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So I got the urge that I get about once a year to load up a campaign in darkest hour as the soviet union and fight ww2. But the problem is that game is over 10 years old and I've played it like 50 times. is there any more recent game that is at about the same level of complexity/simulation but a bit more modern? An obvious answer is HOI4, but I just cant figure that game out, the fronts and the national trees just arent that interesting to me. Is there a game that's explicitly a spiritual successor to HOI2?
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# ? Jul 17, 2022 05:42 |
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# ? May 20, 2024 00:48 |
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Have you tried hoi3
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# ? Jul 17, 2022 06:29 |
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I booted up hoi3 the other week intending to play a campaign on a lark and didn’t even make it through the tech section of the custom game mode setup how the gently caress did it get released lmao
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# ? Jul 17, 2022 06:32 |
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ThatBasqueGuy posted:Have you tried hoi3 This is just cruel
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# ? Jul 17, 2022 06:34 |
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ThatBasqueGuy posted:grasping the nearest by the shoulders, he shakes it madly, yelling "my nazi, have u tried hoi3"
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# ? Jul 17, 2022 06:46 |
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lol
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# ? Jul 17, 2022 07:35 |
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Clearly the answer to fighting WWII is Stellaris.
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# ? Jul 17, 2022 08:17 |
the courage pushes the bravery
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# ? Jul 17, 2022 09:00 |
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Jazerus posted:the courage pushes the bravery I looked up Iron Cross on the pdox forums - it is still getting patched!
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# ? Jul 17, 2022 09:14 |
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Everyone please sign my petition for a "random country" button to exist in every title, not just CK and EU.
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# ? Jul 23, 2022 14:07 |
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V for Vegas posted:This March of the Eagles: East v West project looks like it may actually work. I'm the lowkey "Korean War escalates into WW3".
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# ? Jul 23, 2022 15:19 |
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I finally did it, after so many years I caved and bought Victoria II. I spent some time playing as Brazil yesterday and it was quite fun, the game feels more streamlined and automated than Ricky, fortunately including many of the annoying parts. I do have some questions for you guys, in the hope that you will indulge someone who is extremely late to the party. - The optimal percentage of clergy across the country for Research Points is 2%, but apparently literacy is tracked per pop, and it gets its maximum boost when clergy is at 4% in that particular state. Am I correct in thinking that the best opening move is to encourage clergymen to 4% in each state, so you get ideal literacy growth for the rest of the game? - I'm really not sure how Administrative Efficiency works, which effects it has, or what the difference is between national and state administrative efficiency. After I'm done boosting clergy, should I just encourage bureaucrats until I'm at 1% of the population nationally and 100% efficiency per state, and leave it alone after that? - My industrialization efforts as Brazil (with Interventionism) got off to a very rocky start, as the majority of the factories opened by my capitalists turned out to be unprofitable, and I almost bankrupted myself several times. I'm doing a lot better now that I have better tech and have selectively closed down a bunch of factories and canceled unpromising projects. I guess my question here is, which guidelines am I supposed to use to determine whether or not to keep a particular factory around? A lot of them seem to alternate between insolvency and profitability, and despite the tooltip it seems very hard to tell if they're profitable overall. Related to this - should I be subsidizing factories by default? I'm afraid that if I don't, profitable factories will shut down just because they happened to undergo a temporary period of insolvency. - I get revolts at least every few years, especially involving those goddamn anarcho-liberals (I hate them so much, how are they getting tens of thousands of people to rise up on behalf of their idiotic ideology). I'm not sure if it's possible to stop this, am I just supposed to endure it? The conservatives have a firm majority in both houses, and I couldn't pass any reforms even if I wanted to. It's not like the revolutionaries are even a threat, they're just really annoying.
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# ? Aug 1, 2022 20:41 |
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Boosting clergy is a very good opener, yes. You absolutely want to make sure your bureaucrats are at 100% in each state as it affects your tax income. Just check back in occasionally to make sure once it's there. Subsidizing up early is very good and profitability is a trap on a national level as many goods are tied to building, war, or pop promotions so their factories being unprofitable is fine as you'll still get first dip instead of waiting for the international market to acquire them. This can be a double-edged sword, though, as happy well-fed pops will promote away from farmers and basic workers which can affect your province production. So revolts in Vic 2 are something that will always be just a nuisance if you play 'optimally' and mostly ignore the political parties in power to make the best, most efficient society and which, imo, leads to a very stale game. Those revolts can, and will, become a major problem if you play as the party ie. conservatives making GBS threads on the workers which is also how you start getting the more fun parties like socialists or communists in those revolts.
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# ? Aug 1, 2022 21:02 |
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Phlegmish posted:- I'm really not sure how Administrative Efficiency works, which effects it has, or what the difference is between national and state administrative efficiency. After I'm done boosting clergy, should I just encourage bureaucrats until I'm at 1% of the population nationally and 100% efficiency per state, and leave it alone after that? I haven't played in ages, but I believe Administrative Efficiency is about how effectively your tax rate is applied. So if you have 100% taxes but only 25% administrative efficiency, you actually only get 25% taxes. As a result you have to sort of scale back your taxes as your bureaucracy gets better at collecting them, otherwise everyone will be penniless under your massive taxes. quote:- My industrialization efforts as Brazil (with Interventionism) got off to a very rocky start, as the majority of the factories opened by my capitalists turned out to be unprofitable, and I almost bankrupted myself several times. I'm doing a lot better now that I have better tech and have selectively closed down a bunch of factories and canceled unpromising projects. I guess my question here is, which guidelines am I supposed to use to determine whether or not to keep a particular factory around? A lot of them seem to alternate between insolvency and profitability, and despite the tooltip it seems very hard to tell if they're profitable overall. Capitalists basically build factories at random. I think the sensible way to industrialise is to get some basic industrial technology, then build factories that hit as many of these criteria as possible: 1. Whose inputs are produced in your country 2. Who make something useful to the world 3. Who make something your country needs A good player can probably work out schemes that need fewer of those to be hit, but that's for later.
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# ? Aug 1, 2022 21:13 |
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As far profitablity goes it's pretty hard to go wrong with canned food factories. Should have most of the resources you need in every state too.
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# ? Aug 1, 2022 21:24 |
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People worship V2, but it's telling that after just one game a person can guess optimal opening moves suitable for every country. There's only doubt in places where the game doesn't properly explain stuff to you.
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# ? Aug 1, 2022 23:04 |
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Remember to go into the betas menu on steam and switch to 3.04. also you bought the DLC, right?
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# ? Aug 1, 2022 23:15 |
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Bureaucrats first as they affect pop promotion rate and total admin efficiency (above the slider in budget) has a % effect on how many goods you consume so you wanna get that straightened out asap
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# ? Aug 1, 2022 23:54 |
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Rynoto posted:Subsidizing up early is very good and profitability is a trap on a national level as many goods are tied to building, war, or pop promotions so their factories being unprofitable is fine as you'll still get first dip instead of waiting for the international market to acquire them. This can be a double-edged sword, though, as happy well-fed pops will promote away from farmers and basic workers which can affect your province production. Gort posted:Capitalists basically build factories at random. I think the sensible way to industrialise is to get some basic industrial technology, then build factories that hit as many of these criteria as possible: I'm still struggling a bit with industrialization. Not only are at least half of my factories unprofitable, they also seem to oscillate between profitability and insolvency without rhyme or reason, so I'm constantly opening and closing (occasionally deleting) them. It's actually rather tiring to keep track of them that way, but if I didn't I'd end up hemorrhaging money from giving massive industrial subsidies. When I first industrialized I hadn't figured this out yet, and I almost went bankrupt. Is it supposed to be this way, or am I doing something wrong? This is with nearly all of the industry-influencing techs researched, too. How do I determine which level of unprofitability is acceptable before I decide to get rid of a factory? I have to say that this is the most confusing part of the game so far. DaysBefore posted:As far profitablity goes it's pretty hard to go wrong with canned food factories. Should have most of the resources you need in every state too. Not for me! My canned food factories manage to operate at a loss, somehow, for some reason. VostokProgram posted:Remember to go into the betas menu on steam and switch to 3.04. also you bought the DLC, right? I have A House Divided, I thought I'd hold off on getting Heart of Darkness until I got a feel for the game. I do like it, so I might buy HoD if you guys deem it essential. What does the beta change? ThatBasqueGuy posted:Bureaucrats first as they affect pop promotion rate and total admin efficiency (above the slider in budget) has a % effect on how many goods you consume so you wanna get that straightened out asap So bureaucrats first, then clergy? That works too, it didn't take very to long to encourage bureaucrats in my game. Phlegmish fucked around with this message at 00:14 on Aug 2, 2022 |
# ? Aug 2, 2022 00:08 |
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Phlegmish posted:I'm still struggling a bit with industrialization. Not only are at least half of my factories unprofitable, they also seem to oscillate between profitability and insolvency without rhyme or reason, so I'm constantly opening and closing (occasionally deleting) them. It's actually rather tiring to keep track of them that way, but if I didn't I'd end up hemorrhaging money from giving massive industrial subsidies. When I first industrialized I hadn't figured this out yet, and I almost went bankrupt. Is it supposed to be this way, or am I doing something wrong? This is with nearly all of the industry-influencing techs researched, too. I do not remember what specifically HoD changes but this is back in the days when expansion packs also included bug fixes, so it's pretty important. And the 3.04 beta adds additional bug fixes on top of that. Plus quality of life stuff like making certain spammy events less frequent. The beta will only work if you have HoD I think since HoD is version 3.03.
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# ? Aug 2, 2022 01:21 |
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Heart of Darkness posted:Key Features I remember being hyped for the release of this one
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# ? Aug 2, 2022 01:27 |
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Phlegmish posted:How do I determine which level of unprofitability is acceptable before I decide to get rid of a factory? I have to say that this is the most confusing part of the game so far. It's heavily dependent on how essential the product is and how much there is available on the global market (and your rank). If you're a mid-rank nation with almost no access to buying, say, cement then you subsidize that factory no matter the loss. If it's canned food and there's a ton available then just let the factory die. If you plan to war then make sure you can make all your own components and ships. If you want to rapidly industrialize then make sure you get all the goods needed for pop promotions going and to be able to build factories and railroads. Basically always plan ahead with your factories and if you get massive stockpiles of products for a factory that's breaking even/losing money then let them die to shift workers into more essential ones. ilitarist posted:People worship V2, but it's telling that after just one game a person can guess optimal opening moves suitable for every country. There's only doubt in places where the game doesn't properly explain stuff to you. This isn't untrue I always enjoyed V2 more as a 'play as the party' simulator and seeing just how long things can remain stable while following the ideologies of the leaders. Playing a massively regressive country that refuses to educate the poor and instead uses them as essential slave labour until a communist uprising beheads them all is far more fun than standard-utopia metagaming. Rynoto fucked around with this message at 01:38 on Aug 2, 2022 |
# ? Aug 2, 2022 01:29 |
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ThaumPenguin posted:I remember being hyped for the release of this one i will never forgive how dumb it was people demanded the loving newspapers enough they made it into the game. UGH
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# ? Aug 2, 2022 01:49 |
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Phlegmish posted:I'm still struggling a bit with industrialization. Not only are at least half of my factories unprofitable, they also seem to oscillate between profitability and insolvency without rhyme or reason, so I'm constantly opening and closing (occasionally deleting) them. It's actually rather tiring to keep track of them that way, but if I didn't I'd end up hemorrhaging money from giving massive industrial subsidies. When I first industrialized I hadn't figured this out yet, and I almost went bankrupt. Is it supposed to be this way, or am I doing something wrong? This is with nearly all of the industry-influencing techs researched, too. Don't worry too about profitability, especially early on - early factories aren't very productive or efficient, and the global markets won't be that demanding for stuff. Rather than that, focus on: a) factories that operate using the resources you already produce in your nation, so you don't have to buy stuff from overseas just to run your own factories. if you have to buy stuff from overseas to run your factories, that cuts deep into your profits b) essential goods for building stuff you're going to need a lot of, like cement for factories or canned food for soldiers. because one of the great powers can randomly decide to buy up the entire world supply of something important, leaving you completely unable to obtain enough for your own needs As your country and the world at large industrialize, your factories will improve enormously and the world market will get hungrier for goods, allowing factories to become a real moneymaker.
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# ? Aug 2, 2022 03:23 |
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You might also consider installing Historical Project Mod or one of its derivatives. HPM fixed various issues in the economy, without adding tons of new events or countries IIRC. Personally I always play with GFM these days but that might be a bit much for a new player.
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# ? Aug 2, 2022 05:00 |
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Vizuyos posted:Don't worry too about profitability, especially early on - early factories aren't very productive or efficient, and the global markets won't be that demanding for stuff. In addition to looking to make factories that make things from goods you produce in your nation, you should also try to build these factories in the states where those goods are produced - a factory gets a stacking bonus for each input produced within the state (including inputs that are being produced by other factories in that state; it's not just RGOs). There's never really a reason not to do this as it's a completely free bonus, so it just comes down to finding the states that would be the best fit, resource-wise, to the factory you're trying to build.
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# ? Aug 2, 2022 08:33 |
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Depending on which country you're playing though, you might end up with too few workers for both the input RGO/factories and the output industry, which is one reason why spreading them out might be better. Granted, it's been a lifetime and half since I played V2 last so making workers immigrate to your factory states might not be as hard as I remember.
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# ? Aug 2, 2022 09:18 |
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Phlegmish posted:I'm still struggling a bit with industrialization. Not only are at least half of my factories unprofitable, they also seem to oscillate between profitability and insolvency without rhyme or reason, so I'm constantly opening and closing (occasionally deleting) them. It's actually rather tiring to keep track of them that way, but if I didn't I'd end up hemorrhaging money from giving massive industrial subsidies. When I first industrialized I hadn't figured this out yet, and I almost went bankrupt. Is it supposed to be this way, or am I doing something wrong? This is with nearly all of the industry-influencing techs researched, too. Possibly the best thing to do would be to upload a savegame so we can check it out
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# ? Aug 2, 2022 09:56 |
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Not sure what year it is in your game but I also usually delay investing anything in industrialization until 1870ish if I'm not playing as Prussia or the UK. You need a decent literacy percentage to get pops to promote up to clerks easily, and it's a lot easier to make money with factories after you unlock several techs that boost their efficiency. It's normal to have a hard time balancing your budget in the early game but there are several key techs that give huge boosts to your RGO and factory productivity, and a lot of industrial techs have inventions that pop randomly after you research them that give big permanent productivity increases to certain industries. I don't remember what the really good ones are to aim for, but the effects should be listed in the tech tree so just make sure you're reading the descriptions and looking ahead to pick good ones. Some tech lines, like the one in the Culture tab that boosts education efficiency, will also have multiple techs that give small boosts but lead to a tech that gives a huge increase down the line a bit. Edit: Looking over the list real quick I usually prioritize Social Thought under Culture (education efficiency), Market Functionality under Commerce (mine + farm output & diplomatic influence, which only matters to great powers), Power under Industry (more mine + farm output), Electricity & Chemistry under Industry (army supply limit increases + pop growth), and Mechanization under Industry (overall factory efficiency bonuses and specific industry boosts through inventions). I usually don't research any army or navy techs for roughly the first half of the game unless I'm playing someone who has to fight other industrialized nations early on (USA, Prussia). Otherwise it's almost always much easier and more rewarding to beat up uncivilized nations with valuable natural resources, even if you have to cross an ocean to do it. Randallteal fucked around with this message at 10:30 on Aug 2, 2022 |
# ? Aug 2, 2022 10:15 |
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VostokProgram posted:You might also consider installing Historical Project Mod or one of its derivatives. HPM fixed various issues in the economy, without adding tons of new events or countries IIRC. What are the differences between HPM and GFM?
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# ? Aug 2, 2022 12:10 |
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Maybe it's just my lack of experience with Vic2, but one of the issues I found with production chains etc in that game is that the map seems to be set up to make some countries playable (the bigger European tags, Brazil, Mexico, the US, Persia, Japan, etc) and then a lot of the other countries in the game aren't given the right set of trade goods to ever set up a functioning economy within their own borders (e.g. having coal, iron, sulphur, livestock/wheat/fish, etc). It creates a situation where you can't expand militarily or economically at the start, because you can't get the goods you need to build an army or expand your industry as you're too low down on the power rankings to buy stuff off the global market whenever they're in higher demand; and then whenever you get unsphered and leave a GP's market you end up back in the same situation again. It's not really a complaint as much as it is just an acknowledgement that the game doesn't go for the same 'you can viably play literally any country' approach that more recent paradox games have.
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# ? Aug 2, 2022 12:24 |
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Red Bones posted:Maybe it's just my lack of experience with Vic2, but one of the issues I found with production chains etc in that game is that the map seems to be set up to make some countries playable (the bigger European tags, Brazil, Mexico, the US, Persia, Japan, etc) and then a lot of the other countries in the game aren't given the right set of trade goods to ever set up a functioning economy within their own borders (e.g. having coal, iron, sulphur, livestock/wheat/fish, etc). It creates a situation where you can't expand militarily or economically at the start, because you can't get the goods you need to build an army or expand your industry as you're too low down on the power rankings to buy stuff off the global market whenever they're in higher demand; and then whenever you get unsphered and leave a GP's market you end up back in the same situation again.
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# ? Aug 2, 2022 12:34 |
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Gort posted:Possibly the best thing to do would be to upload a savegame so we can check it out Which file host should I be using?
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# ? Aug 2, 2022 15:23 |
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Red Bones posted:Maybe it's just my lack of experience with Vic2, but one of the issues I found with production chains etc in that game is that the map seems to be set up to make some countries playable (the bigger European tags, Brazil, Mexico, the US, Persia, Japan, etc) and then a lot of the other countries in the game aren't given the right set of trade goods to ever set up a functioning economy within their own borders (e.g. having coal, iron, sulphur, livestock/wheat/fish, etc). It creates a situation where you can't expand militarily or economically at the start, because you can't get the goods you need to build an army or expand your industry as you're too low down on the power rankings to buy stuff off the global market whenever they're in higher demand; and then whenever you get unsphered and leave a GP's market you end up back in the same situation again. There's a Marxist point here about material conditions and history that I currently am blanking on an appropriately pithy phrase for, but that aside, from a game perspective it is sort of confounding because it just makes some nations unfun to play.
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# ? Aug 2, 2022 15:29 |
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A big problem with V2, and pdox games in general, is that european nations and to a lesser extent the US have significantly more granular states which allows them to easily supply many of their own goods while countries that should be resource rich in the rest of the world are instead limited to a handful of states that leave them unrealistically poor on even basics like food so they can't industrialize effectively even if they resist the europeans. It's one of my big hopes that V3 more realistically models where resources are found (and exploiting them).
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# ? Aug 2, 2022 15:39 |
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DrSunshine posted:There's a Marxist point here about material conditions and history that I currently am blanking on an appropriately pithy phrase for, but that aside, from a game perspective it is sort of confounding because it just makes some nations unfun to play. this is true in general but the specifics of how resources tie into states and how buying off the global market works make it especially difficult for reasons entirely related to mechanical abstractions
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# ? Aug 2, 2022 15:50 |
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DrSunshine posted:There's a Marxist point here about material conditions and history that I currently am blanking on an appropriately pithy phrase for It's this one right? quote:Let the value of the linen remain constant, while the value of the coat varies. If, under these circumstances, in consequence, for instance, of a poor crop of wool, the labour time necessary for the production of a coat becomes doubled, we have instead of 20 yards of linen = 1 coat, 20 yards of linen = ½ coat. If, on the other hand, the value of the coat sinks by one-half, then 20 yards of linen = 2 coats. Hence, if the value of commodity A remain constant, its relative value expressed in commodity B rises and falls inversely as the value of B.
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# ? Aug 2, 2022 16:43 |
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trapped mouse posted:What are the differences between HPM and GFM? These are big mods so I can't list all of them (I'm sure I don't even know all of them), but the summary is: So HPM was a purely mechanics-fixing mod without much new content (there was some but not a lot). Then someone made HFM which adds new countries, events, that kind of stuff. GFM is a descendant of HFM, with even more events, but also gameplay changes like new CBs with lower infamy as you get later into the game. GFM is still being actively developed, I think the other two are abandoned (but of course they'll still work).
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# ? Aug 2, 2022 16:50 |
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Thanks for all the economical advice, what you guys are saying makes a lot of sense, even though I'm not quite sure yet how to effectively implement it in an actual playthrough. I find the trade screen and such to be very opaque, it's difficult to figure out which goods I should definitely be producing. About techs specifically, I find that they have had almost no impact on my overall manufacturing profitability. It's 1928 in my current game, I've researched every single economy tech there is, and the vast majority of my factories are still unprofitable. Look at this and weep, it's like the Great Depression started early: Funnily enough it's not a cash flow issue, I'm making a ton of money through taxes, and it's easy to stay in the positive as long as I don't spend too much on industrial subsidies; i.e. as long as I don't have too many factories open, which seems backwards. I'm just frustrated that such a core aspect of the game is still eluding me. For those of you who wanted my save file, here it is: https://www.mediafire.com/file/rab9a03350xvk5r/Brazil1928_01_14.v2/file Link has ads, but should be safe.
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# ? Aug 2, 2022 17:24 |
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# ? May 20, 2024 00:48 |
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Red Bones posted:Maybe it's just my lack of experience with Vic2, but one of the issues I found with production chains etc in that game is that the map seems to be set up to make some countries playable (the bigger European tags, Brazil, Mexico, the US, Persia, Japan, etc) and then a lot of the other countries in the game aren't given the right set of trade goods to ever set up a functioning economy within their own borders (e.g. having coal, iron, sulphur, livestock/wheat/fish, etc). It creates a situation where you can't expand militarily or economically at the start, because you can't get the goods you need to build an army or expand your industry as you're too low down on the power rankings to buy stuff off the global market whenever they're in higher demand; and then whenever you get unsphered and leave a GP's market you end up back in the same situation again. The thing is this kind of lack of access to resources was a pretty key issue of the era, but it does make it awkward to play some nations because they simply don't have any options except getting sphered by a great power and hoping there will be scraps left over for them in the local market after the sphere leader has had their fill. Vicky 2 kind of lies right on the edge of when Paradox was shifting from their games more or less sticking to a fixed historical progression to a more open ended, systems driven approach, so in a lot of cases the only small nations that are really viable to play are the ones that have a bunch of pre-defined events that let them punch above their weight or make powerful allies (like how Japan gets the Meiji Restoration decision that lets them modernize much more quickly than other nations that have to use the built in system). It's a game where you kind of just have to recognize that playing as a tiny country you've never heard of probably won't be fun. There's a reason why the typical small nation strategy is to just rush all the prestige techs first to bump themselves up to a secondary power on prestige alone - because there's not really anything else you can as one of those nations. Phlegmish posted:Thanks for all the economical advice, what you guys are saying makes a lot of sense, even though I'm not quite sure yet how to effectively implement it in an actual playthrough. I find the trade screen and such to be very opaque, it's difficult to figure out which goods I should definitely be producing. So long as your own income is positive, it's not actually that big a deal to have a ton of factories closed. What you want to subsidize are the goods needed for military and construction, and anything that might be needed as an intermediate good in producing them. Anything else you can feel free to leave to the whims of the free market. If the factories are closing it means that there probably just isn't enough demand for them, so it's unlikely your people are actually lacking in access to those goods. One thing I am noticing is all your factories are level 1. You really should be upgrading them - the ones that are making a profit likely can't actually produce enough goods to keep up with demand so you're leaving money and jobs on the table. If a factory is fully staffed and making a profit, you should upgrade it until one of those things isn't true anymore (on laissez faire and interventionism, capitalists can upgrade factories, but state capitalism and planned economy you have to do it yourself) The Cheshire Cat fucked around with this message at 18:31 on Aug 2, 2022 |
# ? Aug 2, 2022 18:23 |