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megane posted:Maybe I’m just cynical, but I feel like the only time they should increase wages is if they’re profitable, but not fully staffed because there aren’t enough people willing to take the wages they currently offer. They are going to change it next patch so they only increase wages if they can afford it and either A) they need to attract workers or B) their workers are about to radicalize from low SoL.
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# ? Nov 29, 2022 17:15 |
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# ? May 28, 2024 23:05 |
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Hellioning posted:They are going to change it next patch so they only increase wages if they can afford it and either A) they need to attract workers or B) their workers are about to radicalize from low SoL. (B) seems to have nice interaction with the various 'political' techs that increase SoL expectations.
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# ? Nov 29, 2022 17:19 |
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TorakFade posted:So, basically "what if trickle down economics worked", and the final result is "economy does not work". There's also the issue that normally technologies would roll out slowly and organically across factories in a nation, instead of causing one extremely massive shock to the market that screws everything up. And in theory the player could do the same, but that level of micro is incredibly irritating and only really worth doing for construction sectors in my experience.
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# ? Nov 29, 2022 19:12 |
AG3 posted:Well, yes and no. It increases worker wages which makes it easier for them to afford things, which in turn sharply increases SoL and thus demand for more goods. However it makes the businesses incredibly vulnerable to market fluctuations because the margins are so small, and any efficiency gains you manage by reducing input costs or increasing throughput gets eaten up by wage increases, which is a problem since a lot of these gains are temporary in the first place. I don't have access to the defines at the moment, but I believe they increase wages a little bit every ~21 weeks whenever the profits exceed 20% or so (which is apparently getting removed next patch). They probably should increase wages based on the labor supply in that state, rather than profits being large. That should raise the SoL for tight labor markets, encourging migration to them which in turn helps to alleviate the labor shortage there.
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# ? Nov 29, 2022 19:36 |
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Ya know, one thing I really like despite all the jank (pretty sure the Battle of Jutland wasn't a decisive victory of a swarm of Nelsonian museum pieces blasting the Kaiser's precious dreadnoughts with their mighty 36-pounders in something identical to a trench battle) I do actually care about my botes this time. In the HoIs my eyes always just glazed over at navy, be it 2's cruizerging to 4's "wait, no gently caress it let's make air boats instead." In EU I'm just glad I don't have to click Columbus's squad from tile to tile. Here I really do care and immediately notice what happens when my navy sucks rear end and the enemy's doesn't. That said, ignoring the bugs, I'm happily awaiting some kind of diplo play/great war update. My noticing the navy fun is replaying Lower Canada but on high ai aggro like recommended, and hoo boy d'ostie de tabarnak, it's weird seeing my green line tank again and again because the fifteenth anglo-franco-russo-austro-hungarian war has kicked off and no one can sail safely to Halifax. The great powers in dick size contests over one province is perfect and necessary for Vicky times, but like, I'd like more buildup and escalation to when The Big One kicks off for real. I want to poo poo my pants every time some slapfight happens. Instead it's been like, the brits like Kutai but France wants it and for some reason I guess Austria is all in on their independence and now Russia's in and Brazil for some reason jesus Paris burns for the fifth time in two decades. More buildup and escalation in the diplo system, and heavier consequences for when someone loses hard, basically.
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# ? Nov 29, 2022 23:20 |
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I have no idea how the navy system works. All I know is that I set my ships to patrol shipping lanes between my colonies and the imperial core and they still get raided by some lovely power with two boats to its name. A little opacity would be nice.
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# ? Nov 29, 2022 23:34 |
at this point i think my most highly desired feature on the war side is some kind of system that prevents you and france from having 300 battalion slugouts across areas of africa that are either severe malaria areas or the literal sahara desert. wars between colonial powers always seem to feature this horrible african quagmire as the primary theater until somebody (the player) takes advantage of their opponent's distraction to naval invade their homeland
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# ? Nov 29, 2022 23:58 |
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Is there any faster way to burn infamy? Puppet one country and the world goes mad. It is pretty funny that I win every war and liberate more subjects but still.
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# ? Nov 30, 2022 00:13 |
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infamy goes down faster the more unused influence capacity you have, as a percentage of total. also i think power rankings make it go faster too.
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# ? Nov 30, 2022 00:15 |
rivalries help a lot with keeping your influence up past 100% even while you spend some of it doing stuff. if you're constantly butting heads with a tag and don't see yourself ever having a peaceful relationship then just rival them so you can keep influence high to bleed off infamy your ranking doesn't help you bleed infamy but it does play into the calculation for how much infamy you spend on a wargoal. the higher your rank and the lower your target's rank the less infamy wargoals cost
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# ? Nov 30, 2022 00:48 |
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Ithle01 posted:I have no idea how the navy system works. All I know is that I set my ships to patrol shipping lanes between my colonies and the imperial core and they still get raided by some lovely power with two boats to its name. A little opacity would be nice. Patrol only defends against naval invasions. You need to assign a fleet to escort convoys instead. I presume that in turn, patrol does nothing to defend your convoys. Why it was designed this way is beyond me.
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# ? Nov 30, 2022 00:56 |
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Playing Vicky I again and rediscovering how much it owns... so long as you're a densely populated country. Also if you aren't scripted to get invaded by a GP in 1838 Edgar Allen Ho posted:Ya know, one thing I really like despite all the jank (pretty sure the Battle of Jutland wasn't a decisive victory of a swarm of Nelsonian museum pieces blasting the Kaiser's precious dreadnoughts with their mighty 36-pounders in something identical to a trench battle) I do actually care about my botes this time. In the HoIs my eyes always just glazed over at navy, be it 2's cruizerging to 4's "wait, no gently caress it let's make air boats instead." In EU I'm just glad I don't have to click Columbus's squad from tile to tile. Here I really do care and immediately notice what happens when my navy sucks rear end and the enemy's doesn't. The naval mechanics are half-baked but the sea nodes alone are an incredible leap forward for the naval mechanics.
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# ? Nov 30, 2022 01:16 |
eXXon posted:Patrol only defends against naval invasions. You need to assign a fleet to escort convoys instead. I presume that in turn, patrol does nothing to defend your convoys. Why it was designed this way is beyond me. because fleets that escort convoys are doing something very different from a fleet that's cruising around in formation looking for a fight? i guess from a gameplay perspective it's a bit weird but it's definitely intended as a simulationist mechanic
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# ? Nov 30, 2022 01:20 |
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Patrol coast is, as far as I can tell, basically just telling your navy to bodyblock for a foreign naval invasion.
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# ? Nov 30, 2022 01:57 |
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Jazerus posted:because fleets that escort convoys are doing something very different from a fleet that's cruising around in formation looking for a fight? i guess from a gameplay perspective it's a bit weird but it's definitely intended as a simulationist mechanic I don't see how it's realistic for a fleet assigned to protect a coast to be completely unable to escort your convoys passing along that coast or try to sink enemy convoys passing by at the same time. It's particularly nonsensical if you have a chokepoint like Gibraltar or Istanbul and you still need three different fleets with separate orders to cover your convoys and protect against a naval invasion.
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# ? Nov 30, 2022 02:06 |
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eXXon posted:Patrol only defends against naval invasions. You need to assign a fleet to escort convoys instead. I presume that in turn, patrol does nothing to defend your convoys. Why it was designed this way is beyond me. I should have been more clear, I meant I had them escorting but convoys still get raided. Brain dead after work, my fault. For example, playing as Japan I had my Indonesian convoys raided by Qing's tiny garbage fleet of about 30 wooden crap ships while i was escorting to Indonesia with about 60 monitor class ships which meant that not only did I have better ships, but more of them.
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# ? Nov 30, 2022 02:11 |
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eXXon posted:Patrol only defends against naval invasions. You need to assign a fleet to escort convoys instead. I presume that in turn, patrol does nothing to defend your convoys. Why it was designed this way is beyond me. I had no idea this was the case. I figured I could patrol the coast where raids were happening to try to intercept them more efficiently.
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# ? Nov 30, 2022 02:30 |
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Ithle01 posted:I should have been more clear, I meant I had them escorting but convoys still get raided. Brain dead after work, my fault. For example, playing as Japan I had my Indonesian convoys raided by Qing's tiny garbage fleet of about 30 wooden crap ships while i was escorting to Indonesia with about 60 monitor class ships which meant that not only did I have better ships, but more of them. Okay that part I don't understand. Either Qing was raiding a node your escort route didn't cover, or it was a node that was covered but it didn't work anyway. On a similar note, I had armies fighting in my colonies and their supply was down to 0% (so every battle was a near-instant loss) because my convoys kept getting raided, but it didn't seem to matter that I had thousands of spare convoys because I guess 100% of them were being sunk before reaching port?
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# ? Nov 30, 2022 02:34 |
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In case folks are interested, if you look for "Patch 1.1" in mods on the Steam Workshop, folks released some mods that do what the .. resource dev diary said Patch 1.1 would, except both modders noted it took them like five seconds to do. lol but it's nice if you've been holding off like i have
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# ? Nov 30, 2022 07:36 |
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https://twitter.com/pdxvictoria/status/1597636507107348480?s=46&t=r6SiCbgkxlyAO3aiWF7yPg Happy to see that V3 sold quite well. Hopefully this means they will support it for a long time.
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# ? Nov 30, 2022 12:02 |
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megane posted:Maybe I’m just cynical, but I feel like the only time they should increase wages is if they’re profitable, but not fully staffed because there aren’t enough people willing to take the wages they currently offer. Capitalists ought to try to lower wages as far as possible. Only time they should increase wages is if it increases profitability, which can only occur if the wage increase is necessary to attract more workers which in turn leads to higher profits. It is entirely possible that lowering wages, even if it means less employment at the factory, increases profits, due to reducing labour costs & simultaneously lowering supply of the good being produced, which drives up the price of the remainder being produced. Full staffing is not the objective of capitalists, maximizing profits is. In real life this is complicated due to the capitalists having invested the capital to build the factory in the first place, usually through taking on debt which needs be serviced, which makes maximizing staffing more often their best course of action, but that's not how factory construction works in the game.
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# ? Nov 30, 2022 12:27 |
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Star posted:
congrats wiz and team, you did good
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# ? Nov 30, 2022 14:03 |
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Goa Tse-tung posted:congrats wiz and team, you did good
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# ? Nov 30, 2022 14:39 |
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A Buttery Pastry posted:Very good marketing. the game rules tbh
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# ? Nov 30, 2022 20:16 |
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Cease to Hope posted:the game rules tbh One could even say it rules the waves.
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# ? Nov 30, 2022 20:35 |
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game is an unfinished 5/10 at best but i did play a decent amount of it so its not all bad
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# ? Nov 30, 2022 20:46 |
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Me and a friend are having a blast playing MP. Really looking forward to the patch and hopefully it fixes the most annoying out of sync issues (and some really loving bad god awful ones). And really positive about the future for the game. Hoi4 on launc and Hoi4 now are completely different experiences almost. So hopefully DLC's will add a ton more.
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# ? Nov 30, 2022 21:19 |
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A lot of things bother me about the game, but according to Steam I've played it for just over 150 hours already so maybe the game is good after all? Just 350 more hours to go before I can head over to Steam to downvote it.
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# ? Nov 30, 2022 21:29 |
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best base game release since CK2 imo
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# ? Nov 30, 2022 21:30 |
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Fuligin posted:best base game release since CK2 imo Agreed. More content expansions and refining the design is all I want, and that's not something I'm used to
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# ? Nov 30, 2022 21:42 |
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Cease to Hope posted:the game rules tbh
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# ? Nov 30, 2022 21:53 |
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It rules but they committed the cardinal Paradox sin of talking about how the next patch will fix most of my gripes with it, making me unable to play the game
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# ? Nov 30, 2022 21:55 |
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Is anyone else having lots of trouble with crashes during wars? Selecting fronts, generals and admirals all seem to crash my game just frequently enough to be really irritating.
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# ? Nov 30, 2022 22:07 |
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Gort posted:It rules but they committed the cardinal Paradox sin of talking about how the next patch will fix most of my gripes with it, making me unable to play the game My fingers are crossed for a 1.1 test branch in the near future.
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# ? Nov 30, 2022 22:10 |
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ro5s posted:Is anyone else having lots of trouble with crashes during wars? Selecting fronts, generals and admirals all seem to crash my game just frequently enough to be really irritating. Yes.
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# ? Nov 30, 2022 22:13 |
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Blorange posted:My fingers are crossed for a 1.1 test branch in the near future. I fear it's patch notes in two days, patch in nine.
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# ? Dec 1, 2022 00:13 |
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Agree with all the love. I like griping about the game, but it's all within the context of having already racked up 75 hours played.
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# ? Dec 1, 2022 00:25 |
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Oh I've bitched incessantly about the jank but I've also played like 150 hours and plan to play at least 1000 more over the game's lifetime so good job Paradox
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# ? Dec 1, 2022 01:24 |
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So can anyone help me understand why after a certain point naval fleets don't seem to actually train/recruit? I didn't have any issues early when I was building Naval Bases in my core area, it was much slower than the army's, but later on it wouldn't move at all. I tried tossing down 5 bases in an incorporated colony and over 5 years they only trained 37 sailors. What am I possibly missing? Ironclads are only 5-10% over market cost, there are no shortages of any kind, and military wages are at their highest values.
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# ? Dec 1, 2022 02:26 |
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# ? May 28, 2024 23:05 |
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As much as I complain about unfinished parts I try to also remember that this is only the beginning - I hope. Game is great so far.
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# ? Dec 1, 2022 02:29 |