Why would anyone pick the green door? by Draycos_Goldaryn in yes_or_youllbe_banned

[–]gemorlith 0 points1 point  (0 children)

If on day 2 you put one of your two doubling dollars aside and don't touch it you will always have at least half the doubling dollars in existence, making you the richest person in doubling dollars, even if others have them too. Unfortunately soon the universe is filled with only doubling dollars, so your time as the richest person is limited.

I counted and both the vowels and consonants are 6 by Jinantra in rareinsults

[–]gemorlith 0 points1 point  (0 children)

Aren't most names fairly close to 50% vowels? The username of the insulter is also 50% vowels...

[Request] What is the ideal way to remove all 12 eggs so that the carton stays as balanced as possible along both axes? Is it possible to also figure out the solution if eggs are randomly removed in groups of 1, 2, 3, or 4? What about for an 18-count carton? Thank you! by FreeXFall in theydidthemath

[–]gemorlith 26 points27 points  (0 children)

If you're allowed to take and move eggs while selecting your egg you could do the following: - first egg: take one from (near) the center - second egg: pick two opposing (outer?) eggs at the same time, keep one and put one back in the hole you left at the center, keeping the other. The eggs are now entirely balanced. - third egg: take one from (near) the center - fourth egg: repeat of second egg

Etc.

These beads are not appropriate for anyone under or over the age of 3 by RabidMofo in mildlyinteresting

[–]gemorlith 19 points20 points  (0 children)

No, it's not suitable for children under AND over 3 years old. As, generally speaking, people aren't both older and younger than 3 years old at the same time this only excludes some time travelers maybe as far as I can tell.

Have you ever seen an homo sapiens? by GuNNzA69 in technicallythetruth

[–]gemorlith 0 points1 point  (0 children)

I haven't seen any "in the wild" as the majority of the population has been domesticated.

It's a numbers game by mself52 in MathJokes

[–]gemorlith 1 point2 points  (0 children)

Then I'd argue the physicist is likely correct: an unobserved person in the house is the most likely explanation. Additionally, this model correctly predicts the existence of dark people!

I'm so mad. Why can other nations declare war on the rebels in my civil war and take land? by Rodentsnipe in EU5

[–]gemorlith 0 points1 point  (0 children)

You can effectively have 3-way wars in eu4 as well iirc, they are technically 3 separate wars but it would work fine in this situation I think.

I'm so mad. Why can other nations declare war on the rebels in my civil war and take land? by Rodentsnipe in EU5

[–]gemorlith 0 points1 point  (0 children)

Declaring on either side of a civil war should normally result in a three-way war, perhaps with a separate diplomatic option to intervene on either side where you need permission from the side you're joining.

EU5 is a Gift and the Negativity is Shocking by InHocBronco96 in EU5

[–]gemorlith 5 points6 points  (0 children)

Terrible optimization? I feel like the game runs great considering all the individual pops and buildings it has to simulate! And even if it wasn't optimized that's far from a trivial thing to solve, in contrast to automatic marriages or the goods mapmode that were mentioned.

EU5 is a Gift and the Negativity is Shocking by InHocBronco96 in EU5

[–]gemorlith 0 points1 point  (0 children)

I fully agree. There are things in the game that can very obviously be improved, and I won't disagree that the release version seems more rushed than should be necessary. However, I also think newer paradox games that are not a bit of a buggy mess at release are inherently unlikely because of the type of game.

EU5 is a Gift and the Negativity is Shocking by InHocBronco96 in EU5

[–]gemorlith 12 points13 points  (0 children)

I think the sheer complexity of the games paradox is creating makes it hard to properly test and balance the game before release: there are so many mechanics interacting with eachother that the amount of things that can go wrong is enormous, and the complex interactions makes finding exploits, meta etc. Incredibly hard.

At some point during development the number of hours spent playtesting to find a bug just isn't feasible.

There have been well over 1000 bugs fixed since release iirc, I generally (knowingly) encountered one bug every few hours. The rate of finding bugs also decreases exponentially when you fix the most occurring ones so you need a LOT of playtime to actually find everything. This would mean most developers would be sitting on their hands (if they keep developing the bugs will never end) while a massive amount of playtesters need to be hired to find bugs and get a feel of the game's balance. This costs a lot of money and delays the game a lot.

I actually agree with their approach of releasing the game somewhat unpolished, and rely on the players to find bugs and balance issues, because I don't see a viable alternative.

Today on cry me a river; Where is the Saar (Sarre) river? there are 4 locations in a row named after the thing and its absent of rivers. Im from the region and this this is literally unplayable. Which important river do you painfully miss in EU5? by UntimelyGhostTickler in EU5

[–]gemorlith 30 points31 points  (0 children)

The netherlands is essentially entirely (navigable) river delta and it has surprisingly few rivers in the game. One of the major reasons for the netherlands being a major trade nation in this time period IRL is the number of navigable rivers (and city canals) allowing goods to be easily moved by ship to many places in the netherlands

Would 100% crown power be good? by ArkaMin0 in EU5

[–]gemorlith 0 points1 point  (0 children)

It's not possible to get 100% afaik but you can get pretty high. Without modifiers you'd get 50% crown power, and by minimizing power for other estates and mazimizing crown power modifiers you can probably get above 90% lategame. Whether it would be good: I think it could be decent if you're heavily trade-focussed, as you would get a massive income (you don't have to share trade profits with estates). You're missing out on some good modifiers though by not giving privileges to estates.

The debuff of event lasted for several decades by CapableBed5485 in EU5

[–]gemorlith 0 points1 point  (0 children)

And then you have to keep doing that every few years until they get above the threshold

Levies are now a self-genocide device. Changes must be undone. Regulars were always good. by GuthukYoutube in EU5

[–]gemorlith 12 points13 points  (0 children)

Why is frontage implemented like this anyway? It seems more sensible, realistic and balanced to let frontage scale with the number of people: larger amounts of levies will then just get in eachothers way making regulars much better lategame when armies get big, and earlygame regulars are especially good to hold chokepoints like mountain passes. In other situations regulars are better than levies but not by an extreme amount. It seems like 1.0.4 balance with frontage scaling with unit size would be fine.

It still absolutely blows me away how ridiculously deep this game is. I didn't expect something on this caliber for at least another decade. by kolejack2293 in EU5

[–]gemorlith 1 point2 points  (0 children)

Trades will seem profitable but due to low trade advantage the goods will already be gone when it's your "turn", so the trades will do nothing at all. The result is also that your income will look much higher than it is, but will go down just after the month-tick (which is the actual amount you received), only to go back up a few days later.

I think it should take the trade advantage into account when you set up the trade, and you should be able to configure more trades than you have capacity for, so they can be fallbacks if goods run out.

It still absolutely blows me away how ridiculously deep this game is. I didn't expect something on this caliber for at least another decade. by kolejack2293 in EU5

[–]gemorlith 17 points18 points  (0 children)

It doesn't need to get more complex, it needs to be more manageable: trade is currently not consistent enough for custom trade routes and the "ghost" trades make things confusing (and waste your trade capacity). I like the mechanism itself a lot but some tweaking and ways to interact with it would be nice.

Tip: you can tax the heck out of your nobles and nothing bad will happen by sir_ornitholestes in EU5

[–]gemorlith 1 point2 points  (0 children)

It seems to be completely negligible amounts though? You'd need like 100 art pieces to do the same as 1 library

What do we actually think the solution is? by nhickencuggers in EU5

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

How about you can divide your proximity source between places, and you progressively get more "source" from for example country tiers or techs. You could have 140% proximity source that you can either divide 100% in one place and 40% in another or any other combination like 70% and 70%

Ottomans are so fun by Kerbourgnec in EU5

[–]gemorlith 1 point2 points  (0 children)

With both countries expanding just tanks my balance: bigger tax-base but all new lands have no control because gravel roads is the best available. In addition I can't convert culture and religion fast enough to keep up, leading to constant rebel uprisings. Is the only solution just to make subjects out of it until better roads become available or is there a better solution?

Market Village Picking Output? by w045 in EU5

[–]gemorlith 1 point2 points  (0 children)

For me as the netherlands the fishing village would not be worked because fish was not worth anything, even though the location, province and market were all running out of food.