|
I think Vicky could take a page from EU re: dynamic vs railroaded events in that it could borrow some idea akin to EU4’s era system, but maybe not tied so closely to dates. There’s already some event chains that tilt toward this but not in a big enough way. The easiest example I can think of is treating socialism like EU4’s lategame “revolution” mechanic. Have countries want to fight against council neighbors (if they’re like, horrible autocratic states) and make a larger push and pull. This will create alliances and power blocks and force both interest into your ideological alignment and create the friction that makes it feel like you’re doing more than making sure a certain class of people is fed.
|
# ? Nov 3, 2022 04:48 |
|
|
# ? May 28, 2024 07:44 |
|
Green Wing posted:I'm surprised, to day the least, that the oil production issue wasn't picked up pre-release, but I know nothing about games dev and QA, so. i'm in the Industry (sp) and it's pretty clear they either did not test mid-late game, so intentionally did not show it in streams bc these issues were known, or.. these issues were known, and were deprioritized in favor of "add byzantine empire formation to greece".
|
# ? Nov 3, 2022 05:10 |
|
Loading into a save for the first time since the patch, are trade centers supposed to use infrastructure now? I've got a bunch of states that are way over their limit despite not being that developed and the tooltip says the bulk of the usage is coming from a massive trade center in the state. It's not mentioned in the patch notes anywhere and it feels like an odd change because you don't have any control over where trade centers go.
|
# ? Nov 3, 2022 05:27 |
|
BBJoey posted:V3 still has notifications - if you’re quick you can catch the bottom right telling you about major events such as the crowning of Victoria or diplomatic plays in areas you have an interest, but they’re swamped by notifications that Saxe-Coburg has declared and undeclared an interest in the Russian Far East. I understand the reasoning behind the tying of notifications to interests, but IMHO it doesn't quite work... If I express interest in Germany it's often because I want to keep on the good side of the Prussians, not because I care about which German OPM is having a civil war for an incomprehensible reasons.. OTOH, if I am colonizing Indonesia or something I may care about who is trying to grab some portion of oil + rubber...
|
# ? Nov 3, 2022 05:49 |
|
I've noticed that some of my generals seem to lose divisions over time (a period of several years, and the barracks are full and replenished), and getting a new general seems to refresh them and cause them to refill on troops. Is there a way to refresh them that doesn't involve hiring a random idiot in the same region?
|
# ? Nov 3, 2022 06:10 |
|
One thing I did notice about the Interests system that kinda annoyed me is when you're playing a minor country that's on the edge of an interest zone and only have 1 interest allowed that's automatically assigned to your home zone, you can't do diplomacy with countries that are essentially next door but are across an arbitrary boundary. In my Selangor game I found that Malaya is considered under Indochina and so I couldn't really do diplomacy with folks in Eastern Borneo because they're under the Indonesia Interest zone (oddly enough I could do diplomacy with Javan minors and the DEI just fine).
|
# ? Nov 3, 2022 06:25 |
|
The Cheshire Cat posted:I feel like the fundamental issue is that the AI doesn't really do much speculative development. And I can understand Paradox wanting to be conservative with AI construction to avoid the whole "capitalists won't stop building clipper factories my country is dying" problem from V2, but there are a lot of goods where the demand doesn't materialize until the supply exists, unless you're the player and will recognize "I'm going to need oil soon so I should start building a lot of pumps". Opium particularly is an odd one because as a consumer good, it can be substituted for other goods, so there is literally zero demand in countries that don't have access to opium, but do have liquor/wine/tobacco - until you start shipping them some and then it will end up competing against those other goods and enter into the pop need equation. I think the AI isn't currently set up to think about trade that way and instead only looks for routes that will be profitable from the moment they're created, and if it can't find any it just doesn't bother developing the resource beyond its own domestic needs. It's not just lack of speculative development. As Germany, I got the Netherlands in my market fairly early in the game. For decades oil has been a high-value good in the German market. It's very profitable; my oil rigs are raking in cash hand over foot. And while the Netherlands is sitting on a potential 30 rigs, they built a grand total of 0 as of 1935. Friesland has slots for whaling stations too, and they have built 0. This is while they are using they are using multiple work modes that utilize oil, which they get from access to my market! Magil Zeal fucked around with this message at 06:42 on Nov 3, 2022 |
# ? Nov 3, 2022 06:31 |
|
The Cheshire Cat posted:Yeah I think this is the main issue, it's not that the game lacks historical events, it's that if you aren't playing as the country they happen to, you won't ever notice them happening. Victoria 2 had a nice option for this where you could toggle the notification for major events to display even if they weren't relevant to your nation, so for example when the US civil war kicked off you'd still get a popup about it no matter where you were in the world (the default setting was that it would do this for nations that were in your neighbourhood, but I liked to swap it to be global). The interest system in theory feels like it would be perfect for gating which events you want to see from other nations, but to be honest the interest system could use some kind of work or tweaking anyways. No, Victoria 3, I really, seriously, genuinely do not care, at all, that some one-state Indonesian minor or Indian princely state is putting down another radical revolt, nor do I give a drat that Oman decided to take an interest in me and simultaneously change their mind, nor do I really need twelve different notifications declaring that as expected nobody else cares about the Indian revolts either and declared neutrality, and is it REALLY necessary for the "Interest Group Leader Retired" notification to separately pop off the "Interest Group Leader Died" notification when they're the exact same event? And come to think of it what DOESN'T get notifications is pretty flawed as well - I really, really don't care that Anhalt declared an interest in South America, but I extremely care that the Two Sicilies, my longtime rival for Italy, just signed an alliance with Austria or puppeted Tripolitania. Being used to older Paradox games I was genuinely surprised that there doesn't seem to be any message setting system - I guess I hadn't realized that Ck3 represented the bold new frontier. Thinking about it, it'd probably be a really good start if interest notifications could be set to only show you about actions taken by great/major/minor powers or above, (depending on your settings) or else plays taken right next to your borders. That'd go a long way towards reducing SOME of the spam, since very few people are going to give a solitary drat about what some unrecognized insignificant power is up to unless they're neighbors and also insignificant/unrecognized themselves, but would probably be very much interested when a great power starts stomping around their back yard. Alternatively or in conjunction, set up the ability to declare "core" interests where the only difference is that non-core interests tend to give you much fewer notifications and only core interests have anything resembling the current notification spam for a region.
|
# ? Nov 3, 2022 06:31 |
|
Tomn posted:The interest system in theory feels like it would be perfect for gating which events you want to see from other nations, but to be honest the interest system could use some kind of work or tweaking anyways. Yeah I feel like a simple thing could be that you can set "interest level" in a region rather than just "interested/not interested". Where you would set some kind of power cutoff for "events I care about" and could automatically opt out of diplomatic plays where a minor is having a civil war but would still get a notification about a major/great power invading a minor. Doing it by region would allow you to set a lower cutoff point for stuff closer to home, where you actually might care about what the minors are doing, but could limit it to great powers if you just slap down an interest in Europe because you want to trade with France.
|
# ? Nov 3, 2022 06:35 |
|
they def need to bring back pop ups and auto pause, idk why its gone at all. the notifications are ltierally the entire other side of the screen from the ui im actually looking at!!
|
# ? Nov 3, 2022 06:39 |
|
don't worry, at least the notifications cover your mil hotbuttons
|
# ? Nov 3, 2022 06:51 |
|
The Cheshire Cat posted:I feel like the fundamental issue is that the AI doesn't really do much speculative development. And I can understand Paradox wanting to be conservative with AI construction to avoid the whole "capitalists won't stop building clipper factories my country is dying" problem from V2, but there are a lot of goods where the demand doesn't materialize until the supply exists, unless you're the player and will recognize "I'm going to need oil soon so I should start building a lot of pumps". Opium particularly is an odd one because as a consumer good, it can be substituted for other goods, so there is literally zero demand in countries that don't have access to opium, but do have liquor/wine/tobacco - until you start shipping them some and then it will end up competing against those other goods and enter into the pop need equation. I think the AI isn't currently set up to think about trade that way and instead only looks for routes that will be profitable from the moment they're created, and if it can't find any it just doesn't bother developing the resource beyond its own domestic needs. Actually, if the issue is that it needs product to induce demand to convince the AI to expand production, couldn't you add a minor "free" production of resources in appropriate provinces? So like, if a province can produce opium then a tiny amount is produced (perhaps scaled to total possible production) without input just to get things going? Sorta simulating both deliberate large-scale pilot projects and local initiatives like small farmers growing a little opium on the side. KOGAHAZAN!! posted:Really, huh. I feel like it should probably kick in earlier than that. That said, would it not make more sense to have it simply lag the death rate by the like 50 years? That appears to have been about how long it took for the population to realize that it didn't need to pop out a ton of kids to ensure some of them survived long enough to support their parents in old age. So like, if there's a tech that drops the death rate by 1%, that same tech drops the birth rate by 1% 50 years later.
|
# ? Nov 3, 2022 07:01 |
|
Here's some examples of the capitals from top-ranking AI powers at the end date: (I chose New York because you don't want to see D.C. Trust me.)
|
# ? Nov 3, 2022 07:03 |
|
I think the game feels a little flavourless for a few reasons, one of which is that once you kind of get how to play you probably won't have these organically generated crises that the game relies on. The other issue is that I don't really see them happening to the AI. You don't have the same visibility into AI markets so you don't get to see how a shortfall in UK food because of immigration made them start importing it from France, which raised the price of food in the French market, dropping SOL and causing a civil war in France. If the game did model 1848, you wouldn't see it unless you were in the country.
|
# ? Nov 3, 2022 07:05 |
|
I’m calling hacks on how the AI gets ahold of defensive pacts. I’m starting as Columbia, Venezuela has gotten defensive guarantees from Brazil, Bolivia and Denmark. Ecuador called in the US when I invaded them, fortunately they couldn’t hold out and I got to sit on their land for a few years until the US war enthusiasm hit 0. Treaties seem very hard to secure for the player.
|
# ? Nov 3, 2022 07:14 |
|
I had Britain use the IOU from having them fight a war for me to secure a defensive pact
|
# ? Nov 3, 2022 07:24 |
|
Gamerofthegame posted:it's settled, then would love that ya
|
# ? Nov 3, 2022 07:36 |
|
Tiler Kiwi posted:personally i find it a lot more Funny to find out how complex economic simulations behave by pulling a random lever and just seeing everything burn for a while I enjoy that we are all playing with a souped up MONIAC https://en.wikipedia.org/wiki/MONIAC
|
# ? Nov 3, 2022 08:15 |
|
Magil Zeal posted:Here's some examples of the capitals from top-ranking AI powers at the end date: One thing I've noticed from letting autobuild do its thing is that the autobuild doesn't build more than one of a building in a given province at a time. It's probably not as big a deal for a smaller nation, but if you've got the manpower and resources, it's often more optimal to just open palm slam the build button and put down several dozen factories or buildings of the same type to fill a resource shortage. I imagine there's also a trap for swapping to things like leaded glass production, where lead doesn't have much use before then, so there's no reason to build lead mines, but then you won't want to swap over to leaded glass because you have no lead, so it'll be too expensive. As an aside, playing as China with 5k build capacity and 2.7 million in investment funds per week is hilarious. Once that economy gets the foot on the gas, things get really stupid really fast.
|
# ? Nov 3, 2022 08:26 |
If I wanted to start modding in a newspaper notification, what would be a sane way to start? I can code (badly) in C, Python and GDScript, and I have a bit of time on my hands, but I haven’t modded Paradox games before and don’t have a sense of how the bits fit together.
|
|
# ? Nov 3, 2022 09:02 |
|
I've never touched UI stuff but all of the Paradox modding I have done goes through their own scripting system and doesn't require any programming knowledge. There's some good resources on the official forums though I'm unsure if there's much specific to V3 modding yet.
|
# ? Nov 3, 2022 10:02 |
|
Waifu Radia posted:has someone curated a list of best mods so far before my next campaign Work progresses on the ecological collapse mod I've talked about
|
# ? Nov 3, 2022 10:39 |
Enjoy posted:Work progresses on the ecological collapse mod I've talked about This looks cool as hell, please make sure to keep the thread updated on it!
|
|
# ? Nov 3, 2022 10:56 |
|
So I had my first election and the idiot brigade won (Imperial Rule Party) but as far as I can tell it doesn't cause me any problems. I thought I'd have to put them into my government but I... don't? They oppose just about everything I've done in the game so far so I'm not sure why they aren't causing trouble, but I assume it's because their influence is really low now. They still won in a landslide despite my other IGs having way more population, but I guess all my industrialists and smart people don't bother voting. I love this bit of flavour. The leader of the Samurai dies because seppuku!
|
# ? Nov 3, 2022 11:03 |
|
Kalko posted:
Yeah the way elections work is a bit weird, all they do is add to the clout of the IGs in the winning party, but it's not always a huge amount, and as a constitutional monarchy like you've got, you can easily overpower it with the legitimacy bonus for having the emperor's IG in government. The impact is more meaningful in presidential/parliamentary republics, where you don't get that bonus.
|
# ? Nov 3, 2022 11:08 |
KOGAHAZAN!! posted:Potential oil producing regions: Is this listed in a file somewhere or did you just go to each country and check somehow? A spreadsheet with all resources per state would be pretty nice.
|
|
# ? Nov 3, 2022 13:32 |
|
Admiral Joeslop posted:Is this listed in a file somewhere or did you just go to each country and check somehow? A spreadsheet with all resources per state would be pretty nice. It's in /game/map_data/state_regions/, search for "bg_oil_extraction" But someone posted an imgur album with this and other resources in map form, so this is obsolete now. I think the link's in the OP?
|
# ? Nov 3, 2022 13:50 |
|
boo boo bear posted:speaking of canada, does anyone know why I wind up owning all of it without even trying? is it a crown colony mechanic or something, cuz all I wanna do is either build awesome furniture in bc or the greatest shipyards known to man in halifax, but I constantly get saddled with the prairies, or even worse, the quebecois every time I play. the only way out of it seems to be independence, but that's got the major downside of losing access to the british market. The UK eventually has access to a decision that unifies two random (they don't even have to be neighbours currently) colonies in Canada (and another one for Australia), the AI loves to slam it on cooldown, and there is, bizarrely, no event pop-up for it. Dallan Invictus posted:The confederation mechanics for Canada and Australia work similarly - either one of the colonies has a decision to annex a neighbouring one with a smaller GDP, or the UK can take a decision to mash two of them randomly together. Both of them are coded to not annex a player, so if you get picked by the UK decision you annex the other one regardless of who's richer.
|
# ? Nov 3, 2022 13:59 |
|
You absolutely can be event-annexed by another Canadalet if you're one yourself, at least pre-patch.
|
# ? Nov 3, 2022 14:04 |
|
A whole lot of weird poo poo just went down with canada in my game. Communist Canada was sitting side-by-side with colonial Canada when GB invaded them. And then colonial Canada declared a separate war on communist Canada, which I intervened in because I was not about to pass up on a chance to let Communist Canada live. Except communist Canada capitulated to GB before the other war could start. This caused communist Canada to turn into colonial Canada (subject to GB), and colonial Canada turned into the proletarian Canadian revolt. And then they both just turned into "Canada" with identical flags and politics, neither of which were subject to GB anymore?? The Canada I backed (originally communist canada) ate the other canada, and now it's a regular, fully independent laissez-faire presidential republic. I'm confused, but okay. I guess it's time for the United Syndicates of America to do something about these capitalist pretenders now that they have no master to help them anymore.
|
# ? Nov 3, 2022 14:22 |
|
The tags are a bit all over right now. I had three Serbias in my game, two regular and one revolutionary.
|
# ? Nov 3, 2022 14:28 |
|
fun issue where if a country achieves independence in their secession war they're uninteractable-with bc they're still counted as a civil war country
|
# ? Nov 3, 2022 14:31 |
|
I've had to abandon my US playthrough again due to confusion. I have so many states and no idea where to build my stuff and because I have trade going on I'm terribly confused about which resources I need to build up, whether it's okay to cancel trade routes or apply export tariffs to protect domestic industry etc. Also, in every attempt I played Texas immediately falls to Mexico and general Santa Ana is not captured to end the war. As Japan I find it much easier because I can see the total inputs and outputs in my market. With the US I have like a cloth shortage because there's random export orders I can't meet. Not really sure what to do there. There's also a bunch of stuff like Cherokee relocation, trail of tears etc that I don't know how they influence things. My goal is to play the US historically until the civil war where then I will hopefully beat the confederacy and mark a turning point in history.
|
# ? Nov 3, 2022 14:34 |
|
The discrimination laws/system is obviously undercooked, but a pretty simple fix for both the 'multiculturalism is too easy to adopt too early' and 'the intelligentsia should not anti-discrimination in the era of them historically forming and staffing phrenology departments' is to make it so the discrimination laws liberals support create discrimination by wealth -- i.e. the Filipino capitalist who migrated to Madrid get around high society without much trouble, but the Filipino laborer who got shipped into work in the burgeoning textile industry faces decreased wages and increased radicalism.
|
# ? Nov 3, 2022 14:36 |
|
OddObserver posted:You absolutely can be event-annexed by another Canadalet if you're one yourself, at least pre-patch. Oh yeah, that absolutely happened to me pre patch even though the event script explicitly says it shouldn't, but I had quoted enough of my old post already and who knows, maybe they've fixed it by now? I've shelved the game until the first major patch where I hope the various civil war bugs (both in the US case and the more general one) get fixed.
|
# ? Nov 3, 2022 14:46 |
|
Kraftwerk posted:I've had to abandon my US playthrough again due to confusion. If you have export routes jacking up the price of goods in your country and you're the one who initiated the route, then feel free to cancel the route. If you are not the one who initiated it, then click the "protect domestic supply" button in the trade window for that good. This will disincentivize other countries from buying your goods by making them more expensive to outsiders. This is something you generally want to do with input goods like cloth or natural resources.
|
# ? Nov 3, 2022 15:01 |
|
The only vaguely interesting thing that happened in my first game up to 1900 is that New Brunswick became independent for some reason, long before Canada unified.
|
# ? Nov 3, 2022 15:09 |
|
Dr. Video Games 0031 posted:If you have export routes jacking up the price of goods in your country and you're the one who initiated the route, then feel free to cancel the route. If you are not the one who initiated it, then click the "protect domestic supply" button in the trade window for that good. This will disincentivize other countries from buying your goods by making them more expensive to outsiders. This is something you generally want to do with input goods like cloth or natural resources. I’m hoping they’ll implement a “cancel export” button. Make it give you worse relations and even some infamy if needed, but it’s silly that my internal market is running a 2k deficit on clothes while exporting 4k to France or the UK.
|
# ? Nov 3, 2022 15:12 |
|
Dirk the Average posted:I've noticed that some of my generals seem to lose divisions over time (a period of several years, and the barracks are full and replenished), and getting a new general seems to refresh them and cause them to refill on troops. Is there a way to refresh them that doesn't involve hiring a random idiot in the same region? There's some circumstances that don't seem to trigger updates of battalion allocation. Hiring a new general will fix it, but so will building a new barracks; these things properly trigger the reallocation doohickey. Speaking of which my biggest irritation with the war system is that the #1 death spiral is to have losses shrinking your battalions. It massively screws you in any combat because width doesn't scale with battalion size, only with battalions existing. But you have to drill down thru the UI to figure out this problem and it's inevitably a problem because it's guaranteed you'll have 9 barracks in West Bumfuck, population 40k.
|
# ? Nov 3, 2022 15:22 |
|
|
# ? May 28, 2024 07:44 |
|
Star posted:I’m hoping they’ll implement a “cancel export” button. Make it give you worse relations and even some infamy if needed, but it’s silly that my internal market is running a 2k deficit on clothes while exporting 4k to France or the UK. you can embargo the offending nation
|
# ? Nov 3, 2022 15:23 |