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Lots of great changes in this patch. Migration and peasant hiring both fixed is great, so are the changes to military goods requirements. I loaded up a late game save where I had ~1000 battalions raised, before the patch I had a surplus of 500k, after the patch -1.7M. Should make going to war more interesting. The UI changes are very good as well. Electricity got the auto expand option it needed. Being able to add/remove buildings in the local price for goods menu is fantastic as well, should make optimizing for local prices much more convenient. The added button to raise conscripts directly from army tab and the new mobilization rider cover my main issues with the military interface as well, good stuff. Really happy with this on first glance, looking forward to starting a new run later today.
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# ? Nov 29, 2023 14:53 |
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# ? May 31, 2024 16:28 |
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This patch destroyed my muscle memory with the military tech tab changes and so it’s very bad and unplayable
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# ? Nov 29, 2023 14:59 |
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No jokes though Im happy my gold mines are finally hiring people Good patch (But also all the ai diplo changes looks really good. Hopefully they work well)
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# ? Nov 29, 2023 14:59 |
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The interface is also a lot more clear about if my states are just too illiterate to sustain even a single building, so the drop a university + social mobility decree strat works even better.
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# ? Nov 29, 2023 15:02 |
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Is it common for them to drop run-killing “hotfixes”? I will never financially recover from the amount of radios they added to my military
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# ? Nov 29, 2023 15:10 |
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spend less on opium
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# ? Nov 29, 2023 15:11 |
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So, anyone had any luck with Paraguay? It's got an interesting political setup, but I'm not sure how you go about being a menace when you're so much smaller than everyone around you.
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# ? Nov 29, 2023 15:11 |
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Dr. Clockwork posted:Is it common for them to drop run-killing “hotfixes”? I will never financially recover from the amount of radios they added to my military I haven't tried out the new patch yet, but can't you just downgrade your troops to a level that doesn't require radios? Granted, it's a bit annoying on the UI side since there's no downgrade button (unless they added one), so you'll have to deconstruct the higher-tier troops and rebuild them as lower-tier troops, but barracks build fast The biggest impact on me is probably gonna be the re-enabling of convoy raiding since it means I'll actually have to care about large enemy navies again, but I can't really blame them for me cheesing the fact that it was so broken they had to disable it. Just hope the newly updated version isn't a miserable micromanaging hell to deal with
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# ? Nov 29, 2023 15:30 |
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Can I get some tips starting out as lower canada? Everything time I start to absorb other pieces of the country and my economy is finally starting to get some speed, Britain adds a few mores Ks to my subject payments and sends me deeper and deeper in the red
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# ? Nov 29, 2023 15:45 |
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Karanas posted:Can I get some tips starting out as lower canada? Everything time I start to absorb other pieces of the country and my economy is finally starting to get some speed, Britain adds a few mores Ks to my subject payments and sends me deeper and deeper in the red Subject taxes are a flat fee that scales on your government income. You're probably paying for military, construction or bureaucrats in the newly annexed regions that need to be downsized.
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# ? Nov 29, 2023 15:52 |
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Also got a fix in there where buildings will consider hiring in increments of less than 10% which should help hiring in cases of small markets and overbuilt buildings
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# ? Nov 29, 2023 16:52 |
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StashAugustine posted:Also got a fix in there where buildings will consider hiring in increments of less than 10% which should help hiring in cases of small markets and overbuilt buildings This plus the immigration fix probably means that if you're a small country inside a bigger market and have the correct conditions for migration to happen, you're back to wanting to keep spamming buildings for the migration attraction and extra throughput even if you currently lack pops to fill those jobs.
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# ? Nov 29, 2023 17:03 |
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First impression from finishing my Brazil game with the new patch is that migrations are definitely fixed. Hitting Promote European Migration in the late game triggered almost 2 million Southern Italians to migrate. It was big enough that average SoL and literacy dropped for a few years.
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# ? Nov 29, 2023 17:11 |
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What happens if you use a mobilization option (like Tobacco Supplements, for instance) without having enough of the goods required?
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# ? Nov 29, 2023 18:29 |
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Vengarr posted:What happens if you use a mobilization option (like Tobacco Supplements, for instance) without having enough of the goods required? You will get goods shortages for the barracks which will affect morale.
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# ? Nov 29, 2023 18:33 |
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I feel like the Medical options should either require straight money upkeep or a "Pharmaceuticals" good? Fabric and liquor, or opium and tools, are a little odd as a stand-in for medical supplies.
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# ? Nov 29, 2023 20:15 |
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Vengarr posted:I feel like the Medical options should either require straight money upkeep or a "Pharmaceuticals" good? Fabric and liquor, or opium and tools, are a little odd as a stand-in for medical supplies. yeah. there should be a chemical->pharmaceutical mini chain, with input of liquor or opium as sort of PMs. right now fertilizer is a sort of standin for that that doesn’t really work imo
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# ? Nov 29, 2023 20:30 |
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IIRC Wiz or someone said they're trying to be conservative with adding new trade goods because each one is a big hit to tick time
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# ? Nov 29, 2023 20:38 |
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As a certain aristocrat said: Let them eat fertilizer.
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# ? Nov 29, 2023 20:50 |
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VostokProgram posted:IIRC Wiz or someone said they're trying to be conservative with adding new trade goods because each one is a big hit to tick time yes i think this is really bad!! you have to figure out how to optimize that. or im gonna become a supervillain or something
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# ? Nov 29, 2023 21:01 |
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I feel like all of them should use money instead of raw goods. The difficulty in supplying a state army usually came down to logistics, not from lack of materiel. At least until WW1 where armies became so huge that the rest of the country had to spend 100% of its economy supplying the military.
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# ? Nov 29, 2023 21:06 |
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Lady Radia posted:yes i think this is really bad!! you have to figure out how to optimize that. or im gonna become a supervillain or something I'm gonna guess that this is gonna be the "trade only goes one way" of the engine
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# ? Nov 29, 2023 21:09 |
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Do folks have suggestions on early techs to prioritize as USA? Thinking something like Stock Exchange for MAPI (USA starts with it though) Nationalism for Manifest Destiny (not sure how important it is to prioritize this early) Production techs to improve Construction (Tools, Wood, Iron, Coal) e.g. Atmospheric Engine, Bessemer Process, Mechanical Tools
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# ? Nov 29, 2023 21:12 |
Considering how much investment each factory is, I'm fine with them not adding a whole bunch more.alcaras posted:Do folks have suggestions on early techs to prioritize as USA? This unlocks the decision to explore the west. If you successfully explore the west there are three things you can find- one of them is the Oregon Trail. If you find the Oregon Trail and the UK doesn't hate you they will just give Washington, Oregon, and Idaho to you automatically and for free. Edit: You need to finish colonizing Montana first too, so you don't get much of a benefit from super rushing the tech/expedition, but it's best to get started on it as soon as possible.
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# ? Nov 29, 2023 21:31 |
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alcaras posted:Do folks have suggestions on early techs to prioritize as USA? I find the techs to start making artillery and small arms from steel instead of iron make building your military up way easier
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# ? Nov 29, 2023 21:33 |
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Lady Radia posted:yeah. there should be a chemical->pharmaceutical mini chain, with input of liquor or opium as sort of PMs. right now fertilizer is a sort of standin for that that doesn’t really work imo We've been over this a few times on the forums and I feel like the better option is to get rid of opium as a military good entirely and replace it with groceries. Canned goods improving morale recovery for armies in the field is far more reasonable from a game play perspective than morphine or laudanum. On top of that, canned goods were a game changer in terms of how armies operated in the field so it's actually odd that groceries aren't already a military good or required for late game armies because irl they absolutely were. edit: I mean, that groceries aren't factored into the base cost of the higher tier units, not the extra supplies cost. Ithle01 fucked around with this message at 22:32 on Nov 29, 2023 |
# ? Nov 29, 2023 22:27 |
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Agreed, but only if they add methamphetamine as a resource in HOI4.
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# ? Nov 29, 2023 22:56 |
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Eiba posted:Considering how much investment each factory is, I'm fine with them not adding a whole bunch more. Thank you! Noob question ... how am I supposed to know that Quinine unlocks Oregon trail? Where is that shown in-game?
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# ? Nov 30, 2023 00:34 |
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alcaras posted:Thank you! Noob question ... how am I supposed to know that Quinine unlocks Oregon trail? Where is that shown in-game? In Journal -> Decisions -> Mapping the American Frontier it shows Quinine as a requirement.
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# ? Nov 30, 2023 00:48 |
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alcaras posted:Thank you! Noob question ... how am I supposed to know that Quinine unlocks Oregon trail? Where is that shown in-game? The game is a bit inconsistent about it but big events are usually linked to journal entries; often it's under the "potential journal entries" heading where it's not active now but tells you what you need to do for it to become active. So for the Oregon Trail event, you can see it here: Where the reference to "mapping the American western frontier" means having activated this decision:
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# ? Nov 30, 2023 00:51 |
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Thank you! Re: JE -- should I care about _all of them_? There are a lot of generic ones about getting a building built -- I find it's often hard to get it done in time, or it's out of my way (I don't care about getting that building up and running). What are the rewards for completing them?
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# ? Nov 30, 2023 01:02 |
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alcaras posted:Thank you! Generally the reward for the more generic ones is a temporary bonus so it's more of a "nice to have" rather than a "drop everything to resolve this" kind of thing. A lot of them you will hit without even really trying just by keeping up with tech and industrializing or expanding your military. Some of them don't even expire so you can just leave them until you meet the requirements.
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# ? Nov 30, 2023 01:16 |
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You should care about a lot of them, mostly because the ones that have a requirement for a tech to not be researched gives research points for that tech, which are incredibly valuable. The viability of completing these JEs may depend on your country/market size and ability to subsidize factroys, though
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# ? Nov 30, 2023 01:17 |
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ThatBasqueGuy posted:You should care about a lot of them, mostly because the ones that have a requirement for a tech to not be researched gives research points for that tech, which are incredibly valuable. The viability of completing these JEs may depend on your country/market size and ability to subsidize factroys, though How can I learn what their rewards are in-game, without having to look up each event in the wiki (if they're even there?) I guess I can just check https://vic3.paradoxwikis.com/Events but would love an in-game way e.g. this has a choice to give research progress but yeah :-/ alcaras fucked around with this message at 02:14 on Nov 30, 2023 |
# ? Nov 30, 2023 02:10 |
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Unfortunately there isn't really a good way. A number of times the rewards tell you the event that it'll trigger, but the name of the event isn't descriptive at all since any number of options with different effects may be included.
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# ? Nov 30, 2023 02:41 |
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What's the TL;DR on Naval Orders? When should I use which one? e.g. I am attacking Mexico at the start of the game as the USA, I put one of my ships in the Gulf of Mexico node on that order ... and am not sure it is doing anything? Should I move to a node with their boats and try to sink them? If so, which orders should I be on? Do I care about convoy raiding? Haven't seen it, but only really played last patch (1.5.9) when it was disabled so maybe it's an important thing to care about?
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# ? Nov 30, 2023 03:00 |
convoy raiding is relevant in two situations 1. the country being raided is extremely heavily dependent on overseas goods to maintain their armies 2. the country being raided is trying to supply a naval invasion through the raided node and in both cases the effect is to crater their army effectiveness. however at least the last time i played it was pretty hard to do anything meaningful just by cutting up their market unless you have serious naval dominance over them, in which case you probably didn't need to do it to win anyway. as a way to counter naval invasions though it's really powerful, peasant levies can mow down line infantry as long as the line infantry are starving and don't have boots
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# ? Nov 30, 2023 03:13 |
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Man, as much as I love all the improvements, it really does boggle the mind that you need to hover over buildings to see their employment levels. Can't believe I need to wait for a UI mod update to rectify that.
toasterwarrior fucked around with this message at 03:50 on Nov 30, 2023 |
# ? Nov 30, 2023 03:29 |
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Something I'm not sure about since this is the first time I've gotten back into the game since release: Does your economic law affect what buildings private investors are allowed to construct? Under the old system it used to be that depending on what laws you had you could only use the investor fund on certain constructions but I can't see in the tooltip whether that still applies, and I've been playing a game where they still seem to be building loads of factories under agrarianism so I'm not sure if that's a bug or if I just don't need to worry about what they're doing and they'll build whatever they want no matter what the law is set to (at least, outside of command economy which doesn't allow them to invest at all).
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# ? Nov 30, 2023 03:34 |
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# ? May 31, 2024 16:28 |
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alcaras posted:What's the TL;DR on Naval Orders? Hover over the order names and it'll tell you what they do. IIRC, Coordinated Interception reduces the chance of intercepting an enemy fleet but gives in-battle bonuses once the interception happens. I've never seen Aggressive Interception but I imagine it's probably the opposite. Convoy raiding can majorly cut down on market access and supply network efficiency for the raided convoy routes. How bad this is depends on how much you depend on ocean-going supply. If the AI raids a sea node near your capital, it could potentially interrupt supply to every single state you have that isn't connected to your market by land, causing your economy in those states to grind to a halt. This can also cut you off from the rest of your customs union as well as any trade routes you might have, potentially wrecking your whole economy. And if you've got soldiers fighting someplace that doesn't have a direct land connection to your territory, convoy raiding can interrupt the flow of supplies to them, inflicting severe debuffs in combat.
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# ? Nov 30, 2023 04:55 |