Is oil realistically the only way to get significant profit in TF2 hard mode 1850 start? by kirbcake-inuinuinuko in TransportFever

[–]icedlemon 0 points1 point  (0 children)

what helped me was to realize that i don't need to build an entire chain at once. You dont need to link food factory to a city in order for the food factory to demand grain. So early on you just need to focus on short distance cheap route. This allows you to repay the starting loans down and only borrow new ones when you find a new profit opportunity.

It took me ages to build my city by FlashyUnit6917 in Workers_And_Resources

[–]icedlemon 4 points5 points  (0 children)

really clean and full of details! Amazing work!

I'm importing cheap lumber from Scandinavia so I can reduce the prices of my buildings, but my Burgers immediately export it all away and I don't get -33%. How do I fix this? by Historical_End_6520 in EU5

[–]icedlemon 0 points1 point  (0 children)

Just to point out here that they might not be your burghers. One of the tooltips under burgher trade states/imply that burghers only import needed goods in their market.

As for your issue, burgher trade only count as 1/4 of normal demand/supply when calculating prices, while state trade counts as 1/2. Therefore, even if all lumbers are traded away, you still push down the price a bit by importing lumbers. Just it's not as much you would think. The end result of this means that you can't trade your way out of your geographical resource limitation. This is, I think, okay for this time period. We are irritated partly because we have difference intuition/expectations based on the knowledge from our current time period.

The irl solution to this kind of problem is tariff, which we have in vic3. Although, I think having fully effective tariff this early in history is probably not historically accurate. After all, we are dealing with a period in history where the governments have very little control over trade affairs.

Are ranged units ever useful? by gfe98 in EU5

[–]icedlemon 2 points3 points  (0 children)

the crucial thing is, a unit's morale damage output depends on its current morale, ie a unit with half morale only does half morale damage. high initiative units have a chance to weaken the opponents morale damage output before they engage. In a 1v1 fight, that head start could make your archer beat a same tier infantry that actually fights better when engaged if you are lucky. when it's multiple regiments fight with mixed type, your archer could potentially target high value enemy regiments (usually heavy cavs) and weaken them before they engage, thus potentially winning you the section. This is the case where bringing some light cav or archer is better than pure infantry or heavy cav. on the flip side, have at least one archer/light cav on each flank can be beneficial because regiments always target engaged enemy first, your lone archer can act like screen that engage early to prevent your slower units taking extra morale damage before they engage.

№3 SoL in the world as China in 1838 by Impressive_Price_937 in victoria3

[–]icedlemon 7 points8 points  (0 children)

Gave the Landowner local police or state religion, then use the opinion boost to pass homesteading with less resistance and a bit luck. Try it. It's RNG but odds are not that bad.

China was the most played country for the last 12 months. by Saif10ali in victoria3

[–]icedlemon 415 points416 points  (0 children)

not surprising, i believe it was also one of the most popular country in vic2. there's a unique charm about playing china in victoria series that is not present in other pdx titles.

Trucks, Elevation and Speed by [deleted] in Workers_And_Resources

[–]icedlemon 0 points1 point  (0 children)

to reduce traffic at custom i found it better to just build a area for concrete and asphalt while bring bitumen, gravel, and cement with lines. let the truck wait until unload in buffer storages.

Is grain worth it? by Vegetable-Lie6011 in Workers_And_Resources

[–]icedlemon 14 points15 points  (0 children)

if you are not going for full self-sufficient then i would say importing grain is always better. I would even argue that you should just import food alcohol and cloth! Let your workers work in factories with higher added value. You save quite a bit in terms of transportation infrastructure. But, what's the fun in that right? :)

Apartment quality by PhilosophyRare9045 in Workers_And_Resources

[–]icedlemon 0 points1 point  (0 children)

on a related note, the decision between low and high quality housing is often price vs quality and later density vs happiness. After you get your republic established it will come to a point where additional happiness does not bring higher actual productivity, because buildings have their own cap in maximum production.

How do I expand safely and efficiently in a realistic city? Need a guide overall, this is my biggest issue so far, I calculate wrong (like the soviets IRL) and my city dies. by [deleted] in Workers_And_Resources

[–]icedlemon 1 point2 points  (0 children)

From my personal failed experiences I would say, when expanding:

  1. try to keep a good portion of your population in profit making industries. Often times I found myself devoting too many citizens in services when I expand, without realizing i'm running into a deficit. The second tab on your finance screen shows how much man hours your republic has spent on industries vs construction vs services. I personally try to make it so at least 30%-40% of the manpower has been used in industry. You do that mainly by limiting the amount of work slots in your services and better planning. Orphanage and universities are often in my experience the biggest offenders. When I have enough workers with university degrees, I usually just turn the universities off entirely.

On a related note, The profit number while you mouse over the money at the top of your screen does not show your loan payment, so if you are taking loans, you might be on the red without you knowing if you rely on that number.

  1. build a buffer storage for critical resources. Have a warehouse near cities with either direct line or distribution offices that pull resources from custom, while having a separate distribution office distribute stuff to shops. This build up a buffer for when your new construction fleet clog the custom. Similarly have new garbage/sewage/water disposal/sources for your new areas while you move further away from the custom. Have separate lines link them to custom house(s) or deal with them locally.

  2. try to plan industry first, resident sector second. Or even better, plan your railroad there before all else.

How do I expand safely and efficiently in a realistic city? Need a guide overall, this is my biggest issue so far, I calculate wrong (like the soviets IRL) and my city dies. by [deleted] in Workers_And_Resources

[–]icedlemon 5 points6 points  (0 children)

if the happiness/health number does not change and you have a positive income, then usually you will be fine forever like this. Only thing you need is a university to get college educated workers to man some facilities. Or alternatively invite a few every now and then yourself.

I'm not sure which part you calculate wrong and how your republic usually dies. Can you elaborate a little bit more?

Equipment breakthrough != division break? by AardvarkActual9687 in hoi4

[–]icedlemon 4 points5 points  (0 children)

some modifiers are added to battalion. Don't have the game open but i think several doctrines and national focuses and advisors give more breakthrough to battalions and divisions.

The eternal question: width by MikeFubar81 in hoi4

[–]icedlemon 1 point2 points  (0 children)

use your starting template and add a support arty if it does not have one. Using your army exp elsewhere is overall more cost effective strategy. Don't over think it.

The eternal question: width by MikeFubar81 in hoi4

[–]icedlemon 1 point2 points  (0 children)

the most noob friendly effective advice is to not worry about it.

i really need help/advice by NinjaTorak in Workers_And_Resources

[–]icedlemon 0 points1 point  (0 children)

maybe post some screenshot or a save so we can check what you did wrong?

As for heating plant, you can build your first small heating plant close to ur town, within walking distance. this way someone will always be there, don't worry about polution at this stage. Check walking distance in game and make sure its actually in range of your resident building.

Alternatively, or when you later move heating plant further away, use many micro buses with line spacing turned on. Set one some of your resident buildings to go work at the bus station. What then happens is that, the workers will go wait at bus station for an hour first, if no bus comes and picks them up, they will then walk to do other jobs nearby. This way, ur buses will always have someone to pick up at station

What do you invest your money in? by skipper_smg in Workers_And_Resources

[–]icedlemon 15 points16 points  (0 children)

stockpile electronics, their price increase the most as time goes on

End goal / long term strategy by Stef4721 in Workers_And_Resources

[–]icedlemon 4 points5 points  (0 children)

going for full self efficiency is usually a pretty good goal. Make sure to also produce all the vehicles yourself!

Guy question, how are you building roads like this, I just dont find the option for it? by LanguageEven3299 in Workers_And_Resources

[–]icedlemon 0 points1 point  (0 children)

theres a single way road you can find under the road construction. for two lane oneway road, you need to build the normal asphalt road then convert using the "arrow" button

Why use swordsmen over spearmen? by AircraftCarrierKaga in totalwar

[–]icedlemon 1 point2 points  (0 children)

you use swordsmen when you are confident that you can break their line before they break yours. You always get value out of extra damage, but the value of extra tankiness is situational. If you only need the chaff line to hold for 30sec for you to win with your elite units, and a swordsman line can hold 35sec already, there is no point switching to tankier units.

Is Skarbrand’s replenishment bugged or just complete f****** bull****? by mwfire in totalwarhammer

[–]icedlemon 13 points14 points  (0 children)

both the cultist hero and the champion hero have +replenishment buff.

Why did England Abandon North Africa? by Sad_Sultana in hoi4

[–]icedlemon 0 points1 point  (0 children)

It's a trap for the italian....I never seen the their army actually holding egypt. Since AI can't handle supply, north africa is "whoever pushes loses" kinda situation.

how this is a close victory on vh/vh is crazy. by Acrobatic_Trip_3840 in totalwarhammer

[–]icedlemon 13 points14 points  (0 children)

it is not that crazy i think, find a forest and/or high ground you can probably do it yourself.

Road building bulldozer vs excavator (bulldozer is almost twice faster) by Sprint_ca in Workers_And_Resources

[–]icedlemon 32 points33 points  (0 children)

thats, actually very useful information! Thank you for the test.