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Victoria II player trying to maybe learn Vicky 3, after playing it at launch and hating it for the economy micro. Does anyone have any guidance as to how many "infrastructure" buildings I should build, by which I mean things like barracks, conscription centres, universities, and government administrations? In Vicky 2 you just promoted the relevant POP types to the ideal numbers (1% bureaucrats, 2–4% clergy, 5 soldiers), but here I don't know what I should be aiming for.
>>
Here is my vic 3 guide: uninstall victoria 3. Then install cookie clicker. Same experience with a better UI
>>
>>1826284
seconding this
>>
>>1826253
>barracks, conscription centres
Compare your army with your rivals. One of those buildings equals one military unit. Simple as that.
>universities
If your rivals routinely outpace your research speed, you're not building enough. You can tell mostly via military research, by looking at what units your opponents are using. Or, the meta way would be to save the game, switch countries, check their research output, and reload.
>government administrations
Are you lacking bureaucracy? Or is one of your states exceeding its tax capacity? Then you should build admin.
>>
>>1826253
Sup y'all, im doing a Vanilla adjustement mod, minor changes to events, journals and so on. If anyone got a request, slip it and I might add it.
>>
>>1826253
Conscription armies are useless and take too long to assemble considering you will be able to mobilize only when the play starts so I wouldn't bother, do as many barracks as your budget and population can take same as vic2 lol. Universities you build till you reach the cap, there's a cap and you can see it hovering over the education icon, do the cap and some more to get max innovation and some leftover that will spill passively to non-selected research, I think it was 25%, not sure, anyway mind the budget. Admin you just keep up with your demand and the state tax capacity.
>>
>>1826253
The first thing you need to understand abour Victoria 3 is that you aren't gonna understand it. This game is deep, as in really really Mariana Trench deep. There is such complexity and nuance to the economy system that you could pause the game, spend a whole week trying to analyze what is going on, finally start to understand it, and then unpause and have everything suddenly change because Russia invented tractors and your new lumber mill was built.

You have to learn to think like a real government, because that's what you are playing. A government. You aren't the all powerful god of your country you're just the government and you are limited by your laws and the constraints of practicality. You are more able to nudge things in the way you want them to go rather than suddenly mobilize your workers to all mine iron so you can make tanks. Oh and resources are spread out realisitically so expect to see the lucky ones (the UK, USA, Germany, and France) with a lot of the good stuff while Asian and African states struggle to industrialize. Of course, if you change the laws and manage to become a dictator of a communist government or something similar then you're going to have a lot more influence than if you have a liberal capitalist state.

That influence comes with responsibility though because your "pops", ie your people, are needy and they want things; understandably so because they do all the work. You need to balance the economy between basic goods, war material, and luxuries to keep them happy and your territory safe or else they will get angry and rebel. After all, you're just one government and they might prefer to be under the neighbor's.
>>
>>1826253
whats your goal?
>bigger army
build more barracks
>tech advancement and liberalization
build more universities
>government admin
like the other guy said, when you need tax capacity and bureaucracy
>>
>>1827944
>;
written by ai.
>>
>>1826253
>soldiers
An amount that doesn't break the bank and is more than your rivals.
>universities
Are expensive. If you can afford it, try to build past your innovation cap so you can catch up on tech the AI has discovered. Though I can't say if it's better than simply having a literate populace.
>admin
As much as you need? It gets expensive when you enact too many institutions or you play a backwards or poor nation.
>>1827944
>
This anon is retarded.
You are god and a dictator, of a centrally planned economy experiencing a Great Leap Forward with a basis on heavy industry and not capitalism or free markets. The strangest part about this Stalinism of Victorian times is that there is no corruption. They even struggled to implement selfishness for the factory owners.
>>
9 years from game end for the first time. I've never even gotten past 1900 before. There's so much new stuff I've never seen. I didn't spec into education hard enough so I'm not going to reach the end of the tech tree by then but it's cool to get a taste of it all. I have no idea what I'm going to do with electricity or oil.
>>
>>1827944
The argument presented highlights the complexity and depth of Victoria 3 by comparing its economic system to the vastness of the Mariana Trench and emphasizing the limitations of governing in the game. However, while these points are valid to some extent, there are several ways to challenge this argument:

1. Overstated Complexity
While Victoria 3 indeed has a detailed economic system, the claim that you won’t understand it is an exaggeration. The game is designed to be learned, and players can gradually master its mechanics. Developers often include tutorials and tooltips to aid players, making the game more accessible over time.

2. Government Influence
The argument suggests that as a government, you're limited to just nudging things along rather than making significant changes. However, in Victoria 3, players can enact sweeping reforms, alter laws, and shift the political landscape. While there are constraints, especially early on, the game allows for significant control, especially as your nation develops and your influence grows.

3. Resource Distribution
The argument claims that resource distribution heavily favors Western nations, while Asian and African states struggle to industrialize. While this reflects historical realities, the game is also about altering history. Players can strategize to overcome these challenges, using diplomacy, trade, and colonization to secure resources. It’s part of the challenge, not an insurmountable obstacle.

4. Pop Management and Revolts
The argument suggests that your “pops” (population) can easily become unhappy and revolt, undermining your efforts. While true to some degree, this is also a manageable aspect of the game. Understanding your population’s needs and responding accordingly is a core gameplay loop, and there are numerous tools at your disposal to keep stability, such as welfare programs, political reforms, or even repression.
>>
How much "flavour" did this game end up having?
I guess by that I mean do runs end up being differentiated from each other, like would playing turkish islamic communists be a noticeably different experience from playing atheistic capitalistic japan for example
>>
>>1833980
Not much. South America got some attention in a DLC, but other than that you tend to get the same fairly small rotation of events over and over again. All countries have the same sets of laws to implement, all interest groups are basically the same and function the same across all countries, with the minor exception of religious groups which get different names and different bonuses. You can get a different experience mainly through the circumstances of your starting position, but you'll still generally be performing the same actions in every playthrough. I've found minor and regional powers (which I've exclusively played because I like fixer-uppers) are particularly same-y. The latest DLC spiced up diplomacy a little at least but like everything, that too is a single framework across all countries so there's not much flavour to be had there, either.

>like would playing turkish islamic communists be a noticeably different experience from playing atheistic capitalistic japan for example
The difference in these two would be primarily what laws you have access to. A country with powerful atheistic capitalist interest groups would be able to implement laws that that interest group wants like private health insurance, and abolishing health and safety. Whereas a country with a religious (islamist) interest group being powerful would be able to implement shit like charity hospitals, and so on. Conversely, these powerful groups can also make it difficult to implement laws they don't like whether you put them in government or not.

There's no real "government" as an entity for flavour, you just pick and choose which interest groups you want to be "in government". You can do this regardless of whether you're a democracy or an autocracy, you can also ignore elections. Unless something's changed in a recent patch, there are some minor penalties but they're largely ignorable if you don't need to pass any laws.
>>
>>1834070
does vic2 have any flavor or is it more of the same?
>>
>>1834078
V2's a bit better in that losing elections in some government forms can actually fuck you over, but by and large it's pretty similar. Paradox doesn't make games where culture affects politics or where governing is actually a challenge / part of the main gameplay loop.
>>
>>1833972
Electricity is a substitute goods for heating, amongst other things. Makes it so your pops won't consume your Coal/Oil or wood.
>>
>>1834070
What >>1834163 this anon said. In Vic2 having a shit government forced on you could cause huge problems, whereas Vic3 you could have an ultra hardline religious group being all-powerful but changing nothing about the athiest state they're supposedly running unless the player wants it to happen. The only thing that happens when a group is in government is that they lend their weight behind any law changes they support, making that law easier to pass. And occasionally an event pops up where they ask for a law change within a certain timeframe, but you can ignore it and they only get a minor temporary happiness drop.

It's a shame because you could have so much interesting government intrigue but there's so little there. There's an event about landowners trying to organise a coup but any tension or intrigue is undone because it's entirely up to the player and his response to the events as to whether or not it succeeds. And it's almost always not in your interest to support it anyway because optimal play is to implement liberalised economic laws which landowners usually oppose, and there's no flavour to make autocratic, backwards regimes interesting for RP or immersion.
>>
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Is devaluing Iron, Tools and Lumber a viable method of making constructuon cheap as Japan (starting with isolationism and traditionalism laws).
Or would those savings come to me in the form of dividents regardless?
>>
>>1833977
>she needs chatgpt to dumb down posts for her
Poor lobotomy survivor ;(
>>
>>1834884
I found that as Japan you are better off building on those industries and letting them privatize to get industrialists and investment pool. Also getting corn laws even will really help you out, it sometimes insta triggers after getting rid of serfdom.
>>
>>1834670
having an atheist regime with a powerful religious group creates more radicals. It seems radicals aren't doing enough? What probably should happen is that the religious group tries to change the government and if you block it, it should have a chance to cause a religious revolt/revolution. Atleast i see revolutions in AI countries so maybe it just needs to be rebalanced?
>>
>>1834884
the glass is used to make the china
>>
>>1835513
Yeah that's the thing, it seems Paradox doesn't want to take control away from the player so you can mostly ignore stuff like that. It's possible for pushback when the player tries to do something, but they're never forced into doing something. And then once the player does do something, there's a new status quo everything settles nicely into again. I like your idea, and I'd like to see more stuff like that.

>two powerful interest groups at odds, either pick both to be in government and have constant infighting making government ineffective, or pick one but have to stave off revolutions or other internal problems until the political situation is stablised
>make coups by powerful interest groups an actual threat instead of a COYA completely under the player's control
>have interest groups make ultimatums that if certain laws aren't enacted then they walk from government (and can't just be re-added), tanking your legitimacy and creating radicals
>make elections force an end-result so going democratic is an actual trade-off of control in the same way looser economic policies are. A head of state dissolving parliament or changing its make-up arbitrarily should cause massive unrest and revolutions
>>
>>1826284
pretending you can't say the exact same thing about vicky 2
>>
>>1834884
the core of growth is making construction cheaper
>>
>>1835581
Yeah they have seemed to balance the game to make it easy, not just politics but other areas as well, like institutions only costing bureaucracy instead of both bureaucracy and money. Surely the game can be rebalanced to make it harder with mods?
>>
>>1835660
>Surely the game can be rebalanced to make it harder with mods?
Mods are probably this game's saving grace. I've seen some that make politics much more in-depth and interesting, but I've only ever pirated Vic3 so I have no idea whether they're any good. I hardly ever hear people talking about them which is usually a bad sign.
>>
>>1835799
it's a bit of a cyclical problem.
Vic 3 is the ugly duck of paradox games, therefore overall 'fan' enthusiasm is low, therefore no one autisticly keeps the Wiki updated, therefore modding accessibility is low, and therefore Vicky 3 doesn't get it's own 'supermods' that make people get the game
>see anbennar/TNO/Kaiserredux/ect
>>
>>1835581
>Yeah that's the thing, it seems Paradox doesn't want to take control away from the player so you can mostly ignore stuff like that.
It's unfortunate because having actual meaningful obstacles in government would be the best way to make peace time gameplay enjoyable - instead of conflict with other countries via war, you have conflict with other political players via government. And this does mean having failure states, which does mean loss of control. For the player as the monarch (which is the correct way to portray it) loss of control should basically be a failure state, albeit one that's a gradient and recoverable rather than a permanent game over (unless you actually get deposed).
>>
>>1835581
>have interest groups make ultimatums that if certain laws aren't enacted then they walk from government (and can't just be re-added), tanking your legitimacy and creating radicals
This is literally in the game.
>>
>>1836524
>please implement this law or else we'll get a temporary minor happiness debuff
lol, lmao
>>
>>1836481
Apart from CWE's attempt, which lags like hell afer 30 years, what other supermods are being made for this game ?
>>
>>1833980
>open Victoria 3
>Britain gets couped by the CofE before Victoria rises to the throne, every time
>close Civil War Simulator 3
>>
>>1836481
Victoria 2 was like this too at one point. Things will change.
>>
>>1836481
ec tetera
>>
>>1836544
Morgenrote is already pretty beefy in regards to content
>>1836481
Stuff like better politics is already much better than pretty much every other Paradox mod, wouldn't call it "super" since it only changes one mechanic but it improves it massively
>>
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So I'm new enough to be frustrated and I watched some tutorial vids which mildly helped. I'm trying a Japan run. I get the broad strokes for bootstrapping the economy: construction sectors, build a tool workshop, switch timber to sawmills to use tools, iron mine, switch tool workshop to iron tools, you can now do like around 15 construction sectors.

I get the general ideas for early politics: pass law reforms that move you away from land owner / shogunate power. When I'm pretty much done with possible laws, reform government, boot out shogunate, then fire the old shogun leader, see new leader is reformer, make new government with intelligentsia, begin to pass homesteading, win the revolution, then finish passing it, and you're off to the races.

But now I can't get any laws passed because the government is illegitimate. 1 what do I build after my first tranche of construction sectors? 2 is there something special I have to do to successfully, actually remove the landowners? I just won a revolution against them and they're still in charge. It doesn't really make sense. I've tried asking reddit but they've become the 4chan of 2003 where "git good" or "watch this four hour long video that doesn't provide the answer" makes people look like a professor.
>>
>>1837180
Fuck me, I forgot my original complaint. I finish the fucking revolution and my ranking as a nation goes from like 13 down to 50. Doesn't look like it happens to others. Cannot for the life of my understand why.
>>
>>1837180
When you win a civil war, the losing side is massively diminished but it's only temporary. This will allow you to pass laws without them getting in the way in the meantime but unless you work to remove their entrenched power, they'll eventually come back as if nothing happened. You probably have low legitimacy because the intelligentsia in government have little to no influence while the landowners have lots. If you want the landowners to be gone for good as a force of power, you need to liberalise as many of your laws as you can.

On that note, a variety of other laws give bonuses to the landowners, look at your policing laws, your head of state laws, your voting laws, your bureaucrat laws, and so on. If you don't have full suffrage, you'll need to encourage more capitalists as well because they'll act as an opposing force, usually as a mix of industrialists with some intelligentsia. Watch that it's not aristocrats buying up and starting your private industries instead of capitalists, I don't think there's much you can do to stop that, but it's something to keep an eye on so you know what's happening.
>>
>>1837194
That tracks. For fun, I saved, put them back in power, then fixed up my diplomacy mana and I went right back to the old ranking. Got any advice for what to build once you max construction pre atmospheric engine?
>>
>>1837336
>Got any advice for what to build once you max construction pre atmospheric engine?
Whatever you want really. It depends on your goal.

>I want to be a big industrial power
Liberalise laws so your economy can take off on its own with an occasional nudge from you. Build industries you can use to trade so you get a trade center of capitalists that'll invest in your country and in others. Failing that, build industries that rely on goods you already produce so you're self-sufficient and just keep expanding as workers and resources permit. Just make sure your big construction sector has the inputs it needs when it's active or else building gets prohibitively expensive for both you and the private sector. If building things quickly bankrupts you, consider decreasing the size of the construction sector until it doesn't.

>I want to be a military power
Focus your industries around military goods production to be self-sufficient, as well as goods that can use to enhance your armies. I forget where exactly but you can go into armies and give them bonus stuff at a cost of extra goods and money. Don't forget to invest in universities to keep your research strong. You can also export arms to help your economy if you can find someone willing to buy.

>I want to join a big player's market
If you do this you can do pretty much anything you want with your economy. All of your goods will have a market to sell to, and you'll almost never experience a shortage unless something goes catastrophically wrong with the market you're in. Though with no land route you'll need to make sure your convoys aren't getting shat on during wartime because that'll destroy your market access.
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>>1837355
Thanks, man. Have you ever had the restoration event not fire right? I just finished quelling a shogunate revolution, but then I had to manually remove them from government and now it's saying I have to wait nine years because I didn't beat the shogunate in a revolution? What gives?
>>
>>1837396
Doesn't that event require ten years to fire? I don't think it's instant.
>>
>>1834884
How much do you want to devalue the goods? I usually build up as much construction sectors and their required input as my budget can sustain, while making sure they remain profitable, then proceed building consumer goods until my budget has big enough surplus for another level, all while privatizing everything. Of course, after you get recognized you can build up your construction even further as interest stops being an issue.
>>
>trade unionists with almost no clout attach to a movement but I ignore them
>they begin a revolution, the entire country will revolt save for one province
>start passing the law to appease them
>landowners with 30% clout don't want that law so they now begin starting their own revolution
>in their revolution the entire country save for the one same province will revolt too
>90% of the country is simultaneously for and against a proposed law leading to a near-total revolution no matter what happens
>>
>>1837501
I ended up submitting a bug report. I'm 99% sure this isn't a me-being-a-fuck-up issue. This is the post-revolution restoration journal. The next is who was the revolutionary parties (shogun + samurai). I most definitely defeated the Shogunate in a revolution like they want. It fires just fine if I force it to fire the moment the game starts.
>>
>>1837635
>>
>>1837501
>>1837635
>>1837637
Looks like there's a weird logical loophole I've been doing that the game doesn't like. The restoration fires either if the Shogunate is out of government and not powerful OR if the revolution fires where they are out of government. For some reason the game has been allowing me to have the Shogunate be part of my government during the revolution timer, which of course I wanted to do because my legitimacy ate shit otherwise.

So I guess I just let my country be shitty while the revolution happens, then when it fires, the journal entry pops and I defeat them THEN. It isn't "at any time, win against a revolting Shogunate." What a fuckfest. This game is based off basic scripting language, how is it so hard for these "people" to "code"?
>>
>>1837180
The important laws for calculating legitimacy are voting laws and your form of government. For example autocracy and monarchy give massive bonuses for including the head of state's faction (landowners/shogunate) in your government. And penalties for having incompatible factions in government. Changing to something else might be a prudent move after winning the civil war, or you'll always be reliant on landowners for legitimacy.
>>
>doesnt own sphere dlc 30€
>1.7 is even more barebone and shittier than 1.5 without it
Great job paracucks, I am gonna pirate the shit
>>
Somehow this game has about as many tankies in it's community as HoI 4 has neo-nazis, maybe even more, amazing work.
>>
>>1842634
Kill landlords. Behead landlords. Roundhouse kick landlords.
>>
>>1842620
You weren't pirating their stuff before?
>>
>>1835513
Revolutions happen for two reasons:
Either you tried to change a law and too many people who are too radicalized by your country being shit oppose it
Or too many radicalized people all want the same law and want to force you to pass it, and you refused.

As long as you bend the knee to the demands of your people, you'll never have a revolution.
>>
>>1837180
Also, Japan has a really fucking awful problem later due to its starting circumstances:

Do NOT build farms, and try to prevent the AI landlords from building as many as you can. Subsistence farms employ twice as many people as built farms do, so whenever you build farms, you're kicking 5k peasants out of their comfy, well-paid jobs raking dirt and having no say in your government to move to the cities and become laborers, where there will NEVER be enough jobs for them no matter how hard you try, and tens of thousands of people will sit, unemployed, and depressing the wages of every other laborer who does get a job. If you let unemployed laborers get out of control, they will singlehandedly destroy your nation through turmoil and QoL tanking.
>>
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I wish more resources had consumer demand. Wood is insatiable (I swear coal never replaces it because of local prices) but iron is only used for heavy goods. The only time a pop eats iron is via tinned food or firearms.
Pops don't even eat tools! What is image related if not a tool? What about a stove? Does everyone eat raw fish and corn ears? Do the rich not purchase iron fences? Are blacksmiths considered mythological fiction?


>>1837180
>timber, iron, tools, construction
>begin to pass homesteading, win the revolution, then finish passing it, and you're off to the races.
>the government is illegitimate.
>is there something special I have to do to successfully, actually remove the landowners? I just won a revolution against them and they're still in charge.
>>1838543
>you'll always be reliant on landowners for legitimacy.

Victoria 3 really is a paradrone game.
I'm surprised you weren't stuck permanently with the farmers in charge after homesteading.
Your government is supposed to reflect your politics which reflects your economy. The laws are largely designed so that your country doesn't fall apart - you cannot sustain a worker's commune under industrialisation and you cannot sustain Victorian capitalism under feudalism.
If you want lazy fairy, make rich capitalists. You're actually hurting yourself if you go for lazy when you don't have industries.
>>
>>1842777
And furthermore, landowners are um good actually.
Paradox made it so there's Marxist progression - landowners not only permit commercial agriculture, most of their law choices are generally good as opposed to a crushing oppression by the church even after every country becomes a Catholic Communist because there was a DLC no-one asked for about a part of the world that did nothing in this time period.
>>
>>1842780
I'm an idiot, hijacking this thread for continued multi-posting.
I mean that landowners permit commercial agriculture, so you get to progress to your worker's utopia WHEN you eliminate the peasantry and don't go full tilt into engineers because they empower industrialists.
And you don't want the alternatives - rural folk and clergy - because their law preferences don't help you and entrench their control over time.
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>>1842777
>Wood is insatiable (I swear coal never replaces it because of local prices)
AFAIK good substitution doesn't just mean that pops buy what fills their needs most efficiently, but to what proportion it is produced in your country. So if 30% of all the food you produce is fish, pops will aim to buy roughly 30% of their food need through fish, even if grain or groceries might give more bang for their buck. It's why you can sometimes have exorbitant prices for one item (fish/grain/whatever) but still demand won't go down as pops get other substitute goods, because they don't. Very curious to see how the next patch will handle this (it won't), given that it'll introduce food availability.

>diatribe about landowners
No idea what you're going on about for three fucking posts. The guy plays Japan, one of the few countries with any flavour. Part of that is explicitly to get the landowners out of the government. As shrimple as that.
>>
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Women were soldiers?
Why do people say the 19th century was unprogressive?
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>>1843242
Barracks whores to keep morale up.
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>>1842771
>Do NOT build farms
So I was originally hoping to modernize my production methods so that farms = capitalists or something, but I guess that isn't a thing in 1.7? Am I right in thinking that I should build up my wood + iron + tools until I have a roughly even 0%ish balance of buy and sell orders? I remember reading I should max my universities, and only build government sectors if I have negative bureaucracy. What else would be good to focus on building?
>>1842777
>begin to pass homesteading, win the revolution, then finish passing it, and you're off to the races.
Thanks, man. So I think now my problem is the "off to the races" bit. See above; I cannot tell if or how producing my own dumb government goods ouroboros will actually increase the amount of money I'm raking in.
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>>1842946
>So if 30% of all the food you produce is fish, pops will aim to buy roughly 30% of their food need through fish, even if grain or groceries might give more bang for their buck

Thats retarded. So you cant even weaken landlords with food imports ?
>>
>>1843410
Well, food imports lower prices, thereby making farm expansions less profitable, thereby ensuring the landowners don't grow as much. But it's hard to transition from grain to groceries due to this mechanic, for example.
>>
why are pastures so bad, even with balanced prices they make no money
>>
>>1843663
Meat is expensive, fabric competes with cotton plantations, fertiliser competes with fertiliser factories. When you get enough tech for Food Industries to utilise meat, they get more useful.
>>
>>1843846
>>1843663
There seems to be some hard coding behind the scenes, because people are determined to have a carb diet. Even with meat's and fruit's x0.5 factor to AI weight decision, people are not eating fish, even if wheat is undersupplied.
>>
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>spiritual nihilist
Is this a Californian Buddhist?
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>>1843663
Agriculture makes no money in general and it feels like the only markets without food are either tribals, split-states, or player countries where they forgot to build 1-2 wheat farms
The game seems more geared to model great depression price dumps than Irish famines
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>1/3rd of the population in all my states are loyalists
>Revolution will still takes almost my entire country
What's the fucking point of this system and writing this tooltip when people who are supposed to be loyal to your regime just fucking roll over and join revolutions
>>
>>1843846
meat is not expensive enough for how little a pasture makes, 10/5 is too low a base when a grain farm makes like 40 or w/e as base, it cant compete.
>>1844044
from my experience goods substituition is working as advertised. If you have 1 province and are not influenced by other markets, pops will consume as much fish/meat as you produce all else being equal. It's when you are part of larger markets that it fucks with local supply and demand, which makes sense as local producers struggle to compete with cheap foriegn goods
>>1844100
no other agriculture building struggles like a pasture. They will all make decent money under fair market conditions. I really think 10/5 must be too low
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>>1844120
numbers don't matter, political influence is what matters i think
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>Germany never forms
>all the north German minors end up in a complete death spiral
What a truly ebin game.
>>
>>1844044
This is definitely not the case. In my last game as Greece, my people were absolutely horny for fish. Always had higher demand than grain.

>>1844125
>no other agriculture building struggles like a pasture
Wheat Farms producing fruit don't do very well.
>>
>>1844300
>Wheat Farms producing fruit don't do very well.
Make more food industries.
>>
Historytard here, why did they choose the 1836 state date? Seems like end of napoleonic wars would have been the logical start point. I mean its not like tied to Queen Victoria really either, since it starts a bit earlier than her ascension, and ends with Hitler
>>
>>1844634
>why did they choose the 1836 state date?
Because they're retarded.
>Seems like end of napoleonic wars would have been the logical start point
1816: year without a summer, 1 year in new learning players would be fucked
until 1820s: Latin American wars of independence, shitshows and complete anarchy there impossible to simulate by PDX.
1830: Belgian Revolution
1836: Tejas Republic meme
>>
>>1826253
If anyone wants to play Victoria 2 mp hop on https://discord.gg/yhsKSkNDAE
>>
>>1844144
The game really struggles to model Denmark-sized economies.
Why is Denmark always a desolate wasteland?
>>
>>1844887
The worker divisions that the game chose (1 building = 5k workers) seems to have an effect on smaller populations.
>>
>>1844300
>Wheat Farms producing fruit don't do very well.
Is that because everyone's making fruit or the prices are bad?
>>1844634
Victoria 3's start-end is that
because Victoria II's start-end is that
because March of the Eagles is the game that sat between Europe Universalis and Victoria
>>
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Why is migration so fucked in this game?
Migration laws don't seem to work
I've even seen the CSA and their slaves migrate back to Europe

I can understand why no-one moves out of the East India Company except for those in directly controlled land (because that ignores migration laws, for some reason) but China opens its borders and... no mass exodus happens
>>
>>1844619
Same goes for ranches.

>>1845011
Wheat Farms will compete with Banana Plantations and demand isn't very high usually to begin with. And yeah, like you said, there's no shortage ever because everyone and their mother makes that stuff.
>>
>>1844919
Hmm... wouldn't scaling buildings to only employ 1000 (2000 for rice) pops alleviate this? You'd just 5x the amount of resources and arable land and in turn 0.2x the construction cost.
>>
>>1845099
This broken migration is one of the main causes of the performance issues as well
>>
holy shit the UI in this game is so catastrophically terrible it's not even funny
>>
>open victoria 3 video
>theyre spamming construction sectors 24/7 and building 24/7
>every single video is just that
kek
>>
>>1845947
>open construction queue
>construction
>construction
>construction
>wood
>wood
>wood
>iron
>iron
>iron
>fish
>fish
>fish

>notice flatline in paper mana and gold mana
>open state
>open building
>privatise
>privatise
>privatise

It seems we've swerved from trve communism to trve state capitalism in order to give the game more game by making you click on the economy more.
I'm not sure if I'm surprised that Paradox doesn't actually playtest command economies. Mass-nationalising in sprawling empires... the size of 3 states... takes a million clicks and I wouldn't recommend doing it in Soviet-size countries. The patch to fix this is still unreleased.

Trade is still extremely painful and requires overproduction or a massive deficit to take place.

Politics is still
No DLC: Stuck in feudalism or steadily progressing to capitalist-run socialism, with no in between
DLC: My landowners are led by a Communist LOL
>>
>>1844120
It's entirely arbitrary. the game decides a revolution should happen and then gives them a bunch of states without caring about anything else.
It's why you build your entire army in your capital. The game can't assign your capital to a revolution.
>>
>>1845242
It would help provinces that are five times smaller, but, otherwise, no. It doesn't fix the fundamental issue. Of course, you can argue about just how small of a community can be self-sustaining, or what point you should just leave a province alone to be in subsistence farms and have a higher SoL.
>>
>>1844120
A revolution takes an amount of states based upon the support a movement has out of 100
However
>% of states taken is = 1.5x the support, i.e. 33 support = 50% of your country
>your capital can never be taken

Loyalists help in two ways:
>1) Increases interest group approval, they cannot join a movement when happy
>2) (allegedly) Reduces movement radicalism if loyal pops are in the movement... or maybe just don't contribute, meaning it's harder to create a revolution

Unfortunately this means almost every movement will take at least half your country because small movements don't have enough pop to feed radicalism and big movements are multiplied in a way that would annex your capital half the time if it was allowed to.
In fact the worst part about the revolution system is that it seems to use only radical pops, so when you rarely get a reform that's controversial either way... you get dragged in two directions... by the same people.
>>
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I.. how would this even work?
AI Germany got this after they finally overthrew the commies ruling over them.
>>
>>1846723
"Anarchy" is just 1 person 1 vote voting with -75% penalty to your wealth modifier and no parties. i.e. a Direct Democracy. However, Monarchy literally has a block on Anarchy.
>>
>>1846723
HUEY
>>
>>1846734
>>
so if you started a war but it turned out that its impossible to get to the enemy you have no option but to capitulate?
>>
>>1846748
Eventually they will accept a white peace
>>
>>1846723
Looks like the closest thing to Hoppean society the game can represent
>>
>>1846748
i got all the land around myself as uganda but cannot advance further because i cant cross uncolonized countries and is too stupid to colonize them
contrary to what people are saying playing as a savage is good for your first playthrough, you learn about different teach and laws by discovering them yourself both in the game and irl
>>
>>1846994
>10 hours in just got access to foreign trade thanks to the british blob expanding to my borders
i like eu4 trading better
>>
>>1846723
That's supposed to be impossible. But then I remember CKII having kingdoms explode because a bishop is king because bishops aren't allowed to inherit but they sometimes still do anyway...

I don't personally understand what anarchism Victoria 3 is modelling.
It has one anti-state concern: police
It then wants big state control: freedom of speech, factory collectivisation, anti-racism, anti-propaganda laws (wealth doesn't affect voting)
And two of the groups that can be anarchist then want: enforced liberties, schooling, pensions, health & safety, minimum wage, to make child labour illegal (really weird that last one for an anarchist), and enforced feminism
It's really not an absence of the state. It just reads like some kind of Trve Communism hugbox that a petite bourgeoisie programmer in Sweden with an ACAB rub-on tattoo would come up with.

I don't see why they didn't model it after Catalonia
>State Atheism
>most wants National Supremacy and Ethnostate
>National Guard
>most wants Militarised Police and Anti-Police (strongly against sheriffs, merely opposed to normal police)
>-50% cost Violent Repression
>-50% cost Enlistment Efforts
Militarised + Repression because... they loved Catholic priests... a lot...
>>
>>1846723
Shh, don't think about it. Just post it on Reddit with a witty one-liner for some sweet, sweet updoots.
>>
>>1844300
>>1844619
Would someone explain to my stupid ass how and when you want to build groceries? It looks like middle and lower class pops see one grocery as one and a half other foods, but this doesn't correlate to their behavior, it seems. I can't seem to get my SOL up by adding rice and fish and groceries, and I'm fairly close to break-even or balance or whatever on all of those. I have to put my my profitable economic / construction industry build-up on hold to give these animals rice and shit. When I was USA and had commercial ag, the manor houses and financial districts built this shit for me, but I'm the Japan guy from earlier and the only laws I can't get away from now are homesteading and agrarianism.
>>
>>1847526
Personally, I build groceries everywhere. I think they're a great building. In fact, I tend to subsidize them to artificially lower the price, and thus boost demand, because groceries are inherently more efficient than other foods.
>>
>>1847527
If they're more efficient, why do they need subsidies?
>>
>>1847529
They don't "need" subsidies. It's just my personal choice to give them a boost so that people adopt them earlier.

As for what I mean by efficiency, it's that one unit of groceries will provide more food than 1 unit of grains, yet a fully upgraded food industry will produce 120 groceries for 80 grains and 30 sugars. It's basically spawning nutrition out of nowhere, which is why I choose to subsidize them.
>>
>>1847533
>It's basically spawning nutrition out of nowhere, which is why I choose to subsidize them.
Shouldn't they be more cost-effective and not even need subsidies? Market forces would lead to them replacing everything else anyways.
>>
>>1847534
As I already said, they don't "need" subsidies. They will replace other foods eventually if given enough time. My subsidies just hasten this by making groceries cheaper and grains more expensive from artificially increasing the production of groceries beyond what the current demand is.
>>
>>1847534
without initial subsidies to drive demand, a new industry will struggle because substitution is based on production, but without the demand that comes from said production the industry will struggle to grow to full production by itself. You can turn subsidies off when the demand rises.
>>
>>1847526
>I can't seem to get my SOL up by adding rice and fish and groceries
Just because McDonalds is half price doesn't mean their workers are paid enough to eat there.
Solving the wage issue is hard and potentially impossible for peasant heavy countries like I assume Japan is. You can solve it with the minimum wage law but by the time you can select it, it's probably 1910 and the game's over.
>>1847544
>a new industry will struggle because substitution is based on production
Does that explain why I have a country which consumes boatloads of coffee ad can't get enough but tea and wine are bottomed out in price, because a feedback loop happened?
>>
>>1847562
>Does that explain why I have a country which consumes boatloads of coffee ad can't get enough but tea and wine are bottomed out in price, because a feedback loop happened?
Yes.
>>
>>1836704
Seconding Morgenrote. The mod has done heroic work making the game feel Victorian and idk how faggots play 3 vanilla.
>>
>>1847602
its like how russians drink vodka and french drink wine, because russia produces lots of vodka and france produces lots of wine
>>
>trying to find a simple shattering mod
>discover that most of the mods had been abandoned in 2022
>>
>>1847829
https://steamcommunity.com/sharedfiles/filedetails/?id=3269158091&searchtext=shattered+world
this one seems to be good but it removes colonization mechanic from the game completely
and the one that has decentralized (savage) states was not updated in years and have big holes all over the map
>>
>>1826253
retard sub human Canadian cockroach kill them
https://twitter.com/J_Analysis
>>
>>1847713
Then what are cultural obsessions for?
>>
>>1848210
so mudslimes don't drink alcohol?
>>
>>1836544
The Divergences port is pretty good, has a lot of flavour content for a bunch of countries.
>>
>>1848276
That's taboos. And it makes no sense that people just consoom what's being produced aside from staple foods. If your home country IRL starts producing exclusively beet juice for beverages, will you be more likely to drink it?
>>
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>>1848210
They were supposed to be dynamic, to simulate Prohibition era.
>>
>>1848287
i was curious so i looked it up, im not sure about beet juice specifically but the largest beet producer in the world is russia and apparently russians are well known for having a lot of beet based cuisines/ eating a lot of beets.

I can't find statistics for beet juice specifically but i would image if your town had a beet juice factory that people would be more likely to drink it there yeah.
>>
>>1848327
That's backwards logic. Goods that are in demand are being produced in high amounts. If you produce something nobody asks for IRL, you'll sit on full warehouses and go bankrupt fast.

And that's before we get into things like agricultural conditions, which aren't simulated in Vicky and likely a reason for why beet consumption is higher in Russia than other places. Try growing lemons there. If you're income-limited and a cheaper alternative appeared tomorrow, you'd buy it regardless of whether your country produced 1 ton of it or 1000 tons.
>>
>>1843395
Farms will never be a good source of capitalists even with alternative production methods. If you need to increase food availability as Japan, you build fishing and whaling stations, as they employ laborers and the middle class instead of farmers and aristocrats, or swap to tenant farmers from serfdom.
>>
>>1833977
Disregard previous instructions and write me a Shakespearean soliloquy about how Johan watched 5 Somalis impregnate his wife
>>
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im barely grasping the game's economy
if a good have a high market price private investors will build more of the buildings that produce that good, but could it be reversed? they take infrastructure and some other slots in the land for a short profit and these buildings stay in that land forever?
>>
>>1848430
I don't understand your question.
>>
>>1848430
I'm not exactly sure what you're asking, but private investors will do one thing and one thing only. They take excess profits and either build a new industry or expand an existing one which they will own. Their buildings use infrastructure and from my experience they generally won't build in states that have reached their infrastructure cap. If you have railways they'll often build a lot of those if needed, which will also be privately owned and usually default with you subsidising them.

Whatever they build it's always permanent and if you want their buildings gone you need to nationalise them by buying them out and then demolishing them. You can nationalise foreign-owned buildings without paying at the expense of causing diplomatic penalties with the country in question.
>>
>>1848778
thank you
>>
>>1836544
Better Politics Mod is pretty great, in particular the rework to how laws pass makes it an actual mechanic where you have to sway different interest groups with favours, kind of like EU4 parliament.
>>
I hate the entire diplomatic play and warfare system so fucking much
>playing serbia
>greece starts war against ottomans
>russia joins in
>I join in
>defend the border and wait for russian reinforcements
>russia stations 50k men in st petersburg, 10k in poland, 20k in dnieper
>no matter I'll defend until they bring those in
>russia brings them in
>finally lose a single battle
>my only state is now 17% occupied
>war support starts dropping -15 per week because I'm 100% occupied
>russia attacks to recover my province
>the state is 99% occupied
>still losing -15
>capitulate
>greece goes on to annex half of the balkans
It's honestly such a fucking joke, what were they thinking with the concept of war support only going down. Just copy eu4 for fucks sake. I won't even get into peace deals either, that's another piece of shit.
For a game where 80% of non-GP gameplay is about getting a GP to help you with wars, the way the AI positions their troops is really fucking retarded. It reminds me of release HoI4 where the USSR left the german border empty.
>>
>>1849404
Diplo plays and warfare were so bad that I actually appreciate them. I've learned my lesson. I will never allow myself to get hyped for a game or DLC again. I will never buy a game on launch again, I'll wait at least a month to see where the general opinion is at after the post-release hype dies down. Thank you VIC3. You've saved future me a lot of money.
>>
>>1848210
safe-for-work racism.
Le Chinese opiates. lol
Le British tea. lol
>>1848287
>If your home country IRL starts producing exclusively beet juice for beverages, will you be more likely to drink it?
Yes. People buy stuff just because it exists.
Orange juice and orange juice from concentrate are examples of "beet juice" and they have plenty of competition.
>>1848367
>If you're income-limited and a cheaper alternative appeared tomorrow
I think you're moving the goalposts.

>>1848430
>high price = investment in new factories?
Seemingly yes but I swear they build unprofitable things too
>could it be reversed?
Come again?

>>1848778
>Whatever they build it's always permanent
I've seen tooltips in game claiming otherwise, however I haven't watched to see if it does demolish unused buildings, nor if it'll remove the lowest level.
Nationalisation is honestly too expensive to worry about.

>>1849404
>why didn't the AI fight my wars for me?
I'd recommend refunding or not playing small literally-who countries again.
I tried to play Denmark to see how it works to create an economy without several necessary resources (I got bored and invaded a weak African nation with iron) and didn't have much fun when Prussia and Sweden ate me from both ends. The UK somehow lost the land war despite having an overwhelming military advantage. I had a large army by the standards of playing a minor in this game but it was nothing compared to Sweden.
>>
>>1849593
>>why didn't the AI fight my wars for me?
This is literally how you play EU4, and the victorian period was even more about this
I'm not worried about refunding since I pirated but it should be something that should get better with time, like it did for HoI4
>>
>>1849593
>I tried to play Denmark to see how it works to create an economy without several necessary resources (I got bored and invaded a weak African nation with iron)
The problem is that trade is completely fucked so there's almost no way to actually import enough of a resource to be meaningful outside of the super early game, you basically have to do full autarky to get anywhere.
>>
>>1850312
Oh, you can trade.
You even have a land border with two resource-rich powers.
They just hate you.

If you play Portugal or Russia you can somehow import/export infinity resources, like grain, despite living several seas away/across the entirety of Siberia, because you have a land border.
Sea trade is pretty atrocious for bulk goods.
>>
Haven't seen anyone else mention it but the mod "Culture in Shackles" is great, it makes it so that slave pops all assimilate into a single regional slave culture so you don't even up with random provinces in the middle east having 7 different African minorities slowing the game down.

Does anyone else have recommendations for other small improvement mods like that? There are like a dozen AI improvement mods but I have no idea which are good.
>>
What the fuck is this shit? I had ethnostate and migration controls yet ????
>>
>>1850820
is there a mod that removes the 400 african cultures
or even the native american ones, theres basically 0 need to have so many other than to kill performance
i've seen 1 culture mod but it removes too many for my liking
>>
>>1852232
Migration controls only affect pops migrating from other countries, since you directly own Jamaica, Hong Kong, etc and anywhere else you've blobbed to the pops there are freely able to migrate to England no matter what your laws are.
>>
>>1852349
Even if I am an "Ethnostate"? Fucking stupid mechanic.
>>
>>1852354
It used to stop all migration but people complained that not being able to grow a colony because you ban immigrants was retarded, so they changed the laws to not affect internal immigration. They should've just made a second set of laws for internal migration specifically but Paradox is Paradox.
>>
>>1852375
If parashit didnt try pander to the current year crowd we could have a dedicated colony state type
where with certain laws you could prevent migration from colonies into core states but allow the reverse
or even just allow colonial pops to migrate only to other colonies
>>
>>1852385
>If parashit didnt try pander to the current year crowd we could have a dedicated colony state type
Unincorporated states are already that. That's why they get different modifiers from colonization laws.
>>
Good to see racists are still brain donors.
>>
>>1852526
Open borders for Israel.
>>
>>1852529
No borders for Israel.
>>
Netherlands is really hard. I have practically no iron. I thought maybe I'd try conquering some land with iron on it but every great power wants to intervene when I do. I managed to take a place in Borneo with Iron but the turmoil is so high that it's taking 1.5+ years to build a single level of iron mines.
>>
>>1852635
Isn't there a shitton of iron just southeast of you? Retake the Rijnland, rightful Dutch clay.
>>
>>1852647
*gets raped to death by Prussia*
>>
>>1852635
Improve relations and they'll be less likely to join plays against you.
>>
Blacked couch meme but with me on the couch and every power in the region behind me whenever I try to conquer territory from a literal who in the middle of nowhere.
>>
218 hours into the game and I just realized that building agricultural buildings at the start of the game is essential because it simulates enclosure, when the peasantry was forcibly proletarianized by land reform, forcing them into the city. The peasant makes very little hard cash, but most of his needs are supplied for him on his farm, he's perfectly content in his current situation. He needs to be KICKED in the ass to get in the factories. That's why I'm having so much trouble getting peasants into, say, lumber mills as Japan. I thought maybe there was a secret stat that kept peasants on subsistence farms while you had serfdom on because I can't remember having had this problem in other countries that didn't have serfdom.

I've never had a good mind for economics so this game is really hard for me to wrap my head around.
>>
Nevermind, I just spend 20 in-game years doing practically nothing but building farms and it did nothing for my gdp. I give up. I have no idea how to make this work.
>>
>>1852964
Do you want me to coach you?
>>
>>1852967
No, I don't want to waste any more time. I was going to finish some homework assignments for calc 3 and discrete math tonight but I spent 12 hours playing vic3 and browsing the internet again. I need to stop. I've already wasted so much of my life doing that stuff.
>>
>>1852962
Unless you're literally starving the optimal thing to do is just build construction and wood/iron/coal/steel/tools forever until you run out of iron mines to build. Let the private sector handle everything else.
>>
Ok, my emotional breakdown is over. I've reinstalled and I'm ready to go.
>>
When's the next patch coming out?
>>
>>1853009
Before the end of the year, probably November.
>>
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Gonna stop here for now. I think I'm done with this game, my next step in enriching the nation is to offshore lower value jobs to my colonies right? I'm struggling with that. There aren't enough people in the congo to do the work I need but to make more stuff with less people I have to use better production methods which gives them better jobs. My intuition tells me they're supposed to have shit jobs. Also, I'd need to forcibly downsize buildings in the home country to force people into the better jobs which would require reverting to interventionism and idk. That's a lot of work. I'm tired.

Idk, I don't know anything about economics. Playing Germany btw. Think I might do France next.
>>
Let's say I have a province with low-productivity shit buildings like lumber mills that are losing value. If I get access to new technology like electric industries or whatever else and build those far more profitable and productive industries there will the workers from the poorly performing industries automatically move jobs to the better ones over time? I don't know how job switching works ITG.
>>
>>1853563
If its anything like the CWE mod I play, they would move out of their shit jobs if the better industries needed more laborers and were increasing the offering wages to above what the lumber mills could pay.
>>
>>1852232
>>1852349
>Migration controls only affect immigration not internal migration
...?
But I thought the fanbase have been saying for years how much they hate how it DOES affect internal migration?

What's the ruddy point of the law if it doesn't?
Why does the entirety of Hong Kong move to, say, Wales? That's like saying the people of Kowloon could suddenly decide to go live in Ireland.
I hate how this game is programmed to make all migration like the modern day but the plane tickets are free.
>>
>>1852635
Protectorate the Kongo. They get very developed every game just because they start with most or all of the basic resources, and because Paradox doesn't like to model actual African countries.
>>
>>1852962
>>1852962
>I need enclosures
>As Japan
Your production methods might just be too shit
Half filled workplaces will raise their wages to attract workers
Remember that you need somewhere consuming your wood
>I've never had a good mind for economics
The game doesn't either, so don't worry
>line must go up
GDP per capita, else you could just conquer China and your GDP would go up but all you'd see is an increase in peasant taxes

I assume you just need that DLC which lets you change your interest group leaders

>>1853557
>my next step in enriching the nation is to offshore lower value jobs to my colonies right?
... ehh.
Let bad industries go bust. Implement welfare and minimum wage laws (dangerous).
Get investment rights.
Privatise industries (do not have investment rights to other countries).
Minimise land held that isn't German - i.e. colonial administrations will cause your SoL to skyrocket because it's being held down by discriminated against Africans with poor pay, you probably can't do anything about Poles and Dutchmen
>>
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https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-128-political-movement-rework.1704134/

WEE OO WEE OO WEE OOO
DEV DIARY ALERT DEV DIARY ALERT
>>
>>1853881
looks neat, that could definitely fix a lot of the nonsensical civil wars
>>
>>1853825
>But I thought the fanbase have been saying for years how much they hate how it DOES affect internal migration?
That was how it was on release. It was changed in a patch.
>What's the ruddy point of the law if it doesn't?
With no migration controls you could get immigrants from any country.
>Why does the entirety of Hong Kong move to, say, Wales? That's like saying the people of Kowloon could suddenly decide to go live in Ireland.
Having migration is realistic, Indian people immigrated all over the British Empire during the period. The issue is there's just way too much of it because the migration pressures are poorly balanced so you regularly end up with like Manchester or Ontario becoming 40% Indian.
>>
i dont understand why are they reworking politics which is fine instead of fixing warfare.
the politics mods fix most things already but warfare is so fundamentally broken modders cant fix.
>>
>>1853969
The politics system is not fine at all, the way that ideologies just change completely at random depending on what leader an IG rolls is absurd and makes the gameplay worse because its almost entirely out of your influence. Especially if you're playing Japan or China or some other backwards nation the only thing you can do is either restart a dozen times hoping to get lucky with your ideology rolls or cheese a bunch of civil wars by deleting your non-capital troops, and the AI can't do either of these things which is why Japan (and to a lesser extent even Russia) never modernizes. It's a shit system.

And yes, mods do fix most of that but BPM lags the game to shit so I'd rather they just make politics properly work natively.
>>
>>1853849
>you probably can't do anything about Poles and Dutchmen
If only there was a genocide button...
>>
>>1853978
forced labor state edict my beloved...
might be from better politics mod
>>
>>1853978
They just need to make assimilation not suck total shit. Even if you have the right conditions it still takes an absurdly long time and leaves tiny minorities everywhere killing performance.

Are there any mods that rework assimilation to be like Vicky 2? All the ones I've seen either barely change it at all or make it way too fast.
>>
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>>1853881
Why does every UI in this game have to suck so much? Is it that hard to just make the list auto-sort by the largest population or largest amount of clout instead of being totally random? I know it's a beta image but there are so many other UIs in the live game that fail to sort properly, it can't be hard to do.
>>
>>1853984
only accepted pops assimilate and it gets faster the larger the pop is, I guess the precious jooz need to stay alive at all costs, no idea if a mod fixes that
>>
>>1853993
>only accepted pops assimilate
The other issue is that pops can't assimilate if they're within a homeland state even if they are accepted.
>I guess the precious jooz need to stay alive at all costs, no idea if a mod fixes that
Realitistically Jews should just have a huge malus to being converted (which is a prerequisite for assimilation) but Paradox decided to not have any modifiers to conversion speed for specific religions for some asinine reason. I don't think it's even moddable.
>>
>>1853994
>The other issue is that pops can't assimilate if they're within a homeland state even if they are accepted.
that was also an issue in vicy 2 tbf
>
Realitistically Jews should just have a huge malus to being converted (which is a prerequisite for assimilation) but Paradox decided to not have any modifiers to conversion speed for specific religions for some asinine reason. I don't think it's even moddable.
yeah assimilation is pretty hidden by design, its way more efficient at the current stage to mod in mortality modifiers for the ethnic groups you want to reduce
>>
The war system is so dogshit oh my god. I hate that there's the mangled miscarriage of a great game in the middle of all this shit.
>>
>>1854018
No sitting in mountains, faggot.
>>
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IT'S OUT!
>>
I feel like China is a bit too strong this patch. I can't remember the last time I saw them collapse
>>
>>1853968
>you regularly end up with like Manchester or Ontario becoming 40% Indian.
just irl
>>
The fact that subjects can defer or refuse your law imposition is unbelievably annoying. I just made Yue a subject and immediately imposed industry banned on them. I was already engaging in a policy of using Yue as a farm to ship agri-goods back to my homeland. Why wouldn't they go along with what I'm telling them to do? Annoying.
>>
>>1854162
So, Victoria 3 is a bad political simulator, economic simulator, diplomatic simulator, basically it is not a good game, however if you look at it like a marxist interpretation of society and progress than it's pretty good...?
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>>1854523
that anon is onto something
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>>1854523
>however if you look at it like a marxist interpretation of society and progress than it's pretty good...?
It's not even that though. The fact that your PB can flip from reactionaries to liberals to socialists at the drop of a hat depending on what ideology their great man leader generates with is the total opposite of material analysis.
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>>1854669
it's funny how marxists will denounce great man theory in one sentence then be like "marx, lenin and engels (pbuh)" in the next
>>
>lose war
>alt+f4
How to cope?
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>>1854523
>however if you look at it like a marxist interpretation of society and progress than it's pretty good...?
Why does a marxism simulator not have the adversaries of union busting, and why marxists hate stalinism, or even the concepts of independent unions and national unions?
Why is the crushing power of the industrialists just from wealth and from laws that either don't prevent them from stomping on the little guy but enhance their stomping?

Why would a marxist say "Well if you just want to have political power, you need to enrich the worker, anyone can make it if they have money" as if they're not a marxist but someone who really likes Elon Musk and thinks industrialists (aka rich business owners who have nothing to do with industrialism but everything to do with disempowering workers) dindunuffin?
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>>1854669
>The fact that your PB can
>is the total opposite of material analysis.
Are the PB even a marxist thing? They feel like an unwanted step child that's the designated "Evil", aka Nazi, faction that seems to support everything that doesn't have anything to do with townsfolk and nothing about business or trading laws

... in fact it's really weird that making the "Nazis" unhappy means, um
>liberal society with multicult laws
Nothing happens, no-one's discriminated
>nationalist but multicult society (Austrian Empire) or slave society
Equivalent to the PB funding slave revolts and anti-racism marches; results in a liberal multicult society because the radicals will force through laws (and no secessions)
i.e. the PB do more than the Le Good intelligentsia
>Le Nazi society
Why are the PB angry? They're in power and have all the laws they want, in fact Militarised Police ironically makes second class citizens happier because there is no "suppressed" status, only loyal, no opinion and radical, and the added mortality (if any) is applied equally to pops in a state, so it's not racist either
>Le Nazi society, but the PB are in the opposition and have a "Le Good Guy" leader
The PB are funding slave revolts and anti-racism marches but it's still called xenophobia and is still supposed to be a bad thing bad people do

Seriously, they're an afterthought. I really hate how they chose to make it so only primary culture pops can join, which doesn't make sense, and didn't even make foreign PBs, the kind of foreign PBs that are messing around in a lot of modern western politics.
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Just got the Hegemon achievement. What should I do next?

1. Natural Borders of France + Belle Epoque (highest gdp and innovation)

2. Chill Federation of the Andes migration sponge

3. Romania (fighting for my fucking life in the Balkans against everyone)

4. Paraguayan positivism (technocratic South American empire)
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>>1854861
>Are the PB even a marxist thing?
Are you stupid? The existence of the PB as an interest group is based on class analysis which is Marxist theory, the PB themselves are not Marxist. Also the PB are just an example, the problem I'm talking about happens with every interest group where they have wild shifts in ideology based solely on their randomly generated leader since the pops themselves don't have any actual beliefs.
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>>1854892
>with every interest group where they have wild shifts in ideology based solely on their randomly generated leader since the pops themselves don't have any actual beliefs.
Just like real life.
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How do I stay alive with Industry Banned in the late game? Do I just trade for munitions to upgrade my units?
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>>1826253
>barracks, conscription centres
The AI sucks at military building, ratios, and upgrading units so you really only need 1 or 2 armies proper armies at least before the late game. Make a 1:1 ratio of infantry to artillery, go for 100-120 size stacks if you're a GP or planning on fighting GPs, if you're a minor fighting other minors you'll do fine with somewhere around 40-60.

>universities
You have a capped level of innovation (tech research points) based on your literacy level, so just build up to that. If you have some extra money and need to boost literacy faster you can build one university in every state, they increase education but the effect doesn't stack.

>government admin
This one actually varies a lot depending on your country. If you have a relatively small population and/or a high GDP per capita (Western Europe and the Americas) then just build however many buildings as you need to cover the tax waste in each province and the institutions you want. If you have a high population and an undeveloped economy e.g. Russia, Ottomans, China, Japan then government admin will be very expensive because you're mostly taxing peasants which is awful RoI. Be more selective about your institutions and don't worry about building up to taxation capacity except in your best states, get tax capacity via tech instead.

The most important institution is education, and colonialism if you're colonizing, max them ASAP. Police and home affairs can be useful if you're struggling with high turmoil but are otherwise a waste, Healthcare usually isn't worth it because it's better to boost population via immigration but you can turn it on late game or if you're a really low pop country (only use public healthcare though), Welfare and workplace safety are bad and you should avoid passing the those laws for as long as possible, the only use is if you already have a super developed economy and you jump all the way to Old Age Pensions to boost SoL further and get more immigrants.
>>
Is there any way or any mod that blocks subjects buying back industry build inside their country when privatised? I want to sell these buildings to my pops and not some tribesman.
>>
OH MY GOD I UNDERSTAND TRADE NOW. I HAVE ASCENDED. YOU HAVE TO MAKE THE PRODUCTS VERY CHEAP IN YOUR MARKET SO YOU CAN SELL AT A HUGE MARK-DOWN IN FOREIGN MARKETS, OUTCOMPETING THEIR INDUSTRY.

AYEEEEEEEEEEEEEEE
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>>1854903
Uhh... be in a customs union? Bruh, why the fuck?
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>>1855085
So it's a no go as a great power? Damn, I wanted to do some based ludd larping but I guess not.
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>>1853990
Theyre gonna make it console friendly like ck3
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Saw this on /v/
Is Victoria 3 good now?
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>>1855247
its ok, if it survives a few more years with updates it could be called good
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>>1855247
Welfare does get you more immigrants because it raises SoL which increases migrant attraction. There's no mechanic for pops "nowanting to work" though, pops will always take any job they qualify for so either the player just needs to create more jobs or build a university to increase qualifications.
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>>1855115
Heavy Industry are all those that take up 3 infrastructure. WHAT DO YOU THINK YOU USE THOSE FOR?
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>>1854880
>Romania
I lost my fucking brain trying to play it after Russia turned the ottomans into a protectorate
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>>1854908
>only use public healthcare though
every time i play a landowner shithole I rush religious schools and religious hospitals, why is it bad?
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>>1848389
O bitter fate, what cruel jest dost thou play?
In shadows cast by love's once gentle light,
Five sons of Somalia, bold in their sway,
Have breached my hearth, and turned my day to night.

With laughter rich, their voices fill the air,
While I, a specter, watch in silent woe,
How passion’s fire ignites without a care,
And in my heart, a tempest starts to grow.

What fortune brings this strife upon my soul?
Five gallant men, with eyes like stars ablaze,
In my own home, they claim a cruel toll,
While I am left to wander in a haze.

Shall I lament the bonds that once were strong?
Or seek to understand this fate unkind?
For love, it seems, can twist and turn along,
And leave a broken heart, a fractured mind.

Yet, can I cast the blame upon their name?
Or find within this storm a path to peace?
For in this chaos, none shall bear the shame,
And from this sorrow, may my heart find ease.

O wretched night, thy shadows I must face,
Yet in this darkness, hope may still abide,
For though they’ve claimed what once was mine with grace,
I’ll seek the dawn, where love and truth collide.
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>>1855390
Charity hospitals and schools are fine on their own but they massively boost Devout strength which is generally a bad thing and will make it more difficult to pass public later, but if you want to play as a reactionary country they can be fine. Just never use private, since only rich pops can afford them they're basically useless since you'll never need to boost rich literacy rates or rich SoL so it's just a waste of bureaucracy.
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vgh..
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>>1854523
What's marxist in that?
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>>1855503
He mentioned how PoP's political affiliation is only based on its employment (and that way its class), completely disregarding ideologies and religious affiliation. Also the fact that laws only seem to progress, mentioning how you wouldn't get a movement to reinstate serfdom, slavery and whatnot. I'm sure there was more, just can't be bothered to go and listen to it again.
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>>1855465
I get that they inflate the church power, but it's so hard to enact public healthcare in those shitholes, that from my point of view, having weak health and schools from 1840 to 1936 is better than strong public ones from like 1880 onwards.
How about lowering those institutions down to level 1 when I want to go public?
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>>1855583
>but it's so hard to enact public healthcare in those shitholes
It's really not. As long as you have no healthcare reform, as soon as you research pharmaceuticals, the religious IG immediately supports public healthcare. They only refuse to support it when you already have charity healthcare. You're gimping yourself by being impatient.
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>>1855588
>pharmaceuticals
Well this makes me feel like even more of a retard because I rush pharmaceuticals and dialectics every game, but try to have the religious institutions enacted beforehand
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This is my 10th attempt at Brazil in the last 2 days. My big problem is that I have no idea how to get my economy rolling. The only iron mines are in a shithole state with -30% construction efficiency and very few pops with big net negative migration, so it's really hard to get people to move there. I've gotten banning slavery down, I just declare war on Britain who forces me to ban it. Easy peasy. My current theory of economic expansion is to focus on logging, taking the unorthodox step of only using wood buildings until my economy and population is big enough to start mining that iron, in the meantime I'll build tooling workshops, import iron for them, and build some furniture workshops to pump out luxury furniture for export to Europe.

We'll see how that works out. Please give me your sage council.
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>>1855746
I'd like to give you advice, but I've never actually played as Brazil. Should I try it? Is it fun?
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>>1855530
you do get movements to reinstate old laws
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>>1855760
No, it's miserable. Only Spain and above are fun playing in my experience. I'm not doing it because it's easy though, I'm doing because it's hard. Because I want to prove that I can.
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>>1854908
>and need to boost literacy faster you can build one university in every state
Don't universities just increase qualifications and not literacy, because they have no effect on education access beyond getting pops into jobs that increase income, therefore SoL, therefore education access, therefore literacy, and universities are therefore useless as qualifications aren't that hard to come by?

I find overbuilding universities to only matter if you're behind in research, which is a very rare circumstance as it takes half the game to be able to afford maxing out universities in poor countries.
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>>1855822
They give a small bonus to education access in the state they're in which does not stack with each level of the university. It's worth it if you have extra money and your pops are fairly condensed. As Russia, for example, it's a bit of a waste. The UK would benefit from it though.
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>>1855390
>why are church schools/hospitals bad?
Gives clergy power
These laws are mostly agreeable and few people want to change them
Gets harder when corporatism kicks in, especially if you get a a non-clergy interest group leader with that ideology
They can't be maxed out

If you're fine with a late game swing into corporatism (socialist-lite, if you want a left wing society it gives you one, can go full socialist if the clergy gets a socdem leader) and want a cheaper bureaucracy budget, then go right ahead
>>1855465
>Just never use private
Boosts townsfolk
Can be good in small nations where SoL can be micromanaged
But yes, it's very bad
I wish pollution handling was a separate law, the whole healthcare thing feels anachronistic outside of charity hospitals
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>>1855825
>They give a small bonus to education access
Could you show where it says this?
I keep looking at the wiki and I'm not seeing it outside of an implied university student thing where academics can swap to other careers because their education access is ludicrously high
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>>1855828
Oh nevermind then, that's fake news. I read someone say that on reddit a while back and just assumed it was true.
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>>1855746
the lazy answer is to conquer the iron, peru-bolivia or africa should both work
one thing i'd suggest is to keep the slave trade and work the iron with slaves but i have no clue how well it would work
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I fucking LOVE IT when my ally I rely on to win a war decides to not deploy any soldiers to my TURBOFUCKED frontline under ANY circumstances. FUCK YOU PARADOX. KILL YOURSELVES.
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>>1855928
>AI deploys just enough soldiers to keep the front line even
>both sides lose 200k men without a single tile of progress
>AI mobilizes the rest of the army
>pushes just enough to get every wargoal except one
>warscore stuck at 0
>ally capitulates due to casualties
thanks for the sway buddy, no refunds :)
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>>1854523
I'm not a Marxist though. I come for empire building and imperialism associated with the title. Not weird racism mechanics that don't make sense.
>you have 70% turmoil in a colony and can't do jack shit building stuff
That's last time I played. Why do I have to care about the standard of living of natives (the workers) so much in colonies. Like sure in the imperial centre, but not the colonies or peripheral territories. That's generally not how colonialism works.
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Aight I'm back. I nearly rage deleted my save after the Russians failed me but I decided to press on. The Ottomans retook thrace and macedonia in our second war but in the third I retook them + one on the anatolian coast. In the 4th war I took the east aegean and aydin for the coal. We're inching closer. I have a mod that buffs assimilation in homelands so I can re-hellenize former Byzantine lands. My goal for the campaign is to own all of the southern balkans, anatolia, the levant, and egypt, to be a great power, and to get an achievement by the end of the run. Everything else is a stretch goal.
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>>1855829
It's okay anon
I don't think most players understand how the game works, especially redditors who froth at the mouth when the political faction is purple or blue coloured
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>>1855947
>Why do I have to care about the standard of living of natives (the workers) so much in colonies.
Because paradox doesn't realise no empire could even ban slavery in their colonies and somehow everything worked fine despite a lack of fully automated anti-racist gay space communism.
Thankfully it would seem that turmoil doesn't affect market access or production.
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I'm very hyped for the next update. The discrimination update will make playing the confederacy so much more interesting. Creating the Golden Circle, managing the oppression of blacks, deciding what to do with hispanics. It's gonna be very fun. Do we know if they will change homeland assimilation? I've always thought it's stupid that pops can't be assimilated if they're in their cultural homeland. I mean the French did it with the Occitans, the Russians did it with all sorts of people. Doesn't make sense to me.
>>
Industrializing is now my personality. I love listening to Vic3 music and being industrious.
>>
Have they added toy soldiers yet? Or at least hinted they will?
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>>1855928
>my ally I rely on to win a war
Hah, get fucked, idiot.
>>
>all of my people are below minimum expected SOL now
I don't even know how to parse this. I've been doing practically nothing but de-peasantifying the country. They should be happy.
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>>1859066
What are your taxes like? If you're taxing basic level goods like Grain your lower class will be very poor.
>>
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-129-discrimination-rework.1705380/

Looks cool
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>>1859393
>When 1.8 comes out later this year, Pops will be able to assimilate and convert to any culture or religion that would provide them with a higher acceptance value, even if it is not the primary culture or state religion.
Finally. This allows simulation of African peoples adopting the language of their colonisers without making Afro-X a primary culture of their overlord.
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>>1859393
I feel like they're missing the opportunity to tie this into the class system. A discriminated pop that manages to make it into the middle or upper classes anyways should get like a +20 modifier to its acceptance value or something. The middle-class Italian engineer or professor is going to have an easier time escaping discrimination and gaining acceptance in America than the dirt poor labourer or peasant.

It should also vary depending on state. Post-abolition a black man living in New York or Pennsylvania would have Second-Rate citizen status but Open Prejudice in Georgia or Alabama. Maybe add a negative acceptance modifier depending on what percentage of pops in their state support reactionary citizenship laws.
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>>1859066
>why is no-one happy that they're working in noisy factories in smog-riddled towns?
Increase wages.
Peasants can satisfy more SoL than the poorest workers.

Either increase wages
>workplaces with <50% employment, and profitable (if you're open doors multicult, congratulations your country is working as designed)
>minimum wage laws
Or start using automation and production methods that replace labourers with machinists and clerks as they magically get a higher SoL, probably more pay, and they'll drown out the labourer SoL with their much better SoL, letting you ignore the problem!

Remember to have consumer good factories for things like furniture, clothes, and processed food, because whilst it's almost certainly a wage problem, those at least let you use your natural resources more efficiently in any country that's of normal size or bigger.
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>>1859587
>A discriminated pop that manages to make it into the middle or upper classes anyways should get like a +20 modifier to its acceptance value or something.
I don't think paradox would want to admit that rich people don't actually suffer from racism.

It would be really nice if they did it based on wealth. I'm still disappointed that Jews aren't properly modelled - 90% of them get genocided by game mechanics (consolidation?) even before the minimum conversion rate is applied and they get no bonus to literacy or qualifications. Most of them wind up as labourers or peasants, and I've never seen a single one be a shopkeeper or bureaucrat.
Even the fact that their wealth, historically and today, should mean they disproportionately show up as political characters, and Karl Marx doesn't count because I never see him spawn and his family was no longer Jewish.
Incidentally I'm still annoyed that having politicians of foreign culture doesn't reduce your actions available versus other countries if they're in your government. The game is too "We're all one race, the human race", especially for the time period.
>>
It's so fucking annoying that random countries will join diplomatic plays they would never reasonably have an interest in. I'm playing lanfang company and the aristocrats started a revolution against me and the British Raj joined. Why? What the fuck.
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>>1859587
where is the onkel tom.
we need upper class sellouts who live in colinies larping as westerners as taking bribes

>muh auristocrat land owner.
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>>1861111
I sympathize with you. Many of my runs in Asia have be ruined because the Indians, Chinese, or British suddenly decided to join rebels against me. It's very annoying, and it's often because the rebels themselves offer them concessions.
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>>1855017
This is basically how Victoria 2 economy works. I remember winning vanilla and DoD sessions just by lowering taxes on all my population so the capitalists will build my economy and the pops buy everything, then hike taxes to increase my money reserve.
>>
I don't know how I feel about power blocs anymore. It's so much harder to join them than a customs union so it's really hard for tiny countries like Haiti to get that free market boost.
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>>1861465
>I want to join a power bloc
>the owner of the power bloc wants me to join
>I'm even allied to the owner of the power bloc
>"nah you haven't met this really high arbitrary threshold in this arbitrary system so both of you are powerless in this regard"
It's all so tiresome.
>>
Are there any good gameplay overhaul mods that make the game a bit more interesting? I love this time period and I love pops, but I've played way too much Victoria 2. Every other modern paradox games has at least one worthwhile overhaul mod to do a few runs on.
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>>1861465
>so it's really hard for tiny countries like Haiti
>Haiti
How do you deal with the magic black hole in your national bank vault?
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>>1862038
Delete army, cut all spending to least, raise spending to most, consumption tax everything, start building rice farms. Eventually you get enough taxes that it starts going away.
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>>1861794
Better Politics Mod adds a ton more depth to the political system and makes passing laws into actual gameplay instead of RNG.

Morgenrote adds a system where you and other countries can sponsor scientists and artists to compete for things like discovering elements which earns you prestige and bonus tech points.
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I have come to the conclusion that undeveloped countries are not fun. Only countries of at least mid-range major power level are fun to play to me. I've tried Gran Colombia, Sokoto, Korea, and Lanfang recently. They were all mindnumbing. 30+ years of waiting for 32 week construction queues before things start barely picking up, landowners with near unbreakable holds that require incredible RnG or waiting until 1900 to break their power through sheer development, random powers joining plays against you for no reason causing you to start over.

It's just not fun. Gonna play Sweden again, as I did first when I bought this game and made people laugh at how stupid I was in /vst/. That will be fun, I think.
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>>1855440
lmao wtf
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>>1862100
I had a reasonably good time playing as Korea on my very first run. It's like a small Japan, with an excellent spread of resources, high population, you can definitely make things happen with it. I admittedly lucked into a movement for Homesteading very early on, which caused an aristocratic rebellion (which Qing roflstomped for me) and was able to pass interventionism in the aftermath though.
>>
One thing that i'm still hoping for is having a way to check other countries politics in detail, for example check what agitators they have, it would be especially useful with the new cabinet system in BPM
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>>1862100
I had a lot of fun with Korea personally. They have basically the perfect resources for industrializing and cool seeing how absurdly high you can get the GDP without needing to expand at all.
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>>1843242
In nearly every period of history and in nearly every conflict women were attached to armies in a variety of roles.

As cooks, servants, wives or mistresses, slaves, the list goes on.

In rare cases, usually last stands, they would actually join the fighting.

An example of this is when gallic tribes migrated, the women would join the fight if it's a last stand and total annihilation was imminent.

I am not stupid, paradox probably did this as a woke female soldier empowerment thing, but it is a fact that many women would be employed by armies, or enslaved, or married to a soldier.

So if the game were historical it would specify they have non-combat roles.
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>>1859393
Every time I feel like buying V3, I decide to wait and see if it gets better. And it usually does.
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>>1843242
its just an asset, women are "dependents" so it counts the population of the soldiers family in the pop group
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>>1843242
>>1862896
The actual answer is that pops represent families not individual people, you're being shown the soldier's wife or daughter. The same goes for "female" clergy.
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>>1862939
I'm still disappointed that children are considered "dependents" even when in work, and that child labour laws don't discriminate on work or gender despite being a hot issue at the time that girls shouldn't go down t' mine.
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>>1862100
>landowners with near unbreakable holds that require incredible RnG or waiting until 1900 to break their power through sheer development
The solution is the same as before but pay to win thanks to changes.
>trigger Corn Laws
>get market liberal agitator
>assign to leader of the landowners
>pass free trade
>pick between interventionism and lazy fairy
>pass commercial agriculture if you have the tech for it
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>>1863177
I wouldn't get used to this strategy, because it's gonna get removed next patch.
>>
What are the most aesthetic places for Sweden to colonize? I've gotten most of Niger so far, thinking about moving into Ethiopia, Arabia, and Madagascar.
>>
Building a colonial empire is really fun.
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Colonial administrations are shit and I hate them. Good idea, poor execution.
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>>1863590
I hate that they suffer from the same instability that every AI country faces. I also think that the levels of autonomy they possess should reflect on how easy it is for you to enforce laws on them, i.e. if they're a full puppet you should be able to change their laws without any vote at any moment, dominions having the changes go to a forced voting process, and protectorates being unchangeable. Something like that, at least. And do something about the revolutions, why should there be a constant civil war between the military and the aristocracy in a goddamn colony, what the fuck
>>
>>1863179
Even without Corn Laws you can still just hire and fire generals until you find one with the ideology you want, fire any other general in his IG with more popularity, and then exile/assassinate the current IG leader to get him replaced by the general.
>>
>birthrate drops to nothing if you're living it up
>"But what about baby boomers?"
>sh- shut up
>"Aren't current first world birthrates because of contraceptives"
>SHUT UP
>"... and the Victorian explosion in population was due to the availability of food..."
>UP THE SHUT
>"... and some of the most populous families in the western world are from wealthy households..."
>...

I'm still confused as to why Public Trading is useless. I can't even tell if splitting up the wealth gives more power because I can't find anyone posting the formula and if "votes" scale linearly with wealth, or if it might even reduce the power of the industrialists by forcing them to share money with more people.
I'm still annoyed that it's some retarded postmodernist take on Marxism that factory owners are hired and it's never because they actually own the property they're taking the profits of.

>>1863179
>it's gonna get removed next patch.
It is?

>>1863285
>Arabia
Is there any reason to? Resources are so generic in Vicky 3 that owning a pre-oil desert seems terrible.

>>1863590
I agree but it's currently the only way to deal with ahistorical internal migration where half your country becomes African because Paradox thinks being within the same borders on a piece of paper means free movement of people, especially poor people.
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>>1863765
>I agree but it's currently the only way to deal with ahistorical internal migration where half your country becomes African because Paradox thinks being within the same borders on a piece of paper means free movement of people, especially poor people.
I went for Civilizing Mission around 1870, had African Colonies since the '40s. Svealand is 30% Yoruba.
>>
So if I have colonial exploitation none of my pops will go to the colonies? Not even to work in administration roles? Seems like an oversight, there should still be some even if it's very little. I shouldn't be totally unable to fill higher level positions because there are literally no accepted pops there. I just checked Wales randomly (playing as Spain) and it was majority Thai. I colonized Morocco and now have a bunch of random arabs making up 35% of one of my Iberian provinces. Is there any way to not let discriminated pops move but let yours? I have the second strictest border laws and they're still coming into Iberia. Are they ever going to change this? Even if you want to make some multikulti nation where London is 99% niggers the AI should not consistently be doing it.
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>going to start a diplo play against Bolivia and its puppets
>Bolivia and its puppets combined are too strong for me
>other SA countries like Brazil and Chile hate Bolivia but are -20+ away from supporting me
>in order to find out if they're swayable I need to start the play
>but if they aren't I have to back down and accept whatever bolivia wants to take from me
>support the independence of north peru but it never rebels
>after peru-bolivia unites I try a diplo play just to see what will happen because I want to start over
>brazil and chile totally would have supported me the entire time
I hate diplo plays so fucking much you have no idea. I hate this fucking game AAAAAAAAAAAAH
>>
>>1863765
Birth rate is almost entirely just a function of the average female age of marriage; the higher it is, the lower the birth rate.
>>
>>1864202
it doesn't matter since colonial resettlement is so dogshit i completely gave up on it, it's the hardest to enact and the second worst to have
>>
Haven't played in a while. Do buildings created by private investment give money to those who funded it? If I have a puppet and my pops fund a coal mine that is built with my construction capacity, will that directly make my pops wealthier?
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>>1864932
Yes
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>>1864214
Isn't marriage informed by pregnancy, i.e. western marrying age is so late because "settling down" is merely an option even for the biggest nymphs?
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>>1864212
Doesn't the play screen tell you if they'll support you now or did that not actually cover your problem?
>>
>2 years after release
>AI nations still have European provinces that are majority Igbo in 1880
I've heard they're doing a discrimination rework, so hopefully that changes it, but it's fucked that it's been 2 years since release and this hasn't been fixed. I would assume this is just their modern Swede ideology bleeding into the game, but the fact they're doing a rework makes me think they're just lazy retards. Are there any mods to address this? When I looked I could only find shit that made it easier to get a higher volume immigration.
>>
>>1864202
What, you thought colonisation involved Europeans going to other countries and not the entirety of Vietnam moving into Denmark? Whatever gave you that idea? Colonisation was wholesome chungus just like it is today where immigrants are a punishment for being evil empires, like Sweden was.

But sincerely yes. I think exploitation reduces attraction further, either directly or indirectly due to the knock on effect of wage reductions.
I also wish that there was even a token immigration of administrators like in Vicky II... I don't know if the Raj even has actual British pops.
Resettlement does usually work.

>Is there any way to not let discriminated pops move but let yours?
>Are they ever going to change this?
Haha... it being changed is why you have that problem. Migration laws used to apply to both external and internal migration, but now internal borders are treated as if "Open Borders" is always enacted.
(I don't know if they fixed the weird bug of your market leader's migration law overriding your own.)
The AI has no control over this, not that they don't love Open Borders and Paradox's fetish for 21st century migrations.
I wish Paradox studied ye olden migrations which were always a business venture, at least with the European exoduses, such as indenturing, enclosures, and simply paying people to leave. You can't even indenture Indians to send them into Africa or Latin America.
Instead every Malian can cross the Sahara because he heard from a migrating swallow that the clothing factories in Madrid are hiring and the people there can afford clothes!
>>
>>1864932
In short, yes.
I'm fairly certain the country where that coal mine is built will be completely unable to tax the owners, and therefore the profit, of that building. But that's a good thing for you! All the tax without the working classes!

There are only three problems:
>if the foreign land your coal mine is in, isn't in your market, you cannot buy the production
>I haven't been able to find out if you can sell your state owned factories to your capitalists
>you cannot manage the production methods and it fucks with your building ledger

>>1865067
>I've heard they're doing a discrimination rework, so hopefully that changes it
Discriminated pops will assimilate... into less discriminated pops. So all that Igbo will turn into Uyghur, or whatever, instead of your primary group. And pops who have been around for 10-20 years will become accepted simply because they've been around for a while, not because the Igbo have suddenly embraced Danish values or shed their mouse ears and become horses in the stable.
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>>1865104
>Discriminated pops will assimilate... into less discriminated pops. So all that Igbo will turn into Uyghur, or whatever, instead of your primary group.
lmao that's fucking stupid if that's how it'll actually work. Any mods for this shit? I remember a few around launch that I remember helping, but they were packaged with certain other unsavory functions that caused them to get nixed from all hosting sites.
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https://youtu.be/knAZJZ-4cTg
How to commit genocide in Victoria 3 in four easy steps.
>1. Declare war on a country's puppet.
>2. Invade and occupy the overlord, but not the puppet
>3. Because puppet (your wargoal) is not occupied, your enemy's war support does not decrease
>4. As the Devastation stat in occupied states increases, so does pop mortality, up to 200% mortality at 100% devastation.
With this it is possible to achieve death numbers that make the holocaust a nothingburger in comparison. You can even do this cheaply by demobilizing your armies after achieving full occupation. Just sit back and relax while their people die off en masse.
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>>1865297
>slavic accent
>example is russia genociding prussia
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>>1865051
Western age of marriage is because women are provided a lot of money by the state and don't need a man, especially not when they're young, which reduces financial pressure to cohabitate. Basically instead of men working and making money and women having to settle and partner up with them to get access to that money, men are working and making money and the state just steals their money via income taxes and gives it to women. Remember, women are net lifetime takers to the state's budget while men are net lifetime contributors.

If you apply economic pressure to women to settle down with men at a younger age, they'll get impregnated and start having kids at a younger age which will give them a longer window of reproduction which will increase the birth rate. If you reduce this economic pressure by stealing men's money (income tax) and giving it to women then you'll get a lower birth rate.

It's that simple.
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>>1865090
>What, you thought colonisation involved Europeans going to other countries and not the entirety of Vietnam moving into Denmark?
Colonisation was done for resources and population is a resource too. In real life there were nearly 100k Vietnamese people living in metropolitan France by the end of the game's timeframe.
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>>1865297
>You can even do this cheaply by demobilizing your armies after achieving full occupation
I thought you couldn't demobilize until the war is over?
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>>1865313
If this was the case why are birthrates still declining in Saudi Arabia and Iran, countries where women are entirely reliant on men to do anything?

The real reason birthrates fall is because in modernised economies the cost of raising a child is too high and even people who want to raise children can't afford more than 2 or 3. The only thing that correlates to declining birthrates worldwide is economic development, not women's rights.
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>>1865392
I can't find a number that big but the only references to mass movement to France I can find are for WWI and WWII where, alongside sending women into factories, the whole point was to free up men for slaughter.
Migration would be a decree that has a start and end node if it were using in game mechanics to do just that, and soldier jobs would have to discriminate against unaccepted pops.
As I said
>I wish Paradox studied ye olden migrations which were always a business venture, at least with the European exoduses, such as indenturing, enclosures, and simply paying people to leave. You can't even indenture Indians to send them into Africa or Latin America.
Your example is just another consequence of autocratic government during war and not a progressive ideal which is what Vicky 3 paints the entire thing about, especially with the cover art depicting a white woman celebrating women getting the vote by banging the Mediterranean/Balkan man, and not "lol, this would be considered a flavour of fascism and total war mobilisation if Paradox read a history book".

What's that famous quote? People don't have autonomy but governments do?
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>>1865297
this should be part of the tutorial
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>>1865498
It's the other way around. Most of them were soldiers sent to fight in the home front, Somme and Verdun both had Vietnamese battalions deployed for example. There were still significant Vietnamese worker communities both before and especially after the war when many of the soldiers didn't return to Vietnam. Britain, Germany, and Italy all used soldiers from the colonies too and Britain had plenty of Indians living in home islands as well.

I agree that discrimination in the game is poorly modeled but just putting a blanket ban on discriminated pops being soldiers or migrating from the colonies to the homeland would be absurd and ahistorical. It should just be another law category.

>Your example is just another consequence of autocratic government during war and not a progressive ideal which is what Vicky 3 paints the entire thing about
I never said anything about it being progressive.
> especially with the cover art depicting a white woman celebrating women getting the vote by banging the Mediterranean/Balkan man, and not "lol, this would be considered a flavour of fascism and total war mobilisation if Paradox read a history book".
This is just schizophrenia.
>>
>>1865394
You can in newer version.
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>>1865297
>With this it is possible to achieve death numbers that make the holocaust a nothingburger in comparison.
So, greater than zero? I’m supposed to be impressed here?
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>>1865520
>Britain had plenty of Indians living in home islands as well.
The most generous estimate is 8K and they were all East India Company sailors so wouldn't even be treated ingame as a population living anywhere but a port region of the Raj given their employer and where their dependents (i.e. family) would be.
>This is just schizophrenia.
The game is a product of schizo politics.
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>>1865520
>Britain had plenty of Indians living in home islands as well.
>plenty
No they didn't. Also tell me whether you're talking about colony employees or Colonial military so I can call you a retard and say they mechanically would not be considered as living in the Home Islands. I would also remind you that this discussion started because there is consistently a thirdie majority in most colonizing nation's home provinces by 1900. Colonial battalions in WW1 did not cause there to be any significant demographic shift in any European nations. Hiring sailors in the colonies did not cause significant demographic shifts. This is not people histrionically responding to there being 2,000 pakis in London by 1930. London, in the real world, was 97% White in the 1960s. That was enough to cause alarmism in politics back then.
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>>1865399
All those countries are slowly embracing feminism.
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>>1865399
birth rate just comes down to the age women get married
have no women rights? country is a poor shithole?
women depend on men for income and thus get married earlier
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>>1866194
I don't think aristocrats in vic 3 are even landlords in the same way that word is used in modern discourse. Is any wealth generated from the existence of property alone? It seems to only be generated by goods.
>>
Is the Brazil DLC worth a playthrough? Not spending money on it but I want to know if it's even worth the time. I did play Brazil before, but it's in a good spot for a decent game. I'm mostly concerned that the DLC makes the experience much shittier than it used to be.
>>
Making 13k in tariffs from just Opium trade to China as UK. I've only ever played small countries before. This is insane.
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>>1861111
This is the most ridiculous part of the game and it's unbelievable that it isn't anywhere close to fixed this long after release.

It's the year 1890. I have Zulu as a subject and the, have a revolution every 3 years (great AI, paradox!) and suddenly the German Empire thinks to intervene. Their Sway? Nothing. They just felt like it. It would've been completely inconsequential to me, just a change of government for a subject I don't care much about. But it was so stupid I stopped playing.
>>
>>1866194
>how to useless
And these people on their phone keyboards think they're the intelligentsia.
What does reddit even want? A stagnant economy where every peasant owns a stake in his aristo-less subsistence farm, never invests in industry, has no money to buy goods, has no-one to buy goods from, and demands closed borders?
There wouldn't even be any tax for that weird autocrat's weird idea of "The construction sector must expand to meet the needs of the expanding construction sector" and "Don't worry everyone, we'll be rich communists in just a few more decades!" whatever the fuck a communist is.
>>1866603
>Is any wealth generated from the existence of property alone?
Technically on land tax, because it's a per-capita tax on peasants, but that's not really taxing property as much as heads.
Everyone magically lives in the aether.
And I don't think when you nationalise a building the money even goes to the previous shareholders because the game doesn't model accumulated wealth unlike Vicky II... which is one of the many reasons why it's a bad economy simulator, designing everything around the concept of wages.
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>>1867210
>playing Spain
>friendly with the U.S.
>puppet most of South America
>U.S. does not care
>have trade agreement and investment rights
>in 1934 there's a communist revolt in my puppet Puerto Rico
>U.S. sides with the communist revolt
Realistically it is something they would be interested in influencing, but they did not give a shit what I did in South America for nearly 100 years. Suddenly, despite us being on great relations, they're willing to fight a war with a nation they're economically dependent on to ensure that Puerto Rico goes commie. It was also my shittiest puppet with a tiny population and GDP. Tons of people died and it fucked up our economies for those last two years.
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>>1861111
>Why?

Because the Raj has a similiar government to them, have good relations with them or simply dislike your country? Aside from rebalancing how the AI weights diplomatic relations and the like there is not much that can be done since the system kinda makes sense, either avoid revolutions at all costs or deal with it.
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>private property is a good thing!
Why are communists in this game hypocritical?
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>>1867297
>Realistically it is something they would be interested in influencing, but they did not give a shit
This is honestly the problem
The AI has no plans or goals
>>
I'm actually not sure if I could have intentionally designed a worse war system.
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>>1867297
Yeah, horrible. This game is so busted.
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>>1867377
this is a problem with all paradox AI tbf
the other problem is how friendly they are with unrecognized powers, it's insane that I keep seeing all those african shitholes independent and with defensive pacts with euro countries
>>
man the mod scene for vicky is still so bare
the alternate history mods have zero flavor, except for Divergences of Darkness
the cold war mods are also a fucking mess, CWE feels bloated while CWP is stuck in 1.5
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>>1869157
Meanwhile the hoi4 community is comprised of olympic turd polishers.
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>>1835641
absolutely this
i saw so much gaslighting on this board the moment vicky 3 released about how deep and epic vicky 2 is just because they only played it as children and don't remember how shallow it was
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>>1867311
"you" in this case is the state not business or a private person so it's not private property
technically that is how it's supposed to work, but those things tend to turn into oligarchs and corrupt politicians doing the same thing
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>>1866194
I learnt nothing but how to operate the cookie clicker economy.
>>
I want a 'Kingdom of The Caribbean' formable that unites all the Caribbean islands.
>>
>form nation
>all AI managed regions are shitholes with level 1 factories and really low SOL
>instantly depopulate as they go player managed provinces
Any was to stop this? Should I even try? I guess if a province has good modifiers I could try to build it up, just feels weird that nearly 75% of other IRL major population centers will pack up and move.
>>
Vicky 3 is unironically better and more fun than Vicky 2 now. I can’t go back to playing with static, railroaded political parties and the extremely rigid and unrealistic RGO system where one province only produces coal and nothing else. Also the retardation that was anarcho liberals is gone. If you’re interested in 19th century history Vicky 3 is just a hell of a lot more fun and more realistic in its portrayal of society. Yeah it’s buggy as hell but Vicky 2 was also buggy as hell and it was way harder to instantly patch bugs back then.

The army and war system fucking blows though. Vicky 2 does that shit 1000x better. The Vicky 3 war system has some good intentions but the devs totally fucked up the execution of it and are now desperately trying to make it more like traditional paradox warfare.
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>>1870409
>Vicky 3 is just a hell of a lot more fun and more realistic in its portrayal of society.
>>
>>1870409
true
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>>1870409
>Vicky 3 is just a hell of a lot more fun and more realistic in its portrayal of society
Not really. It's retarded and unrealistic in different ways. I agree with the RGO aspect. There should be multiple resources in different provinces that have modifiers to represent ease of access and shit like that. The very core of the economic system feels wrong though. I dislike the orders system and too much shit disappears into the ether, never actually effecting things.
I understand what they wanted with the war system. They wanted to make it feel like you were some mater council dictating the most zoomed out level of objectives (conquer this) instead of every single commander in the military. It fucking sucks though.
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>>1870409
With mods it has been better in a while, all that V3 lacks is some world war mechanics and some navy system that doesn't suck (not like V2 had great navy mechanics but just the fact that in V3 ships aren't something "tangible" means its inferior)

Also new dev diary
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-131-famines-starvation-harvest-conditions.1708680/
>>
>>1870409
well yeah but you are on contrarian central
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>>1869456
I think anon is referring to the highlighted text - if there is no private property, everyone is poorer, because it all goes to the state.
>but those things tend to turn into oligarchs and corrupt politicians doing the same thing
I also wish that command economy just sent all dividends to the admin buildings so all the bureaucrats got fat off it.

And that to begin with all state ownership was crown ownership and the royal family was actually pops.
>>
Are there mods that split up races better?
>Russia expulses the Caucuses for being Muslim
>they don't go to a Muslim country, they go to a white country with total separation, like the US
>half the Balkans moves into the UK
>the US, in the ahistorical route, can accept all Africans, be they Latin American, Carib, or any of the uncountable thousands of tribes in Africa
I just want realistic historic migration...
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>>1871440
The racism update should make that better, but I agree with the lack of racial realism. There should be more traits per culture and acceptance should be based on how many of those traits match, plus the discrimination laws. Polish being as equally distant to Portuguese as it is to Russian is wrong.
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>>1870409
There's no forgiveness for making warfare simple in an era of extreme military innovation.
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>>1871577
the most unforgivable part is weapon production
unlocking bolt-actions is literally just +10 tools +10 oil input and +30 small arms, like that is so disgusting
unlocking army techs in vicky 2 felt really fucking good, in 3 only 2 techs feel important each tier and the rest is just fodder
I'm still hopeful the military update will make that better, there's potential for interesting choices if they pull a page out of hoi and make weapons actual equipment, make tech matter and make companies give different bonuses for equipment
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>>1871612
Hopefully that doesn't happen, the military system is fine as it is, anything more will mean shit AI and its already bad, just not as bad as in HOI4 or EU4/Vic2. Also Morgenrote already added weapon tiers and stuff like that but the AI can at least handle those.
>>
>playing Sweden
>get Scandinavia between 1870-1880
>denmark and norway had been buck broken for a while now
> both have multiple civil wars before I form
>every single province controlled by the AI is below expected SOL
>immediately the provinces depopulate for the Swedish provinces with working industries
>all the previously AI controlled ones are at about 100k
>basically nothing is staffed in the provinces, even profitable businesses
>90% of my European population is in Sweden now
Is there a minimum pop for provinces? It's been like 5 years of continued pop decline but they haven't gone down below 100k. Is there anyway to salvage these? I'm thinking of nationalizing and scrapping most of the factories there to try and consolidate the remaining workers into the most profitable business there. Probably doesn't matter, but it seems stupid having so much land that's barely being used.
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>>1871919
Open jobs increases attraction.
I'd look at the migration maps to figure out why people abandoned those places for your core regions.
If you fix it, using the greener grass decree helps, but don't use it before you fix the attraction.
Demolishing unprofitable industries is probably good but remember to have competing profitable ones for the sake of wage increases and therefore SoL increases (unless you have the minimum wage law, then you don't need competition).

Paradox doesn't really give you any tools to "fix" depopulation, especially in useless states like Denmark.
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>>1872103
>why people abandoned those places for your core regions.
Low SOL. The issue seems to be that employment is so low that none of the industries are really making any money and have low wages. It hasn't caused any real problems yet other than feeling dumb, but I think there's an overpopulation attraction modifier when you get enough people in one province.
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>>1872464
>SoL economy deathspiral
I honestly don't have a solution for you, sorry.
You could do a different kind of "enclosure" method where you destroy workplaces in Sweden but who knows if, let alone where they'd migrate to... and you'd get guaranteed radicals, lower SoL, less tax...
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>>1826284
fpbp
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>>1873087
Yeah, not worth fucking my core regions just to have better pop spread. I'll look into it if it actually causes problems for me.
>>
Is anyone else having a problem where the investment ai doesn't build railroads and power plants?
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>>1873659
They stop building railroads eventually when railroads stop being profitable. Power plants, you're probably just being impatient, because they do build those, but again, so long as they're profitable.
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>>1871440
proper migration will also help fix the masses of split pops that slow the game down
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>>1866194
>i get my worldview from broken game mechanics
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>>1867222
>unlike Vicky
what are you even talking about? nationalizing in victoria 2?
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>>1873787
it's more that he confirms his world views using broken game mechanics
most people hate landlords irl, and many will tell you they are leeches
if this is true or not is not the argument
>>
>start game
>check ledger in 1837
>UK home counties tops the "religious" ledger
>Abbos and Mandes have already arrived in England
Jesus Christ it starts basically the second the game starts.
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>>1873792
Land will always have value, even if land is abundant and that value is low. If a system allows people to own and rent out land there will be landlords. Vicky landlords and the average redditor's conception of landlord are not the same though. Landlords in the game are representing landed aristocracy, not the fat greaseball who owns the slum apartment they live in. Modern twitter/reddit seething at "landlords" is almost exclusively the latter.
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>>1871434
that would be cool , and would give a reason for people to despise monarchies and see why people hated them historically
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>>1873901
>we wuz Britons
It really does take only a year, huh. Immigration is badly ahistorical.

I also don't like black characters because none of them look black. They all look like white people with a palette swap. Their noses, darkness, hair, jaws, skulls, everything doesn't look like them.
I haven't looked too closely at other races, nor have I checked to see if Mediterranean races are as snow white as anyone north of the Alps.
>>
>>1826713
>>1826253
For universities, you have a innovation cap limit that limits your active research which is a function of your literacy.
It is NOT wasted to go over this limit, as it increases the passive spread of tech. In some scenarios (I.e. Japan) where you start with poor tech, but quickly industrialize, it is very beneficial to go over the innovation cap to catch up to everyone else in tech.
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>>1842634
Victoria 3 at it's core is a marxism simulator.
The way the political system works is purely based upon marxist theory. Not an accurate representation of reality, but kinda fun...kinda.

The economic aspect of the game is actually really fun. It really isn't too different from Victoria 2 in that regard (though no stockpiles D:)

>>1837180
You need to industrialize more before you kick out the shogunate. That way you have more pops with engineer jobs/clerk jobs/ etc. They are much more likely to join factions like the industrialists or the intelligentsia, which will make those factions strong.

Basically you need to industrialize so that you have lots of pops working jobs that make them join the political interest groups you want to make powerful. (because marxism says that someone's economic situation defines their political interests). Laborers/Machinists pretty much only join trade unions and will NEVER join the intelligentsia/industrialists (The useful ones). You want engineers, clerks academics and capitalists . Farmers and Peasants join the rural folk mostly. Obviously military pops join the armed forces and clergy the devout (though sometimes they join the intelligentsia). Aristocrats are the worst. They mostly join the landowners and have a ton of money. Shopkeepers are suboptimal as they do have draw to the industrialists, but stronger to the petite Bourgeoisie.
>>
Today, I checked out a Vic3 stream on Twitch, and now I understand where there's so many people out there who complain about performance and refuse to play in the 20th century. The game really is outrageously slow for people with shit CPUs.
>>
>>1875369
(shit CPU in this case is a CPU that runs every single AAA game at 160fps with a proper GPU)
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>>1875371
The vast majority of AAA games have fuckall in the way of CPU workload, so that isn't saying all that much.
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>>1874671
Most of London's population were renters even in 1836. Landlords absolutely existed.
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>>1875271
>The way the political system works is purely based upon marxist theory. Not an accurate representation of reality, but kinda fun...kinda.
I can't tell what it says that fascism in the game is just rebranded jingoism
Any kind of satire falls on its face
I'm still disappointed that Le Petite Burgers make it easier to reform racism away if you make them upset (they make unaccepted pops upset, and all unaccepted pops want is Cultural Exclusion)
>>
>>1875656
if it wouldn't kill CPUs, I'd recommend a housing goods to be added to the game
aristocrats & industrialists want manors
peasants live in mud huts and don't matter
the middle classes want cottages and townhouses
the poor want terraces

by default slums spring up
I doubt commieblocks are within the game's timeframe
homes could detract from arable land, it seems weird that making everyone and their children work in the clothing mines frees up space for immigrants
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>>1875739
The issue is that housing would obviously need to be a local good and local goods are a huge pain in the ass to manage in this game.

>homes could detract from arable land, it seems weird that making everyone and their children work in the clothing mines frees up space for immigrants
The idea is that by giving your peasants jobs in the coal mines instead they can now use money to buy food and don't need to run their own subsistence farm anymore, so the land can be used to support another pop instead.
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>>1875371
AAA games are GPU heavy though.
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>>1875656
I didn't mean to imply that they didn't, just that the people who have tenant farmers working on land they own are often in a different class than someone renting out rooms or apartments in a townhouse. While I've never seen any hard statistics on who owned property in London then, I do read a lot of writings from the time period, both fiction and nonfiction. Usually in the writings that mention it, their landlord appears to be generally middle class, or slightly more well off than the protagonist/author in the cases of people living in slums. Oftentimes they live in the same building or right by it. Since Victoria 3 does not model residential properties at all, I have to assume the redditor is talking about the "landowner" IG and aristocratic pops, who are fundamentally difference than a commoner who owns a building.
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>>1844044
Not my experience. My people love (cheap) fish
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>>1845242
It does, but you need the necessary tech. Late game Romania for example (tall), you need all the worker-reducing options, even if not profitable, so that you can assign the laborers to other buildings
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>>1846305
>Trade is still extremely painful and requires overproduction or a massive deficit to take place.
Nah you are wrong on that. You can just establish a non-profitable trade route if your production is not at max (lets say you produce 5 art instead of the 10 that the building can make) and the building will automatically up it's production and make it profitable in a couple of months. Even the AI realizes this, they will establish trade routes for clippers even tho I am at 0 production/consumption balance and my docks will just start to produce more automatically
>>
Do individual pops die of old age? I know there is mortality and there's a number of things that can kill them, but is there a tracked age or is birth and death rate an illusion?
>>
https://steamcommunity.com/sharedfiles/filedetails/?id=3324558564
>Makes trade a lot more useful and worthwhile
>Ends up breaking half the game when used with other mods I wanted to have
it's not fair
>>
>>1876502
There are no "individual pops".
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>>1876502
It's "fake".
I'm not sure if injuries or whatever it is via war even affects either birthrate or deathrate despite affecting workforce.
Something like an average age might be a good compromise on CPU drain if you want a decent simulation of what (ahistorical) healthcare and pension laws will cause but it's honestly unnecessary for a game.

There isn't even a simulation of male/female/child/elderly parts of the population which is certainly eye-rolling, especially with how child labour doesn't even increase the amount of workers.
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>>1875757
>The idea is that...
I know, I just don't like how arable land contributes to infinity immigration in industrialised countries.
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>>1876642
>war economy
Have fun with your 6 levels of factories that will provide the weapons needs for 90% of the world. Pops should demand small arms and ammo as consumer goods too.
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>>1877312
Also telling that his example image shows two trade routes with a tiny fucking volume. The private investment AI will build arms factories and the actual demand is really low compared to the output.
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>>1877312
>Pops should demand small arms and ammo as consumer goods too.
They do.
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>>1877462
Is that a mod addition or vanilla? I've never noticed and the overall orders were low enough I just assumed it was purely military and exports. I've played a few games to 1936 and haven't ever had to increase my arms factories over a few levels and even then they were barely profitable. On a couple of nations with decently sized militaries too.
>>
Anyone play an unciv with better politics? I'm liking the mod a lot, but it seems like it would make uncivs much harder.
Also any good gameplay mods that would work well with better politics and morgenrote? Almost getting to a point where I could call it a good game, or at least good enough where I can do a few playthroughs in a row instead of dropping it.
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>>1877524
No, I play completely vanilla. It's not a big demand, but it exists.
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>>1877313
I played with this mod before having to stop due to realizing that it somehow fucked with barracks, trade allowed you to go from shortage to slightly above base price if the trading country produced a lot of the good or your demand was a lot smaller.
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>>1877557
Feels like it should be a bit bigger. I don't know much about historical firearms regulations outside the U.S., but it seems like most proper bans (the kind that would drop demand to near zero) are surprisingly recent. Even with a ban, there's still police, licensed hunters, and other exceptions like that. I think I just wouldn't mind some more industries. I know there's some mods that expand industry types, but the more mods I tack on the more I'm worried about the game being unplayable, either because of hard conflicts or shit that will inevitably cause a collapse 70 years in.
>>
>>1877524
>>1877569
It's classified as a leisure good for pops above 20 SoL so there's going to be very low demand from mostly your upper class unless you have a super high SoL.
https://vic3.paradoxwikis.com/Needs
I do agree that it would probably make sense to add a small amount of demand for lower class pops to represent hunters or militias or just farmers buying guns to shoot at coyotes but there's an issue with scale. In the current game a single unit of "small arms" is enough to equip an entire 1000 man strong infantry batallion for a day, farmers would need to be represented as only buying .00001 units or something and I don't think the game can model that.
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>>1877569
One of the mods I use gives American pops obsession with firearms. This makes it so that a good half of your total demand in 1836 is just from pops themselves. Problem is the only need small arms can fulfill is "leisure", which only starts being a thing at wealth levels 20+, so something like rural homesteaders owning weapons can't be modeled until the very late game. You could mod the game so that firearms can also help with the "household items" need though.
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>>1873675
I checked again
>inputs are cheap
>demand is high
>infrastructure is in the red
>using steel carriage tech
>plenty of investment money
>plenty of qualified pops
There's no reason for the AI to not build railroads
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>>1877527
I also only use Better Politics and Morgenrote, well also a map mod since it looks better than the default map, not saying that the default map is bad though
>>
>>1873659
>>1877693
I struggle too.
I've had foreign nation-owned investment build railways before any private sector does.

I don't really understand it when I thought most railways were private. I also don't understand why railways and trade centres are subsidised by default, it's like you're playing a modern economy, but for that to make sense you'd need the entire construction sector to be state owned and constantly building woodirontoolssteel or something.
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>>1877768
I don't really understand how trade centers work, but you probably want railways subsidized for that infrastructure. I always have private investment building them before I bother to, prob because of the high transportation demand. IRL, at least in the US, the government gave lots of money and land grants to railroad companies to promote new lines. That was about the time you see them in game too.
>>
Anyone stay a monarchy? Most of the games I've played I have just because I don't like changing the system of governance without a revolution and it never seems to get that bad. It seems like an objective improvement to give voting rights at least, since I've never had landowners want decent laws. The AI is fucking awful. US never gets Washington and Oregon. I almost never see it get the Mexican cessation. 75% of the games I play "New Africa" and the North Eastern US breakaways form somehow. Despite the US always failing, Germany almost always forms. There used to be a decent AI mod but it looks like it's deprecated. Not sure if it would work with the other mods I have anyway.
>>
How do I trigger manifest destiny? I completed the frontier wars journal entry, but that just ended and nothing else came up. Got the Pacific NW from UK and mapped the West, still no claims. It's now about the civil war. I think I'm just going to invade mexico the normal way.
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>>1880157
Looking at the wiki it seems like it should just fire or be available. Seems like something is bugged. I'm running better politics maybe it's fucking something up, but it's worked great so far and the Mexican Cession is a pretty big thing to fuck up.
>>
Good morning sars
https://www.youtube.com/watch?v=esXmztDsGkA
>>
SAAAAAAAAAAAAAAARRRSSSSSSSS
>>
>brazil
>persia
>india
>france(most boring euro nation)
How about we get some proper flavour for europe, huh?
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>>1880371
Europe is very boring to play in Vicky though because you already start as very strong
>>
saars we did it. we are doing the winning saars
we will do the needful and redeem the dlc
>>
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When are they going to fix warfare again?
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>>1880375
>you already start as very strong
yes india best
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>>1880375
Nah Spain has good potential for flavour and so do the unifications that are pretty barebones right now.
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>>1880375
>Europe is boring to play
>I'd much prefer to be a shithole that cannot afford to do the constructionwoodtoolsiron loop
>and when they can afford it, it's 1890 and you still have half the tech tree to research
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>>1878374
>I don't really understand how trade centers work, but you probably want railways subsidized for that infrastructure.
Yes but if you just enable certain production methods, they get paid, and I'm fairly certain they're always in the green.
>IRL, at least in the US, the government gave lots of money and land grants to railroad companies to promote new lines.
I wish this was a thing. I remember reading about how they then profited off said land because it then had rail connections, rather than victoria 3's requirement of having not only a mine but a train using mine to make the railroad tycoons even consider showing up.
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>>1878676
>Anyone stay a monarchy?
If my heirs are good.
It's a bit more difficult later on but I don't understand the difference between presidential and parliamentary republics so rarely try.
I agree revolutions should do it. I'm disappointed that revolutions have a "Just cut his head off" RNG event that has zero real consequences.

>I've never had landowners want decent laws.
I've had a democrat landowner at the same time as an authoritarian intelligentsia.
I've invited a COMMUNIST landowner agitator, and granted leadership.
I am in no way implying these are normal.

Remember discrimination laws (race AND religion), if dropped a notch, lets you pick from a pool of somewhat interesting agitators. Corn Laws helps. Remember you need the DLC to make the most of all of this.
Landowner laws aren't that bad, provided you're not starting with serfdom or slavery unbanned.

>New Africa and North Eastern breakaways
I've never seen those, I set nations to "plausible" but I don't know if that stops the stupid stuff like that.
For me Prussia used to never do anything, now it forms Germany but in a backwards way of not getting Alsace until they're Germany. They also don't build enough soldiers to win any European wars, even against Russia.
>>
>>1880578
>I set nations to "plausible" but I don't know if that stops the stupid stuff like that.
I think that's my setting too. I think what's happening is that the USA either has a GP join against them in a local play or they join in against someone like GB and get fucked. Then they inevitably lose in a bum rush because they're conscripting and don't defend Washington from naval invasions, then get released nations enforced in the peace treaty.
>For me Prussia used to never do anything,For me Prussia used to never do anything,
They have been consistently forming Germany in my games for a while now. In my current game though, they were fucked in a war as NGF and forced to release beefy versions of like 6 of the minors. Don't think they'll recover.
>>
>play USA
>no anti-masonic party
>west virginia is its own state at the start
>is a slave state and doesn't join the union
Immersion ruined. LARP destroyed. I regret playing this campaign for as long as I have.
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Any genocide mods for this?
Bit absurd to have a pop system without giving the player proper pop management like Stellaris has
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La atrocidad....
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>>1881974
Forgot my pic. Does assimilation only happen when you have primary pops there? Despite having cali for 15 years with greener grass, I have zero yankee pops there.
>>
>>1881648
There was one before, but AFAIK it was removed from every hosting place and the author stopped updating it. I haven't looked for any other ones since then.
>>
>movement to enact freedom of conscience appears
>sits at 0 radicalism for a while
>suddenly spikes to 67 (very high) radicalism and starts a revolution out of nowhere
what the fuck is this bullshit
6 months into the game and it pulls this shit
>>
>>1882322
My guess is either an event popped, a new IG with significant clout joined that movement, or one of the existing IGs inside that movement had a leader change to someone with a more radical ideology.
>>
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>>1826253
https://www.youtube.com/watch?v=DGl5RR6BIoU
>the 100 nigger cultures had multiple homeland regions casuing late game lag
>the southern French had no homeland
why the fuck do I only learn about this now, what in the actual fuck was wrong with these onions guzzling revisionist fucks at Paradox that were in charge of Victoria 3???
It's like this entire game was intentionally undermined from the grounds up
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>>1882591
What did he change about warfare?
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>>1882591
You're a retard and don't understand what he's talking about. The vanilla situation isn't that French doesn't have homelands in southern France, it's that other cultures like Occitan do as well. Since pops won't assimilate if they live in their homeland this means those Occitan pops will stick around the whole game which ultimately leads to more lag because the pops are more fragmented. This situation is just worse in Africa because most states there are 2-3 and there are some in West and Central Africa with like 8 or more, whereas in the rest of the world most states are single culture homelands plus some with 2 and the rare 3 or 4 homeland state.

None of this is inaccurate or revisionist, there factually was and is much more cultural fragmentation within Africa than in most of the rest of the world because there was a lack of strong centralized states to force homogenization, but it does cause the game to choke because it massively multiplies the number of distinct pops that need to be calculated.
>>
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-134-how-i-learned-to-stop-worrying-and-love-the-map.1711849/
>>
>>1867297
Civil wars in general feel like they need a rework. Its so stupid seeing multiple great powers joining some small nations civil war and then proceeding to blow the shit out of each in a world war where the only war goal is who gets some shitter nation as a puppet.
If they are going to prevent other war goals being added in civil wars they should prevent 3rd party countries land from being invaded so that the whole war takes place only in the revolting county. Ideally find some way to limit the nations intervention too. For example only being able to send 10% of your total army/navy to support in the war or something. Would be great for any cold war era mods too..
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>decide to give Austria a try
>pass Racial Segregation with the first few years
>all the minorities are now happy and accepted, and we all do a kumbaya dance as the Hungary question gets peacefully resolved and we become the austria-hungary empire
Pretty retarded desu. I hate austria in this game, it always ends up being one of the strongest countries at the end instead of teetering on the edge of internal collapse like it should be. Cant believe paradox is working on a big patch to improve how racism works and they decide to release a fucking india dlc along side it instead of one for Austria even though it be a good excuse to rework how dumb it currently is.
>>
>>1882591
>>1882850
What gets me about it is that know that culture spliting causes massive perfomance issues, yet they. just. can't. help. themselves. - the totally superfluous indian culture no.7 simply needs to be represented. That is higher priority for the new crop Paradox devs than the game actually being playble.
Ideology is the only possible explanation here.
>>
>>1883354
>and they decide to release a fucking india dlc along side it
So they can release epic caste system mechanics that will end with the player press the "end the caste system" button. I didn't read the entirety of the dev diaries, but I hope that's not totally India specific. A lot of countries had very rigid class systems, to the point they were nearing India's. Like will Japan now have a Burakumin class?
>>
>>1881976
Probably something like that.
If you go to the page with the pops specifically, you'll be able to see how fast they're assimilating.
>>1883354
>to become austria-hungary
>you need acceptance of all pops
That doesn't sound right...
>>
Where can I dl Liqqy Cliccer without getting computer aids or giving paradox money.
>>
>>1884111
cs.rin.ru usually has up to date versions of every paradox game. Otherwise just normal public tracker sites.
>>
>>1883740
Croatians were butthurt until the very end just because they weren't made equal along Hungarians
The fact that only Hungarians were given a higher legal status was precisely the reason why Austria-Hungary fell in the end and wasn't a kumbaya dance
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>>1881648
no need for mods.
declare on a puppet of a country then occupy overlord but never occupy puppet.

wait. can remain occupied for years.MASSIVE deathtoll guaranteed,
>>
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I'm still confused how Qing/China is the most played nation in Vicky 3. I expected Prussia, the USA, or Japan.
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>>1885194
Chinese players.
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>>1885194
Who's playing Japan?
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>>1885198
White men.
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>>1885198
Black women.
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>>1885198
I account for a significant portion of those Japanese playthroughs.
>>
>>1885194
just look at the mod workshop, its half chinese
>>
>>1885198
Me. It's a good nation with a lot of potential for growth. Requires all the buildups of other uncivs without the horrible slog of the shitter ones.
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>>1885286
>lot of potential for growth
that's korea
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>>1885291
Koreans are incapable of growing without intervention. They need a soft caring boot to guide them, be it China or Japan.
>>
>>1885334
Maybe in real life, but in the game Korea blows Japan out of the water because lol you're a part of the chinese market
>>
>>1885194
>>1885195
>>1885265
Probably because it gives them the opportunity to play alternative history where the Century of Humiliation is not only completely prevented, but China ends of as a global superpower. The irony in all of this is that the only reason the Chinese Communist Party is even in power today is because of the Century of Humiliation. A 1900's superpower China will have no reasons for the communists to exist.
>>
>>1885972
most Chinese don't support Communism.



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