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>passing laws is now slightly less annoying
Amazing! At this rate the game will finally be be fixed by 2035!
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Vicky 3's warfare system is actually good and I don't miss playing with shitty toy soldiers at all.
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Decree: Promote Social Mobility
Requirement: No Hindus and(?) No Caste System
Effect: State enforced education + vocational experience for everyone
Why is it called social mobility if it's about creating harder workers, not increasing promotion and demotion?
Why is my marxism simulator not about fighting the rigid social hierarchy where the rich get richer, and instead is all about educating people until they're eligible to become factory owners, workers, civil servants, and most importantly, taxpayers?
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I wish the law system was different:
>if you are The State (autocracy, single party, etc), you propose reforms
>if you are any degree of a democracy or distributed power (oligarchy), governing interest groups with legitimacy propose reforms, the frequency scaling with how democratic you are
>any governing parties that don't actually agree on a reform don't propose it, the same as how political deadlocking happens currently in the game
>anarchy means you yourself cannot propose reforms, illegitimacy also stops you same as currently
>authority no longer reduces enactment time but instead is the mana you use to affect the current reform's success or failure
>>authority spent early will improve the chance for your preferred outcome the most
>>authority spent will help or hurt relations with interest groups with a slow decay - an inflammatory law will tip disorder into rebellion if it's not left up to the Will Of The People (dice rolls + interest group clout) to decide
>>authority kept in reserve can be used to change Randumb popup event outcomes and directly negate a setback or even send it back a step if that 5% success chance somehow got it to the last phase and you don't want to roll the dice and have a new law you don't like!
There's a semblance of a private economy in the game and it's gotten better since release's fully state planned economy, but the politics is still autocratic and democracy isn't very democratic. It would be nice if players were told "Oh, you want to enact fully automated gay space communism? Have you considered reactionary monarchy, socialism, communism, or the third way?" with some players being laughed at for unknowingly re-enacting historic conservatism of delaying suffrage because it's taking away their control.
Maybe the system could also support competing reforms, where if someone proposes Charity Hospitals you can say "Fuck that, let's have Public Healthcare!" before you're locked into a difficult law like poll tax.
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I checked the reddit
I'm surprised how self aware some of them are
>hey what interest group r u? I'm a trade unionist intelligentsia because I'm a student, lol
>I'm an engineer IRL, so in game I'm the petite bourgeoisie
>lawyer, so petite bourgeoisie
>blue collar in a union, trade union
>peasant
>dependant (unemployed)
>dependant (homemaker)
Makes a slight change to the "Here's my run where I became the top GDP in the world. Oil and gold mine conquering optional. Why yes my country is now Hindu-Islamic and here's the chart to prove it."
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>>2314512
It's not "good" in any shape or form. The amount of weird shit still happening after numerous fixes and reworks is staggering. If wiz wasn't fucking retarded, he would have copied HoI4 fronts (battle plans only, no micro)
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Shamelessly shilling my own retarded video: https://www.youtube.com/watch?v=aoRPUakY4yo
I play Denmark, trying to develop the Financial Centers (+ MHs and CHs) to the point where the economy depends exclusively on dividends from financial assets (no more national industries or resources).
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>>2317744
The point of power blocs is to generate mana. Subject members are better than non-subjects, since the latter tend to grow into major powers and leave your bloc. Sovereign empire is best because it generates the most mana and saves the most infamy with free subjugations.
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>>2317835
The problem is that you're losing out on mandates since the vassalization mandate sucks beyond the first level, siphoning too much money from puppets is bad as it causes them to be stuck in a cycle of instability.
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>>2317744
>Sovereign empire isn't that good
People who keeps saying this are just wrong. Please stop saying things that aren't correct.
I could excuse it when people didn't know anything about the game.
You could argue that there's situations where trade leagues are objectively better. That's unfortunately where the buck stops. Additional authority and decree cost reduction has crazy synergy. If other bloc types had permanent 100 cohesion, they'd maybe be able to compete a little.
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>>2317880
Yes, the extra authority is good, but extra subject payments is a debuff as it is an inherently destabilizing factor for them. Secondly, there is nothing inherent in sovereign empire that creates higher cohesion, in fact it decreases it if you pick the non-vassalization principle. Trade league, military treaty and cultural commonwealth all have better primary principles depending on playstyle.
Furthermore, the free subjugation is a lot less valuable on the current patch, though I can agree it was definitely worth it back on 1.8/9.
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>>2318441
Play the fucking game. As long as you are a GP sovereign empire has great cohesion, which is rare among power bloc types. Its primary principle is perfectly fine, since it gives you a bunch of free authority. Here's the experience of picking other types:
>everything except trade league
You have shit cohesion and don't get principles.
>trade league
You build up an empire with great cohesion and tons of point generation. Then the members get too strong, leave, form their own power bloc, and rival you.
This is why sovereign empire is best. The others should only be used in niche circumstances.
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>>2318558
>You have shit cohesion and don't get principles.
That's because you're not increasing economic entanglement but rely on money transfers to keep your subjects liberty desire low. The reason this is a bad thing is because it puts the subject into a bankruptcy spiral, while optimally you want your own companies/domestic capitalists to build their profitable shit and they themselves to build the less profitable agriculture.
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In fact here are all the use cases for all power bloc types:
>Military Treaty
You want 20% training rate and nothing else.
>Ideological Union
You want -33% stall chance and nothing else.
>Cultural Commonwealth
You're doing a nation formation cheese run.
>Religious Convocation
You want 5% birth rate and nothing else.
If you're catholic then it becomes a worse version of trade league (this is praiseworthy).
>Trade League
You want an actual power bloc but aren't a monarchy.
>Sovereign Empire
You want an actual power bloc.
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>play autocratic government
>cant just pass any law i want
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I don't like power blocs.
On the outside you think it's the Entente, Central Powers, Allies, Axis, NATO or BRICS.
In game it's just Sphereing++. That's not a bloc, that's just saying you need to not annex an unrecognised power to unlock all these game changing buffs. The biggest bloc is the British Empire and even then, what's that? Colonial Australia is coming to invade? Oh I'm so scaaaared.
It's insulting that my ruler is stood next to that of these pathetic fake countries on the bloc screen as if they're equals.
>>2318633
>play autocratic government
>you can only pass laws your ruler wants
>shocked pikachu.avif
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>>2318800
That’s only true if you are a republic with autocracy. Monarchs only give a buff to clout to the ig they are in, and their ideology is absolutely worthless. Your monarch can be a reformer industrialist, but you ain’t passing compulsory schooling if industrialist leader isn’t reformer as well
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>>2318573
This is a clear-headed post.
I could imagine going for military treaty if you aim to break up big countries and protectorate everything.
More wargoals, less time spent in truces.
Cultural commonwealth is great if you're up to nonsense. Without the nonsense, it also kind of stinks.
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>>2319017
Yes. It's unfortunately the case. I think EU5 has potential, but they messed up with a basketful of (in)decisions in that game.
Victoria 3 might be kind of a mess at times, but there's an actual vision here. It's the difference between imperial and metric system, where EU5 representing the imperial units is just a collection of mechanics.
Vic3 representing the metric system is an actual system built of mechanics.
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>>2319192
>It's the difference between imperial and metric system, where EU5 representing the imperial units is just a collection of mechanics.
>Vic3 representing the metric system is an actual system built of mechanics.
There’s two types of systems of units: those that make sense, and those that have put men on the moon.
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>>2318633
Damn, the internet is full of Joffreys.
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When am I going to be able to use my home country's techology in a foreign investment ? Can this shit be modded in any way ?
Its retarded to have a corporation from a modernized country be limited to just building farming huts outside of it.
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Why cant i put a gun to my central bankers head and tell them to just print more money in thus game?
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maybe I missed some part of the tutorial, so what's the best way to hold positive income? I drop down to -13k whenever I want to build anything, but I'm presently stuck with my infrastructure limit and only just started getting steel production so I could build train engines for my privately-built railroads
what're good ways to increase SoL, while we're at it? It's not too clear
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>>2320338
Because Victoria 3, like all Paradox games, doesn't model prices and the value of money correctly. So it can't simulate inflation in a realistic manner. So they have to restrict your ability to issue currency. If they modelled money correctly as a good governed by supply and demand like everything else, then you could issue as much as you want. Although they'd also have to have separate currencies for each country otherwise you could just destroy everyone's economy through hyperinflation rather than just your own.
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>>2320338
Technically you do that constantly, Minting is a major source of income for most nations and it's literally just printing money. Fortunately inflation doesn't exist because this game is designed by Communists.
>>2320734
Economic growth tends to snowball, so if you fuck it up early it can be painful to claw through later. The railroad bottleneck is a particularly early and brutal example of that.
SoL is hard to intentionally raise IME. In theory it's just (Wages - Expenses), so increasing wages or decreasing the cost of goods should boost it. I've never been able to get the latter to work right, even with cheap goods my SoL drifts very slowly.
I suspect producing whatever is valuable to boost wages is the better strategy, but I've never properly tested it.
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>>2320789
>the AI doesn't factor in terrain and the idea that the tiny stack in the alps might have a 30k behind it
>this means we should gut everything and start again with an even worse system
Imagine there was a choice that wasn't just a binary one between copying Vicky 2's war system, LE MOUNTAIN CHEESE and all or this new abortion they came up with
No middle ground, no nuance, only two ridiculous points. Welcome to post-2016 internet!
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>>2320338
>central bankers
>bankers
>bank
>central
None of these exist in game. Money printing is decentralised on the blockchain where independent workers create and destroy bitcoin based on their CPU and GPU's productivity relatively to the productivity of other people's CPUs and GPUs.
Unfortunately a side effect of this is that the more people who start mining bitcoins, and in diverse ways, the more people who realise they can hack into the "planetary" CPU which slows down time and makes the last 10 years take as long as the first 50.
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>>2320734
>I drop down to -13k whenever I want to build anything
>only just started getting steel
>what're good ways to increase SoL, It's not too clear
When you have no loans, if you're raising your taxes above normal, and it's not because you're temporarily at war, you have too much expenditure. Reduce your construction sectors or lower your institutions.
Your tax law is also important because
1) Land tax takes money from peasants (no peasants = no money)
2) Poll tax takes money from peasants and workers
3) Proportionate and Graduated tax take money from workers and owners (no factories = no tax, "farm" buildings are factories aka opium isn't taxed on land tax)
4) Consumption taxes are good
To increase SoL you generally need to
1) Increase income
2) Decrease outgoings
3) Provide enough consumer goods
which have multiple answers. The "normal" way is to go for fully automated gay space communism. The standard way is to increase wages, reduce tax, provide welfare (helps a lot), and have a mature consumer economy. So you might need to get to 1900 before it noticeably improves.
Wages are affected by expected SoL (derived from high literacy and social technology), labour scarcity, citizenship, and minimum wage laws. You cannot meaningfully affect wages in a way that helps SoL because of the labour scarcity calculation.
Child labour helps SoL for immature peasant economies and may even be good for SoL in mature economies. I can't remember if Feminism skyrockets SoL (or does nothing at all) by nearly doubling household income (debatably unlike real life) but of course you need job openings and more consumer goods to support it.
Don't worry about not understanding. Just remember reduce your outgoings, tax less when able, and the game basically plays itself and you should hit 14-16 SoL without even trying by 1900 for reasons 90% of players don't understand.
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>>2320750
i think it's presently cheaper for me to use iron frame, I make so much that the cost is pretty low; the labor is just so much
>>2320734
is my mill making steel? I can't really tell if it's profitable
>>2321127
i'll try to look into it. Is there a better way to see the balances of specific factories/goods? Or is it more just if it's in the green/yellow it's good all of the time? I can't tell what industries are profitable right now in spite of the direct in/out prices being there
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>>2321412
>this game isn't about warfare
>era of peace
They wanted to get rid of cheese strats but they didn't have enough time to properly develop the new system. I envisioned something like HoI battle plans but you can't micro units.
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why the fuck do i need to get a mod so that Infrastructure limit is shown in the building tab
it's critical information when building en masse
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>>2321161
>it's cheaper to use iron frame
Where is most of your money going?
How much does turning on your construction sectors cost?
You might have too many.
>is my mill making steel? I can't really tell if it's profitable
It is. But it looks like nothing's using it. It's currently not profitable (weekly balance £-224) and that's because you're subsidising it to overproduce for the current market condition... if you click the steel button in the factory menu you might be able to see how much is being consumed locally and by who.
You might also want to swap to the bessemer process but only after you need more steel.
>balances of specific factories/goods? green/yellow? I can't tell
Generally you just go by what the map says when building and you'll roughly get an idea of what a good profit margin is. For example, most farms are barely profitable.
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>get itch to play again
>check DLCs
>Play as [literally who] to decide [alt history question] using [bad, buggy, and poorly reviewed] journal mechanics!
Which DLCs do anons recommend?
>>2321810
Would you like to look a bit closer at the fascist petite bourgeoisie interest group and how it only bars membership for wrong culture and not religion, i.e. Jews?
Some might call that whitewashing. It gets weird when it's popular on reddit to point out the protestant-catholic split on the Nazi party, which would give Paradox an fand support excuse to make the pet bourg membership limited by the strictest religion law as well as the (cultural/"""social construct""") race law.
>>2321997
Depends on your country and what you want.
Authority, wages, fervor, acceptance, political influence. Isn't subjecthood just multicult-lite for those who cannot get multicult yet, with problems like how it works perfectly until internal migration happens?
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>play poortugal
>queen is now a shopkeeper rather than a bureaucrat
>unelected oligarchy with elections
>colonies are growing slower than day one release vicky despite being on colonial affairs 2 by default
>arm immediately being twisted by an interest group for a law, so try to follow through
>group who doesn't want it decides to "support" it
I swear this event used to check if an interest group actually cared about it.
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Meta-wise, multiculturalism is best. Personally I hate it because it's ahistorical and disables assimilation. Second best is Subjecthood + Colonial Racialization. It's almost-multiculturalism that allows slavery. Third place is a tie between regular Subjecthood and Cultural Exclusion. Cultural Exclusion is the default all countries should be on, unless you plan on directly conquering and holding a lot of unaccepted pops. They each have their own upside and downsides.
The rest are trash and should never be used.
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>>2322206
I'm playing again since a long break and I see race now has twice as many values, such as mother tongue.
Are there now people who actually benefit from cultural exclusion as compared to racial? I can't tell if it just means afro-americans will now be accepted under (same tongue) european rulers and if places like russia will still have bad acceptance for non-caucasoids.
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>>2322231
Cultural Exclusion makes all pops have minimum 20 acceptance, which is really good. The only "downside" is that it drives very similar cultures to have 100 acceptance, meaning they do not assimilate. Canada with Cultural Exclusion cannot assimilate English pops.
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>>2322240
>Canada with Cultural Exclusion cannot assimilate English pops.
Ironically I'd say actual Canadians today are just English pops, if not American pops.
And if I click on Canada in my game right now, year in the filename, oh boy. Maybe if total separation of church and state was historically accurate it'd mitigate this awful ahistorical melting pot born from extremely ahistorical migration mechanics.
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play as USA
>monarchy, corporate state or presidential republic
>autocracy, oligarcy or single party state
>state religion
>subjecthood (if monarcy) or cultural exclusion
>conscription
>national guard
>isolationism
>lazeus faire
>commercial agriculture
>colonial exploitation
>militarized police
>relgious schools
>private healthcare
>outlaw dissent
>no workers right
>child labor allowed
>legal guardianship
>no social security
>closed borders
>debt slavery
>combination act or anti-strike laws
MAGA!
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>>2322240
>The only "downside" is that it drives very similar cultures to have 100 acceptance, meaning they do not assimilate.
thats retarded. they should implement a modifier that cultures with the same heritage and language woukd assimilate even if they are 100% accepted
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>>2322142
>feel like country's engine has finally turned on
>still a lot to do
>barely breached 10 SoL
>trade unions in charge under census suffrage, don't know why, does wealth not affect votes anymore?
>only just got cure for malaria, colonies look pitifully small
>true goal was to militarise and conquer brazil
>brazil has been allied to someone else all game, britain no longer joins your wars no questions asked
>check year
>nearly 1900
Why bother?
I managed to colonise the less full Eastern Africa with Portuguese pops and told my colonial admin there to become the New Portugal. I'm still not sure how colonisation works but I'm slowly putting on labour saving production methods to encourage people to move elsewhere. I would have preferred to do it to Brazil.
The new amendment system feels like a mess. I haven't double checked to see if I can convince someone who hates it to back it for +clout, then put them in power to remove their own amendment. I feel like interest groups are being neutered one update at a time, I'm paying attention to them and loyalists less and less.
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>>2322513
>does wealth not affect votes anymore?
It affects political power, but the baseline wealth for voting in census suffrage is only 10. If you only want the wealthy having power then go for landed or wealth voting, otherwise your laborer and machinist base will heavily influence politics
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>>2322695
>If you only want the wealthy having power then
I don't mind, I'm just confused because I haven't played for a while and TUs used to get buried in elections but they're basically 80% of the vote.
Though I don't know if I simply reformed into a democracy after I depeasanted.
I'm also confused as to why all of Africa and Asia (from inside my borders) didn't move to my mainland to cause turmoil like they used to but I didn't reform tenant farming so maybe that's why.
10SoL for census suffrage seems a little low. And looking at wealth voting I'm not sure if that's too low as well.
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The new investment rights subject interaction is awful. It causes your (already puny) investment pool to build iron mines in your overlord instead of your country. Being a subject is so bad you want to stop being once ASAP in 100% of all cases. I don't understand why the devs hate subjects so much.
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>>2322856
This one?
Also
>playing a subject
>in a high imperial era
Get annexed, lmao
Anyway, to be serious, I don't remember if the private sector was allowed to invest in subjects before (you still can as the state). I don't see why it's another -0.05 liberty desire button because paradox usually abhores letting you have fun. And I assume as soon as anyone from your country builds in the subject, you will also impact liberty desire because "you" then own their economy.
It's basically the same as any investment rights decision to me. Why would you do it with a country with more money, more army, and more construction sectors? Someone you're a vassal of is not your peer and you won't ever be able to privatise buildings with this agreement in place.
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>>2321412
I love VIctoria 2 but its war system was goofy. If you want real warfare, play HoI.
While the front drawing could be better, I think that the current system is a good enough abstraction of warfare at that time. We can focus more on economic and society rather than solving all of our problems by just outmanoeuvering a dumb AI.
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>>2324700
Because the devs are incompetent, foreign investor use the tech of the country they are building in. So mines for example will use the worst and least profitable PM, and investors always look for the most profitable option. This means Canadian investors will build iron mines in England instead of Ontario.
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LOL
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>>2324755
Free Trade yes. Laissez-Faire only during a specific period in the midgame. Early on Agrarianism is best. In the late game you want Command Economy, since otherwise the investment pool sits unused and grows to infinity.
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>read gay commie subreddit
>slave trade is um good actually because pop line goes up
Maybe there's hope for this playerbase.
>>2324712
The most profitable place is where there's consumption.
A solution, other than not being a vassal in the first place, would be to
>build consumer industry (e.g. steel mill)
>subsidise so it forces consumption of iron/coal that doesn't exist to create an inflated demand
>put high tariffs on import of iron/coal to starve the steel mill and further drive up price
>wait
>optionally: create and subsidise input industries, e.g. tools and (post-atmos engine) coal
I have never tested this because it's very boring to watch and the only time this matters is when your private investor pool is going to be abysmally tiny and it'll be very expensive to subsidise even small starter industries relative to your tax intake and payments to your overlord.
From a realism point of view, I think it makes sense that in the Victorian world all the investors would want to go to a developed economy with infrastructure and an urban environment with luxury goods and services provided by starving cityfolk, and that your aristocrats and captila- sorry, forgot which game we're talking about, and that your financial districts, manor houses and company HQs move to London and Paris.
From a fun point of view, I still don't understand why this part of the game is immobile. Before the world market existed I'm not sure if a "feudal" economy could ever advance, because there was neither a supply nor demand for things like iron.
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>>2324755
>free trade
Turns off the tariff buttons that you forgot you set to high/low, so yes it's the best.
>lazy fairy
Depends on your situation. It's the "I don't care about the economy" law and you're generally locked in when it's passed.
I wish construction mana was different somehow because I prefer lazy specifically for the 75% construction sector usage.
I used to think Agrarianism was right, like anon said, because in most countries you start with farms and aristos but I only recently learned that subsistence farms destroy half their dividends and I'm not aware if built farms still send most of their dividends to the farmers. So 30% dividend investment from aristos doesn't feel that good.
I've never done Command Economy because lmao who plays to year 1934? But seriously the game's over when you both unlock it and have someone who wants it in charge (everyone hates it, only the unions want it, and the unions prefer hugbox coops, so it doesn't exist).
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>>2324784
Until your companies start taking off most reinvestment comes from aristocrats and shopkeepers, so Agrarianism is objectively better. The only country which starts with strong enough capitalists to be worth switching to laissez-faire ASAP is the USA.
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EIC somehow got independence and then blew up; I'm gonna move right in and protectorate everybody for the authority boosts but should I annex any states for myself?
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Is V3 more of a sandbox simulation than a game or am I actually retarded? I've tried to get into it multiple times, and even after my latest run where I've started to understand correlations and mechanics it just doesn't feel like a coherent nation-state experience. I'm either trying to manage laws/politics or endlessly clicking around tabs trying to balance supply/demand/import/export of goods, but I never feel I have a holistic view of my country and clear goals as opposed to V2/EU4/HOI4/CK2 etc. It feels more like fiddling around with an engine or a coding project.
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> oh shit Vic 3 is on sale
> give it a goo
> basic gameplay loop is fucking with your economy, passing laws, international politics, and war
> economy is waaaaay overbaked, opaque mechanics, too much micro
> passing laws is a complete gamble
> international politics involves retarded AI, swaying is super limited and broken
> warfare REALLY sucks
> check out reddit for tips
> even the subreddit thinks the game sucks
You know a game sucks when even the cucks on reddit can't find reasons to glaze it, holy shit.
No part of this game succeeds. It's just a spreadsheet with timers welded on and the only reason people play is because it creates an addictive skinner box. It's compelling but not enjoyable, the strategy game equivalent of tiktok.
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>check declare war
>highest supporting opinion is -20, even on the defensive ally
>declare war
>defensive ally joins
>half the (third) world joins
I keep forgetting that the number just means they can offer something trivial and get them in.
I'm also not sure if the "On the fence" list of countries properly includes everyone eligible as the Raj (dominion) joined in out of nowhere unless I missed something.
Unfortunately I couldn't win the war because I required more fleets than I could afford to mount a naval invasion comparable to the defending army, and the AI is incapable of fighting wars across seas so couldn't punish me.
>>2325059
Depends, are there any pops you would accept, or wouldn't mind owning directly?
>>2325898
Yes.
The reddit cucks usually glaze it for letting them go turbo communist but I'm not sure if a lot of them have moved on since launch.
Politics used to be more straightforward before the last update, now there are modifiers on modifiers and some of the laws have been changed again making even more historic internet discussion meaningless and the answers you seek not exist.
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>>2325969
Anything less than -20 can be swayed in with an obligation or war goal, if any country has claims on your lands they will join for a claim, if you incur any infamy during the war (including the initial diplo play initiation) it will affect the attitude modifiers and may drop them below the -20 needed to intervene
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>>2327661
What's the current game year? Still weak both in terms of GPD and pop numbers as China.
Also, it looks like you ate India or something? Since neither it or any of the successor states are in the top 20. If so, that makes your efforts even more pathetic.
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>>2327680
1910, I started by timmying russia in 1845 and fracturing India in 1850, so from there I used the foothold in the Baltic states to knock out the germans, decolonized England, France, and Spain, and neutered America by conquering D.C. and New York.
Even if I go bankrupt or CDTS, I am the market leader for all resources, and there cannot be a parallel power built around me. That's more of a win than making the line go up, domination.
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>>2327693
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>>2327687
But are you really dominating if you're not doing so economically?
This is 1916, also not even a GDP-maxxing run but just a casual playthrough to get the Western Protectorate achievement.
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>>2327705
Yeah, I could have definitely done at least a partial world conquest with this one, but I needed the western powers to keep existing for the achievement and also couldn't be arsed to manage a bunch of states, and thus decided not to go too hard on annexation.
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>I hate the racists and fascists
>I want the [historically hyper racists but hyper neoliberal communists in this] in charge
>>just imperial conquest to destroy national identity, lmao
>>>yeah don't, you'll get a lot of rural folk, I hate peasants
>don't take private schools, those are racist
>>did you read the law? it helps the intelligentsia and public schools creates assimilation, aka creates more shopkeepers
>>>yeah but it's racist
(and one redditor believes it hurts when going wide because conquered pops can't afford education to get jobs... he doesn't realise unincorporated states have zero institution access)
>organise IRL
>>haha okay and I'll be suicided by 11 gunshots
I feel like my shopkeepers are always led by a democrat, a market liberal, a radical, or a feminist. Maybe that's because I don't specifically choose to piss them off. Maybe that's also the same reason why I don't get communist takeovers - it's too easy to please every group. And the less said about how the game models racism the better.
Then again the OP of that is just pissed off Le Nationalist faction exists.
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>>2327924
My default playstyle is also anti-racist, economically liberal, utopian, preferably technocratic authoritarianism (shout outs to the GOATs Lee Kuan Yew, Park Chung-hee and Deng Xiaoping), but you really shouldn't be having trouble with IG manipulation anymore. Once again, the people complaining about mundane aspects of this game simply do not understand how to play it.
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>reach 1936 again
>gave up microing the economy, again
It's weird how compounding the problem is
You'd think it's just the railway production method that sucks
>requires building a lot of
>bad for low pop (island) provinces
>cannot be switched over all at once
>you will never have enough steam engines
>without alternative industries, it might be a bad idea to unemploy people
but then you hit electricity and it's the same problem all over again with the exact same steam engine consumption issue
I don't know why countries are willing to trade a state for the same state but opposite borders in a treaty, I wish there was a better UI so I know what I'm actually trading because region names are not helpful, I also wish it was integrated into the actual swap state function so the AI would gain more acceptance for joining split states... and I wish the AI would recognise that enclaves are not good to keep a hold of nor to create via a treaty
The military access treaty seems to break when the other side is puppeted/protectorated by someone you don't have a military access treaty with
I still don't understand why ethno-nats are "fascists" and join the "fascist" party to then trigger the "fascist" election events when literally every other mechanic states fascists are fascists and integralists
The most extreme politician I got was a single positivist
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>>2322191
i wish latin american countries (except uruguay and argentina) had a unique law replacing subjecthood that represents the mestizo caste system that worked like the racialisation amendment but wherent exclusive to monarchies or theocracies. would make more sense for them historically then racial segregation
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>>2329010
I wish there was a right click option to optimize a state based off of its current production/consumption, instead of having to spreadsheet every local price. Then, it would be extremely trivial to adjust the market based on what I actually produce compared to what is consumed, and can overclock specific industries accordingly.
Instead, I get crashes every 10 years, asymmetric fronts, British win every war for free, Prussia and Austria team up to help Russia forever, and America has infinite GDP while conscripting 650 men in 1840.
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>>2330027
I see. I had a lot of crashes too and I noticed a correlation between when I feel stuttering and when the game is likely to crash. Then I realized that restarting my graphics drivers right before launching vic3 stopped the stuttering, and also stopped the crashing.
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>>2329972
All skill issues. Also you can't really "optimize" a state's PMs as that depends heavily on context.
>America has infinite GDP while conscripting 650 men in 1840
Weird, I think they've been particularly weak these past few patches, rarely even see them complete manifest destiny and I've been able to enforce war goals on them with relatively weak countries like Japan around 1860.
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>>2329972
>I wish there was a right click option to optimize a state based off of its current production/consumption
I also wish that the Free Market would be Free and didn't require someone in Moscow to tell the farmers in Ukraine to start using fertiliser or the miners in Siberia to start using atmospheric engines.
But the entire economic simulation would probably fall apart if the player and AI didn't force new production methods (they're almost always marked as destroying profit due to overproduction and will destroy other industries such as when you move away from wood consumption, if you gave every factory owner agency they'd never click the buttons, though plantations would swap to worker exploitation in a heartbeat which I'm shocked has been added to a game whose entire intent is it's not actually about the era Charles Dickens grew up in).
>>2330135
>rarely even see them complete manifest destiny
I keep seeing them annex Mexico and then fight Russia for Alaska. Though I would argue that's the game's fault because IRL they "could" have walked over Mexico but never had a reason to, whilst the game doesn't simulate casus bellis (or wars that aren't about conquests).
Redditors also point out they keep annexing specific Mexican provinces in an order which creates a predictable enclave... which happens to my games too.
And Britain keeps invading China but not correctly, e.g. annexing Tibet but not going for a treaty port (though I don't know if treaty ports do anything currently, trade centres are unexplained magic to me and I don't know what they're doing).
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>>2330140
>they're almost always marked as destroying profit due to
Oh and I forgot the other issue
Too many industries, even with the world market in game now, go into the red if you don't have a precursor industry already built - why swap to electric sewing machines when electricity costs so much because no-one's making it? Why build a power plant when no-one's buying it? Why build a power plant before unlocking coal power? Why build a power plant after unlocking coal power when, by default, it's built and profit predicted with the base production method?
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>>2330331
Happened in my game too, except the AI added transfer subject to the wargoal
>>2330424
No offence but this is just how paradox map painting games work
Yes it's dumb
I can't remember if in EU4 you get subjects for free, like in this, if you full annex someone
>no vassals rebel
Have you checked? They should be on max liberty desire if the overlord has no army but yes they do seem to be complacent even when isolated and able to declare independence without raising a single army
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>>2331316
>nobody tell this retard what units NASA engineers use
I am an engineer in the aerospace industry (not NASA), and I can tell you that everything I've seen and worked with is in American customary units. If you're machining something or setting tooling to tight tolerances, it's gonna be +/- a couple of thou.
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>>2325898
>It's just a spreadsheet with timers welded on and the only reason people play is because it creates an addictive skinner box
How is this different from original victoria 2? Vanilla v2, not an audio book like HFM where you had events to give you shit like colonies.
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>>2331627
It's better but it's still bad. Passing laws now is gambling whether you get political concessions as a negotiation option, or waiting 2 years to try again. The "regular" concessions are absolute trash newb traps.
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>>2331342
oh wow the retards working a lathe use retard units. I'm sure that means all the physicists were measuring the mass of the rocket in bushels of wheat rather than kg or distances in football fields rather than km
its simply impossible to convert the useless metric units into glorious imperial units after all
>>2331637
yup, no scientists used SI or cgs before 1970. it was actually punishable by death, the researchers for the manhatten project actually had to measure the mass of radioactive material needed to fission in slugs or the OSI would put a bullet in their heads
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>>2331933
If you think passing laws has ever been a "complete gamble" you are almost certainly not a good player. Also, it's ridiculous that you think concessions are the only way to manipulate IGs when they didn't even exist before Iberian Twilight came out.
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>>2331934
Try passing laws without abusing reloads. I guarantee at some point you will fail despite having a 0% stall chance, because of the retarded way law debates work. The new concessions can make it reliable, but it's only worth it if RNG gives you a political concessions option. It's still RNG.
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>>2331940
Sure, there is always a chance, but it is extremely unlikely if you use all the means available to manipulate them like fakepassing to manipulate movements, cycling agitators or switching to worse laws in order to bolster a chance for the laws you want.
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>every country is the same
>every patch of ground is equally occupied by serfs who equally produce in equal amounts to everywhere else in the world
Okay paradox, I guess we are one race, the human race, and our flag is just a social constr-
>some people farm silk better than others
oh, okay.
I'm surprised they didn't apply this as a regional modifier since it'd make more sense. America conquers Japan? They still know how to farm silkworms. China conquers France? They wouldn't bring silkworms to France (I don't know what the silk farms in France/Italy/Spain are supposed to represent if they don't know how to farm silkworms).
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>>2331859
>Passing laws now is gambling whether you get political concessions as a negotiation option
>The "regular" concessions are absolute trash newb traps.
Aren't concessions the normal type?
I dunno if the unique ones are RNG only but I sped through a game just offering clout (mostly to the intelligentsia but they never obtained a fun ideology, even with me looking for agitators to invite, so it was wasted) and sometimes regretting it because almost no-one wanted to ever repeal an amendment
The amendment system feels really weird in general
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>>2321420
No, they literally just had an ideological revulsion towards having a good warfare system in the game so they can own the chuds. If read between the lines it's obvious this is the reason why they did what they did.
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>>2331975
Yes, I did and you are allowed to micro because the devs weren't retarded enough to force you into working with a barely functional battleplans system unlike Wiz and his clown crew. HoI4 devs add all sorts of useless shit and refuse to fucking fix it but it doesn't mean the system is inherently bad or unfixable.
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>>2332484
u have a meme silk tech for china
>no tech for 50% output for dynamite for sweden
they seem to have completely flipped from a tech based bonus to a company based bonus for flavor per nation but never organized their philosophies
i wish that they added minor companies. so theres mega bonuses if its state sponsored limited to 5 or so per tech.
but IG and capitalist will just spring up local flavored companies based out existing industries.
so IG can just make colt repeaters in usa for output % bonuses and throughput.
every good should have 1-3 national local business that are AI owned per nation with scaling bonuses per level of state and collective share ownership.
it still feels like player agencey planned economy of the state instead of all pops ig and capitalist are running their own ventures with flavor.
instead there should be a button to click for state financing of a venture that causes private sector to focus on building it out with a -33% costs and -33% time
instead of a choice of 2 companies every single coded company should spring up with its prestige goods.
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>>2333225
>or increase admin/light/heavy industry by 200 buildings! (you have 50 buildings, you can build 2 a year)
I personally don't understand the SoL thing because there is no lever or switch that says "Fix everything, end all war, eliminate poverty, etc etc" that I am deciding not to pull.
>>2333242
>enact coops
>industrialists: we'll accept but only if you raise SoL
>passes
>SoL raised
>industrialists are happy
It's like those troll science memes
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>>2330425
>>2330780
>no offense sir, but the standoffish retard in the prior comments is completely right! This wasn't supposed to be an accurate economic simulator! Don't you know that great powers still persist without economic and military leverage? Your vassals hate you, but theirs love them, also they generate no infamy when attacking, but you do! Don't you love it? :)
Yawn.
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>>2331625
I never mentioned vicky2, great reading comprehension anon
>>2331627
passing laws is literally based on dice rolls. I guess I could've phrased it better, but what I'm saying is that there's an element of randomness to it when your government type would just rule by decree.
even in a democracy, the idea that a non-ruling party has ANY say whatsoever on the passage of a law is fucking stupid.
laws and concessions effecting public opinion and the happiness of interest groups makes complete sense. those things have a pretty solid impact on the rest of gameplay and I don't know why they didn't just stop there.
e.g. if the labour party has a majority in the UK, there is fuckall any other party can do if they want to pass a shit law (as we've seen). but passing the bad laws means they'll lose the next election.
it pisses me off to no end that my king can seize totalitarian power and still have to sit through bs timed dice rolls to pass laws like a Belgium style parliamentary fuck fest. that's why I say skinner box -- the game just wants to edge you forever to keep you engaged even if isn't fun or makes no sense