ed1019

u/ed1019


r/techsupport•

Sorry if this is not the place to ask this, but I couldn't find a satisfying answer when I googled this. The issue I run into is, when I start a game it can take up to 8 minutes (!) to load. After I close the game and reload it takes ~10 seconds. Specifically playing Victoria 3 or Factorio.

I build my PC myself with the following specs (in 2024):

AMD Ryzen 5 7600X 4.7 GHz 6-core

ASRock AM5 Motherboard

32 GB DDR5-6000 RAM (2x 16 GB)

Radeon RX7900 16GB VRAM

1TB SSD

The games are not installed on an older HDD, I don't have any background programs running and my drivers are up to date. Also my pc specs should be more than sufficient to run these games. Did I mess up when building it

311

r/victoria3•

Unsure if there is a mod for this, but I would love to see the total weekly reinvestment over time. Now you only see the size of the investment pool over time.

51

r/victoria3•

Flaired as question because I don't know if this is due to my misunderstanding of the game, or if it is a bug.

I clicked on the button that said 'recall for repairs'. Now my navy is back at port, 'Docked, restoring Fleet Hit Points and refilling Ship Crew'. It is back to 100% hit points, but the Ship Crew is not replenishing.

I already checked and I have 202k / 249k sailors so that should not be a problem.

I cannot send out my navy because it will immediately return to port to 'repair'. I tried this with changing mission, changing HQ, stationing in state. Everything makes it go back to the port where it is repairing.

What am I doing wrong? Or is my navy now just stuck? Is the '

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I'm looking for input on a problem I'm trying to solve.

The problem: I like to supply stations with materials, but I don't want dupes constantly hauling inputs. If I put a bin next to the station and fill it with autosweepers, this doesn't help since dupes will be constantly filling the bin instead.

My current solution: Grant access to the bin only when it is being filled, close it when it is being emptied. Similar to how Liquid / Gas Resevoirs function (low threshold -> green signal, high threshold -> red signal).

The design: I have a room with access controlled by a mechanized airlock. When the smart storage is empty, the room is open (through a NOT gate). When the smart storage is c

832

r/victoria3•

TLDR: attack the EIC protectorate Bahawalpur (Humiliate/Liberate Subject), GB will typically not defend EIC, which will cause them to explode once the EIC is at peace again.

I tested this with succes for France, Russia, USA and Netherlands. This did not work for Khalsa Raj or Qing, as GB will want to join for war goals against you.

Set up: you need an interest in Delhi. Easiest way I found was to get an interest in Bombay and declare for Omani Baluchistan. Win the war (or have them back down), and now since you have a natural interest in Bombay you can put an interest in Delhi.

Depending on how long the war takes against Oman, you can have your Bahawalpur declaration within 4-6 months

437

r/victoria3•

Any tips how to quickly see which bloc members are still free? The 'Subjugate' action does not show up in the diplomatic lens aifk...

Playing as Great Britain, I have > 120 bloc members and 3 of them are independent. I can find them if I patiently scroll the members list, but I can't easily keep track of which bloc members have been there for > 5 years so I can subjugate them. Is there something I'm missing?

3019

r/EU5•

This is specifically regarding TT#22 and the recent images from the England / GB tinto flavour.

In TT#22 combat is introduced and explained. In the comments Johan discusses that a levy regiment at 1000 units strong is ~ similar in strength as a regular regiment at 100 units strong.

He also shows that cavalry at only 50 strong is much stronger than a regiment of 100 infantry, since their combat power is 4 instead of 1. And to further illustrate how regiments increase in strength through the ages, he shares a tabel from which you can infer that *Combat effectiveness = regiment size * Combat power

9322

r/EU5•

TLDR: I think EUV has the potential to bring replayability and a unique feel to each region / gov type through its large number of interacting systems, specifically population and local (specialized) resources. In my opinion, mission trees are a bandaid that distract from a 'solved' gameplay loop instead of complementary flavor.

Solved gameplay loop?
If you have played CK3 or Vic3, you're probably familiar with these patterns: regardless of your starting situation, these initial expansions are always a good choice. Either building a powerbase on Sardinia, or conquering easy gold mines in South Africa, you'd actively hampering yourself not to do this. EU4 before mission trees was li

476

r/EU5•

This post is a response to this video by the Playmaker, this video by generalist gaming and this video on CK3 by OPB.

As OPB describes, there is a point at the campaign (in CK3, but also EU4 and Vic3) where you hit 'escape velocity'. You are big enough that you know the AI can't hurt you anymore. This point varies per player and their skill level, but speaking from myself I will not play far past this point unless I'm RPing or have a specific achievement in mind. You've won the game, you can continue to admire your spoils or start a new campaign.

Ge

52842

r/EU5•

As I understand from TT#20, at the start of each age there is a choice for the focus of each age. This will add 10 extra advances with either an admin, diplo or mil focus. In addition to the general tree each age will have, there are also 3 institution trees for each age.

Do we know where the 10 extra advances of the focus will be populated? E.g. if I choose mil focus at the start of the age of Renaissance, will these be in the Professional Army tree? Or will these be divided among all possible trees? Or will the focus advances be in the general tree that will not be locked behind institutions?

217

r/EU5•

The reduction on banking interest for Genoa as shown in the latest TT made we wonder if they could play as a bank too? I read in TT26 that there will be building based nations that could function as banks (using a specific advance that allows them to take over loans).

If Genoa is not such a bank, what does this interest reduction do? Is it cheaper for them to take loans at these banking nations? Or are they also able to loan money to other countries?

Main reason I'm asking this comes from the idea of playing a tall Genoa where you make a lot of money, but you need some protection / guarentee against your bigger neighbors. I assume that like Vic3, you cannot be an aggressor against someon

4717

r/victoria3•

TLDR: Toggle the privatize button while paused, let 1 tick go by, and pause again. It should be bought by your investmentpool. If not, untoggle privatize and try again later / a more productive industry.

Context: I was playing as Krakow and I noticed that I had several millions in my investmentpool, but since I already ran out of peasants the private queue was not building that much anymore. I found that privatizing a building with high productivity, fully employed and growing/full cash reserves would be bought instantly by my own capitalists. But if it wasn't, after 1-2 weeks it would be bought by Austria. Since you can just toggle the privatize whenever, you could use this as a micro int

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