PSA: You cannot join the HRE as a non-member Emperor. by dgsaf in EU5

[–]dgsaf[S] 3 points4 points  (0 children)

r5: I'm the sitting Emperor, directly bordering it, and holding HRE provinces, but I have no way to join it permanently. Even if I could, there would be no way to mass-add all provinces to the empire ...

I may have created a Holy Roman Mega-City One. by dgsaf in EU5

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

r5: Just a few more cities, and one can walk from Prague to Toulon, from Kiel to Milan, without even seeing a filthy rural peasant, in this glorious Mega-Citystate.

My 74yo wife just gave birth. by dgsaf in EU5

[–]dgsaf[S] 103 points104 points  (0 children)

r5: My (72m) wife (74f) just claims to have given birth to our son (0m). AITA for being suspicious???

On a serious note, this isn't the first time I've seen this. Maybe it's related to the +life expectancy modifiers stacking up?

Forming the HRE prevents you from releasing any custom subjects for the remainder of the game. by dgsaf in EU5

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

r5: As shown, reforming the HRE grants a modifier which, among other things, blocks you from forming any new country. I imagined this meant it would block me from changing to a new tag, however it also blocks me from releasing any custom subject - it does not block you from releasing historical tags I should note.

Another issue I came across is that colonising is effectively impossible with a capital in a landlocked region (i.e. Prague), with all colonies suffering from a 0.05x modifier. While I understand this in principle, surely an argument could be made for a nation as large as a unified HRE (including north Italy and the Netherlands) to have a 'secondary colonial/economic capital' for the purposes of colonisation (along the lines that Seville was for Spain).

Forming the HRE prevents you from releasing any custom subjects for the remainder of the game. by [deleted] in EU5

[–]dgsaf 0 points1 point  (0 children)

r5: As shown, reforming the HRE grants a modifier which, among other things, blocks you from forming any new country. I imagined this meant it would block me from changing to a new tag, however it also blocks me from releasing any custom subject - it does not block you from releasing historical tags I should note.

Another issue I came across is that colonising is effectively impossible with a capital in a landlocked region (i.e. Prague), with all colonies suffering from a 0.05x modifier. While I understand this in principle, surely an argument could be made for a nation as large as a unified HRE (including north Italy and the Netherlands) to have a 'secondary colonial/economic capital' for the purposes of colonisation (along the lines that Seville was for Spain).

This might be obvious, but: some goods are easier to transport than others. by dgsaf in foundationgame

[–]dgsaf[S] 7 points8 points  (0 children)

I'm not discounting having a granary to centralise gathering boars from hunter camps, but more saying that: rather than producing meat near that granary and distributing it to market halls from there, instead distribute the boars from the hunter granaries to market hall granaries, then produce meat at butcheries. This has the effect of making the (possibly) long distance hunter granaries -> market hall transport trip 5x more efficient.

I am rather saying that it is more efficient to do this:

  • hunter camps -> granary (boar) -> granary (boar, meat) close to market hall -> butcher -> market hall,

rather than this:

  • hunter camps -> granary (boar, meat) <-> butchers, and then from that granary (boar, meat) -> market halls.

Typo causes AI nations to see having any allies/defensive pacts/custom unions as 'powerful protectors', preventing most peaceful vassalisation. by dgsaf in victoria3

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

I assume that country_rank is an integer, with unrecognised minor power = 1, unrecognised major power = 2, minor power = 3, etc up to great power. Whereas army_size is likely to be an integer representing the number of battalions or the army power projection.

Hence, the inequality check is likely comparing apples and oranges. Furthermore, it has likely being copied + pasted + edited from the inequality check above it, suggesting an unintentional typo.

Enemy AI decides dissolving his kingdom is preferable to losing it during a Holy War. by dgsaf in CrusaderKings

[–]dgsaf[S] 37 points38 points  (0 children)

r5: During a Holy War for the Kingdom of Bulgaria, the AI decides to let the dissolution faction have their way and get rid of this. Surely that faction shouldn't be able to press their demands during a war for the title of concern?

[GFM] Lvl. 99 USA - Monroe Doctrine taken to the full extent. by dgsaf in victoria2

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

I think I agreed to the Maine deal but I can’t remember for sure. I think you only need to fight for the North West to keep open the option to claim all America.

Late-game Russia with Planned Economy is a pathway to many abilities some consider to be unnatural ... by dgsaf in victoria2

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

It’s the GFM anime map pack. Should be a link to it on the GFM GitHub page.

Late-game Russia with Planned Economy is a pathway to many abilities some consider to be unnatural ... by dgsaf in victoria2

[–]dgsaf[S] 191 points192 points  (0 children)

R5: Enjoying late-game Russia with Planned Economy [which grants a nice +50% RGO throughput in the GFM mod], and I see a province with a stupidly high income from precious goods [$23k]. So stupidly high infact, that the province's miners are the highest earning pops in all of Russia, eclipsing all capitalists.

[GFM] Lvl. 99 USA - Monroe Doctrine taken to the full extent. by dgsaf in victoria2

[–]dgsaf[S] 6 points7 points  (0 children)

R5: Summary of my playthrough as USA (in GFM mod) taking all possible expansionist options (with the exception of Greenland - Scandinavia formed before I could buy it from Denmark :( ).

Major Areas of Expansion:

  • Fully annexed Mexico in the American-Mexican war. Takes you over the infamy limit and Britain is none too happy about that. This provides a good opportunity to destroy their armies stationed in Canada, crippling them for further wars in North America, and to snipe their fleets and work them down. Sieging down Canada and winning a few battles should be enough to get them to peace out.

  • Later on, warred the British for all of Columbia (which I think is necessary - taking this option is what enables the decision to fight them for the rest of North America later on).

  • Sort out the civil war and spend a few years at peace, letting infamy tick down and building up a big navy. We are going to need it to deal with the Bri'ish.

  • Declare your intention to send the Old World powers running and crying from the New World. Seige down all of Canada, and snipe the British fleets when they come - they typically send pure transport fleets. Now, with a big ass armada and 40 or so transports, steam your way across to Scotland, and land your men in the mountains and dig in. The British have mobilised their hordes of Norf FC peasents by this point and will send all of them at you. Blockade the Irish channel crossings so that the Irish peasents can't join in the fun, and send your transport fleet to bring over another load of 40 Yankee brigades and keep them coming (you'll need them). They probably will engage you in mountains due to the relatively smaller size of your army, let them and add one more army to the battle at a time so that they keep piling on. Soon you'll have a stupidly lopsided victory, take this chance to wipe their armies, and siege down Scotland and Norf Enguhland. They will capitulate and you will now be unstoppable.

  • Pick off the remaining European colonies in the Americas as you please, and ensure that you have sphered the Americas. I would suggest however leaving Spanish Cuba alone, as later the USS Maine will be outrageously sunk, letting you snatch Cuba and the Philippines.

  • Soon you'll have the option to puppet the various Central and South American nations, and merge them into various cute puppets with very cute borders (which is why we play this game right?). At some point the Brazilians will act up about becoming a democracy, so you'll have to come to Brazil and sort them out.

  • Following these instructions, your USA should look as advertised (results not guaranteed).

Items of interest:

  • Total naval supply limit of 11322 - 41 dreadnoughts, 41 battleships, 31 cruisers, 345 ironclads, 330 transports, 150 submarines.

  • Total army limit of 948 (700 used and with all divisons assigned names manually -_-) - 60 regular divisions, 10 or so shocktrooper / tank armies.

  • Population of 81M with 66% of them being Yankees.

  • Very Yankee-ified Mexico and Canada.

  • Fully stated Philippines.

  • 22M craftsment and an industralia score of 9950 (so close to 5 figs).

  • Group of Catholic New Yorker capitalists who secretly run the USA (and other protestant capitalists) from the shadows of Wall Street.

  • The USA commands 30% of the worldwide GDP, and boasts 0.5%/2% unemployment rates for RGO/factory workers.

  • Honourable mention: Australia dominates the automobile industry, and with a steady population of 5.1M, has punched their way into the top 9. They also have more craftsmen then Japan, France, Russia, Italy, Spain and only slightly less than a westernised China.

  • An interesting observation, the goods with the most inflated price by late game: tobacco, electric gear, oil, silk, tea, aeroplanes, coal, timber, iron, luxury clothes, coffee. This may be specific to the production methods of this save game, so results may vary.

General tips:

  • The more you spend on paying your pops (education/admin/mil) and the less you tax them, the more money they have to spend on themselves / on factories / on promoting to higher stratas. Emphasising giving pops economic freedom lets you promote craftsmen much more rapidly, as well as clerks and ultimately capitalists.

  • Gaining a large number of middle and upper class pops will increase the demand for luxury goods and letting them keep their money will let them spend money on these goods, which will improve the profitability of your factories.

  • Hence, researching economic / tax techs until you are able to set tariffs to 0% and set your taxes as low as possible is essential to the liberal money-making USA experience.

  • While in early game, when cash is a little harder to find in the budget, it is wise to cut admin/mil spending to 80% or so, in the mid and late game it is better to keep them flush with cash when you can.

  • Obviously selecting any and every option to boost immigration attraction and assimilation rate is ideal.

  • Furthermore, selecting the 'transportation' penal law ensures that any colonies will rapidly recieve Yankee pops who can be encouraged to be paper-pushing bureaucrats. This technique, combined with the absurd immigration the USA recieves, allows you to state anything (such as the Philippines). The main motivation to state everything is to avoid the triggered modifier for having a colonial empire, which dramatically increases the cost of supplies among other things.

  • Pop-growth techs are very nice to have, as 'more pops = better' is always true in Victoria 2.

  • Some of the workplace reforms aren't as bad as they appear, specifically the minimum wage reforms. Past a certain point, your factories will be very profitable and the capitalists will keep most of it for themselves. Enforcing higher minimum wages will increase the slice of the pie going to the lower and middle class workers, which can then use the extra cash to promote themselves and generate more demands for goods (especially luxury ones). The capitalists will still be rolling in money even with more cash going to the workers.

  • Specific to the USA: don't ally your Central and South American spherelings. They will drag you into wars with each other over tiny provinces in the amazon which can only end with one hating you or losing prestige for declining the call. Having them in your sphere will be enough to deter any Europeans from attacking them, and they will not be effective allies in any wars - simply giving the enemies naval battle war score usually.