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Oh, I guess a unified Germany just takes the two Danish minor PUs without a say in the matter. Almost like there's supposed to be an event or something to interact with.
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# ? Mar 15, 2023 18:32 |
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# ? May 29, 2024 15:16 |
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I've posted a LOT of complaints about V3 since it was launched but I'm deep into a 1.2 game and it's starting to feel like the game paradox promised us. It no longer feels like a total easy mode sandbox game, I'm actually being challenged. The biggest change I've noticed is that I actually have worker shortages! I used to get such an insane amount of immigration that I simply could not build buildings fast enough to not have constant 40-50% unemployment. Now I desperately want immigrants to staff my expanding economy. Achieving a socialist paradise is much harder now too. Harder to get the right leaders and techs, can't just cheese it and become a council republic like 15 years into the game. Pushback from interest groups seems stronger too. I had a landowner revolt when I changed to progressive taxation, and I'm having a capitalist revolt now from simply mentioning the term "council republic" in my parliament. One oddity or question I have, and it's a problem I've had since the start, but how do I shift these useless peasants from one state to another? In my "main" industrial state I have thousands of open jobs, good high paying jobs, but all my huge immigration waves target my less developed stats with lots of open farmland. So I have states with hundreds of thousands of peasants bordering a state with thousands of high paying jobs but no one seems to move. I wish there were stronger carrots and sticks for internal migrations.
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# ? Mar 15, 2023 19:20 |
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Fister Roboto posted:Speaking of which, you should be able to go negative on authority (and influence) whenever you want, just like with bureaucracy. It's kind of weird that you cant. I think this makes sense from a first-order game design perspective -- since the penalty for being in negative authority is IG unhappiness, and IG happiness effects are thresholded, there's an amount of authority which is negative-but-"free" that it's optimal to be in (compared to being at +0 authority). But staying in that region involves constantly micromanaging your decrees as IG happiness fluctuates, which is crappy gameplay. Also I think the authority penalty might only affect IGs in opposition? In that case, if the opposition is marginalized there'd be basically no penalty at all for being incredibly deep in authority debt. I feel like Bureaucracy is the only well-designed capacity based on the intentions laid out in the dev diary -- small bonus for being underbudget, pretty big penalty for being overbudget. The infamy reduction from influence is too good, and you have very little control over your influence supply in any case. I don't think I've even seen the penalty for being overbudget on influence (you'd have to drop a rank-tier while maxing out your spending, I think?). Authority's over/under budget effects are both kind of whatever.
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# ? Mar 15, 2023 19:27 |
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Baronjutter posted:One oddity or question I have, and it's a problem I've had since the start, but how do I shift these useless peasants from one state to another? In my "main" industrial state I have thousands of open jobs, good high paying jobs, but all my huge immigration waves target my less developed stats with lots of open farmland. So I have states with hundreds of thousands of peasants bordering a state with thousands of high paying jobs but no one seems to move. I wish there were stronger carrots and sticks for internal migrations. One bad habit I need to break myself of is trying to centralise all production of a good in one state. Economy of scale is good, but it's better to have 100 tool factories in two states, rather than 200 tool factories that I can't fill up in one state. That said, apparently internal movement of people from one state in your market to another is a thing, so people should move to better places. It may just be a question of whether being a Urals iron miner is truly better than subsistence farming in Kursk. Gort fucked around with this message at 19:32 on Mar 15, 2023 |
# ? Mar 15, 2023 19:30 |
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Kris xK posted:Currently the only line going up is the number of radicals I have. In 1.2 this is very normal, it's a lot harder to raise SoL now and radicals are just something you have to deal with. THE BAR posted:Oh, I guess a unified Germany just takes the two Danish minor PUs without a say in the matter. Almost like there's supposed to be an event or something to interact with. Yeah it's very lame. You can annex Schleswig ahead of time and keep it but since you can't annex PUs I think the only way to keep Holstein would be to release and annex them, but it would be tough to get that past Prussia/NGF
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# ? Mar 15, 2023 19:35 |
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Gort posted:One bad habit I need to break myself of is trying to centralise all production of a good in one state. Economy of scale is good, but it's better to have 100 tool factories in two states, rather than 200 tool factories that I can't fill up in one state. Huh, I thought you wanted to concentrate your different industries in the same province. Is it better to give everywhere a bit of everything, so more job types can be applied for? Magissima posted:In 1.2 this is very normal, it's a lot harder to raise SoL now and radicals are just something you have to deal with. I'm just desperately trying to become a major power, so I can form Scandinavia and at least get something out of this mess. Maybe even retake my proper land by that point.
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# ? Mar 15, 2023 19:40 |
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Mr. Fall Down Terror posted:they're mostly mad about the standard of living - you can increase SOL by increasing wages (building things that turn peasants into factory workers and whatnot) or making staple goods cheaper Or I could push through Universal Suffrage in a misguided attempt to gain more legitimacy and then have the church revolt and kick my rear end. That was certainly an option. I'm going to maybe try Belgium or something smaller to limit the amount of trouble I can get into.
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# ? Mar 15, 2023 19:40 |
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1.2 has so many improvements but keeping track of what's actually happening in a war is still a huge pain in the rear end. I don't know how they managed to thread the needle on "make a minimal amount of decisions but you still need to pay close attention to what's happening sometimes" but there's got to be a better solution
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# ? Mar 15, 2023 19:42 |
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Gort posted:This is what I do when I start a game: These is a good advice but whoever reads it should now that it's not like these steps win you game unlike Victoria 2 where a similar list could describe a universal winning victory. It's just a start, there are actual interesting decisions later.
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# ? Mar 15, 2023 19:58 |
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THE BAR posted:Huh, I thought you wanted to concentrate your different industries in the same province. Is it better to give everywhere a bit of everything, so more job types can be applied for? you want to concentrate industry up to the throughput limit. each additional industrial building of the same type adds bonus production, you'll also see throughput bonuses for various reasons. for example, some states in america have the "American Chestnut Forest" trait which is a flat +20% bonus to hardwood throughput, aka an extra +20% hardwood production, for free. usually these stack +1% at a time, so a level 10 tool factory gets +10% extra tools, level 15 gives +15% extra tools, and so on there are modifiers which increase the throughput cap for factories. generally it will cap out at like 50 or 70. if you've got One Big Tool Factory, you definitely want to max out your throughput cap because that's +50% more tools, for free!! past that though, you don't stack any additional bonuses for production, and then the cost of having one big rear end factory can become burdensome on your infrastructure requirements, or it can be hard to keep the thing fully staffed, and so on so rule of thumb - max out your throughput if possible and after that, consider if it's better for you to have two large central tool factories rather than one megalarge tool factory. also, the opportunity cost to turbocharging your economy with lasseiz faire is that the capitalists will build dinky little 3 level glass and clothes factories loving everywhere, diluting your industrial power through needless economic diversification Mr. Fall Down Terror fucked around with this message at 20:09 on Mar 15, 2023 |
# ? Mar 15, 2023 20:07 |
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RabidWeasel posted:1.2 has so many improvements but keeping track of what's actually happening in a war is still a huge pain in the rear end. I don't know how they managed to thread the needle on "make a minimal amount of decisions but you still need to pay close attention to what's happening sometimes" but there's got to be a better solution The best solution would be to assign generals to a specific strategic region and then go from there instead of having this front splitting bullshit that's currently going on. Hopefully there will be a pass on combat at some point that'll make things less irritating to use.
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# ? Mar 15, 2023 20:56 |
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lanfang doesn't start with migration allowed
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# ? Mar 15, 2023 22:22 |
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Mr. Fall Down Terror posted:you want to concentrate industry up to the throughput limit. each additional industrial building of the same type adds bonus production, you'll also see throughput bonuses for various reasons. for example, some states in america have the "American Chestnut Forest" trait which is a flat +20% bonus to hardwood throughput, aka an extra +20% hardwood production, for free. usually these stack +1% at a time, so a level 10 tool factory gets +10% extra tools, level 15 gives +15% extra tools, and so on Yeah, that's what I've heard was what you wanted to have. I wish you could trust the projected income thingies when you're building/modifying your stuff, but I can understand it not being able to take all the granular changes into account. Dirk the Average posted:The best solution would be to assign generals to a specific strategic region and then go from there instead of having this front splitting bullshit that's currently going on. Hopefully there will be a pass on combat at some point that'll make things less irritating to use. Something like the declared interest mechanic, but for your generals.
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# ? Mar 15, 2023 22:51 |
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Dirk the Average posted:The best solution would be to assign generals to a specific strategic region and then go from there instead of having this front splitting bullshit that's currently going on. Hopefully there will be a pass on combat at some point that'll make things less irritating to use. This was actually the previous model before the front-oriented one and it played quite awfully.
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# ? Mar 15, 2023 23:07 |
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crisis averted, was able to shuffle things around and get the borders wide open now I just need proportional taxation and we're off to the races
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# ? Mar 15, 2023 23:10 |
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Thank you for the tips! I think I've finally gotten into a rhythm with Chile as recommended by the tutorial, namely just looking at whatever building offers the biggest return on construction, building it, and whenever I get enough surplus income to afford another level of construction base I build it, and repeat. The other factor I've been considering is looking at my local market and trying to fulfill buy orders as much as I can, especially since it frees up bureaucracy points whenever I don't need to import poo poo. The game changer was finding the out the social mobility decree; without it for some reason my buildings would struggle to fill out their employment needs despite plenty of peasants in the state.
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# ? Mar 16, 2023 02:36 |
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I recommend Japan as a good starter country. You have all the population and natural resources you will need for the first half of the campaign on your starting islands, allowing you to industrialize with basically no roadblocks. Your country's politics are also about as regressive as it gets at the start, so you'll have to learn how to go through full liberalization so you can eventually boot the shogunate out of power and pass some decent tax laws. Russia is also similar in that they're abundant in population and natural resources, but... there's a lot of Russia. Keeping track of everything can be a little overwhelming for new players.
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# ? Mar 16, 2023 02:43 |
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Japan is a favorite run of mine in the Vicky games so I'm eventually going to play them. What I want to do right now is basically make sure I know the loops, because I don't like not having a rhythm of what to do to fall back on.
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# ? Mar 16, 2023 02:46 |
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Well, small countries like Chile have some considerations you must take into account that more populous countries like Japan don't have. With Chile, you have to be (or should be) very careful about which buildings you build where due to the limited workforce supply. As the campaign extends beyond the first couple decades, you'll be constantly working around that issue, and your construction of new buildings will be limited by how quickly you can get more population to staff them (either through military expansion or immigration attraction). More populous countries don't really have this issue, and they tend to have pretty different loops for economic expansion. The loop with those isn't so much about finding the most profitable buildings and focusing on those, but instead building out your core industries that allow you to expand construction as quickly as possible.
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# ? Mar 16, 2023 03:02 |
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I think I'm spending more time declaring neutrality in all these state revolutions than anything else; though I am loving 1.2! Ooh, go Revolutionary Switzerland! Plan R fucked around with this message at 03:10 on Mar 16, 2023 |
# ? Mar 16, 2023 03:03 |
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Is migration hot spots hard coded some how? I've formed Cascadia but my main economy is in BC. I have buckets of high paying jobs unfilled and the game claims that BC is the most attractive state to migrate to in the world, it's in the high 90's while most other states I have are 70-ish. But EVERY mass migration goes to California, Oregon, Washinton despite them having no jobs or much industry or anything. They have a bit more open land, but that's factored into the migration attractiveness. Is it something where US states get some hidden migration wave bonus?? They simply never ever target BC.
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# ? Mar 16, 2023 04:05 |
Baronjutter posted:Is migration hot spots hard coded some how? I've formed Cascadia but my main economy is in BC. I have buckets of high paying jobs unfilled and the game claims that BC is the most attractive state to migrate to in the world, it's in the high 90's while most other states I have are 70-ish. But EVERY mass migration goes to California, Oregon, Washinton despite them having no jobs or much industry or anything. They have a bit more open land, but that's factored into the migration attractiveness. I was also doing a run in the same area. Migration is coded to go to states with empty arable land. You can see exactly how much when you moues over the migration numbers under population growth. It makes sense- people don't cross continents and oceans in this time period to work in factories. They do it to set up a little homestead. When that doesn't work out they go into the factories. I think it's a good system. If you're going to put your thumb on the scale to force migration 'make sense' that's the way to do it. The arable land weight is what makes Argentina viable, for instance. They start with a tiny population but absurd amounts of arable land.
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# ? Mar 16, 2023 04:22 |
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Protip for abolishing slavery as the US without a civil war: Wait for the Whig Party to win an election (should happen quickly), and then wait for a Slavery Banned movement to start. Quickly try to pass Dedicated Police Force, and then Slavery Banned. With the right circumstances and right amount of support, you can get this done really quickly. Basically, the Southern Planters will start a movement to restore Local Police, and they'll stay on that for a couple years, letting slavery get banned in the meantime. Maybe there should be periodic checks to see what an IG is most pissed about and have them switch movements if it turns out that there's something more important they should be doing. This is something you can do for a lot of touchy laws that might spark a civil war. Distract the problematic interest group with a less radicalized movement then do the thing that would otherwise cause them to rebel. Dr. Video Games 0031 fucked around with this message at 04:30 on Mar 16, 2023 |
# ? Mar 16, 2023 04:24 |
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Dr. Video Games 0031 posted:Protip for abolishing slavery as the US without a civil war: Wait for the Whig Party to win an election (should happen quickly), and then wait for a Slavery Banned movement to start. Quickly try to pass Dedicated Police Force, and then Slavery Banned. With the right circumstances and right amount of support, you can get this done really quickly. Basically, the Southern Planters will start a movement to restore Local Police, and they'll stay on that for a couple years, letting slavery get banned in the meantime. Eh, the last time I tried something like this the angry interest group changed movements real quick. Your milage may very.
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# ? Mar 16, 2023 04:54 |
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Gort posted:This is what I do when I start a game: same except i hyperdevelop with max construction on the best state for juicy throughput, getting that stuff going early is op
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# ? Mar 16, 2023 05:07 |
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It's pretty silly that having Closed Borders means nobody can move to a different state internally
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# ? Mar 16, 2023 06:13 |
megane posted:It's pretty silly that having Closed Borders means nobody can move to a different state internally this is one of the Very Weird And Dumb Things I've struggled with understanding since release day. just, why
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# ? Mar 16, 2023 07:37 |
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hailthefish posted:this is one of the Very Weird And Dumb Things I've struggled with understanding since release day. I imagine the test case was Japan which did have extremely strict internal migration controls in addition to its isolationist foreign policy, but it didn't get much thought in extrapolating out.
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# ? Mar 16, 2023 07:53 |
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Mister Olympus posted:I imagine the test case was Japan which did have extremely strict internal migration controls in addition to its isolationist foreign policy, but it didn't get much thought in extrapolating out. That feels more like serfdom to me - where you belong to your lord and can't leave his land - than closed borders
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# ? Mar 16, 2023 09:38 |
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THE BAR posted:Huh, I thought you wanted to concentrate your different industries in the same province. Is it better to give everywhere a bit of everything, so more job types can be applied for? You do want to concentrate industries generally in order to benefit from the "economy of scale" factor - every building of the same type in a province gives you +1% throughput, so 30 tooling factories in one province will make 30% more tools than 30 tooling factories spread across 30 different provinces. However, economy of scale has a limit, starting at 20. As long as you're hitting that limit (which scales with tech up to 50), you're golden, so there's no throughput difference between 100 factories in one province, and 100 factories split between two provinces. "I should put all my tool factories in one province for economy of scale" is overly simplistic, and can lead to you sitting there grumbling that not enough people are migrating to your "tools province" to take the empty jobs, or that you don't have enough qualified people to take the jobs, or whatever.
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# ? Mar 16, 2023 10:59 |
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Well, I finally ran up against the limited population of Chile. I suppose I could work on rejiggering my buildings with newer tech and refining production chains but I also forgot about diplomacy and also reforming the government so your legitimacy isn't hosed. Wonder if there's a good playthrough of Chile out there so I can actually suss out a good plan for dealing with the low pop issue; I figure it'd be something like breaching into multiculturalism or whatever, or supercharging your colonization efforts somehow, but drat if I know how to get it done. Also, this new private investment thing: I've had some good builds from them but if I have the option to downsize their buildings if they're making a poo poo profit and would rather have them working somewhere else (goddamn eternal grain shortage and nonstop grain farm building...), should I do that or just let them be? I might be pissing them off, I dunno ADD: I think my biggest problem is like, conceptualizing the resource chain. I see the positive income projection from the base resource buildings, that's fine. But looking forward into tools -> more return from less pops needed to work, and so on gets tricky because the income projection is usually very inaccurate. Figure I should learn to use the market overview better toasterwarrior fucked around with this message at 13:02 on Mar 16, 2023 |
# ? Mar 16, 2023 12:57 |
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Something else to consider is the investment pool. If you only have tool factories in a single state, that's the only one that'll upgrade based on demand. If you have them in multiple states, the most profitable will upgrade first but all the others will keep upgrading too if there's enough free construction points and enough profit/demand for the good. Personally I spread my factories a bit, I usually expand it to a second or third state once the primary state reaches 10. This is because I very much like the AI helping me adjust to demand.
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# ? Mar 16, 2023 15:00 |
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I spread them out early game so I have a lot of granularity in production methods and infrastructure. I figure that late game I'll be building hundreds of each factory at a time so that's when I'll worry more about economy of scale.
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# ? Mar 16, 2023 15:04 |
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toasterwarrior posted:Japan is a favorite run of mine in the Vicky games so I'm eventually going to play them. What I want to do right now is basically make sure I know the loops, because I don't like not having a rhythm of what to do to fall back on. japan is actually a pretty good tutorial nation! you're strong enough to where nobody's going to gently caress with you unnecessarily, and if they do you'll be able to defend yourself with waves of peasants/national militia. you've also got a very deep pool of peasants to industrialize until you can unlock migration. your economy is entirely closed off but you have all the basic resources you need, so you can really see the economic impacts of your decisions. and as mentioned, you have to drag the shogunate kicking and screaming into great power status, and if you can topple the shogunate you can liberalize anything
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# ? Mar 16, 2023 15:10 |
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Persia is the trial by fire starter nation because it's hard for you to outright game over but very easy to get hosed up in a way that quickly teaches what to do and what not to do
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# ? Mar 16, 2023 15:26 |
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toasterwarrior posted:Also, this new private investment thing: I've had some good builds from them but if I have the option to downsize their buildings if they're making a poo poo profit and would rather have them working somewhere else (goddamn eternal grain shortage and nonstop grain farm building...), should I do that or just let them be? I might be pissing them off, I dunno Absolutely downsize privately-built buildings if they're no good for you, there's no difference between a publicly-built building and a privately-built building once they're built. That said, I'd probably not bulldoze a grain farm if my country's got a grain shortage, that would piss people off, not because of the bulldozing precisely, but because grain prices are high.
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# ? Mar 16, 2023 15:27 |
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toasterwarrior posted:Well, I finally ran up against the limited population of Chile. I suppose I could work on rejiggering my buildings with newer tech and refining production chains but I also forgot about diplomacy and also reforming the government so your legitimacy isn't hosed. Wonder if there's a good playthrough of Chile out there so I can actually suss out a good plan for dealing with the low pop issue; I figure it'd be something like breaching into multiculturalism or whatever, or supercharging your colonization efforts somehow, but drat if I know how to get it done. I have never played Chile, but if it were me, I'd try passing a colonialism law and then colonize Africa if there are any gaps left by the Europeans (ideally, you try to start this early before there's a ton of competition). At the same time, I'd start planning for conquests of Argentina and Peru. Expanding your territory is the easiest way to get more population, after all. You should definitely use the automation PMs to let you use fewer workers per building level too. As for the resource chain, I don't even really think about the profitability of individual factories for the most part. Sometimes I do when I'm in a great power's customs union because building what they want most is a good way to make a lot of money, but otherwise I focus not directly on money, but what my country needs to continue growing instead. What drives growth is demand for goods. What drives demand for goods is pop consumption first and foremost, and your construction sectors secondarily. The second one is easy to understand and predict—construction sectors consume a huge amount of iron or steel/glass (you're upgrading yours, aren't you?), so you build up your construction sectors then use the new demand to build loads of mines and mills, which then drives down the price of those goods so you can afford to build more construction sectors. This only takes you so far though, so pop consumption is what will really drive your economic growth. Your pops demand certain goods according to their level of wealth. Pops ascend to new levels of wealth by saving up money. This means that the cheaper the goods they currently want are, the more they can save, and then they'll 'level up' to a new level of wealth. This wealth value is the same as their standard of living. So basically, the goal here is to identify the consumer goods that are most expensive and focus on reducing their price by producing more of them. As you do this, your pops' standard of living/wealth level goes up, which will cause them to demand more goods, which can be supplied by your growing economy. As you build more textile mills, you need to build more plantations and tools to supply them, which requires more steel/iron/coal. If your pops are spending a lot of money on services, you can produce more by upgrading your Urban Centers, which will increase demand for wood, steel, glass, and coal (or later, electricity). So on and so forth. Doing all of this requires building out basically every layer of your industry, and it heavily boosts your GDP, which increases your minting and tax income, which allows you to build more construction buildings, and the cycle continues. Notice that in none of this was I concerned about per-building profitability. It's all about looking at the big picture and supplying your economy with the means to grow. Making line go up as fast as possible is what really earns you the most money, not chasing an extra £50 per week by constructing building A instead of building B. I mean, the latter will get you there eventually too, but it's a slower and less focused way to grow your economy in my opinion. (edit: the tertiary drivers of demand are your government, military, and infrastructure buildings, though the demand they generate is pretty insignificant) Mr. Fall Down Terror posted:japan is actually a pretty good tutorial nation! you're strong enough to where nobody's going to gently caress with you unnecessarily Though you may catch a random DoW from GB or the US or someone if you aren't improving relations with them though. It has happened to me. Dr. Video Games 0031 fucked around with this message at 15:38 on Mar 16, 2023 |
# ? Mar 16, 2023 15:27 |
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DO: Increase relations with any neighboring power who poses a serious threat to you DONT: Give Russia an excuse to turn you into a protectorate by going ham in central Asia DO: Use imports to supplement important construction goods DONT: wait 30 years to build your first port DO: Beat up oman for that port in laristan DONT: Naval invade oman proper with a 5 ship navy that's no where near enough to supply the landing force
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# ? Mar 16, 2023 15:29 |
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DO: Take Zanzibar from Oman. In basically every campaign. Then use that to springboard into East African colonization.
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# ? Mar 16, 2023 15:32 |
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# ? May 29, 2024 15:16 |
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Gort posted:5. Build enough universities to hit the innovation cap imposed by my country's literacy I want to throw out there that over-building universities is very powerful if you have the economy to support them. They might be running at 20% efficiency but it just doesn't matter, you're buying more of a very scare resource.
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# ? Mar 16, 2023 15:37 |