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uguu
Mar 9, 2014

Slime Bro Helpdesk posted:

Another Vicky-2 question: is there some strategy to consistently move your country to more liberal/social policies? I've done run-throughs as Sweden in the past and I seem to remember getting options to "upgrade" those pretty regularly, but now I'm playing around with Austria and it seems pretty rare. I'm assuming the monarchist government is a big hindrance, but I've lucked out in the past and gotten a chance to move to a Prussian Parliament... but the reforms are still slow to come.

Do I waste national focuses to make the population more liberal? I think I also read that you need to take events that raise militancy because that gets conservatives to vote for reforms?

In vanilla, you can force social and political reforms when you have high average militancy. If you can appoint a ruling party, you can get a lot of mil fast. Depriving your people will increase their mil, but it's slow going.
In a democracy, loving with the elections is your best bet. When you can press through a reform, don't take the one that has the most support, because you lose mil when you pass a reform, but gain some when it's not the most supported one.
Don't let the movements get to 100 radicalism though, you don't want to kill your guys and reduce their mil. Save your suppresion points for those.
You can also get the reforms with low mil if you have a lot of support for them, but it takes a lot longer. You'll want to raise conciousness and literacy, literacy raises con and con increases reform demand. Having their needs met increases demand for some reforms, lowers demand for others. You'll slowly gain liberals and eventually socialists.

National foci only change pop ideology in a roundabout way, it'll make them more likely to vote for those parties and the ruling party has a small influence on pop ideology.

Your ruling party's war policy is also important for your milscore, more jingoistic policies give a higher modifier.

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uguu
Mar 9, 2014

What kind of Vicky games are you guys playing?

I like the pdm version of divergences, with some small tweaks of my own.
Changing poor pops wants from iron to steel does wonders for the steel industry, adding mil increases for big colonial states makes China less enticing, reducing factory buildtime helps the ai out when it loses them because a pigeon flew by, stuff like that.

If you have any things like that to make the game harder, please do share.

uguu
Mar 9, 2014

I should like to try a HPM-based mod, but I can't peel myself away from the added factories and especially the tech system off PDM.
Also what does the genocide decision do, are there any benefits to it?

Heres' my changelog upto now:
    factory buildtiem down
    popneeds changed to steel/ bronze
    no we from badboy, we decreases at war a little
    increased demand from invention
    longer nationalism
    less rp for ai unciv before 1890, more after/ less rp for player
    halved newspaper output
    increased mil for large colonies
    add tech reform on unciv state loss
    noncore tax penalty back
    chinese states + (flintlock or command principle) and arti or forts, regulars won't trigger before 1850 for uncivs
    irregulars buffed
    removed oman reforms
    regulars org > inf org
    tax loss for lack of ships
    we effects tweaked
    increased bb limit
I want to port HPM's debt system next and then increase all build- and eventcosts by 10 and get rid of the -40? % tax modifier.
Haven't finished a game yet with these changes, but I I can give the code if you want it.

uguu
Mar 9, 2014

ThatBasqueGuy posted:

This is the branch I was referencing: https://github.com/TheDeNuke/DvD-Custom-Branch

Worth a look, it has some of the PDM features like the tech tree as well. More simplified factory stuff tho

Looks like it only drops the different different weapons and machine parts change, which is a great change.
I will try it out, thanks.

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