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Danann
Aug 4, 2013

time to annoy the devs for new end date dlc that only ends in 2036

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Danann
Aug 4, 2013

Raenir Salazar posted:

Excited for which contentious real world economic theories/systems paradox ends up implicitly/accidently modeling as correct. :allears:

My money is on free trade.

:ussr:

Danann
Aug 4, 2013

nothing can possibly go wrong if we work the money printing machine to pay for this war

Danann
Aug 4, 2013

if victoria 3 is able to model riverine warfare properly i will instant preorder

Danann
Aug 4, 2013

Invent NATO symbols for the ancient past and the far future.

Danann
Aug 4, 2013

Cease to Hope posted:

nope

here's a playtest report from the paradox discord though

holy poo poo that beard

Danann
Aug 4, 2013


oh no the kid's a born republican

Danann
Aug 4, 2013

forget straits we need lake and riverine warfare

Danann
Aug 4, 2013

Beijing to San Francisco Ocean Rail Line.

Danann
Aug 4, 2013

Zeron posted:

I think it's just a name thing. It's just the step above National Militia where you still conscript people, but you can also have a big standing army if you want. And then it sounds like Regular Army puts more prestige on the standing army to encourage you to make it bigger and maybe restricts conscription a bit more?

I do like that National Militia seems like it lets you pretty much step out of the military game while still being reasonably buff if you don't plan to do conquering.

It seems like an interesting/very profitable playstyle would revolve around just becoming a huge arms manufacturer and trying to push countries into wars at every opportunity. If you do it as a big country you could even get into an arms race where you force your neighbors to arm up to match you..while profiting off them the entire time.

If I understand it correctly, Mass Conscription allows you to use the conscripted units you've raised as infantry units under generals for offensive actions while under National Militia, those conscripted infantry units cannot take any offensive actions at all, they can only conduct defensive actions.

In other words the main difference is that the former military organization would allow you to gain or regain territory using conscripted infantry especially in early stages of the way while the latter military organization requires you to use regular forces in order to gain and regain territory and hope that the defensive garrisons can fight off the opposition's offensive actions in the meantime.

Danann
Aug 4, 2013

DJ_Mindboggler posted:

If the screenshots are nation-level, then a diverse nation will be unreadable. I may be basing this off of my mid-to-late game Stellaris xenophile experiences.

Edit: as for a better solution, something like an EU4-style ledger (with only data from your nation displayed) with a Cultures/ethnicities page. The page could have columns for absolute number of pops, percent of population, percent employed in various strata, and political power by ethnicity. Now, it would be really interesting from a historical simulation perspective (but terrible for gameplay) if the technological level of the administrative apparatus of the state determined the granularity of the information presented. Maybe something for EU5.

i can only imagine the statistics technology becoming the most powerful tech to rush for in the game

Danann
Aug 4, 2013

TwoQuestions posted:

Looks like Journal entries are the replacement for Focus Trees (from HOI4), and I've not played enough CK3 to speak intelligently how they relate to that game.

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-31-journal-entries.1508059/

Can't wait to get a bug that continually triggers Great Molasses Floods until the end of time.

Danann
Aug 4, 2013

I'm going to build a canal.

Danann
Aug 4, 2013

Going to look for all the oil producing states and conquering them to fuel my social democracy.

Danann
Aug 4, 2013

Tankbuster posted:

Can't wait to do my taxes ingame too.

Victoria 3 mod that updates every year but it's just messing around with a Form 1040 and checking if it's better to go with the standard deduction this time around.

Danann
Aug 4, 2013

Getting all my heirs and monarchs assassinated until I roll the one who is Communist.

Danann
Aug 4, 2013

Dorstein posted:

edit 2: achievement for making Marx a monarch.

Marxnarch

Danann
Aug 4, 2013

Zeron posted:

As long as managing huge nations doesn't turn out to be too tedious, I'm actually really looking forward to playing Russia. In some of the recent AARs they've literally had slaves with higher SoL than Russian Serfs so modernizing and liberalizing it seems like a huge fun challenge. Kind of like the USA except you can actually lose.

Most of the AAR nations seemed like a blast too. Japan, USCA, Ottomans etc.

And then once I've got a handle on the game trying for the classics like Punjab/Ethiopia/Persia/some in Indonesia.

IME the main annoyance I've had with large nations (played the leak) was that it's hard to precisely manage the production methods of the buildings because it's either change production methods for the entire sector or change production methods one building at a time.

There's a lot of clicking involved once the number of buildings in a sector go past like five or so buildings.

Danann
Aug 4, 2013

my one and only plan is to construct socialism with <nation> characteristics

Danann
Aug 4, 2013

Baronjutter posted:

One thing I noticed in the stream is that production method micro has a large potential to be the new annoying micro. It looks so easy to forget to change production methods, to change too much, and generally it looks like it will suck up a lot of time despite having fairly optimal solutions for each situation. It would be nice to have a little automation there, have an AI you can mostly trust to adjust production methods based on your local resource prices. Do you have enough affordable iron to switch from wood to iron construction, then it does so, otherwise it jumps back down to wood.

No other vicky game had this level of granular per-factroy micro management, it's cool in theory when you have a tiny country with 10 buildings, but I can't imagine managing a world spanning empire's exact production methods. Maybe they'll introduce more easy one-click options. Like to convert only the amount you currently have the resources for, or to randomly convert 50% or 25% or so on. Because right now its either all, per state, or per-factory.

It's definitely annoying ime for military stuff and switching armored trains on or off.

Especially if you just want one command to be the ones with tanks while everyone else are trench infantry.

Danann
Aug 4, 2013

Crazycryodude posted:

Obviously I can't play the game yet but my reading isn't that aristocrats are necessary to order the idiot peasants to grow food, they'll do that just fine if you leave them alone. What they do is enable profitably extracting a surplus from agricultural industry, which is what the state and the player care about, but people don't just starve if you have 0 aristocrats. Hell, they're probably better off, but you the player/state aren't so gently caress 'em.

Aristocrats also had jobs on the subsistence buildings last time I played the leak. They just kinda had lower profit and QOL consequently because subsistence buildings output little commodities for the amount of labor used and that's before the other rural buildings started decreasing subsistence output.

Danann
Aug 4, 2013

Jazerus posted:

gonna throw out a tip here that isn't immediately intuitive

running your budget in the red is Not Bad, in general. you're only starting to slide into the poo poo if you're over like 50% of your credit limit; doing stuff like paying high government and military wages can even pay for itself since you're putting money into the pockets of pops that can then be taxed through regular taxation and consumption taxes. i've noticed a real tendency in streams where people try to run austerity economies and that is like, the opposite of what you want to do. because basically every country on the planet starts underdeveloped, deficit spending produces enormous and immediate returns as you mobilize your pops into profitable industries. build fast enough in profitable industries and your credit limit will grow faster than your deficit which means you can just keep spending

that's not to say you shouldn't take a positive balance if you can get one, but the only tangible benefit of having gold reserves is being less fragile during war. if you anticipate a ruinous war then you probably don't want to be riding the line on your credit.

imo run headfirst into the credit limit if you're not going to be fighting a war for a decade or two it's better to get all the pops out of the peasant villages and into the new farms/mines/factories/cities asap

Danann
Aug 4, 2013

Baronjutter posted:

How do you change your government type? All my options are grayed out despite showing huge enaction chances. Is it because I'm still a subject under the UK?

you need an interest group/party to support changing that law

iow you need vanguardist rural/trade union to change to council republic etc

Danann
Aug 4, 2013

Dr. Video Games 0031 posted:

So uh, in my US game I noticed the whigs won the election in 1836 and Abe Lincoln was president already. I put the whigs in power in government and pushed the "ban slavery" button and... it just worked? And there was no civil war? Everyone is cool with it? The southern planters even like me still! So next I pushed the "multiculturalism" button to abolish racial segregation, and that just worked too???

Is it supposed to be like this?

have u tried pressing the communism button

that one's the most reliable at getting people mad

Danann
Aug 4, 2013

dead gay comedy forums posted:

this. this is the procedural content that totally owns bones because you can definitely see some pissed off inheritor just throwing money at the fabians to piss off his family and to be edgy

also lol at abolishing slavery from the get go as the USA and meanwhile it takes political trench warfare to get poor laws passed as Sweden

victoria 3 political reforms operate on the :xcom: principle

that 9% passing chance law? passes on first go

90%+ enactment chance and it takes a decade

Danann
Aug 4, 2013

RabidWeasel posted:

Other than only being able to build extraction industries in the appropriate areas, and local infrastructure / arable land / population restrictions, is there any reason to spread out industries or should I just ram everything into the province with the most space and pops?

Autobuild only builds one level at a time so going wide is needed for autobuild to build multiple levels at a time.

Danann
Aug 4, 2013

Tiler Kiwi posted:

you can also just have a leader that wants it

i had an autocratic military leader just go and decide to declare the rise of the soviet and push a socialist law instantly of my choosing, and then later the army radicalized into die-hard communists.

it's always funny whenever this happens and the rural/trade unions are left in the dust by the suddenly vanguardist army

Danann
Aug 4, 2013

Anbeeld's Revision of AI has an autobuild that works capably for the player and I've had it take over management of my stuff in the lategame. It's also a mod with all that implies and its autobuild should've been the default for the game yeah.

AI ofc is also more capable because of the stronger economy.

dead gay comedy forums posted:

Construction is the main vector of overproduction crisis atm because it does it really well because of how much it is demand responsive while also becoming a core sector of employment. From what I noticed, the majority of implosion clusterfucks that happened in games is when construction goes haywire for any reason and the chain reaction almost immediately devastates the player's economy (which is great!)

Rescuing an imploding economy is certainly a very memorable if stressful experience as I throw everything at the wall to figure out why the loving number isn't going up and getting nervous as the debt goes way into default.

My most recent one was playing as Communist Chile with a command economy and getting obligated into joining Great Britain's custom union followed by Great Britain imploding into revolution from radical liberals. Due to game quirks and ~pandemic~ my economy crashed hard from millions of GDP into high thousands at best and a deficit that has multiple structural failures baked into it like mandatory subsidies and advanced production methods. It was so bad that by the endgame you could spot where the economic depression hit just but the downward trends in the endgame charts.

My extreme restructuring method was to destroy every single agricultural building so that subsistence agriculture could absorb labor in addition to restarting some production of goods; shifting production methods to primitive methods from advanced methods; and finally importing a lot of inputs which oddly enough helped me not only by securing a source from abroad but also by rescuing my distressed financial situation via tariffs. Those tariffs help a fuckload and allowed me to eventually pay off the debt even as consumption and income taxes crashed into the ground.

Danann
Aug 4, 2013

TwoQuestions posted:

https://twitter.com/PDXVictoria/status/1616088340100431872

Looks like they're also changing the amount of money people put into the Investment Pool, and changing how efficient such money is. I hope they expand who gets to contribute to the IP under socialism, as well as the State getting profits from businesses under Command Economy.

i wonder what stops you from obliterating the aristocracy by mutual fund takeover or if there's an answer to that later on

Danann
Aug 4, 2013

Groceries/clothing/furniture/tools is what I aim for when I'm playing small countries with small population.

Jumping into a customs union is also another method I use to speed run development because it means my construction benefits from raw materials supplied by the owner and a market for the light industry goods.

If I'm big with a population approaching hundreds of millions I focus on developing heavy industry while private investment takes care of the rest.

Also I tend to build up early game on coastal provinces because ports contribute to infrastructure irrespective of the convoy contributions.

Danann
Aug 4, 2013

State atheism gives you authority equal to state religion law without the downside of the religious interest group threatening civil war over going communist or doing things like giving other people and women rights.

Danann
Aug 4, 2013

CapnAndy posted:

It actually kinda bugs me that, according to the game, I am objectively making their lives better. I'm running an admittedly ahistorically progressive government, and their standard of living is poo poo. They're a bunch of starving peasants and unemployed laborers; by the time I'm done even the meanest among them will have seen their SoL nearly double. Yes, okay, some of 'em are gonna die in workplace accidents, but I've got regulatory boards and welfare, and it's not like barely scratching out a living on a subsistance farm was so safe either, y'know?

That actually surprises me, unrecognized minors always have so many unemployed and peasants that I view any pre-industrialization they put up before I got there as a bonus. Less construction work for me, now it's time to actually automate your poo poo.

You're not actively demolishing every industry in the colonies and turning every bit of arable land towards cash crop production, so you're pretty far ahead compared to IRL European colonizers.

Danann
Aug 4, 2013

ThatBasqueGuy posted:

turns out the 1960 german unification play comes with a few complications

Danann
Aug 4, 2013

Lady Radia posted:

maybe every paradox game but many, many strategy games are able to have an interesting set of tradeoffs for things like "what units do i want in my army"

At the very least, it makes it easier to control which armies are the ones who use tanks and airplanes and which ones have to stick to trains and walking. I don't know how multiplayer affects the viability of that strategy because I haven't had a hellwar with the AI that required me to raise gigantic masses of trench/squad infantry to hold the line yet.

Danann
Aug 4, 2013

Playing as Qing -> Republican China and I really love being able to reverse sway independents into being my protectorates. It was also really nice to see Portugal give up their treaty port without a fight.

Danann
Aug 4, 2013

Gort posted:

- Fixed a bug where an event script may cause error logging if Paraguay ceases to exist

Didn't know that Paraguay existence is load bearing for the simulation.

Danann
Aug 4, 2013

99% of the money got spent on advertising and marketing.

Danann
Aug 4, 2013

It's more than possible to win wars by dint of sheer infantry mass especially early on when artillery hasn't reached the lethality of later artillery. Switching to as much artillery and cavalry as possible makes it easier to keep casualties down though and they fight on the defensive pretty well especially with the later techs that replenish troop strength faster.

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Danann
Aug 4, 2013

That said, if the province is a coastal one, consider an inland province instead if you don't want to be stuck with a capital garrison death stack sitting on it the whole game to stop capital sniping.

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