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CrypticTriptych
Oct 16, 2013
Is kill rate suddenly over-tuned? I tried out Ottomans for the first time and the initial reclamation war against egypt, something like 160 battalions vs 120, rapidly had 100k dead on both sides and every formation floundering around at <20% manpower. It dropped my prestige from army power so bad that I deranked from great power. I lost so many officers that, combined with the Empire's F-tier literacy, I couldn't recruit back up to full strength by the time the truce lapsed.

The only 1.5 game I had before this hotfix was USA and I don't remember wars vs Mexico or the civil war having crazy casualty rates.

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Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
Brazil is considerably easier on the new patch to do the things you need to do for the monarch achievement.

skeleton warrior
Nov 12, 2016


Tried another game as Chile, and I’m not noticing an appreciable change in migration despite the patch saying it fixed things. Did it just fix things back to a previous “too slow and we know it needs to be fixed but it’s tough so maybe we’ll do that next year” level? Or are other people noticing much higher immigration and I’m just doing it wrong?

toasterwarrior
Nov 11, 2011

skeleton warrior posted:

Tried another game as Chile, and I’m not noticing an appreciable change in migration despite the patch saying it fixed things. Did it just fix things back to a previous “too slow and we know it needs to be fixed but it’s tough so maybe we’ll do that next year” level? Or are other people noticing much higher immigration and I’m just doing it wrong?

I mean what sort of migration are you thinking of? International migration from Europe? Or interstate + customs union migration? The latter has been increased significantly (be judicious in your use of Greener Grass), but the former has kinda been contingent on mass migration events coming from civil wars or whatever. Also don't forget that New World countries now get the new decision to summon migration waves every 5 years; beeline the Civilizing Mission tech and make sure you meet the other conditions (high SoL and whatever)

alcaras
Oct 3, 2013

noli timere
How do I defend against convoy raiding, short of putting a fleet in every sea node I want to protect?

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
I think that’s what you have to do.

Pakled
Aug 6, 2011

WE ARE SMART

alcaras posted:

How do I defend against convoy raiding, short of putting a fleet in every sea node I want to protect?



Enemy navies (should) stay down for longer when defeated now, since they have to recover to 50% manpower before being ready to deploy after repairs, so you could go after convoy raiders reactively.

alcaras
Oct 3, 2013

noli timere

Pakled posted:

Enemy navies (should) stay down for longer when defeated now, since they have to recover to 50% manpower before being ready to deploy after repairs, so you could go after convoy raiders reactively.

It's GB so they have little flotillas in every single node... :-(

Should I just have little fleets of 20 that escort convoys on every node I care about? That's ... a lot of boats invested in that :-(

This is fine?


--

Unrelatedly, I've been fighting non-stop (do GPs jump in more when you have Infamy above 25 or above 50? had to fight off Austria and Russia both to keep protectorating South America)... and have neglected to develop much more my interior. Notably lots of states are in Turmoil from Radicals, which I guess is from not building buildings / raising SoL?




Weirdly, NY has full employment and everyone is poor?



Maybe I raised literacy too fast? Is that a thing? I just assumed more literacy was good and put a university in almost every state pretty early...


Trying a Devout playthrough and it's pretty underwhelming :-/

alcaras fucked around with this message at 11:09 on Nov 30, 2023

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Okay so what is the deal with supply raiding exactly; I'm playing as China and I've been in a war with Austria-Hungary over a treaty port they took a while back, and according to the UI they've been at 0% supply for literally years at this point, I've killed 2% of their entire country's population in this loving port and somehow cannot win a single offensive battle because despite having zero supply they somehow manage to keep funnelling more manpower into the meatgrinder halfway across the world forever. Technologically we're about evenly matched, they aren't able to make any progress against me either, but it seems like the situation should be a lot worse for them than it is for me:


(Not pictured: my navy just off the coast doing supply raids to cut them off)

In Hearts of Iron this would basically be the point when their entire army gets annihilated but I don't know what I'm supposed to do to make progress here.

*edit* part of the problem seems to be that the AI seems to not understand that 20 battalions sitting on 50% manpower after a battle is not actually 20 battalions worth and maybe they shouldn't immediately attack again. If they'd stop making these stupid understrength attacks I probably would be winning often enough to get forward momentum but every time they lose it sets back whatever gains I'd made.

The Cheshire Cat fucked around with this message at 10:30 on Nov 30, 2023

Nothingtoseehere
Nov 11, 2010


Yea, wars seem to kill lots of people quickly then you have lots of broken stacks flailing at each other repeatly losing offensives. I think cycling armies in and out of the front might help but recovery times for armies seem much slower than before even with first aid activitated.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
If you want to stop fighting so you can have a rest you have to set all the generals on that army to defensive, it's pretty annoying. Otherwise the AI will gleefully grind all of your low strength regiments into dust with failed offensives.

Soylent Pudding
Jun 22, 2007

We've got people!


I tried a game as Mexico. I won the Texas war and managed to improve relations with the US well enough that we never went to war over my northern territories. My only question now is what do I actually do? The only story driven event is an army journal entry that doesn't really seem to do much more than fire an event every five years or so.

Also I feel like I'm struggling to develop my economy. Previous runs in the early patches have been countries like Sweden, Japan, and the US that were pretty easy to just make money by building whatever. Not sure how I'm supposed to bootstrap the Mexican economy and how to prioritize factories, construction goods, and cash crops.

TheDeadlyShoe
Feb 14, 2014

CrypticTriptych posted:

Is kill rate suddenly over-tuned? I tried out Ottomans for the first time and the initial reclamation war against egypt, something like 160 battalions vs 120, rapidly had 100k dead on both sides and every formation floundering around at <20% manpower. It dropped my prestige from army power so bad that I deranked from great power. I lost so many officers that, combined with the Empire's F-tier literacy, I couldn't recruit back up to full strength by the time the truce lapsed.

The only 1.5 game I had before this hotfix was USA and I don't remember wars vs Mexico or the civil war having crazy casualty rates.

IME this isn't usually kill rate but attrition, which does seem a bit hefty atm. you can suffer noticable casualties just from having mobilized before the war starts

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

alcaras posted:

Unrelatedly, I've been fighting non-stop (do GPs jump in more when you have Infamy above 25 or above 50? had to fight off Austria and Russia both to keep protectorating South America)... and have neglected to develop much more my interior. Notably lots of states are in Turmoil from Radicals, which I guess is from not building buildings / raising SoL?




Weirdly, NY has full employment and everyone is poor?



Maybe I raised literacy too fast? Is that a thing? I just assumed more literacy was good and put a university in almost every state pretty early...


Trying a Devout playthrough and it's pretty underwhelming :-/

Yeah, higher infamy makes other countries more likely to intervene against you.

Your turmoil mostly looks like it's from pops being poorer than they want to be, yeah. They're not being paid enough. Forcing your literacy too high too early can definitely be a mistake, but I think this level is probably manageable. 13 SoL for the lower strata is certainly a bit on the high side, but I imagine the US should probably be capable of that level of industrial output by 1893. There's no SoL historical data, but it doesn't look like it's growing at all - not only do you have a bunch of radicals, but you have virtually no loyalists, so your other stratas aren't seeing much SoL growth either.

Here's some things you can do about your SoL problems:
  • Provide employment to those peasants to get them off the subsistence farms, which can't provide the SoL they expect anymore. You've got 3 million peasants and they're probably all miserable by now
  • Get more profitable buildings, either by building more of them or by fixing the ones that aren't profitable
  • Cut taxes in the budget screen, and raise government and military wages
  • Drive down the costs of the big staples like grain and clothing by producing more of them
  • More progressive laws and institutions. Welfare, Labor Rights, and Health System can have a pretty direct impact on your pops' wealth and SoL, as can your tax laws. Meanwhile, the Police and Internal Security laws can affect how many radicals/loyalists you get.

As for New York specifically, it's worth remembering that whenever you're trying to nail down mystery turmoil in a particular state, you can go to the state's Population tab and look at the full pop breakdown to see exactly which workers aren't getting paid enough, as well as which building they're working at.

The first thing I see here is that a substantial portion of the state's population is directly employed in buildings that are owned by the government and produce no profit. 100 Barracks, 40 Naval Base, 43 Government Administration, 17 Construction, and probably some Ports and Universities too. You've probably got half a million people on the government's payroll there. If you increase government and military wages, you will probably see an immediate jump in pop happiness (and loyalists) from all those clerks and servicemen getting raises.

The next thing that jumps to mind is services are very expensive there. Have you looked at whether changing the Urban Center's PMs might improve service availability while still keeping things reasonably profitable?

Another thing I see is that you've got a lot of buildings on auto-expand, including poorly-profitable or unprofitable ones, despite the fact that you're out of labor there and still have millions of peasants elsewhere in the country. You should probably give that a once-over and focus on expanding the profitable buildings, while making sure you spend more of your construction on the other states that still need to be built up.

You're out of labor in New York, so if you can upgrade production methods there without making those buildings unprofitable, now might be a good time to start looking at doing so. That especially goes for the automation and transportation PMs that just reduce the number of laborers. Just make sure to build a few extra levels of your most profitable buildings first so your newly-unemployed laborers will be able to get new jobs immediately. Laborers are one of the worst-paid pops, so reducing the number of laborers per building level will help drive your overall SoL up.

Dr. Clockwork
Sep 9, 2011

I'LL PUT MY SCIENCE IN ALL OF YOU!
Wasn't this patch supposed to fix peasant satisfaction? These fuckers are thrilled to camp out on subsistence farms for eternity instead of staffing my construction sectors. I'm new to this game but I've never seen construction sectors not be fully staffed when you plop them in peasant-ridden states.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Dr. Clockwork posted:

Wasn't this patch supposed to fix peasant satisfaction? These fuckers are thrilled to camp out on subsistence farms for eternity instead of staffing my construction sectors. I'm new to this game but I've never seen construction sectors not be fully staffed when you plop them in peasant-ridden states.

The higher level construction sectors require progressively more skilled labour, is it possibly a qualifications issue?

Dr. Clockwork
Sep 9, 2011

I'LL PUT MY SCIENCE IN ALL OF YOU!

RabidWeasel posted:

The higher level construction sectors require progressively more skilled labour, is it possibly a qualifications issue?

Fresh game as Brazil with the base PM on all my sectors because I need to get iron off the ground still.

Edit; the tooltip is literally about how people are more satisfied working at subsistence farms instead of here.

Blorange
Jan 31, 2007

A wizard did it

Vizuyos posted:

The next thing that jumps to mind is services are very expensive there. Have you looked at whether changing the Urban Center's PMs might improve service availability while still keeping things reasonably profitable?

I think it's correct to universally use the best urban PM you have, each is more efficient for creating services than the last. If they become unprofitable they'll just shed workers to equalize with demand.

alcaras
Oct 3, 2013

noli timere

Vizuyos posted:

Here's some things you can do about your SoL problems

Thank you for super-detailed advice!

I realized also I had been at Very High Taxes... the entire run so far. Was trying to min-max construction, and yeah, woops. Probably should have come off VHT at some point.

Also I think this game taught me the importance of getting your industrial base up and the tool construction loop, before investing in stuff like universities en masse.

And auto-expand is probably best used more sparingly. I wish it had an option to not auto-expand when there are no pops left -- construction is super precious so yeah, it's not great to burn it on buildings that don't have pops to employ. What do folks use auto-expand on? Railroad? Govt Buildings? Power Plants? globally? And then state by state until a state is built up? (That feels super-microy)

alcaras fucked around with this message at 21:36 on Nov 30, 2023

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


I use auto-expand on everything that's not agriculture and just throw stuff at the top of the list as-needed for predictive building. If nothing else its a nice way to know which of my glass/steel/tool factories are actively employing so I can spend a bit less micro hunting thru the UI for that info. Later on if you inherit industry from outside your core you may wanna toggle them a bit depending on your developmental goals

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



alcaras posted:

Thank you for super-detailed advice!

I realized also I had been at Very High Taxes... the entire run so far. Was trying to min-max construction, and yeah, woops. Probably should have come off VHT at some point.

Also I think this game taught me the importance of getting your industrial base up and the tool construction loop, before investing in stuff like universities en masse.

And auto-expand is probably best used more sparingly. I wish it had an option to not auto-expand when there are no pops left -- construction is super precious so yeah, it's not great to burn it on buildings that don't have pops to employ. What do folks use auto-expand on? Railroad? Govt Buildings? Power Plants? globally? And then state by state until a state is built up? (That feels super-microy)

There's some auto-expand mods on the workshop that may be worth a look, here's a recent popular one I came across: https://steamcommunity.com/sharedfiles/filedetails/?id=2951586988

They tend to add more qualifiers so they only auto-expand a building if it meets many conditions instead of the base game's 2 or 3 simple ones.

Radia
Jul 14, 2021

And someday, together.. We'll shine.

alcaras posted:

Thank you for super-detailed advice!

I realized also I had been at Very High Taxes... the entire run so far. Was trying to min-max construction, and yeah, woops. Probably should have come off VHT at some point.

Also I think this game taught me the importance of getting your industrial base up and the tool construction loop, before investing in stuff like universities en masse.

And auto-expand is probably best used more sparingly. I wish it had an option to not auto-expand when there are no pops left -- construction is super precious so yeah, it's not great to burn it on buildings that don't have pops to employ. What do folks use auto-expand on? Railroad? Govt Buildings? Power Plants? globally? And then state by state until a state is built up? (That feels super-microy)

VHT aren’t bad fwiw. High taxes can make it a little harder for them to afford goods but generally you won’t see a big change in demand from pops; it’s better to spend their money for them. For the Party

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


SoL is kinda hosed this patch anyways feels like, VHT is fine to start as you get your infinite loop going, I usually only transition off after I've got like 500+ construction using steel healthily chugging along and need the consumer industry to further spur growth

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
For getting SOL to a reasonable level it's probably better to run VH taxes + no lower class impacting consumption taxes than it is to run lower taxes + taxing liquor etc

Schnitzler
Jul 28, 2006
Toilet Rascal

Dr. Clockwork posted:

Wasn't this patch supposed to fix peasant satisfaction? These fuckers are thrilled to camp out on subsistence farms for eternity instead of staffing my construction sectors. I'm new to this game but I've never seen construction sectors not be fully staffed when you plop them in peasant-ridden states.

Do you have shortages/high prices for basic consumer goods like grain, fabric, clothes, intoxicants, and furniture? I believe shortages in these goods drive peasant wages up. That might be enough that government wages paid by construction sectors are too low, especially if you run low government wages.

Athaboros
Mar 11, 2007

Hundreds and Thousands!



I feel like I'm going crazy, or else something weird is happening in my games. When AI countries end wars, it seems as if the wargoals that the losing side wants are enforced rather than those of the winning side?

In my current game, France just badly lost a war to the UK in 1871, where their wargoal was to take a state in British India, and the UK's wargoal was to take some land in North Africa. After the war ended with Paris and most of northern France occupied....it seems as if the UK gave a chunk of India to France?

I don't understand.

Kurgarra Queen
Jun 11, 2008

GIVE ME MORE
SUPER BOWL
WINS
Anyone got Brazil advice? Their journal entries seem really intricate, especially the loving River of Coffee entry. How in hell do you even begin with that? I can't even manage to stay the lead producer of coffee!

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Athaboros posted:

I feel like I'm going crazy, or else something weird is happening in my games. When AI countries end wars, it seems as if the wargoals that the losing side wants are enforced rather than those of the winning side?

In my current game, France just badly lost a war to the UK in 1871, where their wargoal was to take a state in British India, and the UK's wargoal was to take some land in North Africa. After the war ended with Paris and most of northern France occupied....it seems as if the UK gave a chunk of India to France?

I don't understand.

Are you sure that France was actually losing, if they occupied the Indian state early in the war then they probably would have been making the UK's war desire tick down first.

V3's war system doesn't really give the option of turning around a war if you give up occupation of the war goal early on, even if you make up for it in other areas (like occupying the enemy capital)

Mandoric
Mar 15, 2003
This patch seems to weight defeats in the field a bit harder, but yeah by and large if the French take the entire state of Puducherry or whatever before the British take the entire state of Île-de-France, and there isn't a wild gap in deaths/combat loss rate/radicals, France wins that one.

Special-case rule the game needs: calling other countries into rebellion plays should consider government similarities, not your previous built-up goodwill vs the rebels' lack thereof. I just had the very liberal UK come in and beat the poo poo out of every state in a nearly united South America except Rio de Janeiro... to enforce my attempt to enact Council Republic.

E: With the possible special-special case of personal unions.

Mandoric fucked around with this message at 09:43 on Dec 1, 2023

sillyloquy
Dec 4, 2008
I've been playing Vicky 3 since the free weekend and it's definitely got that 'engaging not enjoying' Paradox hook. My biggest gripe is that no matter how large I get there's never a visceral sensation of progress. The best part of Vicky 2 was opening the industry tab and almost being able to feel your economy chugging along with factory levels ticking up and employment bars filling and red and green numbers constantly bouncing around. 3 is still the better game but I haven't had a single 'omg' or 'wow' moment in about 100 hours of playtime.

karmicknight
Aug 21, 2011
Time for a long game of Victoria 3 Multiplayer from the perspective of Bonapartist France.
https://www.twitch.tv/drkarmicknight

Only registered members can see post attachments!

skeleton warrior
Nov 12, 2016


Okay, so opposite-thought time. Is there a straightforward way to consistently drive your radicals’ numbers up?

I’d like to play an Italian state that hits the 25% radicals threshold that turns them into a democracy looking to unite the peninsula, but even running taxes at max, ignoring SOL, and attempting to re-establish Serfdom got me no more than 10% before it turned into a tiny rebellion that had no chance of winning.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

See how high you can get grain prices.

Are you taxing grain, actually?

Fray
Oct 22, 2010

skeleton warrior posted:

Okay, so opposite-thought time. Is there a straightforward way to consistently drive your radicals’ numbers up?

I’d like to play an Italian state that hits the 25% radicals threshold that turns them into a democracy looking to unite the peninsula, but even running taxes at max, ignoring SOL, and attempting to re-establish Serfdom got me no more than 10% before it turned into a tiny rebellion that had no chance of winning.

Boosting literacy will help. Literate pops are more likely to join movements, which can generate a lot of radicalism.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Maximise tax burden on the lower class, so tax grain, clothing, etc as hard as possible, run maximum taxes, have low government legitimacy and never fulfil law movements as they generate loyalists.

toasterwarrior
Nov 11, 2011
I'm getting fuckin whipped in a war against Peru-Bolivia as Chile and it's absolutely frustrating because I'm killing them four to one in field battles but because attrition is insane and battalions cannot reinforce in the field, I am running out of troops over time and eventually my front collapses entirely. What's the play here, should I have at least two armies I can cycle between before I even think of prosecuting a war? I was advised to bait them into my defensive line but setting all my generals to defend results in no advancement at all in the front and setting just one general to attack results in the eventual loss. I didn't have this much issues before 1.5.10...

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Like, in an offensive war to mess with them? They've got anywhere from 2-3x your population and military with poo poo terrain to advance into, you might just not be able to without serious cheese or a bigger ally.

If it's a defensive war, then just leave everything sitting on defensive and hope you can hold out long enough that they give up.

toasterwarrior
Nov 11, 2011
Nah I'm coming in to take their poo poo. They have only 6 battalions more than I do but about 25 conscripts sitting in reserve, I have 50. I have 40 offense/43 defense to their 25/33. I got 8m pops to their 5.6m. Legit don't understand how attrition is doing this much damage to my poo poo; like I said, that numerical advantage they have should be melting when I literally have a 4:1 k/d ratio against them.

Vengarr
Jun 17, 2010

Smashed before noon
Maybe try a naval invasion to come in from another angle?

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toasterwarrior
Nov 11, 2011
Can't afford that industry.

Anyway I waited for a near decade for more tech advantage, built up my army more, and this time Russia joined in, loving assholes. Even then I was still outkilling them and attrition still destroyed my army. Legitimately very frustrated with this, the economic aspect of the game is working fine now but I feel like they hosed the war aspect. It's always something with this game, I swear to God.

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