Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Magil Zeal
Nov 24, 2008

Tomn posted:

Also naval combat seems pretty hard to trigger and weird to anticipate? Like, when I was at war in Brunei against the Qing, Qing fleets were located raiding my convoys in the Baltic loving Sea - when I have a fully international trade system, how the hell am I supposed to correctly anticipate where someone might raid if they have apparently unlimited range and no restrictions on their movement? And even when I did have fleets patrolling where there was Qing activity, no battle ever triggered - which was a shame because I was really looking forward to seeing what monitors would do to men o' war.

Anyone else got any thoughts or experiences to share from naval warfare or invasions?

I've had a small number of naval battles from fleets intercepting my naval landings, but I could count them on one hand. Though I was largely peaceful and most of the countries I did fight were too weak to have much of a navy to speak of. I fought the British navy, but they were slightly less advanced than I was and they'd defaulted so my ships had a big edge in the ensuing battle. Then I landed in a completely undefended England (all of Britain's armies were fighting Spain south of Iberia) and took it all without any land-based opposition. I don't think I ever managed to intercept someone raiding my convoys either, usually I just landed my troops and defended the landing point.

This is what the wiki says about escort missions:

quote:

The escort convoys order is the counter to raid convoys. If a nation has a supply network that is vulnerable to raiding, or already being raided, then assigning an admiral with a strong enough fleet to counter the raiders can improve the situation. If in response to raiding in progress, note that it is worthwhile clicking through to the navy information for that sea node to ensure that the fleet being sent to escort convoys is powerful enough to defeat the fleet raiding them.

The escort convoys order is assigned by selecting a HQ to ‘patrol toward’, which assigns a fleet to defend convoys in all the sea nodes between the home HQ of the admiral and the one selected for the mission. If unsure whether a sea node is covered by the order, the sea node can be clicked on and the navy tab selected, to check which admirals have been assigned to the node.

The preparation time for the escort convoys order is 20 days.

Adbot
ADBOT LOVES YOU

Slim Jim Pickens
Jan 16, 2012

Baronjutter posted:

I need oil so urgently but only the US produces a tiny bit of it. Do I need to start a massive invasion of the middle east in the hopes of finding oil? Is there a map on where it MIGHT appear or do I just have to wait?

There is no map of undiscovered resources. You can see a map of oil-producing potential after its discovered in a state, but the AI minors can take forever to research it.

There is an "undiscovered resource" state modifier, but you have to manually look through states to see it.

DurosKlav
Jun 13, 2003

Enter your name pilot!

I'd like to see more info of what money is coming in and whats going out. Like I will have a surplus of 50k going for like a month or 2 and then it will just tank one day to -40k and stay there and I have no clue what actually caused the drop.

Phigs
Jan 23, 2019

DurosKlav posted:

I'd like to see more info of what money is coming in and whats going out. Like I will have a surplus of 50k going for like a month or 2 and then it will just tank one day to -40k and stay there and I have no clue what actually caused the drop.

Watching my buildings a bunch and it seems like a lot of the time this is stuff like steel becoming too cheap because someone stops importing from you for a second so steel shuts down which makes the coal mines shut down because the price drops and then coal becomes scarce and the entire chain that uses coal and/or steel shuts down temporarily then comes back online once everything comes back up.

Can often be real hard to see why an industry just powers down though.

Stux
Nov 17, 2006
Probation
Can't post for 7 hours!

Magil Zeal posted:

I think this is where I am at, it is way too hard to keep industries productive with the minimum wage increase. Even if I'm producing gold outputs using silvers I often end up losing money, or making the barest minimum of profit. And because industry won't hire if they don't have funds (and hires very slowly if it's getting a trickle), this can lead to subsidizing becoming a necessity regardless of whether you even have a command economy.

Maybe someone better at the game can make it work; I've only managed to hit the end screen for the first time a few minutes ago. But it just kind of fell apart at the end and I had to scale back my protections quite a bit.

raise income taxes. your sol should be so sky high by this point the impact is extremely minimal and undone a few years later

Dramicus posted:

Some things I have learned in general.

Be very careful with what production methods you choose especially if you have social reforms enacted. A lot of the production methods only do one thing: They consume more of something like tools, coal, engines, etc and in return all they do is reduce the number of workers necessary for the building.

Why is this one million percent important? It might make the building more profitable because it has to pay fewer wages, especially if the new resource it uses is cheap. However, you have just put as many as 100k people out of job. They are now unemployed because you just mechanized their job away. If you have a social safety net, you are now also paying for them. Due to the nature of job qualifications, if you just laid off 100k labourers, they can't just waltz into your state-of-the-art manufactories and work as machinists. By switching a large enough industry to a new method, you have potentially just put your country's economy into a death spiral.

If you don't have a social net, the consequences are far less dire for you, namely the government, those people will become destitute and may return to being peasants. They might cause a bit of turmoil, but it's easily dealt with a strong police institution. So, it's ultimately not your problem, it's theirs.

Another thing to watch out for, be HYPER CAREFUL with raising the minimum wage, it can turn all of your fundamental resource industries non-profitable. This means they will start firing employees, who then go on welfare, as discussed above. You can cause the same death-spiral as your basic resource production dries up and it works its way up the chain where your mid and high end production becomes unprofitable due to resource input prices.

Implementing social reforms and mechanizing needs to be done very carefully and step by step. Do not just click level 5 minimum wage just because the button is there and you can. Trust me, I found out the hard way.

mechanizing frees up labour for more production. you build out more work and then hit mechanise on the old factories.

DurosKlav
Jun 13, 2003

Enter your name pilot!

Also would be nice to have an menu that shows pop needs without having to hover over like 4 different tool tips.

buglord
Jul 31, 2010
Probation
Can't post for 35 minutes!
Buglord

DurosKlav posted:

Also would be nice to have an menu that shows pop needs without having to hover over like 4 different tool tips.

Yeah. This game presents a lot of info but this isn’t so easy to suss out. A lot of my questions are “why is this happening” and “is what I’m doing actually working”

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Tekma posted:

Finished my first game and it definitely didn't go without issues. Experienced 3 different market crashes because of being part of a bigger market that i suddenly lost access to.

Which brings me to the question: does anyone know how exactly shipping lanes and port connections work?

I was playing as finland (mostly being under russia but broke off around 1900) and had a few south african colonies that couldn't connect to my market no matter what i tried if i was an independent market. There was a clear route to the colonies and I had lots of ports and up to like 8000 convoys and still nothing. I was trading with USA and Qing no problem so i definitely had enough convoys to reach far off locations. Joining a bigger market seemd to mystically fix this but i really don't know why. And it was fine until inevitably the senior partner of customs union got itself into a war which instantly dropped my market access to 0% everywhere, despite no land being occupied or anything. There was also no apparent convoy raiding or anything either. Absolutely no idea how the gently caress is this supposed to work.

Only thing I can think of is that I had no navy of my own because I wasn't doing really any kind of war things, but even then again there was no apparent presence of enemy fleets within my routes, they just vanished instantly as war broke out. Earlier on I did lose some trade route efficiency to convoy raiding while being part of russia so its definitely not that mechanic at least.

Really do like the game but it kinda needs a lot more work and content. Hopefully such things are to come!

So I did some digging (especially here), and I think I worked out what your problem was, given the specific behavior you described. It sounds like you...didn't have enough convoys. Having lots of convoys isn't necessarily indicative of having enough, and in fact trading a lot with powers like the USA and Qing could actually end up soaking your convoys through enormous trades due to the enormous markets both represent - especially the Qing, since having to ship things so far away means they cost vastly more convoys for the same amount of goods carried. Since trade routes automatically expand as much as demand and convoys will let them, it's entirely possible to have trade routes sneakily eat up all your convoys while you're not paying attention. This is an issue because maintaining port connections DOES in fact require convoys. It should be possible to see a tally of total convoys and available convoys somewhere on the market screen, and as well if you zoom in and see the little golden nodes on the map, those are sea nodes and it's possible to click on them to see what trade lanes are passing through a given node, how many convoys each specific trade lane is costing you (port connections included), as well as which admirals are busy defending any given sea node.

So why did joining a bigger market fix this situation? Because the market overlord is responsible for providing convoys to overseas states, including the colonies of junior members of the customs union. The junior partners have to share part of their convoys with their overlord, but if the overlord noticed a shortage that you'd missed, they'd take care of it and fix the situation.

Now why would a war suddenly tank all that? Because overseas troops eat up convoys as well to keep them supplied, and potentially quite a lot of convoys at that. If your market leader sent their troops overseas, that could suddenly create a black hole of convoys shutting off less vital convoy priorities - like, say, the colonies of a junior member of your customs union.

I can't be CERTAIN that's the problem, but it does seem to map to the behavior you're describing. Try poking around in your saves to see if the facts actually match up.

Jazerus
May 24, 2011


be very careful about the mercantilism -> free market transition. if you're a great power with overland trade routes with other great powers, chances are either you or they have entangled your markets together with huge trade routes. the tariffs you get from this are not insignificant at all - i'm rocking 200k in tariff income as italy in 1860. free market is really strong for new world nations and others that don't see huge trade volumes but a european power might want to stick with mercantilism or protectionism.

Magil Zeal
Nov 24, 2008

America had an... interesting arc in my first game.


Note that while America had propertied women, they couldn't actually vote at this point in 1898. So apparently a woman can hold office, but can't vote.


They managed to do this, but never did get rid of legacy slavery or racial discrimination.

Stux posted:

raise income taxes. your sol should be so sky high by this point the impact is extremely minimal and undone a few years later

This worked for a while, but eventually even max taxes wasn't cutting it very consistently. I was going to try and lower the minimum wage, but the game ended, thankfully before I got into a true death spiral. It was just so hard to make things productive past a certain point.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Pleased to report that the glorious and progressive nation of Belgium has removed the misbegotten 'nation' of Luxembourg from the map.

Dramicus
Mar 26, 2010
Grimey Drawer
So I got too frustrated with the loving Shogunate in my second Japan game and quit. For whatever reason they were about 500% more difficult to get rid of than in my first Japan run. I just popped into France and holy poo poo it's a breath of fresh air. They are pretty much in the perfect starting position to get industrializing immediately. They basically don't have any bad laws at game start, just some that are sub-optimal.

Tekma
Apr 27, 2006

Tomn posted:

So I did some digging (especially here), and I think I worked out what your problem was, given the specific behavior you described. It sounds like you...didn't have enough convoys. Having lots of convoys isn't necessarily indicative of having enough, and in fact trading a lot with powers like the USA and Qing could actually end up soaking your convoys through enormous trades due to the enormous markets both represent - especially the Qing, since having to ship things so far away means they cost vastly more convoys for the same amount of goods carried. Since trade routes automatically expand as much as demand and convoys will let them, it's entirely possible to have trade routes sneakily eat up all your convoys while you're not paying attention. This is an issue because maintaining port connections DOES in fact require convoys. It should be possible to see a tally of total convoys and available convoys somewhere on the market screen, and as well if you zoom in and see the little golden nodes on the map, those are sea nodes and it's possible to click on them to see what trade lanes are passing through a given node, how many convoys each specific trade lane is costing you (port connections included), as well as which admirals are busy defending any given sea node.

So why did joining a bigger market fix this situation? Because the market overlord is responsible for providing convoys to overseas states, including the colonies of junior members of the customs union. The junior partners have to share part of their convoys with their overlord, but if the overlord noticed a shortage that you'd missed, they'd take care of it and fix the situation.

Now why would a war suddenly tank all that? Because overseas troops eat up convoys as well to keep them supplied, and potentially quite a lot of convoys at that. If your market leader sent their troops overseas, that could suddenly create a black hole of convoys shutting off less vital convoy priorities - like, say, the colonies of a junior member of your customs union.

I can't be CERTAIN that's the problem, but it does seem to map to the behavior you're describing. Try poking around in your saves to see if the facts actually match up.

See this would make sense and I considered this as well, but as said, I had around 8000 convoys at peak (and none of them were being used for import/export after leaving a joint market) which was far more than any of the customs union overlords i had. I was literally maxed out on how many convoys I could possibly have.

Also the wars that happened involved no troop movements lmao. The AI completely sucks rear end at dealing with naval invading (what a surprise) and will just sit on their rear end if there is no land bridge to make natural fronts, which then leads to the warscore passively grinding down to 0 for both sides which won't really end the war until some arbitary way too long time has passed. Like the last market i was part of was spanish and spain went to war with austria (who had only like 1-2 ports in mediterranean at the time) and I even checked all the sea nodes between me and the spanish market capitol and they were completely free of austrian navies (neither side also not engaging in any kind of naval battle at all)

The market access behaviour might be due to a bug at this point but I feel more likely that it's just depending on some completely obfuscated factors, like port connections having some untold max distance that doesn't depend on amount of convoys available. And maybe some hard requirement of having at least a nominal navy to maintain shipping lanes during war time even if no actual naval activity is observed in the shipping lanes. I dunno. Weird stuff.

Also as last thing worth mentioning that my african market access worked just fine while part of the russian or austrian market, neither of which had any ports that would have helped "chaining" the port connections and also both had fraction of the convoy fleet that i had.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
Say, now that I've had some time to fiddle with the game...has anybody here actually played a game as the UK? I'm normally leery about playing as a nation that's already powerful to begin with, but the more I fiddle with the game mechanics the more it seems like the UK could actually be genuinely interesting if you try to use the navy aggressively to expand international influence and preserve the balance of power by acting as a check on other European powers getting too big for their britches.

Tekma posted:

See this would make sense and I considered this as well, but as said, I had around 8000 convoys at peak (and none of them were being used for import/export after leaving a joint market) which was far more than any of the customs union overlords i had. I was literally maxed out on how many convoys I could possibly have.

Also the wars that happened involved no troop movements lmao. The AI completely sucks rear end at dealing with naval invading (what a surprise) and will just sit on their rear end if there is no land bridge to make natural fronts, which then leads to the warscore passively grinding down to 0 for both sides which won't really end the war until some arbitary way too long time has passed. Like the last market i was part of was spanish and spain went to war with austria (who had only like 1-2 ports in mediterranean at the time) and I even checked all the sea nodes between me and the spanish market capitol and they were completely free of austrian navies (neither side also not engaging in any kind of naval battle at all)

The market access behaviour might be due to a bug at this point but I feel more likely that it's just depending on some completely obfuscated factors, like port connections having some untold max distance that doesn't depend on amount of convoys available. And maybe some hard requirement of having at least a nominal navy to maintain shipping lanes during war time even if no actual naval activity is observed in the shipping lanes. I dunno. Weird stuff.

Also as last thing worth mentioning that my african market access worked just fine while part of the russian or austrian market, neither of which had any ports that would have helped "chaining" the port connections and also both had fraction of the convoy fleet that i had.

Huh, weird. I can't claim to be an expert at the game but I do like puzzles and you've piqued my interest. Don't suppose you'd be willing to upload the save somewhere so I can take a look at it?

lalaland
Nov 8, 2012
Playing as burma and i have qing opening up a huge import trade route for iron to my market and greatly increasing the price for construction. If i increase iron production they just make their trade route huger. I have the protect domestic supply thing already on, what else can i do for them to stop sucking up my iron?

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
Quick question - are there hotkeys for mobilizing troops? I'm getting really tired of clicking on the general on the right side of the screen, moving the mouse to the bottom left of the screen to issue an order, and then moving the mouse to the top left of the screen to select a destination (or clicking on the map).

Also, tried out a new strategy as China again. Vassalizing the nations to your south is surprisingly easy and rewarding. You incur a lot less infamy for doing it that way, and you don't have to manage the pops (and they pay you money while buying poo poo from your market!). Besides, you really want them for the rubber later on, and you can always annex them once you become a great power by damaging relations.

Japan still seems to be a bit of a sticking point though. At some point I'll figure out how to acquire them in a less messy fashion. Their states are great, but they cost a ton of infamy. I'm also planning on acquiring some vassals in the Middle East. We'll see how the devouring part goes though.

On the domestic side, starting out by gutting your starting generals seems like a good plan. The landowners can get as angry as they want, but with no reforms to protest against, there's not a lot they can do. It also substantially boosts the clout of your armed forces, and in 5 years' time you can do things like pass a professional army and secret police. Then you just kick the landowners out of power, suppress them, and don't worry about passing any new laws for a while. I've been primarily using authority on consumption taxes and trying to get as many tariffs as possible going in order to fund perpetual expansion of the economy.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

lalaland posted:

Playing as burma and i have qing opening up a huge import trade route for iron to my market and greatly increasing the price for construction. If i increase iron production they just make their trade route huger. I have the protect domestic supply thing already on, what else can i do for them to stop sucking up my iron?

Honestly, I'd rake in the profit from the iron, swap the construction buildings over to wood, and then just make as many construction buildings as you can. They're not as good as iron, but quantity can make up for quality, and you have a few million people who need jobs.

Arrath
Apr 14, 2011


Dramicus posted:

I know what you mean. The industrialist ideology in game makes total sense: open the borders, let everyone in so they can work, but don't pay them a dime. If they lose their job, it's up to them to sort their own mess out. It's logically consistent with the goal of industrializing, but man it feels dirty.

Here I am having just barely passed poor laws, and put zero investment in to the institution cause I'm always short on bureaucracy.

Welfare? Minimum wage? Dunno what you're talking about, full bore capitalism baby. Yet I did somehow find a mix of laws that gets me at +10 for the industrialists, intelligentsia, and trade unions (though I'd still really like to pass workplace safety laws) so I've accrued a crazy set of bonuses.

Stux
Nov 17, 2006
Probation
Can't post for 7 hours!

lalaland posted:

Playing as burma and i have qing opening up a huge import trade route for iron to my market and greatly increasing the price for construction. If i increase iron production they just make their trade route huger. I have the protect domestic supply thing already on, what else can i do for them to stop sucking up my iron?

you could try going full isolationist lol

Jedi Knight Luigi
Jul 13, 2009
I don't understand why I have such a huge issue with reconciling the cost of goods, which is a problem for enjoyment because it's like 80% of the game.

For most of this Bolivia game I've had 20-25 construction capacity at the second tier of building material, and I couldn't figure out how to stop those building materials prices from going up, mostly the iron. I have lots of places to mine iron, but upgrading them means spending money I don't have, and I feel like I missed something in the economic gameplay loop and I can't loving figure out what. Did I select the second tier of building too early and now everything needs way more iron than I can ever produce+import? Same thing sort of happened with paper--I switched all the government offices to filing cabinets on day one. Is this basically 20 years out from an inevitable game over? You can see in the screenshot my building capacity is now only 10 because I switched back down to the first tier of building materials...not sure what the consequences of that will be on the already-built buildings.

Also confusing is why my convoy count keeps fluctuating so wildly. One day it's +200, the next it's -175.



P.S. There's almost a million radicals and like 30k loyalists behind the tooltip. I think it's mostly from reduced standard of living...why would that happen if I haven't been downsizing any buildings? Why are these people losing their jobs? This is too much.

Jedi Knight Luigi fucked around with this message at 03:25 on Oct 29, 2022

FPyat
Jan 17, 2020
Do Imperator and CK3 have camera rotation, or is this the first Earth-based Paradox game to allow it?

Magil Zeal
Nov 24, 2008

Jedi Knight Luigi posted:

Also confusing is why my convoy count keeps fluctuating so wildly. One day it's +200, the next it's -175.



Is it possible that the worker count in your ports is fluctuating? Buildings don't do what they're supposed to if they're insufficiently staffed. That's why while having a bunch of peasants from migration may be troubling at times, it's far preferable to wanting to expand but having like 100 unemployed people sitting around.

Edit: You have a welfare payment of 2.33, so you can't have that many unemployed people sitting around. I assume your extremely low population is the cause.

Magil Zeal fucked around with this message at 03:36 on Oct 29, 2022

Dramicus
Mar 26, 2010
Grimey Drawer
So if anyone was looking for an easy game with total freedom to do whatever you want: Pick France.

France starts the game in an ideal position in every sense of the word. They have plenty of resources, plenty of people, plenty of tech, plenty of good laws, plenty of good soldiers, plenty of overseas opportunities, plenty of convoys to sustain any imports you need to shore up any shortfalls. France is pretty much heaven on earth, as far as early starts go.

Stux
Nov 17, 2006
Probation
Can't post for 7 hours!
you appear to have issues w market access

Tiler Kiwi
Feb 26, 2011


:toot:

the labor leader is a feminist and the rural leader is a woman and as thats the entire communist party, which has 90% of the vote, it was a pretty easy pitch

e: lol just noticed shes a bigot, girlboss energy

Fray
Oct 22, 2010

Started a Zulu game after doing about 20 years as Sweden to get oriented. It seemed like an interesting challenge from the brief time they spent playing it on a dev stream. One thing that I realized it very helpful is that Zulu starts with a huge army for its size, so Armed Forces is initially a very strong IG. This is good because, while AF is conservative, it’s differently conservative than the landowners, so you can use their influence as a wedge to start chipping away at them.

You have little trading ability initially which is a major hindrance, but you can do a little overland with the Boer states, and that’s immensely helpful. I beelined for shipbuilding and a port so that I could start doing real trade with Britain and Portugal, and that’s when my economy really starting humming via cash crops. I like how well the game represents reality in this respect; Poor countries trying to bootstrap into industrialization live and die off their exports to bring in foreign capital.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
So, the United Syndicates of America and Radical America are in a big civil war, and I didn't get the option to declare Indepedence during the kerfuffle. I jsut automatically joined one side and got crushed. Well, hopefully when the Radicals win it frees me somehow.

Edit: Nope, the radicals just re-created the United States and I'm still a puppet.

Anime Store Adventure
May 6, 2009


I’m sure people have talked about it here but the thread moves fast.

Has anyone played heavily with various styles of building early? Generally I’ve tried to just fill the needs of the market while taking any brief moment I can to push into steel do industrialize. I’m wondering if people have experience with both just rushing straight into the heavier industrial push first and then using a more robust infrastructure to go back and patch up your market (this is obviously a little tech-dependent.) or vice versa: just absolutely spam farms and convert people from peasants. I assume this way you’d potentially rank grain and early food prices and things, but maybe it becomes balanced by taxes and that? I know this would give you a shitload of landowner clout but I’m more interested in just the raw economics of this approach.

I feel like my approach is a decent split and kind of what most people seem to do and what the tutorial teaches you, I’m just wondering if there’s a better approach.

Fray
Oct 22, 2010

Anime Store Adventure posted:

I’m sure people have talked about it here but the thread moves fast.

Has anyone played heavily with various styles of building early? Generally I’ve tried to just fill the needs of the market while taking any brief moment I can to push into steel do industrialize. I’m wondering if people have experience with both just rushing straight into the heavier industrial push first and then using a more robust infrastructure to go back and patch up your market (this is obviously a little tech-dependent.) or vice versa: just absolutely spam farms and convert people from peasants. I assume this way you’d potentially rank grain and early food prices and things, but maybe it becomes balanced by taxes and that? I know this would give you a shitload of landowner clout but I’m more interested in just the raw economics of this approach.

I feel like my approach is a decent split and kind of what most people seem to do and what the tutorial teaches you, I’m just wondering if there’s a better approach.

I think you gotta look hard at your starting state and trade options. As Sweden I had iron and wood bonuses and good education, so I immediately went hard into heavy, teched industry and was basically the iron, wood, and tools source for much of the continent.

But as Zulu, I have gently caress all except some potentials for cash crops the Europeans don’t have, so I’m building a plantation economy, which produces the capital inflows I’ll later need for some education and early factories.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
Holy poo poo, I'm free! Germany of all people forced America to release me!

Now my economy is in shambles since I only have access to my own market. Gotta find a way to fix that.

Away all Goats
Jul 5, 2005

Goose's rebellion


How do I get rid of this event? It doesn't have an expiry time like any of the other events that show up here.

All 3 of those icons are the same 'Contagious Disease Acts' so it's pretty hard keeping my pops happy.


edit: I guess I should have read the event closer since those are permanent

Away all Goats fucked around with this message at 04:34 on Oct 29, 2022

The Cheshire Cat
Jun 10, 2008

Fun Shoe
I'm having a little trouble understanding how a general's battalion cap is actually used - I've got a general promoted all the way to rank 5, so the tooltip says that he has a cap of 100 regular battalions and 200 conscripts, however he currently only has 53 battalions assigned to him and there are 11 more unassigned in the same region as him and they absolutely refuse to join his army. He's not mobilized (I'm not even at war), and it's not just this one general that has the issue, the whole game I've been hitting some weird soft cap where battalions simply stop joining commanders well below their stated cap and I have to promote them to get them to pick up more.

Tiler Kiwi
Feb 26, 2011
my communist party split into social democrats (labor unions) and agrianists and now the socdems are losing the election by a huge margin

should have gone vanguardist, smh

FishBulbia
Dec 22, 2021

BTW the US flag gets more stars each time you add a state

I think you can comedy this if you map paint

CharlieFoxtrot
Mar 27, 2007

organize digital employees



FishBulbia posted:

BTW the US flag gets more stars each time you add a state

I think you can comedy this if you map paint

There's an achievement for getting 100!

Some of the achievements seem pretty goofy, is there a Paradox meme around Lanfang?

The Berlin Conference one is a good historical reference

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

CharlieFoxtrot posted:

There's an achievement for getting 100!

Some of the achievements seem pretty goofy, is there a Paradox meme around Lanfang?

i assume they're just really interesting as an odd chinese syndicalist republic based around gold mining

my first run was as lanfang, i flubbed the achievement but they're a really cool learning experience

CharlieFoxtrot
Mar 27, 2007

organize digital employees



Oh I am learning about the Kongsi federations now, that's neat

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
It's now 1882, I'm Independant and after the turmoil of the early independence years the Indian territories have an alright economy.

No idea how I'm gonna fight the US though. Gotta hope someone else destroys them and I can pick up the pieces.

Demon Of The Fall
May 1, 2004

Nap Ghost

FishBulbia posted:

BTW the US flag gets more stars each time you add a state

I think you can comedy this if you map paint

I think the max # of stars you can have is 100

Adbot
ADBOT LOVES YOU

Mantis42
Jul 26, 2010

For a while Lanfang was EU4's rarest formable nation.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply