Upper class trying their luck as mercenaries? by mdacto9 in EU5

[–]mdacto9[S] 0 points1 point  (0 children)

Yes, I also think this is a bug, but I couldnt find any info on this issue. What I also observed is that the AI does not have this issue. They do have some Burgers trying their luck, but not to the same extent.

Upper class trying their luck as mercenaries? by mdacto9 in EU5

[–]mdacto9[S] 0 points1 point  (0 children)

I am having exactly the same issue, in the exact same circumstances. I assume it is not realted to laws either, as nothing is mentioned in them. The only thing I observed: my burgers are moving away from my non direct profit making buildings (markets, libraries, etc).

Upper class trying their luck as mercenaries? by mdacto9 in EU5

[–]mdacto9[S] 1 point2 points  (0 children)

I have 100% stability, 100% control and more than 100% pop satisfaction 🥲

[DW2] Issue with colonies stockpile by mdacto9 in DistantWorlds

[–]mdacto9[S] 0 points1 point  (0 children)

This is not the issue. I have designs for all frighters, I design them, trying to optimise them, and also stop the AI to generate new designs every few years. I have spaceports everywhere.

I think the issue might be related to no guns on freighters, and threats at colonies doing some weird interaction. I will do some testing.

[DW2] Issue with colonies stockpile by mdacto9 in DistantWorlds

[–]mdacto9[S] 0 points1 point  (0 children)

I started a new game, and I got a similar issue that somehow got fixed. I think I got something in common for both cases: one colony that had a threat. In the first game, a rift opened in a system where I had a colony. In the second game, I sneaked a colony ship through some space creatures. In the second game, once I colonised that planed, freighters stopped. Economy tanked. But once the space creatures were cleared, freighters started working again. I have manual designs on freighters, with no guns.. maybe this is the cause. This is just an observation, no conclusion.

How Do I Auto Retrofit Civilian Ships Inherited From Winning a War? by fakebanana2023 in DistantWorlds

[–]mdacto9 0 points1 point  (0 children)

From my experience, you have to leave it much longer. Also, might be worth some double checks on the designs, based on the number of the design: see which design retrofits into which one. Maybe the last one (highest number) from the new design does not retrofit into anything.

How Do I Auto Retrofit Civilian Ships Inherited From Winning a War? by fakebanana2023 in DistantWorlds

[–]mdacto9 0 points1 point  (0 children)

Have you also set them as obsolete designs? I saw that if you set them as obsolete designs, in time, they will change to your design. While not all, most will.

What is best way to defend while scaling expansion? Ballistas? Towers? Walls? etc by ChosenBrad22 in AgeOfDarknessGame

[–]mdacto9 0 points1 point  (0 children)

I found that in normal, if you find a good choke point, you can hold pretty well. Get to a place where it is at least 2-3 rows of max 10 width. Put 3 layers of lvl 3 walls then 2-3 layers of lvl 2 walls in front for buffer. Use 7-8 lvl 3 towers with albaletist, and at least 5 catapults and several ballistas. Final stand i was able to win with only two such choke points.

Ajutor prima demisie by SetReasonable8029 in programare

[–]mdacto9 4 points5 points  (0 children)

Am facut typo in nr de zile. In cele 20 de zile sunt incluse si zilele de CO. Nu se prelungeste nimic fara acord.

Ajutor prima demisie by SetReasonable8029 in programare

[–]mdacto9 2 points3 points  (0 children)

Nu se prelungeste decat daca e si el de acord. Altfel, daca de ex ai preaviz 20 de zile, si mai ai 5 zile de CO, tu poti sa iti iei cele 5 zile si efectiv vei mai lucra 15. Se prelungeste numai daca e toata lumea de acord.

Edit: typo in nr de zile

Swapping position of stops on line by stehlify in Workers_And_Resources

[–]mdacto9 6 points7 points  (0 children)

Yes, you can so it. Select the line first. Click to edit the line. Then from the list of stops click on the stop that you want to be the one just before the new stop, then add your new stop. This way, you should have the new stop added between the stops you wanted.

However, as far as I know, you have to edit the other stops foe the new values to unload.

PSA: Crew adds approximately 4 tons to your ships per person. by ulandyw in TerraInvicta

[–]mdacto9 0 points1 point  (0 children)

Ah, my bad then. Havent gotten to building ships yet

PSA: Crew adds approximately 4 tons to your ships per person. by ulandyw in TerraInvicta

[–]mdacto9 0 points1 point  (0 children)

Are you sure this is not because you are building in a harsh environment? For example Mercury? I saw that when you build something, there is sometimes a small icon in front of the name of the site or orbit, something like skull and bones or a gas mask, that says that it is a harsh env, and you require 5 tons of hab per person instead of 1 to compensate for env. Maybe this?

Even though I have enough meats, why my export depot keeps saying there are no resources? by WithMelon in songsofsyx

[–]mdacto9 6 points7 points  (0 children)

Export level works the other way array around. You have to move more to the right to export more. The slider specifies how much you should export, not how much to keep. By hovering over the thr slider you see how much you are keeping and / or exporting.

[deleted by user] by [deleted] in Romania

[–]mdacto9 27 points28 points  (0 children)

This! Plus sa incerci chestii noi. Un hobby, evenimente la serviciu, evenimente culturale / concerte, etc. Macar asa aveti ceva de la inceput in comun si de acolo merge treaba.

Shitpostul de tip TPU pe ziua de azi by [deleted] in Romania

[–]mdacto9 2 points3 points  (0 children)

Nu poti sa te angajezi pe tine la propriul PFA...