|
wait if services no longer has a price then how am I supposed to tax it????
|
# ? Aug 18, 2023 01:13 |
|
|
# ? Jun 4, 2024 07:45 |
|
Agean90 posted:wait if services no longer has a price then how am I supposed to tax it???? It doesn't have a 'market price'. It does still have a local price; what they're saying is that services in NYC are no longer connected to services in Kansas.
|
# ? Aug 18, 2023 01:14 |
|
Agean90 posted:wait if services no longer has a price then how am I supposed to tax it???? you will still be able to tax a certain amount from all the local sells, if that makes sense. It now just won't be generalized.
|
# ? Aug 18, 2023 01:25 |
|
RabidWeasel posted:Dev post: yeah, no more services death spiral if you modernize your cities.
|
# ? Aug 18, 2023 01:31 |
|
looking forward to Vicky3's version of rural electrification being 'Tennessee gets to have any electricity whatsoever'
|
# ? Aug 18, 2023 01:35 |
|
Just had an infuriating glitch during a German unification play. The war was going great and several minors (and, incidentally, Russia) had capitulated, but the rest just... didn't, despite being at -100 warscore. The AI side also wouldn't accept any peace deal, even a +1000-for-all white peace. They didn't reject the deal, either: it just expired after 30 days, which is not something I've ever seen happen before with the AI. I thought it was somehow breaking because Anhalt, left unoccupied due to being completely surrounded by Prussia (uninvolved), was stuck at 0 warscore. I violated Prussia's sovereignty to occupy them, at which point Anhalt capitulated but all the other broken -100-support minors stayed stuck in, and now France and Prussia and Russia (again) and the Ottomans were all determined to kick my teeth in. To add insult to injury, taking Anhalt took so long that all the autosaves from before the sovereignty violation had been overwritten. Fortunately, the tag who originated the "cut down to size" counter-wargoal did already properly capitulate, so I can just capitulate myself now and lose nothing except some time and infamy. But still, just a miserable experience. --- Separate from all of that, the military improvements laid out in the dev diary look fantastic. Huge improvements along basically every axis. There's a few details I'm not happy with but they're I think it's pretty likely for those to get improved during the beta process or, at worst, with a mod.
|
# ? Aug 18, 2023 01:38 |
|
excited to have to electrify on a state-by-state basis, by which I mean spend a shitton of extra time fiddling with PMs because I can't just slot in one mega-plant and then flip on the switches everywhere at once. Idk what the fix is but i'd like to spend a lot less time pressing those buttons
|
# ? Aug 18, 2023 02:03 |
|
ThatBasqueGuy posted:excited to have to electrify on a state-by-state basis, by which I mean spend a shitton of extra time fiddling with PMs because I can't just slot in one mega-plant and then flip on the switches everywhere at once. Idk what the fix is but i'd like to spend a lot less time pressing those buttons yes, please, I hate having to mess with production methods to fine tune how much of each thing gets produced. that's so obnoxious
|
# ? Aug 18, 2023 02:10 |
|
Let private investors take care of your infrastructure needs, surely this won't backfire
|
# ? Aug 18, 2023 02:27 |
|
Really disappointed I'm not going to be able to build a railroad in London to provide transportation in Cambodia anymore.
|
# ? Aug 18, 2023 06:03 |
|
ThatBasqueGuy posted:excited to have to electrify on a state-by-state basis, by which I mean spend a shitton of extra time fiddling with PMs because I can't just slot in one mega-plant and then flip on the switches everywhere at once. Idk what the fix is but i'd like to spend a lot less time pressing those buttons Between this and local pricing there is going to have to be some kind of "change everything to the most advanced PM where it has enough supply orders available / affordable locally for it to make sense" button
|
# ? Aug 18, 2023 07:57 |
|
ThatBasqueGuy posted:excited to have to electrify on a state-by-state basis, by which I mean spend a shitton of extra time fiddling with PMs because I can't just slot in one mega-plant and then flip on the switches everywhere at once. Idk what the fix is but i'd like to spend a lot less time pressing those buttons yeah i'm stoked for a lot of these changes but i'm not exactly excited about this one
|
# ? Aug 18, 2023 07:59 |
|
Vagabong posted:The big warfare change I want is it actually having an effect on internal politics Bring back revanchism as a mechanic.
|
# ? Aug 18, 2023 08:24 |
|
ThatBasqueGuy posted:excited to have to electrify on a state-by-state basis, by which I mean spend a shitton of extra time fiddling with PMs because I can't just slot in one mega-plant and then flip on the switches everywhere at once. Idk what the fix is but i'd like to spend a lot less time pressing those buttons Yeah, when I started playing and it wasn't really obvious that electricity is stored and sold the same way as any other product on internal market I thought it saves me a lot of trouble. But now that I got a hang on the mechanics I think it would really help to diversify the economy. I really need that periphery, the frontier! Another thing similar to that would be some inertia to production method. Like maybe HoI4 style production getting bonuses over time. It's an obvious issue IRL and it would make an interesting choice - your old canned food factory would actually lose its effectiveness if you switch to more modern production methods. But it's hard to implement without changing a lot of systems, like then you should allow having several production methods in one state, so I'm not sure it's viable. And adding switch penalty the way is done with military is cruel when it can have unforeseen consequences and a lot of time you switch methods just for a couple of days to see how much it breaks the economy.
|
# ? Aug 18, 2023 09:16 |
Actually having to consider where to build an industry will be something that will take some getting used to, but is a very welcome change. Hopefully they add some tools to prevent too much micromanagement frustration, like a "switch everything to this production method if the resources are available" button. Didn't they also say something about having local goods actually get consumed locally first, meaning a steel factory in a province with an iron mine will actually perform better, like you'd expect? I'm very glad that the economic terrain of the country is becoming more important to gameplay. ilitarist posted:Maybe I misunderstood the changes, but fronts no longer gradually moving but capturing whole states is quite sad. From a both a gameplay perspective and a simulationist perspective this is a vast improvement. A sensible abstraction is a much more realistic simulation than a highly detailed but fundamentally broken simulation.
|
|
# ? Aug 18, 2023 15:59 |
|
Well, that was a new and unpleasant experience. Russia just invaded me, completely out of the blue and for no good reason, and took Gotaland. My experience is rather limited, but I've still never seen them try that before, and no competing Great Powers seemed to feel like that was anything worth getting involved over. I guess I'm just gonna build up my army a little -- not easy, with the economic hit I just took -- and then wait for them to get involved in another war and try to take it back?
|
# ? Aug 18, 2023 16:52 |
|
RabidWeasel posted:Between this and local pricing there is going to have to be some kind of "change everything to the most advanced PM where it has enough supply orders available / affordable locally for it to make sense" button yeah a global "good enough" button that I can then go fine tune would work wonders in saving my wrist
|
# ? Aug 18, 2023 17:13 |
|
The war changes seem very good, especially formations.
|
# ? Aug 18, 2023 17:28 |
|
ThatBasqueGuy posted:yeah a global "good enough" button that I can then go fine tune would work wonders in saving my wrist There is already sort of a button that does that, the “set production methods equal to the national level” one, which currently just means telling a state to have the same PM as most of your nation. Could be cool to have a way to set a template for later assignment.
|
# ? Aug 18, 2023 18:07 |
|
Google Jeb Bush posted:yeah i'm stoked for a lot of these changes but i'm not exactly excited about this one why not? genuine q, i think having meaningful regional disparities and thoughtful decisions is Good and Cool
|
# ? Aug 18, 2023 18:15 |
|
when looking at electricity specifically, there's quite a few buildings with electricity specific PMs. Considering private investments tendency to scatter buildings around, it means that every state you electrify you're gonna have to go and individually switch every one of those buildings when the powerplants come online. You can't just switch nationally for obvious reasons, unless you wanna embark on a massive building campaign of unused powerplants and just flick the 'Electrify Nation' switch at some point (which defeats the whole purpose tbh.) It's a lot of extraneous clicking without any decision making involved, really. I think certain PMs should just be switchable but 'disabled' without a supply of their good - without any of the good on the market, they should act like the PM is disabled, and only start having an effect when the good is available. I'm not even sure thats workable with PMs that reduce employment though. alternatively, maybe electricity specifically should just have different mechanics. like you need to rebuild buildings to use electricity, and you cant just switch off PMs in a shortage - you're committed.
|
# ? Aug 18, 2023 18:33 |
|
Yeah, having to manually electrify and railroad every single state -- and also keep track of them manually because it won't be immediately obvious on the Buildings tab if I can switch to a PM or not, and also I can't use the handy "everyone use these PMs, they're better" buttons on that tab too -- that sounds like a micromanagement nightmare.
|
# ? Aug 18, 2023 18:52 |
|
Popoto posted:There is already sort of a button that does that, the “set production methods equal to the national level” one, which currently just means telling a state to have the same PM as most of your nation. Which is still clicked on a by-state basis, one that will probably also have a lot less value when you have to start doing electrification and such on a by-state scaling anyways (depending on the exact size of your core and periphery I guess). But yes that button was an insanely huge QoL addition and the game was much worse before it certainly. Also just, like, if you have to slowly electrify a place and generate demand for it while building it up you'll prolly have to stagger PM changes to the degree where that button could be self-defeating and/or not what you need Lady Radia posted:why not? it's objectively cool & good (imo), but it's gonna bring focus to fighting the UI and busywork button clicking again, which is bad (imo). I also play some MP, where these sort of issues get hugely magnified since you cant pause the game to optimize poo poo and just have to spike your APM to try and do all this poo poo while at a constant 3 speed ThatBasqueGuy fucked around with this message at 20:09 on Aug 18, 2023 |
# ? Aug 18, 2023 20:07 |
|
Eiba posted:Nuts to that! The fluid fronts were always an unsalvageable horrible nightmare. It was simulating completely random arbitrary stuff that the player had no control over and yet had serious consequences to the player. It added nothing but a cute line that never even really made sense. the cute line should stay but it should be mechanically meaningless
|
# ? Aug 18, 2023 21:43 |
|
ThatBasqueGuy posted:it's objectively cool & good (imo), but it's gonna bring focus to fighting the UI and busywork button clicking again, which is bad (imo). I also play some MP, where these sort of issues get hugely magnified since you cant pause the game to optimize poo poo and just have to spike your APM to try and do all this poo poo while at a constant 3 speed yeah ideally the UX is improved to managing this etc. i dunno if it WILL be but,
|
# ? Aug 18, 2023 23:34 |
|
tbc I really like the regional mechanic for everything except power and possibly railroads, it's just that I can see it being a gigantic hassle for those for not a whole lot of gain in fun
|
# ? Aug 18, 2023 23:43 |
|
Google Jeb Bush posted:tbc I really like the regional mechanic for everything except power and possibly railroads, it's just that I can see it being a gigantic hassle for those for not a whole lot of gain in fun One organic thing I’m anticipating is concentrating things as much a possible in a few regions to reduce on the tedium of clicking, which would sort of in line with how places developed no? Capital concentrating in the financial centers, etc.
|
# ? Aug 19, 2023 01:46 |
|
HerpicleOmnicron5 posted:the cute line should stay but it should be mechanically meaningless Lines look neat. And from what I understand you'll still capture cities past the frontline affecting the economy, so it's even stranger. I've compare it to Stellaris exactly because it removes an unsustainable cool idea in favour of a simple system that is sure to work better. Still, a little bit of magic is lost.
|
# ? Aug 19, 2023 12:11 |
|
Google Jeb Bush posted:tbc I really like the regional mechanic for everything except power and possibly railroads, it's just that I can see it being a gigantic hassle for those for not a whole lot of gain in fun It is essential for railroads if you're playing any kind of a puppet of a big backwards nation. For instance in my latest Finland game the Russians are apparently coming all the way from Siberia just to ride on my trains. I have 4-5 railways in each of the three continental provinces and absolutely no way to utilize them in any other way than as profitable buildings.
|
# ? Aug 19, 2023 14:43 |
|
One of the interesting effects that local prices for services and transportation is going to have is on SoL. Services are pretty strongly tied into that so we'll probably see big differences in rural and industrialized states SoL. Especially on the top end for the upper strata pops.
|
# ? Aug 19, 2023 15:19 |
|
I enjoy building hydroelectric power plants in the Sahara desert The capitalists have built a level 132 art academy in the Niger River delta, with 32 more on the way. Max employment is like 150k and it currently employs 23k. EwokEntourage fucked around with this message at 20:37 on Aug 20, 2023 |
# ? Aug 20, 2023 14:39 |
|
Major rivers should be a natural resource that you put development into for more pre-rail infrastructure and transport. Electric dams would then be a PM on your rivers, and fuel-burning plants their own separate thing.
|
# ? Aug 20, 2023 18:54 |
|
Those are interesting ideas. I was thinking the other day that natural harbors and major rivers aren't really significant enough. States having a hydroelectric dam capacity like they have an arable land capacity would be p cool.
|
# ? Aug 21, 2023 08:33 |
|
For the logging industry, there also could be charcoal production as the other alternative thing to do besides hardwood production.
|
# ? Aug 21, 2023 10:13 |
|
Apparently they're switching wine production into its own building, which is good. They should do the same with every kind of building that produces multiple products, like logging camps, chemical plants, arms industries and shipyards. It'd be good to see dedicated hardwood logging camps, explosives factories, artillery factories and man-o-war/ironclad yards.
|
# ? Aug 21, 2023 12:01 |
|
Gort posted:Apparently they're switching wine production into its own building, which is good. They should do the same with every kind of building that produces multiple products, like logging camps, chemical plants, arms industries and shipyards. It'd be good to see dedicated hardwood logging camps, explosives factories, artillery factories and man-o-war/ironclad yards. Ships is really bad at the moment, to make enough 'ironclads' to support a late game navy you need to make so much civilian shipping to supply the entire world twice over, on max millitary output.
|
# ? Aug 21, 2023 15:45 |
Gort posted:Apparently they're switching wine production into its own building, which is good. They should do the same with every kind of building that produces multiple products, like logging camps, chemical plants, arms industries and shipyards. It'd be good to see dedicated hardwood logging camps, explosives factories, artillery factories and man-o-war/ironclad yards. I mean wine never made sense to me but wood kinda does. I think there are some facilities where it makes sense to be able to "use the same production lines", as it were, but i think that being able to manually balance the output to an extent would be a huge improvement
|
|
# ? Aug 21, 2023 17:03 |
|
EwokEntourage posted:I enjoy building hydroelectric power plants in the Sahara desert the art academy has grown to around level 250, still only employs about 30k people
|
# ? Aug 21, 2023 17:32 |
|
What happened here
|
# ? Aug 21, 2023 17:33 |
|
|
# ? Jun 4, 2024 07:45 |
|
CapnAndy posted:
|
# ? Aug 21, 2023 17:43 |