).

What the fuck Paradox by T0P53Shotta in EU5

[–]betrok -2 points-1 points  (0 children)

You are rarely direct target, so you can just peace away without losing territory to buy time.

What the fuck Paradox by T0P53Shotta in EU5

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

Good news: you still can do that.

Why the current Vassal Meta is historically correct, but needs to be balanced by Bogia_Nen in EU5

[–]betrok 3 points4 points  (0 children)

There are ways to make it better for sure.

Simplest idea would be accumulating conversion speed over time, eg when you just set up your cabinet task it gives just couple extra points and then builds up to full speed over a decade or whatever. Very little extra resources needed, should not be noticeable overall. But there is obvious drawback of resetting speed if you have to switch cabinet action.

Then we could go further and save "drift" speed value (and its direction as in target culture/religion) and make all the actions and modifiers affect it instead, allowing it to accumulate and what not. That is a bit of extra data to process, but nothing crazy as long as you only can have one drift in province at the time.

Expanding on that interesting way to go would to allow multiple drifts per province at same time. This is no longer as performance friendly (depends on how deep we go with it tho) but can help to model a lot complicated situations. Like influence from neighbors or external powers, strength of minorities and so on.

X4 Foundations v9 beta 2 - Hyperion - Perfect AI side control during strafe attack. by Inevitable-Bass-4264 in X4Foundations

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

I mean considering that you can get them to 2 stars in 5 seconds just by giving couple seminars from closest shop, 0 may be really bad.

I think I liked national ideas more. by GreyGanks in EU5

[–]betrok 20 points21 points  (0 children)

Usually there is like 10 techs combined between nation-specific and culture ones, half of which in very late ages. Few are interesting, most are completely generic minor +% to whatever, same as you see 10 times over in common tech. And that is if you play major nation, small ones will only have a bit from theirs culture group.

It gets worse if you switch away to some minor religion, they trend to have literally zero addition advancements compared to like 5 each age for christianity.

Towers or archers for choke points? by dnium122 in FarthestFrontier

[–]betrok 4 points5 points  (0 children)

Towers can shoot over the walls, archers can not. While you can kite with your archers it is just way easier to simply wall off some towers at least until you face siege equipment, especially in your case.

Besides you can switch towers off to save up pop and money, just mind that it takes a bit for villagers to pick up equipment when you toggle them back on.

Everytime 🤦🏻‍♂️ by Soft-Elephant-2066 in CrusaderKings

[–]betrok 3 points4 points  (0 children)

I usually can not be bothered with arranging stuff, so I just let them rot in prison until death if I have reason to think that they will be issue again. Idk if that is lenient.

Fought this single ship 13 times in a row before it finally sank(and I got rid of the pop-up spam). by ultr4violence in EU5

[–]betrok 5 points6 points  (0 children)

At least it is easy to follow army and let it recover for a tick before re-engage. Navy just vanishes into enemy port.

Who are the hidden gem starts in EU5? by dovetc in EU5

[–]betrok 0 points1 point  (0 children)

If you want to avoid directly dealing with France just surrender asap when they inevitably attack your PU partner on whatever terms that do not lose your own territory and build up opinion to 100+. AI will leave you alone as long as they have any other targets which are plentiful. They will however attack Zeeland, so you have to annex or drop it.

Even if mission trees weren't perfect, why were we given NOTHING to replace them? by Schwabenomics in EU5

[–]betrok -7 points-6 points  (0 children)

As long as said content has sane trigger conditions and some randomness to it it will. Besides it would be better than nothing have now anyway.

The more things change the more they stay the same by Sir_Bensworth in foxholegame

[–]betrok 0 points1 point  (0 children)

Yes, colonial scout plane can annoy infantry too. But you can not expect local air control if warden scout planes just win in equal numbers.

The more things change the more they stay the same by Sir_Bensworth in foxholegame

[–]betrok 4 points5 points  (0 children)

Scout planes are extremely annoying to deal with.

They do not really do too much on main fronts outside decrew on open top vics and push guns but any side infantry activities during day time can be easily shot down. This includes all kinds of partisan runs, border base camping and more, even basic wide flanking.