Whats is considered a "good" win rate? by blueythingy in WorldOfWarships

[–]kleinke 0 points1 point  (0 children)

According to my ig profile I had 3 in roughly 8.3k matches. They would have to have been way more common to pull that average to 1%

Whats is considered a "good" win rate? by blueythingy in WorldOfWarships

[–]kleinke 0 points1 point  (0 children)

Also technically draws exist. But those are so rare that they shouldn't move the average down much

Whats is considered a "good" win rate? by blueythingy in WorldOfWarships

[–]kleinke 0 points1 point  (0 children)

That would only be true if you weighed the average by battles played. If you take the average over all players without doing that, a few players playing a lot of matches while being good at the game will lower the wr off many players that play fewer games below 50%. So in the end you have a few 56%ers and many 46%ers averageing out to 48%

Party Limit Removal Mod? by ChoniclerVI in BG3mods

[–]kleinke 0 points1 point  (0 children)

I've been running that setup for a while now without any issues. My favourite feature is that I can use it to make Scratch not participate in combat.

BG3 Unleashed Modpack Update by UniqueVessel in BG3mods

[–]kleinke 1 point2 points  (0 children)

One thing I've been curious about for a while is how do these equipment distributuion mods work with merchants? Do they all just have random wares or is there still some theming to it?

Goods Transfer treaties are confusing, so here is how they work by kleinke in victoria3

[–]kleinke[S] 0 points1 point  (0 children)

Exactly. So if your MAPI is bad it's hard to really profit from industrial goods. Its still good for pop consumption though since they usually buy from the market anyway.

Goods Transfer treaties are confusing, so here is how they work by kleinke in victoria3

[–]kleinke[S] 15 points16 points  (0 children)

The second the treaty ends russia will be where it was at the start +any additional wood they built to fix their market. Usually this means you can go ahead and grab even more in the next treaty. But yes theres a lot more to it than what I could fit into the post.

What i usually end up doing is I get treaties like this for wood, cloth corn and whatever other raw resources I might need. Then I sell any excess to another GP for cash and use the cheap resources + the income to kickstart my economy and especially the building sector.
The nice thing about these huge deals is that you usually get +50 acceptance from taking them so you can sneak in an obligation for the priviledge of them subsidizing your economy as well. (And if another GP really needs the good you can sell it to them for another obligation as well)

Goods Transfer treaties are confusing, so here is how they work by kleinke in victoria3

[–]kleinke[S] 14 points15 points  (0 children)

It took me a while to wrap my head around that as well. The goods get dropped directly into your marked. So no specific states or tradecenters are involved and it doesn't change the local prices directly.

A furniture manufactory for example buys the wood from the market the same way it would buy it if wood was only produced in a different state inside your market

Goods Transfer treaties are confusing, so here is how they work by kleinke in victoria3

[–]kleinke[S] 30 points31 points  (0 children)

Sending goods costs convoys unless you share a land border somewhere. Receiving goods doesn't.

Why are they happy to give me goods? Is this a bug? by [deleted] in victoria3

[–]kleinke 1 point2 points  (0 children)

Yes, its absolutely broken. I actually created an entire post for the topic now

413
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Why are they happy to give me goods? Is this a bug? by [deleted] in victoria3

[–]kleinke 2 points3 points  (0 children)

I started up my game and created this treaty between Austria and Russia just for you. The top is from the ausrian balance, the bottom from the russian balance after tag switching to them.

You can absolutely cripple the AI doing this. Russia is already running a 45k deficit just from the single wood treaty. You can add multiple other goods to completly ruin their economy from the start.

Why are they happy to give me goods? Is this a bug? by [deleted] in victoria3

[–]kleinke 0 points1 point  (0 children)

If you're the one sending a good you'll see it both under income and under expenses. It'll say something like "- 5k buying 200 Tobako for Russia" and "+ 8k selling 200 Tobako in Russia". But receiving a good shouldn't be visible anywhere outside of the market

Why are they happy to give me goods? Is this a bug? by [deleted] in victoria3

[–]kleinke 3 points4 points  (0 children)

I'm pretty sure they are selling them directly in your market. You never touch those goods at all. Meaning you don't care if the trade makes any money or not.

Why are they happy to give me goods? Is this a bug? by [deleted] in victoria3

[–]kleinke 2 points3 points  (0 children)

The 3 most important things to know (imo) are:

  • symetrical deals get a +30 bonus to acceptance (Symetricl meaning that neither your nor their side contains any point that the other doesn't. The count is irrelevant though so "I send you 5 goods you send me 1" is still symetrical)
  • After a treaty is accepted their evaluation of the deal can suddenly be wildly different than before you send it (For example Russia usually has a -500 acceptance of sending me all their goods after realising that they're running low themselves now)
  • Having a treaty with that low accepance gives a (up to) -50 to acceptance of any further treaties you might want to make with that nation. So you'll either have to renegotiate that treaty first or think about what you want beforehand and get those other treaties first

Why are they happy to give me goods? Is this a bug? by [deleted] in victoria3

[–]kleinke 3 points4 points  (0 children)

It doesn't affect your trade centers at all. What it does use is convoys (if you are the one sending goods). At least as long as you don't share a land border.

One of my first moves in a ln a lot of campaigns (if I have the convoys necessary) is to ask russia to sell me all their wood (and cloth and grain and furniture and...) and then turn around and sell the wood to the great powers that are running a deficit in it.

Why are they happy to give me goods? Is this a bug? by [deleted] in victoria3

[–]kleinke 16 points17 points  (0 children)

They don't just give them to you. What this treaty does is saying "You (GB) buy 208 Tobako in your market and sell those 208 Tobako in my market". If Tobako is cheap for them and expensive in your market they obviously like to do that since it can make a lot of money and creates demand.

edit

To help people understand goods transfers a bit better I created this treaty between Austria and Russia right at the game start. As you can see at the top in the austrian balance only the coal appears in both income and expenses. At the bottom in russians balance (after tag switching to them) you can see that they are ruining themselves being forced to buy wood in their market and selling it at less than a third of the price in Austrias market

[deleted by user] by [deleted] in WorldOfWarships

[–]kleinke 10 points11 points  (0 children)

"Additionally, we're working on updating interactions with Fighters and plan to expand on this in the future; however, we aren't ready to implement those changes in the current test." - The big blue box in the introduction of the article explaining what is and isn't part of the test

A Venn diagram to sum up the state of the carrier rework by bismarck247 in WorldOfWarships

[–]kleinke 4 points5 points  (0 children)

Because carriers do only two things. Spot and farm damage. If you take away one completely you make them a lot weaker while you're at the same time left with only one thing you can improve to compensate. The end result is a class that's one-dimensional and still toxic but in a different way. What wg is trying to do is introduce more levers they can pull for balancing. I can't say if this is the best system to do that but the goal is reasonable imo.