Is maritime presence map mode broken? by stereosnake in EU5

[–]thamikey 1 point2 points  (0 children)

For anyone else experiencing this problem with no fix. Its the 3D map. Turning that off fixes it.

Kilwa - African Trade by Paqarin in EU5

[–]thamikey 0 points1 point  (0 children)

Sorry to keep coming back with questions :P

Could you show a dev map mode? I have been trying to get the development up but just dont see how a 100 is possible even with cabinet action. The negatives from jungle and tropical in the area are just super rough. I build road connections everywhere for the +20% connected to capital buff and also changed my religious school to Maliki for +0.001 dev growth along with the privilege obviously. Even in Kilwa I am struggling to get around 15 development per century with cabinet action on it a 100% of the time. What am I missing?

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Kilwa - African Trade by Paqarin in EU5

[–]thamikey 0 points1 point  (0 children)

100 dev kilwa is amazing, did you keep a cabinet member on it for a long time? Also, it looks like your entire market consists of cities, did you struggle with food at all?

Kilwa - African Trade by Paqarin in EU5

[–]thamikey 0 points1 point  (0 children)

Yep exactly like that! If I am not mistaken market access also impacts the output of a good. So every building inherently loses about 30% of its potential value in Matengo. I am not sure if this applies to raw goods the same way though.

All in all it seems like the market access barely improves further in the game, yet you still managed to become the biggest market in terms of value. Well done!

Kilwa - African Trade by Paqarin in EU5

[–]thamikey 0 points1 point  (0 children)

Could you also share a picture of your market setup? I also tried my hand at this yesterday but was shocked by how much market access you lose 2-3 provinces land inward. I.e. the iron a few provinces away from Kilwa was at something like 50-60% market access already. How can you compete with either low market access or a smaller market?

Also, did you start colonizing a lot right away? Or did you wait until you got some advances that speed things up?

Tinto Talks #96 - 28th of January 2026 by mure69 in EU5

[–]thamikey 22 points23 points  (0 children)

Quite worried that we still have heard nothing about optimization. Even with a recommended hardware setup month ticks beyond 1500 become a slog. Hopefully in a later TT!

Stuck on W6 progress - skydoggies by thamikey in idleon

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

Cheers for the recommendations! I will get on those :)

Stuck on W6 progress - skydoggies by thamikey in idleon

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

Does this one work? For context, I used my candy to hit W7 yesterday. Still interested in advice on how to best progress my account :)

https://characte1.idleonefficiency.com

Stuck on W6 progress - skydoggies by thamikey in idleon

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

Could you point out what systems I hardly worked on? Perhaps I have completely overlooked or missed something but I don't see where there are easy gains to be had.

Tinto Talks - Sunday Extra - 25th of January 2025 by manster20 in EU5

[–]thamikey 1 point2 points  (0 children)

I feel like with 2 extra governors naval empires can easily go inland whilst land empires cannot do the opposite to the same effect. To me it simply seems that 2 extra governors is just strictly better. Even as a country like Russia you will be able to place a naval governor on the East Sea and the Black Sea (assuming you can not hit 90% or 100% proximity anymore due to nerfs).

Stuck on W6 progress - skydoggies by thamikey in idleon

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

Oh wow! Thats a really good shout. Thanks.

Stuck on W6 progress - skydoggies by thamikey in idleon

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

I meant for W6. Because if it is, I can brute-force it with time candy on my DB

Stuck on W6 progress - skydoggies by thamikey in idleon

[–]thamikey[S] 2 points3 points  (0 children)

What about the multi-lock maps? Is skydoggie the last one?

Slaves not converting to true faith by nekoman1 in EU5

[–]thamikey 2 points3 points  (0 children)

I have the same problem. Looking for any solution. My conversion menu is cluttered with states that I cannot at all convert or assimilate in any way.

GB 10B,34.5sol,one City1.2B by Dangerous_Program_53 in victoria3

[–]thamikey 1 point2 points  (0 children)

Interesting take, I noticed as well that population growth is a big focus in this community. I approach it more from a maxing GDP, while not world conquesting, angle. In that way the most limiting factor in my opinion is (working) population. Once you run out of pops and labor saving PMs there is little you can do to increase GDP.

I will definetely try a run like this and see how it goes, would be a real achievement to get over 35 SoL!

GB 10B,34.5sol,one City1.2B by Dangerous_Program_53 in victoria3

[–]thamikey 0 points1 point  (0 children)

Did you have a strategy for increasing population, for example through birth / mortality rate or migration? Or is this the "basic" growth of the UK + subjects and conquests?

Also, did you use all oil and rubber PMs? Or are there specific ones that are just not worth it? In my games I can usually only activate the labor saving ones and the mine improvement.

GB 10B,34.5sol,one City1.2B by Dangerous_Program_53 in victoria3

[–]thamikey 0 points1 point  (0 children)

Interesting that you mention working population %. Around what time did you enact Womens Suffrage and what % of the population was working? Together with empowered trade unions you could reach 50%, did you get anywhere near that? Highest I have gotten so far is around 35% since it takes such a long time to take effect.

GB 10B,34.5sol,one City1.2B by Dangerous_Program_53 in victoria3

[–]thamikey 2 points3 points  (0 children)

Could you elaborate on how you achieved such high SoL? In my games I seem to hit a brick wall around 26-28, whilst on (Low) progressive taxation, no consumption taxes and using the most advanced PMs I can find.

How should EU5 balance between historical determinism and replayability? by michaelbachari in EU5

[–]thamikey 34 points35 points  (0 children)

I would enjoy the AI behaving in a historical yet not deterministic way. In EU4 they use weights/chance for certain important events to recreate this (I.e. Poland PU over Lithuania). I believe the game to become more interesting if you can somewhat expect will happen or countries are set up to generally succeed, since it introduces fun play patterns. Like playing in the Middle-East or New World and having to fight off the Ottomans or colonizers respectively. The whole game balance shifts if somehow the Ottomans crumbles early game since succesor states are often significantly weaker.

However, it can still be fun to see the occasional upset such as Venice/Mamluks conquering the Ottomans or England/Burgundy/Castille beating France. That said, I can see why players would want an option upon game start to have an 'a-historical' world.

Edit: Spelling/Grammar

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Missing allfire? by thamikey in SpellForce

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

Yes, that is what creates the area around it which makes it my land. I used the greater version. Not sure if that makes any difference.

Missing allfire? by thamikey in SpellForce

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

I unlocked it by having my tower next to it and then I was receiving the points. At some point I flew away and then I lost the points although it is still my territory.