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toasterwarrior
Nov 11, 2011
Probably a bit early for impressions but with the discount and the new patch, should I pull the trigger on V3 now? Last year I would've picked it up but I legit had too many games on the backburner then.

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toasterwarrior
Nov 11, 2011
Oh this is a Vicky alright, I have no idea what's going on

toasterwarrior
Nov 11, 2011
Thank you for the tips!

I think I've finally gotten into a rhythm with Chile as recommended by the tutorial, namely just looking at whatever building offers the biggest return on construction, building it, and whenever I get enough surplus income to afford another level of construction base I build it, and repeat. The other factor I've been considering is looking at my local market and trying to fulfill buy orders as much as I can, especially since it frees up bureaucracy points whenever I don't need to import poo poo.

The game changer was finding the out the social mobility decree; without it for some reason my buildings would struggle to fill out their employment needs despite plenty of peasants in the state.

toasterwarrior
Nov 11, 2011
Japan is a favorite run of mine in the Vicky games so I'm eventually going to play them. What I want to do right now is basically make sure I know the loops, because I don't like not having a rhythm of what to do to fall back on.

toasterwarrior
Nov 11, 2011
Well, I finally ran up against the limited population of Chile. I suppose I could work on rejiggering my buildings with newer tech and refining production chains but I also forgot about diplomacy and also reforming the government so your legitimacy isn't hosed. Wonder if there's a good playthrough of Chile out there so I can actually suss out a good plan for dealing with the low pop issue; I figure it'd be something like breaching into multiculturalism or whatever, or supercharging your colonization efforts somehow, but drat if I know how to get it done.

Also, this new private investment thing: I've had some good builds from them but if I have the option to downsize their buildings if they're making a poo poo profit and would rather have them working somewhere else (goddamn eternal grain shortage and nonstop grain farm building...), should I do that or just let them be? I might be pissing them off, I dunno

ADD: I think my biggest problem is like, conceptualizing the resource chain. I see the positive income projection from the base resource buildings, that's fine. But looking forward into tools -> more return from less pops needed to work, and so on gets tricky because the income projection is usually very inaccurate. Figure I should learn to use the market overview better

toasterwarrior fucked around with this message at 13:02 on Mar 16, 2023

toasterwarrior
Nov 11, 2011
Thanks all, I'll keep at it.

Gort posted:

Absolutely downsize privately-built buildings if they're no good for you, there's no difference between a publicly-built building and a privately-built building once they're built.

That said, I'd probably not bulldoze a grain farm if my country's got a grain shortage, that would piss people off, not because of the bulldozing precisely, but because grain prices are high.

Oh my bad, I definitely wasn't bulldozing grain farms, I meant more like private investments building poo poo like whaling stations or cotton farms despite poor returns when more grain was what I needed (and that need never stopped growing, I was finding it hard to meet demand)

That said, one thing I noticed, I think, some staple goods won't show up if you don't have access to them in the first place? At least I assume this is what's happening with Fish in particular (I didn't build Fisheries at all since other goods were more valuable), which experience tells me should be a staple good, but none of my pops are buying it. That said, I did notice that Meat is entirely separate and is considered a luxury good so maybe it's different in this game

toasterwarrior
Nov 11, 2011
So around when should I start addressing supply needs, ideally? +25% above market price?

Also drat I wish the outliner culled goods without buy/sell orders, lots of unneeded entries right now

toasterwarrior
Nov 11, 2011
Huh, I figured you just want a slight deficit so the price stays profitable. Alright, I'll do that, thank you.

toasterwarrior
Nov 11, 2011

Dr. Video Games 0031 posted:

See my post at the end of the last page for general advice on industrialization if you haven't already seen it, but the profitability of individual buildings isn't really as important as the overall growth rate of your economy. There's not much extra growth to be had though when you run out of population, so get colonizing/conquering.

Yeah, this was what I realized a bit too late in my Chile game, you start with a really baller military for the region and can kick Argentina's head in along with kneecapping their colonization of the state of Mendoza. I really wanted to do Multiculturalism + immigration but the conservatives are so heavily-entrenched and that as far as I know, only Trade Unions are willing to approve of MC so I have to make smarter political choices from game start. The best I managed was this last run, getting the Liberal party (industrialists + intelligentsia) in by the 1860s and the Church out, so I could start suppressing them. And then I hosed that one up by wardeccing Chile for another state while they were allied with Paraguay, and my combined total Military power, despite being more than theirs, absolutely getting wrecked since they still had way more men than I did. I'll give it another go, I guess.

Also man private investment buildings are legit fuckin annoying when you're playing with a small population. If only they kept their construction to one state; unfortunately, it sucks when they build something in another state and then unemployed people in the state you're hoping to develop migrate over there instead. Keep having to swat down whatever economically-unwise poo poo they build.

toasterwarrior
Nov 11, 2011
Thanks for the info on the pricing model, that's very good to know.

On a related note, as it turns out you can toggle automated private investment construction off as a game rule so yeah I'm absolutely doing that on this hopefully final restart. Cheers!

toasterwarrior
Nov 11, 2011
Ah, jeez, I just realized why Paradox made automated capital investment default: directed capital investment is stupidly powerful in human hands. Chile's starting gold mines makes it so your investment pool is loving massive (700k at 1843) so my construction costs end up being non-existent in practice. This feels a bit absurd now, like I cheated myself out of the industrialization struggle :v

toasterwarrior fucked around with this message at 11:56 on Mar 19, 2023

toasterwarrior
Nov 11, 2011
Chile is recommended as a tutorial nation lol, it's why it caught my eye. I figure they wanted you to use your starting military advantage and gold mines to kick Argentina in the teeth, and then get in good with the Brits like you said since they never seem to drop their interest in the area, unlike the US.

toasterwarrior
Nov 11, 2011
I thought welfare laws do just that, they're not just for unemployed pops, they directly add to any pops' income if they fall below minimum cost of living

toasterwarrior
Nov 11, 2011
I finally hit the liberalism sprint in my Chile run and yep, now you definitely want automatic capital investment for this sumbitch. Just non-stop construction, switching away from production methods that save on labor so you can get more people employed, and so on. This is a really fun economic/political model, very fascinating to tweak and so forth.

toasterwarrior
Nov 11, 2011
Yay, got Chile to the end date as a socialist utopia except for free migration because only the industrialists support it and I missed the window to get it done. Thanks to all for the advice that got me through, the biggest being to go ham on Argentina and take all their poo poo when you can. Funnily enough, I should've kept doing that to everyone else if I wanted to go full socialist utopia; I ended up experiencing that good ole inflection point where all my good resources were fully harvested and I ran out of jobs for all the migrants coming in, so my top tier SOL was slowly decreasing and I began to bleed cash. Friendly Brazil also eventually dropped out of my customs union during the final game year, taking out a chunk of my GDP and, funnily enough, showing me all the places I could've employed my peasants. If there was a sign that I should've just kept taking land in South America, that was certainly it.

But yeah, that was real fun and I can't wait to try Japan. Am also hoping for more UI improvements, like:

1. The upgrade building prompt telling me how many goods a new level will create/consume directly instead of me having to mouse over the embedded tooltip or whatever;

2. Coming from that last bit about Brazil, a reference page that tells me the production situation in my country, not my market, so I can make sure I'm covered in case dudes drop out of my customs union or whatever;

3. Make it so pinned markets on the outlier can be reordered so surpluses/deficits are shown first, or maybe even straight up just removing goods that aren't being manufactured at all or whatever so they don't clog up space.

Game's real good, I'm glad I picked it up. Thanks all!

EDIT: Also lol at how the farmers ended up being a key part of my socialist utopia because they decided to side with the trade unions. It helps that their bonuses are also pretty drat good, and that as it turns out their supported policies can mostly work with socialism pretty well. It was the intelligentsia that did the first backstab, until they got rebranded as anarchists and then into communists.

toasterwarrior fucked around with this message at 12:33 on Mar 21, 2023

toasterwarrior
Nov 11, 2011

I was also musing about this last night and figured that if you had plenty of arable land, you could make up for the wage difference with welfare since peasants are technically working jobs. That said, I can think of more solutions:

1) Just Keep Conquering for good resource nodes or

2) Become an export economy and retain free trade, overproduce advanced goods and sell them to the world.

No idea if the latter works out, or even if the whole welfare boost for peasants thing works but it's something I'll keep in mind for next runs.

toasterwarrior
Nov 11, 2011
I got two questions from my last playthrough:

1) How quickly can pops migrate from state to state in your country? I mostly just turned states with lots of peasants into my industrial centers, but if I used the migration decree and built poo poo elsewhere, will they move there at a good rate or should I just go where the people decide to go?

2) How do I quickly mitigate unrest from conquered pops? The only method I see that I neglected to use due to authority crunch is the welfare decree, and I figured that won't do poo poo if I don't have any welfare institution in place.

toasterwarrior
Nov 11, 2011
Thanks for the answers, guys, I totally forgot about about the violent suppression decree too. I didn't see the need to institute police in that run but they totally would've helped a lot when I was conquering Argentina.

toasterwarrior
Nov 11, 2011
Anyone in the beta seeing generals get stuck with one battalion while everyone else is doing garrison duty? Feels like a new bug

EDIT: NVM, it was the HQ/general thing

toasterwarrior fucked around with this message at 09:19 on Mar 23, 2023

toasterwarrior
Nov 11, 2011
I did a Spicier Chile run (more conquering and less rushing for liberalism) and finally learned got in tune with a comfortable pacing for expanding my construction sector; ie. don't just account for if you're still in the green or not when building one, also keep expanding resource buildings to accommodate construction good demand and just keep building whatever to keep that demand constant. Also found that eventually I'll hit a point where I realized I should've dropped Oligarchy for Census Voting/Universal Suffrage because I wasn't going to be able to pass the better tax laws, which was necessary because railway subsidies and whatever get very expensive in time. I was overvaluing the Authority bonus from Oligarchy by quite a bit.

toasterwarrior
Nov 11, 2011
I have a question: do you guys try to build up a university base ASAP? It feels like qualifications aren't that hard to come by, at least for accepted pops, and the return on universities considering how much workers they need doesn't seem great. I seem to coast on by fairly well just with tech sharing.

toasterwarrior
Nov 11, 2011
Discriminated culture?

toasterwarrior
Nov 11, 2011
Do you guys leave your core industries on subsidize to make sure sudden price crashes won't cause them to fire people and leave you in a resource deficit? If they're making a profit, the subsidy won't cost anything right?

I'm recalling times where I've had to stop building in order to not run up debt, and usually this would cause iron prices to crash since you need so much of it for construction goods, making people leave and subsequently kneecapping my tool/steel supply

toasterwarrior
Nov 11, 2011
TBH I don't build for profit, I usually build to address deficits (which usually comes with profit) and to get people out of the peasantry.

toasterwarrior
Nov 11, 2011
I guess Anbennar is the exception that proves the rule, tho they got their own issues

toasterwarrior
Nov 11, 2011
So I went for Spicier Chile this time around and was very happy with the result: eating Argentina, Peru, and Bolivia while subjugating the rest of the continent apart from the Euro holdouts during endgame when I was running the clock to 1936. That said, I managed to beat both the USA and GB through the power of war crimes and tanks, taking the land they seem to always colonize to my southeast. Love to have a 400 brigade military fighting drat near every Great Power (lotta infamy for subjugating Brazil) and mostly winning thanks to sheer tech advantage. Stuff I did differently or noticed:

1) Staying in my own market was actually pretty nice, not having my income subject to fluctuations or the market owner/volunteer joinees going "gently caress this, you're/I'm out" was good for keeping track of what to build. It helps that South America is pretty self-sustaining; the only thing you don't have access to is opium. This also meant going to war with the Europeans meant I didn't get hosed by supply issues since I had an autarky going on.

2) On that note, do not switch to the level three military medical thingy without your own opium sources. Had to reload when I realized I had it on when going to war with GB; clearly I didn't have the navy to protect my convoys shipping in opium from SEA and China, and I ended up getting rolled when my brigades were fighting at half-effectiveness.

3) Is it me or does going Council Republic guarantee an inevitable civil war when every other non-leftist IG starts poo poo? I actually had a very strong socialist-democratic presidency that had as much progressive laws as possible while the elections were always the leftist bloc (Trade Unions, Intelligentsia, and Rural Folk teaming up without issue, a true leftist fantasy :v) stomping the gently caress out of the Conservatives and Nationalists, and while I went CR when presented with the journal quest to do so, I wonder if I could've just kept it going indefinitely and spared myself the civil war. Especially annoying when you can't consolidate all your brigades into the capital state for various reasons.

4) As much as I like consolidating industries into one state for the economies of scale bonus, as Chile I found this eventually impractical for a bunch of reasons: either I run out of labor and getting people to come in means authority I can't spare, or I own other states where labor is migrating to en masse regardless of what I do (unincorporated, plenty of arable land, etc.) that I am better off just building it there to address supply issues ASAP instead of trying to min-max like crazy.

5) On a related note, I had a brutal confluence of bad poo poo when I conquered Peru-Bolivia and took La Paz with it's 1M inhabitants. The issue: La Paz has both the Andes and the Amazon Rainforest state traits, slowing down construction by 50%. Getting poo poo built there even with steel-frames, road infrastructure decree, and around 250 construction points took a lot of time.

6) When I went to war with America to kick them out of South America, we were basically in this insane loving back and forth hellwar that brought my state to 100 devastation because despite my raw tech advantage, they just had so many troops to throw into the meatgrinder that it took me researching chemical weapons to finally smoke them out for good. Very annoying, the worst part being how brigades seem to hang on until the very last man, taking days to kill off a hundred guys or whatever.

7) Turns out Dominions don't give you military access and you can somehow still violate their sovereignty and get them to go to war against you :v

8) Is it even possible to have a competitive naval force against Britain if you're not already one of the big boys from the jump? I didn't even bother, I just massed troops and made them as good as possible since AFAIK if there's a front active enemies can always deploy their dudes directly to it.

But yeah, fun game, will try another nation now. I was thinking trying Belgium on recommendation from a friend but TBH I'm not a fan of colonizing outside of the continent because I get overwhelmed and Belgium doesn't have the natural resources to run a semi-autarky. Maybe when they add the ability to invest in other countries so getting them into your market and fighting to keep them there is more valuable.

ADD: Also, drat, this game really needs to revamp its UI; I want to be able to tell how many people are employed in a building relative to available labor (and eligibility) at a glance, and how many goods am I expected to get per building level at a glance, not after I hover over the thing or a nested tooltip. Just QoL poo poo, you know?

toasterwarrior fucked around with this message at 03:00 on Apr 4, 2023

toasterwarrior
Nov 11, 2011
I try to modulate my construction sector expansion because for one thing, each level is another 5k people employed, but also construction goods are very, very expensive and absolutely brutalize your resource stocks. There's definitely an inflection point where population growth starts kicking your construction sector's rear end and it's around when you start getting progressive cultural and migration policies passed; last game I got prompted to take Multiculturalism and I swear to God I had like 5 mass migration events pop right after another and they just kept coming in. After that, it just felt impossible to catch up and my peasant to employed ratio went to hell again.

For that matter, another bunch of things I realized:

1) Arable land attracts migrants, so if I got it right, I want few to no farms on where I want my industrial centers to be to keep people coming in.

2) For provinces with important resources (iron, coal, etc.), you also want few to no farms to keep immigration flowing in.

3) Likewise, you probably don't want your industries in these provinces because they'll be competing with the same labor pool, with fluctuations in prices causing labor to shift back and forth between consumer and producer, which may cause a rippling effect.

4) Sometimes labor just dries up thanks to migration and your state is no longer a good place to keep building a specific industry, economies of scale be damned :(

toasterwarrior
Nov 11, 2011
Probably dumb question but I assume cooperative ownership is a great way to increase SoL since your worker pops then start receiving dividends from their employment?

toasterwarrior
Nov 11, 2011
Legit forgot to enable it last game. I want to see just how much of a jump I get

toasterwarrior
Nov 11, 2011
Yeah I'd be willing to join GB's customs union more if I had an easy way to check on domestic good production, in order to make sure I can maintain autarky in the face of sudden conflict or the AI going "nah gently caress you" out of the blue

toasterwarrior fucked around with this message at 01:15 on Apr 8, 2023

toasterwarrior
Nov 11, 2011
There's this thing about the chemical factory line where it produces both explosives and fertilizer, and either of these going unused and crashing the price due to oversupply causes the factories to get into negatives. You can subsidize them to stop that, but the better solution, especially for fertilizer since you'll always make more fertilizer than explosives, is to go for techs that make your farms use much more of them.

toasterwarrior
Nov 11, 2011
Generally a successful revolution results in every conservative element getting wiped out, and the new radical liberals in this case will be pushing the Overton window further left since they'll be gunning for anarchy as opposed to liberalism

toasterwarrior
Nov 11, 2011
Yeah TBH when I get back into this game, the first thing I'll avoid doing is actually building agriculture up first despite it being ostensibly the "profitable" option. Beelining industrialization resources is much more important

toasterwarrior
Nov 11, 2011
So anyone played a full game with the new patch? Does it feel different enough? I was thinking of doing a Prussia run

toasterwarrior
Nov 11, 2011
Isn't the DLC basically just an event pack for the French, with everything of real substance in the patch itself

toasterwarrior
Nov 11, 2011
While the investment queue is still doing poo poo like building too many art colleges, I'm more of the opinion that you should use manual mode but also be a lot more aggressive about auto-expand, especially since if you're doing a migration game you will legitimately be unable to keep employing all those new peasants coming in and thus might as well let the computer handle it

toasterwarrior
Nov 11, 2011
Hellfire, they're still doing that poo poo huh

toasterwarrior
Nov 11, 2011
I always wonder what you need to do to get places like those filled up. Just hope there's a shitload of arable land and keep the immigration edict on forever?

toasterwarrior
Nov 11, 2011

Mandoric posted:

As "terrible lessons to take from mapgames" go, there's probably quite a bit of writing to be done about how in V3 you really can and will use the resources of your colonies not just differently but better than the inhabitants knew how.

I suppose it kinda reflects on me badly that once foreign investment gets into the game, I will absolutely go hard in V3 because my biggest issue was always squeezing out the resources I needed and the AI in my customs union being dogshit at making that happen.

On a sidenote, I guess from that advice about getting development going, part of my troubles when getting started in V3 was trying to address SoL issues from the getgo by developing agriculture because I was inadvertently boosting landowner power by building farms, huh?

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toasterwarrior
Nov 11, 2011
The military-industrial complex, no lie. Regiments in the capital cannot rebel, and consolidating your guns there keeps them sharp for combat.

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