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Canopus250 posted:So can anyone help me understand why after a certain point naval fleets don't seem to actually train/recruit? Officer qualifications?
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# ? Dec 1, 2022 02:33 |
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# ? Jun 4, 2024 21:01 |
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Would that be found under the University's qualifications checkbox or somewhere else? I'm at a 93% literacy rate and no other job has had a lack of qualified workers for decades. There are also way more than enough unemployed pops to fill the naval bases several times over. Edit: The only additional thing would be that I've got a mod on to access the console. VV- I get that it's slow but a stack of 5 bases only managed to train about 7 sailors a year seems especially off Canopus250 fucked around with this message at 02:55 on Dec 1, 2022 |
# ? Dec 1, 2022 02:37 |
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I think Naval Bases just hire incredibly slow in general. Not sure if it's on purpose or a bug.
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# ? Dec 1, 2022 02:50 |
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It's definitely on purpose. Naval bases recruit slowly to represent the time it takes to build new ships.
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# ? Dec 1, 2022 03:22 |
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Are you even reading what he's saying? 37 sailors over 5 years for 5 bases is something that is very broken and not intended. At that rate, it would take 135 years to fill them to capacity.
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# ? Dec 1, 2022 04:33 |
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Could it be discrimination preventing the discriminated pops in the colony from promoting up to the required rank? Higher level ships use more officers vs. crew so that can make it worse.
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# ? Dec 1, 2022 04:49 |
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I really hope they sort out the performance issues. That's really the biggest thing holding me back from playing more at the moment. The game is fun, but good lord does the performance tank badly partway through.
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# ? Dec 1, 2022 06:05 |
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Star posted:https://twitter.com/pdxvictoria/status/1597636507107348480?s=46&t=r6SiCbgkxlyAO3aiWF7yPg Congratulations on the first ever successful goon project.
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# ? Dec 1, 2022 06:38 |
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Ithle01 posted:Could it be discrimination preventing the discriminated pops in the colony from promoting up to the required rank? Higher level ships use more officers vs. crew so that can make it worse. I realize a lot of this stuff is obfuscated still but if my army/nation is multicultural should I not expect the same of the navy? The one other thing I'll try is demolishing the outlying naval bases that don't work and see if I instead expand where my fleets are already hired if that just somehow fixes the issue. Ultimately I'm getting near the end date for the first time in my 6th Paradox game and while I've enjoyed what I've done this run I feel like I need to wait for at least two major patches before coming back to it.
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# ? Dec 1, 2022 06:45 |
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Canopus250 posted:I realize a lot of this stuff is obfuscated still but if my army/nation is multicultural should I not expect the same of the navy? Multiculturalism should fix it, yes. In that case, no idea. Well, at least you found a workaround.
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# ? Dec 1, 2022 13:02 |
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I finished my USA run, had a lot of fun, ended up taking over canada and mexico as punishment for people trying to cut me down to size. Really struggled in the endgame as I wasn't a heavy colonizer and nobody would improve their own rubber or oil industries, so will likely not start another run until the AI actually develops stuff.
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# ? Dec 1, 2022 15:47 |
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Looks like 1.1 is releasing on Monday. https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-68-patch-1-1-changelog-part-4.1560218/
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# ? Dec 1, 2022 16:13 |
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TwoQuestions posted:Looks like 1.1 is releasing on Monday. I guess I'm not getting to 1936 in my current game either
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# ? Dec 1, 2022 16:43 |
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There's some pretty good stuff on that list. Definitely looking forward to the patch. Probably the biggest thing is that it looks like there's more of a reason to leave territory unincorporated. It'll be interesting to see if that's true in practice - I've been reflexively incorporating everything.
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# ? Dec 1, 2022 16:57 |
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apparently they made some changes to the ai that'll help with building so I'm guessing it either works and the lack of development is less noticeable or it falls flat and we shout FIX IT more
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# ? Dec 1, 2022 17:02 |
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TwoQuestions posted:Looks like 1.1 is releasing on Monday. I like the 1.0 world they built where leaders constantly lived beyond 90 unless they were presidents, where in they were constantly being assassinated.
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# ? Dec 1, 2022 17:03 |
Welp better finish my current game this weekend. "- Mass migration now only targets incorporated states, to avoid colonies being the main target of mass migration rather than e.g. the New World" drat now I won't have waves of Scots heading to the Celebes to farm tobacco and dye. Also booooooo they fixed the instant army travel exploit. That was the only thing that made fighting far flung wars and wrangling generals between all the fronts they kept opening halfway doable.
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# ? Dec 1, 2022 17:04 |
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That seems to address most of the issues I had with the game, we'll see how the AI plays out though. But yeah shame to lose the teleporting general exploit considering I'm doubtful front splitting has been completely fixed.
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# ? Dec 1, 2022 17:08 |
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Booooocode:
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# ? Dec 1, 2022 17:10 |
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They’re also dropping hints of what is going to be change next. quote:Yes, for now. We considered addressing it in the short-term by changing the way some decentralized nations were laid out at the start of the game, but it would be ahistorical and not a sustainable / generic solution. Instead we have been working on an improved colonization mechanic that takes Claims into account to address this, which will be coming in a later patch.
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# ? Dec 1, 2022 17:17 |
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These AI updates sound especially good, in regards to war issues:quote:- AI will not begin unifying Canada or Australia until Pan-Nationalism is researched
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# ? Dec 1, 2022 17:35 |
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From my perspective having mostly played a lot as the Ottomans: Making troops lose morale every round of battle will be good - I saw lots of battles where neither side had much offensive power so they dragged on for ages. "Treaty ports only work if you're a higher rank than the market owner" will solve the game-start issues we've got with Pondicherry, but I don't think it's the best solution possible. It doesn't seem right that if the UK loses great power status then France instantly gets access to their market, or if someone takes a province bordering Pondicherry then France gets access to their market. I'd sooner they fixed whatever craziness forces places like Pondicherry to be treaty ports in the first place. I do recognise that we shouldn't let perfect be the enemy of good, but I hope this isn't the last time this issue is looked at. Rebalances to legitimacy, government, military and building wages sound good to me, not something that's troubled me too much in the past. Fixing the immortal leaders issue is great.
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# ? Dec 1, 2022 18:01 |
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I hope the port level and convoy PM changes mean that you're less likely to literally run out of shipping circa 1910
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# ? Dec 1, 2022 18:32 |
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Gort posted:I'd sooner they fixed whatever craziness forces places like Pondicherry to be treaty ports in the first place. I do recognise that we shouldn't let perfect be the enemy of good, but I hope this isn't the last time this issue is looked at. megane fucked around with this message at 19:08 on Dec 1, 2022 |
# ? Dec 1, 2022 19:01 |
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This would also work better for simulating imperial extraction of the colonies yeah
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# ? Dec 1, 2022 19:09 |
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Is there any way to provoke a native uprising? I keep getting cut off in Africa because AI colonizers keep getting lucky with uprisings, annexing all of the territory around my "peacefully" growing colonies.
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# ? Dec 1, 2022 20:50 |
DJ_Mindboggler posted:Is there any way to provoke a native uprising? I keep getting cut off in Africa because AI colonizers keep getting lucky with uprisings, annexing all of the territory around my "peacefully" growing colonies. Get antagonistic with some of those other colonizers so you can trigger the "they armed the natives" event and get them more restive? If there is a more direct pushbutton way I'd love to know it, also.
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# ? Dec 1, 2022 20:52 |
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Arrath posted:Get antagonistic with some of those other colonizers so you can trigger the "they armed the natives" event and get them more restive? I've actually gotten that event 3 times in my current Spain run, still no uprisings.
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# ? Dec 1, 2022 21:07 |
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Let us draw lines on the map for capacity or something, and once occupied areas in an overlapping claim neighbour a diplo play starts.
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# ? Dec 1, 2022 21:21 |
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Edgar Allen Ho posted:Let us draw lines on the map for capacity or something, and once occupied areas in an overlapping claim neighbour a diplo play starts. A fleshed-out Scramble for Africa will hopefully come in a later patch and/or DLC. Whether we see it before 2024 is another matter...
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# ? Dec 1, 2022 21:36 |
Gort posted:"Treaty ports only work if you're a higher rank than the market owner" will solve the game-start issues we've got with Pondicherry, but I don't think it's the best solution possible. It doesn't seem right that if the UK loses great power status then France instantly gets access to their market, or if someone takes a province bordering Pondicherry then France gets access to their market. I'd sooner they fixed whatever craziness forces places like Pondicherry to be treaty ports in the first place. I do recognise that we shouldn't let perfect be the enemy of good, but I hope this isn't the last time this issue is looked at. What do you mean by "whatever craziness forces places like Pondicherry to be treaty ports"?
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# ? Dec 1, 2022 22:01 |
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Zeron posted:That seems to address most of the issues I had with the game, we'll see how the AI plays out though. But yeah shame to lose the teleporting general exploit considering I'm doubtful front splitting has been completely fixed. I'm hoping at the very least they fixed the "the front was deleted due to losing an adjacent province by an attack from another front, so the generals all just go home" issue, which was a frequent result of front-splitting and could lead to instantly losing huge swaths of captured territory since it would take months to send your generals back to the front that was directly next to the one they just left, while the enemy is free to just keep pushing unopposed. The only time I ever used the teleporting general exploit was to send them back to the front they just left for no reason and killing the workaround without killing the original issue would suck.
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# ? Dec 1, 2022 23:02 |
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Staltran posted:What do you mean by "whatever craziness forces places like Pondicherry to be treaty ports"? Pondicherry is a treaty port for some reason, so France has unfettered access to the British market.
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# ? Dec 1, 2022 23:18 |
The Cheshire Cat posted:I'm hoping at the very least they fixed the "the front was deleted due to losing an adjacent province by an attack from another front, so the generals all just go home" issue, which was a frequent result of front-splitting and could lead to instantly losing huge swaths of captured territory since it would take months to send your generals back to the front that was directly next to the one they just left, while the enemy is free to just keep pushing unopposed. The only time I ever used the teleporting general exploit was to send them back to the front they just left for no reason and killing the workaround without killing the original issue would suck. But yeah, I'm still kind of worried because the teleporting general bug was actually a really good way of fixing a lot of the horrible front issues that are probably still around. I kind of hope that someone comes out with a mod that lets you teleport generals or something.
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# ? Dec 1, 2022 23:35 |
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DrSunshine posted:These AI updates sound especially good, in regards to war issues: Honestly, this sounds like it might have actually been a low-key big deal. If the AI had been sleeping on construction because it didn't think it could afford it despite its investment pool allowing it to cover the costs, given the fact that much of the game is balanced around some degree of deficit spending with the investment pool making up construction deficits that sounds like it might have helped contribute significantly to the "AI never builds anything" problem - building "affordably" without drawing down your investment pool drastically slows down the rate of potential growth.
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# ? Dec 1, 2022 23:37 |
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Eiba posted:The bug fix listed after the teleporting general fix might be a fix for this issue. It sounds like it was a bug that a general on the other side of the world had to redeploy from HQ to go to a front next to the one he was just deployed on. If, when a guy gets sent home, you can just plop him on an adjacent front in a couple days instead that would mostly be fine I think. If it actually works. What they should be doing is let you assign generals to a regional HQ. So you could tell Sherman to sit his rear end in New York while Lee farts around in Hawaii, or wherever, even while you're still at peace. Or just open this system up when you're involved in a play if you want the added hassle of remembering to send your generals halfway around the world. Unless that's how it already works and I've already forgotten everything I've learned about V3 since I played it last.
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# ? Dec 1, 2022 23:49 |
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It seems to me the fix for the front issue is some kind of front merging system - like yes these two fronts technically don’t touch because there’s a pocket in between them, but the distance between them is so small that they’re treated as one front. Maybe something like if there are fewer than X provinces between two fronts in a given strategic region, they are merged together. Alternatively, there are probably changes they could make to the province capture system to relieve some of the issues - so that you don’t end up with pockets which pointlessly create new fronts to begin with.
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# ? Dec 2, 2022 01:18 |
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Tomn posted:Honestly, this sounds like it might have actually been a low-key big deal. If the AI had been sleeping on construction because it didn't think it could afford it despite its investment pool allowing it to cover the costs, given the fact that much of the game is balanced around some degree of deficit spending with the investment pool making up construction deficits that sounds like it might have helped contribute significantly to the "AI never builds anything" problem - building "affordably" without drawing down your investment pool drastically slows down the rate of potential growth. Slightly related to this, but the investment pool needs to be front and center on the UI. It's extremely useful but it's hidden on a secondary tab of the currency window. It took me an embarrassing amount of time to even notice that it was a thing.
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# ? Dec 2, 2022 01:50 |
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Staltran posted:What do you mean by "whatever craziness forces places like Pondicherry to be treaty ports"? People have attempted to remove treaty port status from Pondicherry but apparently any single province in a region like that automatically becomes a treaty port or something. It's why the patch isn't just removing treaty port status from the little enclaves like Gibraltar and Pondicherry which weren't historically treaty ports in the way they are ingame.
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# ? Dec 2, 2022 02:30 |
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# ? Jun 4, 2024 21:01 |
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So you are objecting to the underlying mechanic of dynamic treaty ports.
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# ? Dec 2, 2022 02:56 |