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Eiba
Jul 26, 2007


If you use the map mode lens thing you can sometimes get the game to actually tell you why you can't do a diplomatic play.

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MuffinsAndPie
May 20, 2015

hot cocoa on the couch posted:

it's 1905 and i'm japan. i have claims on korea, having completed meiji restoration, and want to invade qing to take it. except now it seems i can't start diplomatic plays on anyone? is this a bug? i have them in focus (in fact, have 12 areas in focus since i'm a major power). has this happened to anyone else?

If you just pressed to button to select that as an area of interest, it does take like 20 days for it to actually go through, there's a bar hidden away for it and everything. If that's not it, maybe your relations are too high with Qing? I'd try going to the diplomatic lens, going to diplomatic play tab, selecting conquer state from there, then hovering over a piece of Korea, the tool tip there might get you something.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
V3 really wasn't ready for prime time on release. I've been screwed over twice in my Australia run by bugs. First the UK got stuck in a forever war with Kutai as the AI can't do naval invasions which blocked me from doing the Australian Federation decision. I had to swap out to Kutai and concede the war which broke getting any further achievements. Then a Maori secession happened and I conceded because the UK didn't join the play to keep NZ in the empire and I didn't have any war ships. The Maori secession was then bugged and remained as a revolter tag and never switched to a proper national tag and I was stuck with a permanent ghost uprising condition. I'm putting the game down until we get a patch.

Mister Olympus
Oct 31, 2011

Buzzard, Who Steals From Dead Bodies

NoNotTheMindProbe posted:

V3 really wasn't ready for prime time on release. I've been screwed over twice in my Australia run by bugs. First the UK got stuck in a forever war with Kutai as the AI can't do naval invasions which blocked me from doing the Australian Federation decision. I had to swap out to Kutai and concede the war which broke getting any further achievements. Then a Maori secession happened and I conceded because the UK didn't join the play to keep NZ in the empire and I didn't have any war ships. The Maori secession was then bugged and remained as a revolter tag and never switched to a proper national tag and I was stuck with a permanent ghost uprising condition. I'm putting the game down until we get a patch.

these exact two things happened to me as well, oceania is simply cursed. good game though, will absolutely play after a couple patches/dlc

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


If anyone from Pdox is reading this - please let me cancel trade routes from the screen which gives a breakdown of where my input and output for a good is.

It lets me create import and exports but if when I look it's because there's a trade route I created ages ago I have to go into a different screen to kill it, which is a pain.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Yeah I like the game a lot, I don't think I've been this engaged with a Paradox release since EU3. However as the game has so many interlocking mechanics there's far less tolerance for jank and bugs that wouldn't be a big deal in their other games.

e. AI not being able to do naval landings is a pretty big gently caress up though.

NoNotTheMindProbe fucked around with this message at 08:05 on Oct 30, 2022

TorakFade
Oct 3, 2006

I strongly disapprove


Dirk the Average posted:

So apparently the Heavenly Kingdom event for China is very badly coded. The event sets off a diplomatic crisis where you annex the Heavenly Kingdom. This means you take a metric shitton of infamy, which in my case meant that I got 170 infamy for winning a civil war.

I'm just going to go ahead and fix that by cheating because holy poo poo that is not the way a civil war should work with respect to infamy. It also ends up taking away your incorporated states, so you have to reincorporate anything that breaks off.

Huh so that's what happened to Austria in my game as Two Sicilies -> Italy. We were buddies and in a defensive pact because France was looking at me funny, they called me into a war with one minor or another and France joined against us. While defending the Italian front from France, Austria collapsed under a huge revolt and... reformed Austria, only now with a thousand infamy for "annexing Austria" and being antagonistic towards me. Oh well, it's about halfway through the game and I could do with conquering the Italian homelands they still hold.

It's really a huge pain to get advanced goodies though, the only trade routes for opium, oil and rubber I can make are for like 10 units each and they're pitifully small for the needs I would have for my army and industry. I have to mine and import every single bit of coal I find lying around to fuel my massive amount of power plants to run my massive amount of electric sewing machine textile mills (and they're still woefully inadequate for the demand of both my people and foreigners who keep importing clothes from my market, I am the #1 producer of clothes worldwide and I should still double my production!!!)

TorakFade fucked around with this message at 08:15 on Oct 30, 2022

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

TorakFade posted:

It's really a huge pain to get advanced goodies though, the only trade routes for opium, oil and rubber I can make are for like 10 units each and they're pitifully small for the needs I would have for my army and industry. I have to mine and import every single bit of coal I find lying around to fuel my massive amount of power plants to run my massive amount of electric sewing machine textile mills (and they're still woefully inadequate for the demand of both my people and foreigners who keep importing clothes from my market, I am he #1 producer of clothes and I should still double my production!!!)

I had this problem in my Madagascar run. The great powers either didn't develop their oil and rubber aggressively enough (rubber wasn't a problem for Madagascar though) or they weren't willing to invade other nations to get them. The game really needs an option to invest in other countries to help them build buildings and develop techs (on top of making the AI better at building up its own resources).

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Eiba posted:

Naval invasion stuff

That's what garrisons are for. There's no travel time and they automatically redeploy when a new defensive front opens.

Garrisons lack a general but naval invasion fronts need constant convoys to supply the landed troops, making them vulnerable to convoy raiding, and they get significative penalties even when fully supplied until that fairly late tech. A garrison will buy enough time for a general to come in with minimal amounts of professional troops, and then it's a shooting range because as described every landing is with very small amounts of troops.


So of course the AI got no clue how to deal with it.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES
Revolts, rebellions and revolutions are very clearly where the game has the biggest concentration of bugs. They invariably turn out completely hosed up. The first patch should hopefully make them basically functional but the whole process also clearly needs to be looked at because I think some of the issues come from design mistakes. Which sucks, because obviously that's a huge aspect of the era.

The more I play the more I'm inclined to put the game down for a bit due to all the rough edges, but with a lot of hope for the future. The core of everything is the economic system and that one, aside from a few AI hiccups, is an absolute loving triumph, especially given how wildly ambitious it is. There is a lot of jank in this game on release but Paradox deserve the recognition for having pulled off what Vicky 1 and 2 could not.

Also the modding potential is nuts. My one big issue with the overall design is that Vic2 really thrived on being sort of on rails and I loved maneuvering around big historical events. V3 lacks that, but I have no doubt there will be a lot of flavor mods. I have to keep reminding myself that I don't have time to make mods for this game, but I really like the shift to journal entries, it makes it possible to have very transparent modded event chains without requiring users to read manuals or whatever.

fuf
Sep 12, 2004

haha

Guildencrantz posted:

The core of everything is the economic system and that one, aside from a few AI hiccups, is an absolute loving triumph, especially given how wildly ambitious it is.

Yeah it's worth remembering what a miracle it is that the economy doesn't just collapse immediately.

Magil Zeal
Nov 24, 2008

I'm trying a free trade game this time, basic capitalism with some welfare, as Germany. So I reached the 1880s, and it suddenly occurred to me that I never really expanded my tools industry. Turns out, I'd set up a few import routes at the start of the game, two of which were now very high level, including a level 100 trade route with France importing something like 9000 tools.

I think I might need to make some domestic tools. It's working fine so far, but just in case something were to go wrong when I next go to war, I need a fallback. Those set-and-forget trade routes can really sometimes come back to bite you.

TorakFade posted:

It's really a huge pain to get advanced goodies though, the only trade routes for opium, oil and rubber I can make are for like 10 units each and they're pitifully small for the needs I would have for my army and industry. I have to mine and import every single bit of coal I find lying around to fuel my massive amount of power plants to run my massive amount of electric sewing machine textile mills (and they're still woefully inadequate for the demand of both my people and foreigners who keep importing clothes from my market, I am the #1 producer of clothes worldwide and I should still double my production!!!)

There's a nice province (Pegu) on the south tip of Burma I like to grab and just fill with opium plantations.

Magil Zeal fucked around with this message at 10:00 on Oct 30, 2022

Dr. Video Games 0031
Jul 17, 2004

Yeah, I realized I was importing 3k paper from France and immediately decided to build a bunch of paper factories and set them to the most advanced production method before canceling the trade route. On the plus side, this really helped prop up my struggling logging industry, though I'm sure having that route suddenly canceled on them wasn't a fun surprise for France.

I'm finding it difficult to balance some goods that come bundled with other goods, like wine. It seems like I can never generate enough wine or luxury furniture/clothes without generating an excess of the more basic goods that I can't get rid of. I've started using more basic production methods on those just to have a more balanced approach and it's still a little lopsided. This may only be because my country's standard of living is so high, though—a genuine 1st-world problem.

Kalko
Oct 9, 2004

Still learning the game with Japan and working out how to keep supply and demand balanced with a strictly domestic market, but I haven't been able to keep Hokkaido stable, at least in terms of employment. Just about everything I build there goes into "can't hire people" mode where it says they all want better paying jobs (and I can't subsidize anything). Is that because it's a relatively small population and they have better living standards or something? I worked out I need to build a port there because their market access always drops after the first few years, but yeah, I can't seem to keep them satisfied.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Here's an interesting question I've been considering: what country has the easiest time having access to all of the mid-late game resources without having to resort to colonies? I guess the biggest limiting factor here is oil and rubber.

I know "just go conquer some of SEA or Africa" is very in period but I like the idea of going all game without leaving my home region if at all possible.

Another Person
Oct 21, 2010
I'm returning from posting exile to submit a list of demands of poo poo Which Needs Changing for nobody to read or care about. I like the game. I could like it more. I'm not going to talk military. It's broken in ways I can't be bothered typing, but the only thrust I want to say there is give the player more control.

Trade

- Make it so the player can choose what level of trade route they want to do. Why am I being forced to import 1500 paper from Austria, depressing my domestic industry and using excessively more convoys than necessary, when all I need is a top up supply? If it already exists, it needs to be surfaced better.

- Paradox need to find a way to make trade less micro-intensive, but enable it to have that micro input possible for optimizers. Setting up trade routes usually sucks and does not feel fun to do in the earlygame paper wars, so it needs a bit more automation here and there on imports. Allow me to tell my factories they can pay up to 25% above market rate on an automatic trade route from outside my market if demand exists and I have convoy capacity available. Just make it a toggle. There also needs to be a bit more control over exports. Let me effectively ban some goods from being exported if that good provides me a strategic edge. For example, I build a motor factory first. Let me put a ban on trading it out, stopping 80% of exports somehow (let's say a few still get out, no such thing as perfect control) to enable my state to basically seize upon our innovation more aggressively. Make heavy export control cost influence, which as an economy that is in the game, is usually either being all used at once or not used at all. This would add more use and game to influence.

Production

- The AI needs to actually invest in rubber, opium and oil production. These goods are, by endgame, too scarce to actually sustain the lategame economy. Literally all of my buildings are asking for electricity in any game. I can go conquer it myself, sure, but it seems the AI is conquering land of value and doing little with it.

- There are too many types of foodstuff which provide no difference in output, yet take up about half of my rural buildings tab. Collapse that poo poo down, I don't need to be deciding whether to use tractors or not on both rye and wheat. Abstract it a bit further, make that one building.

- Cash crops need to actually have a supply chain associated with them that make them cash crops that stood the test of time. That poo poo changed as time went on, to widen the market and enhance the cash per crop. Take tobacco. This good is seemingly just consumed as raw, which is weird and doesn't easily enable the actual exploitation involved with the way tobacco is lucrative. Add a tobacconist industrial building. Early game it can only produce cigars, which are an expensive luxury good that only requires tobacco. Late game techs unlock cigarettes, which are a staple good that is produced en masse and predominantly consumed by working class pops. Give the player a decision on whether to optimize for cigars, which just take tobacco, or for cigarettes which will require tobacco, paper and fertilizer. This gives a dynamic of wanting to get tobacco countries either conquered, or into your union. For coffee it should unlock an instant coffee industrial building in tech level 4 which is again a staple good. This was, roughly, when instant was invented. For opium, have it be something which can be first refined into laudanum, and then later into morphine. Laudanum is a luxury consumer good which is very inefficient to make but profitable when supply is low, morphine is a military good which is produced more efficiently incentivizing a swap to it later.

- Bring back the bottling works and split that out of groceries. Specifically make it a bottling works, not liquor distillery. It doesn't make sense that I can have a great export market on booze to Algeria. Add into the tech tree a pathway for bottling works which eventually unlocks modern soft drinks like Coke. Make it a staple good.

- Automation needs to make buildings even more employee efficient than they already are, decreasing the amount needed to employ.

- Generally reduce the draw of buildings on electricity, or add efficiencies to power plants that use increasing amounts of coal instead of just oil. Basically let the player choose whether to go for the more convoy efficient but harder to get oil, or the convoy inefficient but more widespread coal.

- Give me an option to simply deactivate construction sectors without destroying them. It is too micro intensive and repetitive bad gameplay. You are either funding all of your possible construction, or none of it, and that is a bit extreme. Maybe add a construction ratio button like you have for wages, where you are using 0%, 25%, 50%, 75% and 100% of your construction sectors for building. You still pay their wages at all times - you just aren't also funding them to actually do the work of getting goods to build and such.

Empire

- It should not be so easy to integrate colonized land distant from your capital. There needs to be an inbetween state for colonial states which are not considered integrated cores.

- It should equally not be as possible as it is to employ people in Papal Nigeria to work in the motor industry factory as it currently is. Link industrial pop employability closer to culture and discrimination, and make employing wrong culture pops always more difficult and less efficient, just to stop me making Africa into the greatest steel mill in the world. This would allow countries in the global south to industrialize on their own terms efficiently if they can manage it, while stopping the player and AI from making colonial Wakanda. Paradox don't want to make the Belgian Congo simulator, but they also need to ensure they are not accidentally playing into the hand of "actually, the British Empire improved India" sorta poo poo. Colonialism needs to be bad, yet for gameplay competitive purposes worth doing. So, an inbetween state needs to be found and I think simulating economic discrimination like this is one of the ways to do it mechanically while not allowing sickos to do genocide simulations.

- If the above will not be done, then there needs to be more consequence for industrializing colonies. Why would a massively industrialized and rich Senegal want to remain a subject instead of paving their own path? Africa and Asia need new splitter tags (which could possibly be released as reforged colonial dominions as an inbetween subject type) which will start to trigger as uprisings if you make them so sufficient they could stand alone. Basically, it needs to be possible to either have them do a Quit India, or for you to nip it in the bud by doing a lovely Sykes-Picot.

Diplomacy

- It is really weird that you can only integrate subjects which hate you. What incentive is there, if any, to keeping a subject loyal? Either make it so subjects can never be integrated, or make it so that good relations allow a peaceful annexation which costs you influence for 5 years.

- There are too many subject types which don't seem worth having or distinguishing. Why distinguish between a puppet and a vassal? Why distinguish between protectorates and dominions? They either need to be made more clearly mechanically different, or need to be collapsed down because they feel undercooked if split out.

- Bankroll is a bit too hardcore to be worth doing usually. Lower the threshold of how much of their budget you are covering based on their ranking.

Diplomatic Plays

- Make a nation joining a diplomatic play in the last 2 weeks of the maneuvering phase add another 2 weeks to the same phase. Maybe limit this just to Major and Great powers? Either way, I've had it a few times where an AI basically joined in the very last day meaning goals could not be added to them or counterbalances added to them. This will also prevent players being a sad scumbag with the system in both single and multiplayer by just preventing other nations from being able to respond.

- Add an additional 20 maneuverer points which can be spent in the Countdown to War phase to each involved nation that can only be spent on non-territorial demands. It's a bit odd that a nation in a diplomatic pact would go into a hellwar against France for literally nothing. Give them a chance to get a little something out of it. Maybe add a 'minor reparations' wargoal which scales in some way, or let the nation get some temporary prestige as a wargoal, trade arrangements, etc. It needs to be worth pitching into a war for, but fleeting and non-nation ruining. Right now I have every incentive to start a war myself, but zero incentive to voluntarily join a war in a coalition of nations uninvited. This would solve it.

- Do not let nations take a treaty port on countries which are recognised as minor powers or above. Especially do not let them take a treaty port on GPs. It should not even be an option. I literally had Austria take a treaty port on Prussia, giving them Memel. Similarly, I have taken one on the Netherlands in Holland. It is really, really stupid conceptually. Allow treaty ports to be exchanged via wargoal, but absolutely do not let them be taken in core territory in Europe or the Americas.

- Why can I not reconquer subject lands? This is especially relevant for the Balkans with Greece, Serbia and anyone you might punch out of the Ottomans.

Another Person fucked around with this message at 10:15 on Oct 30, 2022

TjyvTompa
Jun 1, 2001

im gay
I got the bug where a general is busy after going on a mission and I remembered a post here explaining how to fix it by editing the savegame but I do not remember how to enable achievements again afterwards. Does anyone know how to do this?

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord
I just binged this game for several hours as Brazil now that I finally am beginning to understand the way market works. Ultimately, game is good for a new paradox release. Biggest things that stand out are that sometimes there’s far too little to do between construction and policy, especially as a smaller nation. Secondly, the game could use a lot more flavor for nations.

Both seem like they’ll be fixed with time and DLC.

Oh yeah also I enjoy how not tedious war is.

I’m extremely tired.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

TjyvTompa posted:

I got the bug where a general is busy after going on a mission and I remembered a post here explaining how to fix it by editing the savegame but I do not remember how to enable achievements again afterwards. Does anyone know how to do this?

There was this post eariler in the thread:

VostokProgram posted:

In case anyone else runs into the perpetually busy general bug, I found a workaround.

Go to Documents/Paradox Interactive/Victoria 3/save games
Edit autosave_exit.v3
ctrl+F busy_characters and delete the number there (assuming only one is busy, if there's multiple you'll have to figure out which one is the right one)
ctrl+f achievement_eligibility and make it "yes" if its "no"


Obviously make a real save or copy that autosave file or something before you edit it

The achievement_eligibility line seems like it should do it, but I haven't tried it myself.

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.

Canopus250 posted:

So if you are playing as a power that starts as a tributary how do you potentially free yourself? My only option I can find in the diplomatic plays or diplomacy tab with the faction itself is to request it via the 'diplomatic interaction' tab with the respective nation. However they just say no and there doesn't seem to be any recourse.

Is there some relative level of economic or military power or other trick to force the issue?

There is a ‘demand independence’ option in the first diplomatic lens that leads to war of they decline, but like Tomn said you might need to sabotage relations first. I was looking for it too so did that and expelled diplomats and stuff and was already at bad relations when I finally stumbled on it.

Fray
Oct 22, 2010

The Cheshire Cat posted:

Yeah I believe the AI currently has a trouble figuring out "demand that doesn't exist yet, but would if the supply was increased". It seems to be an issue where the AI won't switch production methods to something that will require a supply of a good that is currently very expensive (because of a low supply), leading to a low demand for that good, which makes the AI think "nobody wants this" so they don't bother doing anything to increase the supply. I think this is also why they are very slow to develop late game resources like oil/rubber.

I was thinking the same thing after somebody said they didn’t see Japan developing any of its coal, since it starts with no coal usage. Definitely something I’ll keep an eye on next time I play.

I wonder if a player might be able to induce the AI to build out those resources by placing an import order for it. The route won’t do anything at first, but the AI might see that demand and thus solve this chicken or egg problem. It would confirm the theory at least.

Dr. Video Games 0031
Jul 17, 2004

Japan would be the perfect testbed for these theories since they start with a very large population and next to no industry (no mining, and only basic clothes and furniture manufacturing). The opening steps to kickstarting the Japanese economy is actually a little unintuitive as you have to build up industries that won't actually do anything, then you switch your construction sectors to use iron and tools, and suddenly you can take off.

On a side note, does anyone else find it strange just how much arable land Japan has? Kansai alone has 465 arable land. I get why; it's so the massive starting population has somewhere to work, but one of Japan's defining features is how little arable land they have relative to their land area. In the real world, they've had to get very creative with land use to support their population. In the game, you can just build 400 farms in Kansai lmao.

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.

Dr. Video Games 0031 posted:

Japan would be the perfect testbed for these theories since they start with a very large population and next to no industry (no mining, and only basic clothes and furniture manufacturing). The opening steps to kickstarting the Japanese economy is actually a little unintuitive as you have to build up industries that won't actually do anything, then you switch your construction sectors to use iron and tools, and suddenly you can take off.

On a side note, does anyone else find it strange just how much arable land Japan has? Kansai alone has 465 arable land. I get why; it's so the massive starting population has somewhere to work, but one of Japan's defining features is how little arable land they have relative to their land area. In the real world, they've had to get very creative with land use to support their population. In the game, you can just build 400 farms in Kansai lmao.

I played the opening moves with a few different countries now and playing Japan with their isolationism is when the production mechanics really properly clicked for me, I'm definitely gonna recommend them to newcomers. Korea on the other hand was a huge mistake to start with; being plugged into the Chinese market meant basically no matter what I did, my actions had next to impact on the market whatsoever which made it really hard to understand what was actually going on.

Also for arable land, it's directly tied to the number of subsistence farmers + standard of living, so basically has to be proportional to population at least the way the game works now. I was poking around with some modding yesterday to do some changes to Korea, including raising the population* , and just doing that by itself meant everyone without land for a subsistence farm to work at becomes an unemployed laborer and utterly tanks the standard of living and literacy and so on. Should probably be managed with a different system though yeah -- historically rice agriculture is very much not interchangable with other grains, it's wildly more efficient, and the Japanese climate is very well suited for it. Should probably be a modifier or something, or that rice farms get a different kind of production method in subsistence farms that lets them employ more people or something.


*historically Joseon had like 14-16 million in the mid 1800s, no clue where the devs got 9 million from. Pops are also distributed in the wrong provinces, Korea was even more isolationist than Japan, the Buddhist monks had been marginalized for centuries, slavery was sadly still a lingering thing, there was most definitely censorship, etc etc. I poked around all the laws and so on in East Asia and it looks like things are very much still legacy from Vicky 2.

Jazerus
May 24, 2011


RabidWeasel posted:

Here's an interesting question I've been considering: what country has the easiest time having access to all of the mid-late game resources without having to resort to colonies? I guess the biggest limiting factor here is oil and rubber.

I know "just go conquer some of SEA or Africa" is very in period but I like the idea of going all game without leaving my home region if at all possible.

mexico. they get a few rubber plantations iirc and have texas for oil. opium would be the main problem

Jazerus fucked around with this message at 14:41 on Oct 30, 2022

ilitarist
Apr 26, 2016

illiterate and militarist

Eiba posted:

If you use the map mode lens thing you can sometimes get the game to actually tell you why you can't do a diplomatic play.

It was a mad decision to make lens for diplomatic actions highlight countries you may ask about something, but not differentiate conutries that would actually agree.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
Minor question: how long did it take you guys before realizing that the songs in the game are all singing in English? I only twigged onto the chorus of “Glory to the queen” after a bit but even then I couldn’t really make out any of the other lyrics until I looked it up online.

Sheep
Jul 24, 2003
Man the Scandinavia flag is so bad I want to revert back :(

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)
Haiti is, once again, the most fun country to play as in Victoria. It really teaches you to focus on which production processes are actually optimal and how trade works. You just need to already know where the decisions tab is and the relations cutoff points for France to be able to DOW on you.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






It’s a proper economic model, it owns. Everything works as you would expect: new supply comes into the market, prices drop, supply suddenly constrained, prices rise again. Your little market is going fine but then suddenly bang! France wants to buy all your coal and nobody back home can afford it any more. So many ways for that to break, astonishing that it works.

Stux
Nov 17, 2006
Probation
Can't post for 47 hours!

RabidWeasel posted:

Here's an interesting question I've been considering: what country has the easiest time having access to all of the mid-late game resources without having to resort to colonies? I guess the biggest limiting factor here is oil and rubber.

I know "just go conquer some of SEA or Africa" is very in period but I like the idea of going all game without leaving my home region if at all possible.

south america has enough to maintain a decent eco, although not enough to get really huge off of it and i ended up running low by the very end.

DurosKlav
Jun 13, 2003

Enter your name pilot!

Dr. Video Games 0031 posted:

Yeah, I realized I was importing 3k paper from France and immediately decided to build a bunch of paper factories and set them to the most advanced production method before canceling the trade route. On the plus side, this really helped prop up my struggling logging industry, though I'm sure having that route suddenly canceled on them wasn't a fun surprise for France.


They would have rioted over the trade route being cancelled but they were too tired from rioting over something else the day before.

CuddleCryptid
Jan 11, 2013

Things could be going better

I might need to restart my Japanese campaign now that I've learned more about the military and diplomatic layers of conquest. I just cannot shake the Shogunate no matter how much I bolster their opponents, which means that trade isn't opening up. So I can take the other option which is bringing people into my market by force.

Precambrian Video Games
Aug 19, 2002



Beefeater1980 posted:

It’s a proper economic model, it owns. Everything works as you would expect: new supply comes into the market, prices drop, supply suddenly constrained, prices rise again. Your little market is going fine but then suddenly bang! France wants to buy all your coal and nobody back home can afford it any more. So many ways for that to break, astonishing that it works.

The economic model seems good but the player feedback is not great and in my game the AI seems incompetent at developing a good 2/3 of the resources, so there are persistent shortages of nearly everything except some raw rural resources. I've been making GBS threads out fabric mills and have been the world's top clothing producer for decades but the deficit just keeps growing.

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
I feel like the feedback is just going to always be inherently awful in a simulation with this level of complexity, I'd frankly prefer they just took out the price estimate tooltips entirely, or at least only gave them in vague terms.

esquilax
Jan 3, 2003

CuddleCryptid posted:

I might need to restart my Japanese campaign now that I've learned more about the military and diplomatic layers of conquest. I just cannot shake the Shogunate no matter how much I bolster their opponents, which means that trade isn't opening up. So I can take the other option which is bringing people into my market by force.

If you suppress the shogunate it eventually gives you random event chain that majorly decreases their clout and removes their leader. It lasts 5 years, so they'll jump back up to 25%+ clout and you need to hit that event chain again to finish the goal.

In the meantime the shogunate will need to be in the opposition which tanks your legitimacy and ability to pass any new laws.

CuddleCryptid
Jan 11, 2013

Things could be going better

esquilax posted:

If you suppress the shogunate it eventually gives you random event chain that majorly decreases their clout and removes their leader. It lasts 5 years, so they'll jump back up to 25%+ clout and you need to hit that event chain again to finish the goal.

In the meantime the shogunate will need to be in the opposition which tanks your legitimacy and ability to pass any new laws.

Thanks, I'll have to run it again and try that. I made some early mistakes that I want to correct as well, including loving up a lot of military adventures with not having enough supply convoys and building too many tax offices to fix the low taxation ability which brought in less than they cost to run.

Randallteal
May 7, 2006

The tears of time

RabidWeasel posted:

Here's an interesting question I've been considering: what country has the easiest time having access to all of the mid-late game resources without having to resort to colonies? I guess the biggest limiting factor here is oil and rubber.

I know "just go conquer some of SEA or Africa" is very in period but I like the idea of going all game without leaving my home region if at all possible.

I picked Russia to start and they're pretty close to self-sufficient as you might expect. You'll get a lot from east / central Asia if you follow their rough historical moves too. Breaking the landowners wasn't so tough either. I was able to pry them out of power in ~20 years by bringing in the industrialists and rural folk to tag team serfdom and then go down the line starting w/ autocracy.

Pakled
Aug 6, 2011

WE ARE SMART
My biggest complaint about the economic side of the game is how poor the AI is at exploiting mid/late game resources. It's not that they don't industrialize, they just seem to focus mostly on basic and early-game resources and barely develop anything beyond that. It's 1900 in my Brazil game and I'm the only one in the world producing oil in remotely significant quantities (thanks to me seizing that Bolivian oil-producing state), and I can already tell that I'm going to have to do more imperialism soon to feed my domestic industry's need for oil because nobody but me seems to have the desire to build more than one or two oil rigs per state despite demand for oil being sky high in Europe. I'm seeing similar (though less serious, presumably since the supply chain is simpler) problems with opium and would probably be having problems with rubber too if I wasn't, y'know, Brazil.

Dramicus
Mar 26, 2010
Grimey Drawer
Sometimes you just need to do things yourself.

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Traxis
Jul 2, 2006

So it seems like the lack of end game resource production could be caused by this typo in 00_defines.txt

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