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i have a confession to make, research produced in a science factory: i've always hated you if universities move to qualifications machines... are there metrics im missing with qualifications? idk. i know the little checkbox exists, but its wholly a mystery to me how many new factories or higher-education PMs i could support with that.
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# ? Nov 6, 2023 23:41 |
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# ? Jun 5, 2024 01:17 |
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Staltran posted:Tech spread seems like being based on revenue instead of profit would make more sense—if you're raking in the money there's little pressure to innovate, and if you have a huge canning industry it will roughly break even. If profits determine the tech bonus, you'd be encouraged to play whack-a-mole with factories your pops build to keep profits high. I pin it to gold reserves because that’s a simple metric that’s visible and naturally ties with ideas of either expanding versus specialising.
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# ? Nov 7, 2023 00:29 |
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honestly, i hate to say it, i wouldn't be overly upset if it were year-gated when you discovered a tech, but then implementing it were driven by a middle class (literacy + qualifications being the big spread enabler-izer). that would well simulate the sort of forces going on i think, and then you dont have to worry about creating situations where like, Russia was at the forefront of biology during the period, but far behind militarily, etc etc etc
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# ? Nov 7, 2023 00:49 |
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So, should I put taxes on stuff like Fish and whatnot if they're very profitable in the early game? It feels like I just can't get my economy started, no matter what I do, what am i missing that seems so obvious? Because I'm getting kind of frustrated.
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# ? Nov 7, 2023 00:49 |
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oh god paradox make it so you have to invent new fields of science give me a science factory
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# ? Nov 7, 2023 00:49 |
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Lady Radia posted:oh god paradox make it so you have to invent new fields of science Ah, you mean like in Stellaris 1.0?
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# ? Nov 7, 2023 00:50 |
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Koorisch posted:So, should I put taxes on stuff like Fish and whatnot if they're very profitable in the early game? I wouldn't recommend levying consumption taxes on lower strata necessities: these will be things like fabric, wool, lumber, grain, fish, etc. the reason is that it makes it more expensive on those classes, which makes it harder to increase their standard of living, which has a ton of knock-on effects instead, i like to focus on sin taxes and services early on - services probably isn't actually a good one to do in 1.5, but in 1.4 it's easy because you end up overproducing them. for the economy - it depends! if you have ample "hard" industrial resources (coal, iron, wood), setting up a virtuous cycle is def ideal: iron tools need iron and wood, iron and wood need tools to produce, iron frame construction needs iron, wood AND tools, so you can bootstrap a profitable circle there for some time if not, you want to specialize into profitability and get rid of peasants ASAP. peasants dont make enough money to be decent at anything, and so their taxes are USELESS. GARBAE rear end TAX ahem there's a Handful of ways to do that, but generally - identify what you can make profitably, start it, build construction sectors as you can afford them when importing your "hard" resources, export the excess of what you're profitably making, expand the economy that way finally there's also Imperialism. however. this is cowardice. best used for when you have a low pop AND low resource homeland. and are a coward
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# ? Nov 7, 2023 00:54 |
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I'm playing as Sweden so i'm pretty small. It's just a pain because i have so few construction zones, it takes *forever* to get any building done and that slows everything down. Also I'm not entirely sure how to use the market properly, i just see negative income. e: also I'm not entirely sure how to get rid of the lovely aristocrats powerbase, should i go for Landed or Wealth voting? Koorisch fucked around with this message at 01:02 on Nov 7, 2023 |
# ? Nov 7, 2023 01:00 |
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Koorisch posted:I'm playing as Sweden so i'm pretty small. Wealth is better than Landed for getting rid of landowners; capitalists get more power in the latter than the former. I like suppressing them ASAP if they're out of govt, otherwise it just happens naturally as you urbanize and don't expand agriculture buildings. If you're Sweden, I definitely recommend going the Iron->Wood->Tools->Construction route; you'll be pinched in terms of pop, but migration and automation can help. You just have to keep it in mind when picking where to build stuff. If you go into the Market tab, you can see trade good balances, and make market decisions based on it; what should I import? What should I export?
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# ? Nov 7, 2023 01:06 |
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HerpicleOmnicron5 posted:I pin it to gold reserves because that’s a simple metric that’s visible and naturally ties with ideas of either expanding versus specialising. That's also a smooth way to handle the Japan special case, where certain large concerns left isolation with 250 years worth of sat-on profits that were immediately reinvested into foreign experts and imported machinery.
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# ? Nov 7, 2023 01:31 |
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Anyone aware of a mod that makes infamy more visible? Ideally I'd like it on the topbar or outliner.
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# ? Nov 7, 2023 04:36 |
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Gort posted:Anyone aware of a mod that makes infamy more visible? Ideally I'd like it on the topbar or outliner. real Conquer State energy.
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# ? Nov 7, 2023 04:47 |
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Gort posted:Anyone aware of a mod that makes infamy more visible? Ideally I'd like it on the topbar or outliner. https://steamcommunity.com/sharedfiles/filedetails/?id=2888391145
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# ? Nov 7, 2023 07:21 |
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That mod is extremely good, while we're talking about UI mods are there any others that people would recommend? I've got used to the vanilla UI but it does feel like it could still be better in a lot of places. E: It might be an unintended side effect of the new "job satisfaction" rules but I just had my first ever experience with trying to industrialise too fast and failing. I literally did not have enough educated pops to fill up my factories and I couldn't build more universities to increase education because they weren't paying a high enough wage to draw people away from other industries I think this is the first country I've played in 1.5 which starts with serfdom, otherwise you can just use religious schools to get around this issue RabidWeasel fucked around with this message at 09:36 on Nov 7, 2023 |
# ? Nov 7, 2023 08:03 |
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I think the game has issues with typography. A lot of different fonts on any given screen, a lot of noise. https://steamcommunity.com/sharedfiles/filedetails/?id=2879864633 Something like this font replacer may ease the eyestrain but it's not an ideal solution because it replaces all the fonts with the same one, and it would make sense to have a different font for tab titles and the map. And it doesn't solve the issue of a lot of fonts being light gray on dark gray.
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# ? Nov 7, 2023 10:06 |
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Do local prices make joining a customs union better or worse?
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# ? Nov 7, 2023 10:26 |
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FPyat posted:Do local prices make joining a customs union better or worse? Probably worse because it's likely to introduce larger disparities between local and market prices
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# ? Nov 7, 2023 11:49 |
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I tried to ram through the council republic law which led to the industrialists and petty bourgeoisie to revolt. No worries I thought, I can beat them. Then the UK apparently saw that as a good time to demand several of my provinces and started a diplomatic play against me. No worries I thought, I can beat them too, even though it might be somewhat of a challenge. Anyhow, I added some war goals of my own because I wanted to dismantle their colonial empire. But that raised my infamy so much that it pushed communist italy to side with my rebellious IGs…
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# ? Nov 7, 2023 19:22 |
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New DD with change log for 1.5 https://forum.paradoxplaza.com/forum/threads/victoria-3-dev-diary-100-anniversary-update-changelog.1608302/ It’s too long to quote here so people have to read on their forum, but lots of good stuff.
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# ? Nov 9, 2023 16:43 |
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Some highlights of major things which I am almost sure weren't in the most recent beta:quote:If a military formation has more combined special units (e.g. artillery, cavalry) than it has default units (e.g. infantry) its Organization Limit is now penalized - this basically fixes a major exploit in the 1.5 beta where you could make super strong pure cavalry early game armies or full artillery ones later on
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# ? Nov 9, 2023 16:54 |
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quote:Added new formable countries - the Holy Roman Empire/United States of Europe, United Netherlands, Rio de la Plata, the Confederation of the Rhine, Maghreb, Pakistan, and Turtle Island let's loving go!!!!!
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# ? Nov 9, 2023 17:07 |
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Star posted:New DD with change log for 1.5 https://forum.paradoxplaza.com/forum/threads/victoria-3-dev-diary-100-anniversary-update-changelog.1608302/
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# ? Nov 9, 2023 17:09 |
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Turtle Island? I'm not familiar with that one. What country would form that?
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# ? Nov 9, 2023 17:19 |
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TTBF posted:Turtle Island? I'm not familiar with that one. What country would form that? I think it's an indiginous term for North America
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# ? Nov 9, 2023 17:24 |
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Oh neat. I was totally unfamiliar with that. Thank you.
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# ? Nov 9, 2023 17:29 |
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AAAAA! Real Muenster posted:This is one hell of a DD. Its just absolutely huge. I may have to try the game again with these new changes. I have been playing the most recent beta and really enjoying it even with some bugs still being present. E: In case anyone was scratching their heads about the "corporatist" ideology there's a dev post with all the details at the bottom of p1 of the DD thread, it's basically an ideology to make the religious IG less irrelevant and backwards late game, they like welfare and health care but still don't like non-religious schools, and hate actual communists. It replaces "pious" which is the ideology which usually defines their stance on healthcare and education RabidWeasel fucked around with this message at 23:37 on Nov 9, 2023 |
# ? Nov 9, 2023 17:52 |
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Dev response to a question about electricty being required in every state.lachek posted:If you want to use Electricity-using PMs there, yes. We've also made it impossible to toggle certain PMs on if the building has no access to the goods in question, which includes Electricity. This can be a little fiddly when you're playing a larger country, we're working on some improved UI tools to manage this smoother in an upcoming hotfix, but more on that next week. I actually didn't find this as annoying as I thought I would in the beta, but if they changed it so that when you change PM it won't change for the states that have no local access that should really help. Intrigued by the mention of tools to help though.
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# ? Nov 9, 2023 18:20 |
Oh yeah, just locking it out is a good solution to that issue! I was worried about that. Seems like it still might be a bit messy, but if you can just say "electrify everything" and it only electrifies what it can, that's good enough for me. I'm really looking forward to there being more meaningful industrial "terrain" with different provinces actually mattering. Though if I have any concern it's that I will now be more annoyed at the AI eating up valuable infrastructure and labor with the wrong factory in the wrong province. Before it at least didn't really matter when they disrupted my neat organizational system.
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# ? Nov 9, 2023 18:34 |
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That is a huge update, definitely going to do another run on this version. I tried the open beta for a few gameyears but the military stuff was a bit too broken at the time. Feels like infrastructure is in a weird place now that transportation is a local-only good. They kind of represent the same thing. I wonder if they'll phase out the infrastructure mechanic.
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# ? Nov 10, 2023 06:48 |
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I'd prefer to see them expand infrastructure with some pre railroad options
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# ? Nov 10, 2023 16:11 |
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Yeah they could rename railroad buildings to transportation sector, and have them start out with a PM that provides transportation and infrastructure at a very inefficient rate.
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# ? Nov 10, 2023 16:34 |
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Canals! Canals were huge in the early 19th century. When am I going to get the Canals DLC?
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# ? Nov 10, 2023 16:40 |
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The fact that urban centres can generate both infrastructure and transport by themselves now is a bit weird, I hope they find a more interesting implementation for railroads because right now you just subsidise them as a necessary evil because you need them to allow your states to continue growing.
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# ? Nov 10, 2023 16:58 |
DrSunshine posted:Canals! Canals were huge in the early 19th century. It would also be a sensible infrastructure project to improve the Chinese interior, in line with historical efforts.
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# ? Nov 10, 2023 17:07 |
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Eiba posted:Yeah! You could do them real easily- just have them do what a railroad does but be way more expensive in terms of construction costs. You should probably also limit where they can be built to certain provinces. You'd only end up using them if you don't have the tech for railroads or don't have the industry for engines, but having recently played a bit as the US I could totally see someone stacking a lot of extractive industry in, for instance New York and feeling the need to invest in a canal there. I invested in the port instead, but it would make more sense to have slapped a canal in there. France as well, historically it had a ton of canals that provided the infrastructure for early (pre-steam engine) industrialization.
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# ? Nov 10, 2023 18:26 |
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RabidWeasel posted:The fact that urban centres can generate both infrastructure and transport by themselves now is a bit weird, I hope they find a more interesting implementation for railroads because right now you just subsidise them as a necessary evil because you need them to allow your states to continue growing. If you have government run railroads and make all of your plantations use transportation it's basically like levying an extra tax on aristocrats Edit: but yeah it's weird how there are 0 infrastructure options before the steam locomotive
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# ? Nov 10, 2023 18:34 |
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There's techs and ports and road maintenance and companies
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# ? Nov 10, 2023 18:38 |
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So which places would you keep unincorporated to extract resources from? I'm assuming there are certain places where it's just better to not do that?
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# ? Nov 10, 2023 18:43 |
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I don't know that I'd like it if you could transform a giant canal networks into railways with the flick of a production method. Though I guess I already don't like that switching pms is free and instantaneous.
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# ? Nov 10, 2023 19:21 |
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# ? Jun 5, 2024 01:17 |
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Koorisch posted:So which places would you keep unincorporated to extract resources from? Places that are very good to keep unincorporated: -States with raw resources you want in abundance that you can't get in or have a shortfall of in your incorporated states (to get the most out of the resources) -High pop, low literacy states (For instance, incorporating a Chinese state, even assuming you can bear the admin cost, would tank most countries' innovation, and would happen so late in the game that you're unlikely to get much out of the investment) The way the game tends to go, you usually don't have any shortage of educated pops ready to work productive factory jobs in the homeland by the 20th century, and if you do, you can solve that with immigration, but you do have a shortage of raw materials to fuel your industry. That's what colonies are for.
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# ? Nov 10, 2023 19:53 |