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Gniwu
Dec 18, 2002

Hey, Paradoxians! Since the last time I made this request was on a weekend when none of you were online, I'd like to repeat it here: Would you consider implementing a 'females_can_command_armies=yes/no'-flag for nations in Europa Universalis 4? In regular games it would always be 'no', of course, but when I convert a save as a major Cathar nation from Crusader Kings 2, it would be nice to have that little bit of extra flavour translate into the next game!

People in the thread seemed mostly supportive of the idea when I last mentioned it.

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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

podcat posted:

I thought it just added new nations? Did they sperg out on POPs or goods as well now?

They added a bunch of African nations to fill it out a bit more.

BBJoey
Oct 31, 2012

VostokProgram posted:

Unrelated: holy poo poo New Nations Mod is slow. It's almost a full second for each day at full speed at game start. :psyduck:

If NNM runs that slow for you, you should try PDM. :getin:

podcat
Jun 21, 2012

gradenko_2000 posted:

They added a bunch of African nations to fill it out a bit more.

Just adding nations isnt necessarily that slow unless they came with a gazillion pops

YF-23
Feb 17, 2011

My god, it's full of cat!


NNM adds a bunch of gameplay tweaks, decisions etc. but nothing to cause massive slowdowns. Then again I haven't played in a while so maybe there's something they added recently.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
NNM is slowER than vanilla, but it's still lightyears faster than PDM and definitely not (at least for me) unbearably slow, it's just enough that you'd definitely notice it.

Munin
Nov 14, 2004


VostokProgram posted:

Does anyone have advice for getting a competitive industry score when not playing UK/France/USA/Germany? Advice specific to Japan or uncivs in general would be nice. On the Paradox forums and the wiki I saw that some people recommend using LF when you've got a decent industrial base, and I found that while that did boost growth significantly, it still was very frustrating to be barely floating 400-500 when the big players are all at least twice that.

Similarly, advice for dealing with resource shortages around the 1880s - 1900s? I found that even with Korea and Manchuria I just couldn't get enough iron and coal, and not enough rubber even with Brunei, Java, and other colonies around Southeast Asia.

Unrelated: holy poo poo New Nations Mod is slow. It's almost a full second for each day at full speed at game start. :psyduck:

From the sound of it you shouldn't have an issue input resources wise. Those should be enough for starters I think. Push coming to shove, how is your prestige looking? How are you determining that it is indeed a resource shortage causing the issue?

If it is it might be worth trying to actually annex some of that territory in some way since that would allow those RGOs to benefit from your RGO output techs which are most likely significantly better than your spherelings'. Also, they haven't got any revolt issues do they? That's another thing which totally screws with RGOs.

The other thing I'd note score wise is that you might want to check is how many factories of advanced goods you have. The industry score is heavily determined by the actual value of the goods you produce rather than by unit output. If all you're churning out is steel and basic clothes and furniture rather than telephones and radios then this will sharply reduce your score (that said with you mentioning rubber shortages I presume you have factories like these set up).

General industrialisation wise, and setting getting out of unciv aside, the general approach should be similar to when playing any less developed nation:

First get your literacy up if it is low (well set your positive literacy growth curve as early and best you can, education efficiency and clergy galore). It is essential for both tech growth and eventually getting a decent number of clerks and craftsmen to promote later. It is also generally the thing most notably holding uncivs back (Japan excepted which its relatively high literacy at the start).

Then get to great power (or at the very least secondary power) status as quickly as you can, using prestige giving culture tech if you can get them early enough is best as prestige also gives you better market access which is really handy. Beating up on your neighbours is also a good source of prestige and is essential when still an unciv as it nets you research points as well (just watch your literacy if conquering).

Third it to then set up initial industries. You get a throughput bonus if a factory is set up in a state which produces the inputs it uses so try and exploit that. The AI isn't always particularly good at setting up industrial chains... This is also easier to do in some countries than others. Japan kinda lacks in native coal and iron for example. Obviously you want to be in state capitalism or planned economy for this.

You should only really start promoting craftsmen then clerks once you have some factories to fill. Your Literacy should be growing nicely by this point if you set that up early enough making that rather easier. Ultimately you want to be promoting clerks.

Industry research wise it's probably better to focus on maximising the production bonuses on a few factories for which you can get good supplies or native RGO bonuses over trying to be mediocre at everything. It is a competition and generally when overall demand is being satisfied the cheapest and most efficient producer will win out. Railroad techs are really powerful and should also be prioritised.

Anyway, it's been a little while since I played so I might have missed some stuff. If anyone else wants to chime in or correct anything please do. I haven't really played much HoD so I would be very interested any insights and additional tricks from people who have. There are far fewer V2 guides or FAQs on the net than for the other current Paradox games. The wiki is also mostly out of date it seems.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
If you're Japan (or Persia) then your population should be large enough to do some real world-conquerin'. You can even expand into China and annex a couple of high-pop provinces for even more manpower.

Munin
Nov 14, 2004


gradenko_2000 posted:

If you're Japan (or Persia) then your population should be large enough to do some real world-conquerin'. You can even expand into China and annex a couple of high-pop provinces for even more manpower.

Any territory you conquer as an unciv still joins you as a full state and remains so upon westernisation right? Grabbing Korea when still unciv becomes really attractive as Japan then (despite the crisis risks) since it allows you to build up a proper steel based industry in provinces with a native resource bonus.

GrossMurpel
Apr 8, 2011

gradenko_2000 posted:

NNM is slowER than vanilla, but it's still lightyears faster than PDM and definitely not (at least for me) unbearably slow, it's just enough that you'd definitely notice it.

DStecks
Feb 6, 2012

podcat posted:

Just adding nations isnt necessarily that slow unless they came with a gazillion pops

Doesn't just adding the possibility for new nations create slowdown? Or am I getting confused with EU4 and adding tags?

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
Currently playing a Kaiserreich game as Qing empire with the goal to conquer the world. I managed to unite China and boot the Japanese out of the mainland, so after that I went after the Indian subcontinent. After annexing them all I just decided to see if I could take everything so I plowed through Persia and Egypt, going by Oman and the Arabic union, then on to the ottomans, followed by a blitz up through the Balkans. Then down through Italian federation, picking off their allies carlist Spain and kingdom of France in the process. Right now I am gathering force to take on Germany and its friends, who are quite strong since they absolutely crushed the syndicalist bloc and even invaded union of Britain successfully. A bit boring with no events after 1943 but I want to see what happens.

GrossMurpel
Apr 8, 2011

Star posted:

Currently playing a Kaiserreich game as Qing empire with the goal to conquer the world. I managed to unite China and boot the Japanese out of the mainland, so after that I went after the Indian subcontinent. After annexing them all I just decided to see if I could take everything so I plowed through Persia and Egypt, going by Oman and the Arabic union, then on to the ottomans, followed by a blitz up through the Balkans. Then down through Italian federation, picking off their allies carlist Spain and kingdom of France in the process. Right now I am gathering force to take on Germany and its friends, who are quite strong since they absolutely crushed the syndicalist bloc and even invaded union of Britain successfully. A bit boring with no events after 1943 but I want to see what happens.

I think even Germany is a pushover if you just build shitloads of Inf+SP-Art+SH-Arm.

YF-23
Feb 17, 2011

My god, it's full of cat!


GrossMurpel posted:

I think even Germany is a pushover if you just build shitloads of Inf+SP-Art+SH-Arm.

Any country is a pushover if you control everything from Hong Kong to Lisbon.

podcat
Jun 21, 2012

DStecks posted:

Doesn't just adding the possibility for new nations create slowdown? Or am I getting confused with EU4 and adding tags?

The big reasons for slowdowns in V2 is number of POPs and number of trade goods. Extra countries do add extra AI of course, but unless they are fighting wars its not that heavy

Zeron
Oct 23, 2010

podcat posted:

The big reasons for slowdowns in V2 is number of POPs and number of trade goods. Extra countries do add extra AI of course, but unless they are fighting wars its not that heavy

Yeah but adding new countries(the African ones mainly) suddenly puts all those previously inert African pops on the global market, which would be what makes the mod slower than vanilla. More active countries means more goods being moved around and more pops on the market.

vanity slug
Jul 20, 2010

podcat posted:

The big reasons for slowdowns in V2 is number of POPs

Is your V2 running slow? Have you tried everything else? Why not try Genocide™!

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Jeoh posted:

Is your V2 running slow? Have you tried everything else? Why not try Genocide™!

It's disturbing how many times genocide is the answer in Paradox games.

pdxjohan
Sep 9, 2011

Paradox dev dude.

Cantorsdust posted:

It's disturbing how many times genocide is the answer in Paradox games.

Little known fact. Most paradox devs are infact Derro dwarfs.

Farecoal
Oct 15, 2011

There he go
Wasn't there a mod for Victoria 2 that removes the map lines from the zoomed out map? And whatever happened to the Imperialist Adventures of Srbja and Friends?

Dibujante
Jul 27, 2004

pdxjohan posted:

Little known fact. Most paradox devs are infact Derro dwarfs.

This needs to be an easter egg in Runemaster now.

Yaoi Gagarin
Feb 20, 2014

Munin posted:

From the sound of it you shouldn't have an issue input resources wise. Those should be enough for starters I think. Push coming to shove, how is your prestige looking? How are you determining that it is indeed a resource shortage causing the issue?

This was from two games ago, but IIRC the factories would go red on some days, and hovering over them I'd see that they weren't getting enough input resources. I did have Korea from pre-Westernizing, so it was fully integrated. My whole empire was Japan, Korea, Manchuria, some of the ridiculously populated Chinese coastal states, Java, most of Borneo, and the southernmost state of Dai Nam (I think it's Cochin China or something). Assuming the production view can be trusted, my factories were overconsuming coal, iron, and rubber. I was trying to produce cars, planes, electric gears, and telephones, and rubber and steel were real bottlenecks.

Prestige might have been a possible solution. I think I managed to balloon to third in that game by getting 600-ish military score from battleships funded by South Zhili gold mines; maybe being in second place would have solved that problem.

quote:

lots of good advice

That's what I was doing, but now that you mention techs - I didn't get any of the economic theory techs because I figured 1% input efficiency couldn't be that important, but maybe it does make a difference. I will try a new game where I focus on commerce a lot more and see what I can do.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

VostokProgram posted:

Assuming the production view can be trusted, my factories were overconsuming coal, iron, and rubber. I was trying to produce cars, planes, electric gears, and telephones, and rubber and steel were real bottlenecks.

Prestige might have been a possible solution. I think I managed to balloon to third in that game by getting 600-ish military score from battleships funded by South Zhili gold mines; maybe being in second place would have solved that problem.

Yeah, late-game large Great Powers can consume the world's production of coal/iron/rubber all by themselves, particularly if the major producers themselves have taken hits for whatever reason. Past 2nd place you might only be getting the dregs.

Keep in mind though that access to world market goods is based on overall ranking and not prestige - prestige just happens to be a common and easily-accessible way of climbing up the ranks. You can claw your way up through military score and/or tanking 1st/2nd placer's industry/prestige via occupation/humiliation/cut-down-to-size

Soup du Journey
Mar 20, 2006

by FactsAreUseless

gradenko_2000 posted:

Yeah, late-game large Great Powers can consume the world's production of coal/iron/rubber all by themselves, particularly if the major producers themselves have taken hits for whatever reason. Past 2nd place you might only be getting the dregs.

Keep in mind though that access to world market goods is based on overall ranking and not prestige - prestige just happens to be a common and easily-accessible way of climbing up the ranks. You can claw your way up through military score and/or tanking 1st/2nd placer's industry/prestige via occupation/humiliation/cut-down-to-size
What's the end result of this? By the final decades (which I rarely reach), do the top GP's consume the raw materials and then produce enough finished goods for most, if not all, of the global economy, or is it more a case of them consuming and providing only for themselves, while the rest of the world starves?

If it's the latter, I'm kind of tempted to just tweak RGO output bonuses, probably through lategame inventions that give resource-specific buffs. If it's the former, then I can't really do that, as then everyone would saturate the market and the price of goods would crater, right?

Soup du Journey fucked around with this message at 20:27 on May 14, 2014

Zeron
Oct 23, 2010
Depends on which end game GPs you end up with. Early industrialized China will devour the worlds resources if they get high enough, but Germany generally consumes it's own RGOs and floods the market with finished goods. Early India will destroy the markets food supply due to losing the UK's RGO efficiency techs. Most regular GPs can sustain themselves through their sphere. so you only have to worry about oil and such.

Munin
Nov 14, 2004


gradenko_2000 posted:

Keep in mind though that access to world market goods is based on overall ranking and not prestige - prestige just happens to be a common and easily-accessible way of climbing up the ranks. You can claw your way up through military score and/or tanking 1st/2nd placer's industry/prestige via occupation/humiliation/cut-down-to-size

That is interesting. It certainly used to be the received wisdom that it was based on the Prestige score. So that means that for the vast majority of games the UK retains a stranglehold on market access then? That would certainly be a huge boon which helps them stay on top.

You do learn something new everyday (even if it is in a sphere of knowledge with no practical import :D ).

Agean90
Jun 28, 2008


I like starting world wars just so I can get a source of rubber that uses my RGO bonus.

Tens of Millions dead, but I can finally upgrade my automobile factory!

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.
I always found sulfur to be a big bottleneck. Everyone needs it to build ammunition, which is needed to build armies.

reignonyourparade
Nov 15, 2012
Resources really ought to be distributed proportional to score rather than in order.

Yaoi Gagarin
Feb 20, 2014

gradenko_2000 posted:

Keep in mind though that access to world market goods is based on overall ranking and not prestige - prestige just happens to be a common and easily-accessible way of climbing up the ranks. You can claw your way up through military score and/or tanking 1st/2nd placer's industry/prestige via occupation/humiliation/cut-down-to-size

Oh, yeah, I was able to get to third rank through battleships, but I didn't have a whole lot of prestige, so what I meant was that maybe if I had tried to get lots of prestige on top of industrializing and building a big fleet, that might have been enough to push me to second, thus (hopefully) solving my resource problems.

Jazerus
May 24, 2011


Munin posted:

That is interesting. It certainly used to be the received wisdom that it was based on the Prestige score. So that means that for the vast majority of games the UK retains a stranglehold on market access then? That would certainly be a huge boon which helps them stay on top.

You do learn something new everyday (even if it is in a sphere of knowledge with no practical import :D ).

Yes. You know how you can't build ships for a while when the game begins? It's because Britain (and then the rest of the GPs) are using the entirety of global supply before it gets to you.

Munin
Nov 14, 2004


Jazerus posted:

Yes. You know how you can't build ships for a while when the game begins? It's because Britain (and then the rest of the GPs) are using the entirety of global supply before it gets to you.

Well yeah; confusion was more about the metric used. Looking at the Wiki podcat only confirmed that middle of last year (at least that's when the thread used as the source for that fact was posted).

Dibujante
Jul 27, 2004
Players should be able to set aside an international market competitiveness budget. The bigger it gets, the greater your actual purchasing weight is relative to prestige, but part of that budget gets eaten up every time you purchase. So if you want to buy clippers away from Great Britain, you just need to pay more.

Pornographic Memory
Dec 17, 2008

Jazerus posted:

Yes. You know how you can't build ships for a while when the game begins? It's because Britain (and then the rest of the GPs) are using the entirety of global supply before it gets to you.

Echoes of the early game machine tools shortage of Ricky, where everybody wants machine tools since you can't build factories without them, but Britain is literally the only source of them in the world. :v:

I haven't actually played Vicky 2 enough to know if machine tools are still as constricted early on though.

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!

Pornographic Memory posted:

Echoes of the early game machine tools shortage of Ricky, where everybody wants machine tools since you can't build factories without them, but Britain is literally the only source of them in the world. :v:

I haven't actually played Vicky 2 enough to know if machine tools are still as constricted early on though.

I thought that some artisans made machine tools as well, though? Was that added in a later patch?

A_Raving_Loon
Dec 12, 2008

Subtle
Quick to Anger
One of the big holes in V2's economy is that nothing ever drives people into RGOs. Coal prices may be at an all-time high as every nation on earth fights tooth and nail for every handful of dust they can grab, but this will never push the unemployed masses to maybe try to earn a living in that mine that's running at 1% capacity.

Zeron
Oct 23, 2010
The market isn't terribly bad past the initial nutiness as the economy comes to gear. At the start of the game there just isn't terribly much desire for resources. Once it gets later everyone starts building factories, start using troops that have more needs, get naval tech and start really expanding their fleets, army tech massively increases supply consumption over time, pops start having more and more needs and so on and so forth. At the beginning of the game all everyone really fights over is clippers and such, but it very quickly escalates when everyone starts hitting those key techs.

^^^Actually the more profitable an RGO the bigger it's employment pool is. The problem is mostly related to industrialization, as you pull more and more people away from RGO's and your factories become more profitable, unless you are like China or the US you start hitting the point where your RGO pops just aren't being replaced. That's one of the things that can make early industrialization a bad idea, before you get a decent amount of pop growth going it's very possible to turn entirely too many farmers/labourers into craftsmen and you start losing money because RGO's are usually more profitable early on. Those Craftsmen usually won't demote back to farmers, and newborn pops are way more likely to become craftsmen, so you end up with underpopulated RGOs and no real way to correct that.

Zeron fucked around with this message at 01:54 on May 15, 2014

Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


Munin posted:

Well yeah; confusion was more about the metric used. Looking at the Wiki podcat only confirmed that middle of last year (at least that's when the thread used as the source for that fact was posted).

It's been a very popular misconception since Victoria 1, but if you played Vicky since then, you probably knew it. Oh god I need a new hobby

Soup du Journey
Mar 20, 2006

by FactsAreUseless

Zeron posted:

^^^Actually the more profitable an RGO the bigger it's employment pool is. The problem is mostly related to industrialization, as you pull more and more people away from RGO's and your factories become more profitable, unless you are like China or the US you start hitting the point where your RGO pops just aren't being replaced. That's one of the things that can make early industrialization a bad idea, before you get a decent amount of pop growth going it's very possible to turn entirely too many farmers/labourers into craftsmen and you start losing money because RGO's are usually more profitable early on. Those Craftsmen usually won't demote back to farmers, and newborn pops are way more likely to become craftsmen, so you end up with underpopulated RGOs and no real way to correct that.
Oh that's annoying. I take it the encourage farmers/laborers NF's are too feeble to make a noticeable impact? I might beef those two up and bundle in a migrant attraction bonus. Probably won't make too much of a difference globally, but at least it'd help me keep my own house in order.

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YF-23
Feb 17, 2011

My god, it's full of cat!


Doctor Schnabel posted:

Oh that's annoying. I take it the encourage farmers/laborers NF's are too feeble to make a noticeable impact? I might beef those two up and bundle in a migrant attraction bonus. Probably won't make too much of a difference globally, but at least it'd help me keep my own house in order.

Yeah, beef those up. I have vivid memories of getting oil in Galicia as Austria and having a very hard time getting people to actually work on the RGO.

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