|
Speaking of naval issues, can invasions be interdicted by coastal patrols? I'm pretty sure I've gotten landings despite having numerically/technologically superior fleets set to "Patrol Coast" of the relevant region.
|
# ? Nov 23, 2022 00:54 |
|
|
# ? May 27, 2024 16:39 |
|
smarxist posted:Is there like a production panel that shows the flow of goods (like in my country, before trade, and after local consumption, I'm positive 100 fabric), is that just the market details page? Because everything is based on supply/demand and buy/sell orders? There isn't other than enforcing sakoku and then looking at your market report, and there seems to be some degree of thought that you shouldn't need to think about it and should only work off relative prices. Which is probably historical rather than the neat "x steel mills need y coal mines and z iron mines" logic, but turns to gently caress and poo poo if you ever make a play for independence or fall behind the naval curve as an island (and I'm including the western hemisphere majors here as well) power. I put together a rough and clunky calculator, it takes a while to get the data in and especially to micromanage it as you build but it's saved a couple of otherwise bricked runs for me that were tied to the UK market and needed to get out. https://docs.google.com/spreadsheets/d/1WRkQwpLn8iBBVjdv-v-PCZfapel5ZlCMwo0JuFNIaG4/edit?usp=sharing
|
# ? Nov 23, 2022 00:57 |
|
DJ_Mindboggler posted:Speaking of naval issues, can invasions be interdicted by coastal patrols? I'm pretty sure I've gotten landings despite having numerically/technologically superior fleets set to "Patrol Coast" of the relevant region. In practice it doesn't seem so, but if you can cut off the convoys the attrition is absolutely ridiculous.
|
# ? Nov 23, 2022 01:01 |
|
Is there a hidden naval landing penalty? Tried a naval landing, I had like 250 attack, enemy had like 170 and just CRUSHED me.
|
# ? Nov 23, 2022 01:08 |
|
TheDeadlyShoe posted:In practice it doesn't seem so, but if you can cut off the convoys the attrition is absolutely ridiculous. There is. AI Italy interdicted my fleet annoyingly reliably when I was repeatedly trying to invade them. I had to fight a naval battle each time before my troops could land.
|
# ? Nov 23, 2022 01:10 |
|
Elendil004 posted:Is there a hidden naval landing penalty? Tried a naval landing, I had like 250 attack, enemy had like 170 and just CRUSHED me. if you're using too many troops on too few boats you'll get like a -99.99% modifier.
|
# ? Nov 23, 2022 01:10 |
DJ_Mindboggler posted:Speaking of naval issues, can invasions be interdicted by coastal patrols? I'm pretty sure I've gotten landings despite having numerically/technologically superior fleets set to "Patrol Coast" of the relevant region. yes. i have had my naval invasions intercepted, if you win the naval battle it continues as normal and if you lose then you have to gently caress off back home. Elendil004 posted:Is there a hidden naval landing penalty? Tried a naval landing, I had like 250 attack, enemy had like 170 and just CRUSHED me. you need one ship in the fleet per battalion you're trying to transport to avoid insufficient naval support penalties, and also some provinces have a difficult landing modifier that is very significant. eventually one of the naval techs turns off the difficult landing penalties.
|
|
# ? Nov 23, 2022 01:11 |
DJ_Mindboggler posted:Speaking of naval issues, can invasions be interdicted by coastal patrols? I'm pretty sure I've gotten landings despite having numerically/technologically superior fleets set to "Patrol Coast" of the relevant region. Yes. I've had naval invasions fight a battle at sea before making the landing, and had the landing fail when the fleet loses the battle. Sometimes though the invasion can sneak by the screen and not have to fight. TheDeadlyShoe posted:In practice it doesn't seem so, but if you can cut off the convoys the attrition is absolutely ridiculous. Absolutely. The few times GPs have involved themselves in my Southern American exploits I'll let them land a few armies (by sending my navies off raiding or planning their own naval invasion) before raiding the convoys to cut off their supplies and then watch as they suffer terrible, terrible attrition. Fancy tech doesn't do much for them when they don't have any beans or bullets. Arrath fucked around with this message at 01:18 on Nov 23, 2022 |
|
# ? Nov 23, 2022 01:12 |
|
What's the usage of a tech liiiike, Water Tube Boiler? When I try to implement in a workshop, all it does is use more tools/coal, and fire some of the workforce. is that so you can move manual labor to other openings? like I have a ranch that's understaffed and needs labor, will they migrate or what?
|
# ? Nov 23, 2022 01:19 |
smarxist posted:What's the usage of a tech liiiike, Water Tube Boiler? When I try to implement in a workshop, all it does is use more tools/coal, and fire some of the workforce. Yes it's to reduce labor requirements and free up bodies for work elsewhere/more of the same factory. So far for me its been a mid game thing if I hit a labor crunch before my stratospheric SOL as compared to the rest of the world brings in a flood of migrants to my country looking for work.
|
|
# ? Nov 23, 2022 01:22 |
|
ItohRespectArmy posted:if you're using too many troops on too few boats you'll get like a -99.99% modifier. Jazerus posted:you need one ship in the fleet per battalion you're trying to transport to avoid insufficient naval support penalties, and also some provinces have a difficult landing modifier that is very significant. eventually one of the naval techs turns off the difficult landing penalties. Plenty of ships, and all the tech so shouldn't be that. If it WAS that, shouldn't the -99% modifier show somewhere?
|
# ? Nov 23, 2022 01:22 |
|
smarxist posted:What's the usage of a tech liiiike, Water Tube Boiler? When I try to implement in a workshop, all it does is use more tools/coal, and fire some of the workforce. It's there to let you play tall with small countries I assume, I have never touched 90% of the automation production methods because by the time they are unlocked I almost always have open borders and multiculturalism and immigrants are arriving faster than I can build places for them to work.
|
# ? Nov 23, 2022 01:23 |
smarxist posted:What's the usage of a tech liiiike, Water Tube Boiler? When I try to implement in a workshop, all it does is use more tools/coal, and fire some of the workforce. yeah it's to lower the number of people working there. this makes the building ideally cheaper to run, and means that those people can go do other jobs. early in the game it may not be ideal to use these kinds of techs because you're often not at any kind of labor shortage, but eventually you will want to stack industry sky-high and have each building running as efficiently as possible
|
|
# ? Nov 23, 2022 01:23 |
|
ThatBasqueGuy posted:the monkeys paw curls as we get a ship designer DLC to accurately simulate the tooling and retooling of combat fleets alongside the rapid development of technology. o fuk yea build and modernize the chilean economy for 70 years straight entirely for an all-in rush right as you switch from Krupp to Krupp cemented and wipe out the royal fleet and seize your place in the sun
|
# ? Nov 23, 2022 01:31 |
|
Music is quite good in this, it has a lasting impression even after the game is closed. I'm particularly fond of the song "Death March" : https://www.youtube.com/watch?v=l3RNZG3l4NM
|
# ? Nov 23, 2022 02:08 |
|
Is there a logic to trade center development and growth? Im playing Prussia and Pomerania has 3.2 m pop and rising quick. It has no special industry except a 10x furniture factory, and there are other larger ones in the nation. Id like to somehow populate Elbe with trade centers and pops.
|
# ? Nov 23, 2022 02:28 |
|
Elendil004 posted:Plenty of ships, and all the tech so shouldn't be that. If it WAS that, shouldn't the -99% modifier show somewhere? i've never seen the icon for it, merely been told about it and seen its effects. are you seeing the individual battles for the naval invasions or just the starting number? sometimes you just get a bad roll on troop numbers in the battle regardless of how many you deploy on the naval invasion
|
# ? Nov 23, 2022 02:47 |
|
Gaj posted:Is there a logic to trade center development and growth? Trade center builds in the location closest to the trade partner, so you'd have to trade with swedes a lot probably do the greener grass invocation on a state and people will wanna migrate to it more, they'll also go to places that are empty more (click state, go to info, shows all the modifiers) liveable space is defined by arable land, which is dumb af because arable land is based on some formula using the mapped population densities of 1836, so places that had more people at that time have more arable land, and greater potential for pop growth. that's why china starts out with 22.6k or whatever arable land and the US as a whole has like 8,000 as an unfortunate consequence this makes migration kind of stupid because Chinese provinces are so arable land dense that if they up the SoL a bit they pull in migrants from the US, and migration to America is much, much lower than it should be p.s. if you look at a state's migration it'll tell you what specific places people are going to or coming from, so you can declare war and get the traitors back to the factories FirstnameLastname fucked around with this message at 03:06 on Nov 23, 2022 |
# ? Nov 23, 2022 02:53 |
|
smarxist posted:What's the usage of a tech liiiike, Water Tube Boiler? When I try to implement in a workshop, all it does is use more tools/coal, and fire some of the workforce. Wages are usually the number one expense for an industry so these techs serve two purposes: the first is that if you're playing a small pop nation you can build more stuff. The second benefit is that the tech reduces the operating cost of the business and can make an unprofitable industry profitable. This is much stronger than it looks because supporting a business that is otherwise unable to sustain itself is a large part of your economy and when you get an investment pool economy this means more money for you because the owners are making more money.
|
# ? Nov 23, 2022 03:40 |
|
Going to take a break from this game until some updates. (So I say but I can see myself restarting and playing up to 1870s again). There's too much bullshit associated with army/navy balance, tech levels and the whole problem with how resources are handled. I'm not even sure the game properly models stuff like the revolutions of 1848 and it's easy for me to just get lost in running the hamster wheel of constantly building up industries all over the place to watch the number go up while the rest of the game passes me right by. I realized by 1880 that you can just keep on building forever and it'll never stop, you'll always need more of another resource resulting in more construction and more of some other resource falling back on you. I already hit a point I've drat near maxed my coal supply and I need even more of the stuff just to fuel power plants, railways and other details. I can't imagine doing this across all 50 US states or most of Europe. Japan by itself is hard enough.
|
# ? Nov 23, 2022 03:45 |
|
victoria 3 really needs an award named after it that basically stands for "extremely flawed but extremely compelling"
|
# ? Nov 23, 2022 04:07 |
|
Kraftwerk posted:Going to take a break from this game until some updates. (So I say but I can see myself restarting and playing up to 1870s again). Completely fair after this current mp game and a couple of choice cheevos I'll probably put it down for several months. Edit: how the gently caress did I clock almost 150 hours in this jank rear end game Lawman 0 fucked around with this message at 04:17 on Nov 23, 2022 |
# ? Nov 23, 2022 04:14 |
|
ItohRespectArmy posted:victoria 3 really needs an award named after it that basically stands for "extremely flawed but extremely compelling" Very much so. I'm excited to see where the game goes as some more mods come in and more content updates come out. I hope they can dramatically fix the game speed - that's going to be the real killer at the moment.
|
# ? Nov 23, 2022 04:17 |
|
ItohRespectArmy posted:victoria 3 really needs an award named after it that basically stands for "extremely flawed but extremely compelling" The Guild award
|
# ? Nov 23, 2022 04:18 |
|
Are the railroad transportation tickets like electricity (where they only effect the state they're in) or a good that goes across state lines?
|
# ? Nov 23, 2022 04:20 |
|
TTBF posted:Are the railroad transportation tickets like electricity (where they only effect the state they're in) or a good that goes across state lines? they go across state lines, but so does electricity. you can make electricity in new york and supply it to your colonies in asia if you want. what you can't do with either electricity or transportation is export it outside your market.
|
# ? Nov 23, 2022 04:23 |
|
TTBF posted:Are the railroad transportation tickets like electricity (where they only effect the state they're in) or a good that goes across state lines? both electricity and transportation are shared throughout your whole market, including every state in every country in your customs union as long as that state has market access
|
# ? Nov 23, 2022 04:23 |
|
Wow, that knowledge about electricity is going to completely change how I play the game. I did not expect that. I heard different from some YouTuber and just assumed they knew more than me.
|
# ? Nov 23, 2022 04:25 |
|
I build power stations in every state anyway because it feels wrong otherwise
|
# ? Nov 23, 2022 04:30 |
|
One gigantic power plant in new york that supplies half of north america with electricity is the way.
|
# ? Nov 23, 2022 04:32 |
|
I was subsidizing every power station to make sure it was generating enough electricity to cover what was consumed. In each individual state. I had auto-expand on and turned it off when I saw a power plant was expanding and making more electricity than was consumed. An absurd level of micro-management.
|
# ? Nov 23, 2022 04:34 |
|
ItohRespectArmy posted:victoria 3 really needs an award named after it that basically stands for "extremely flawed but extremely compelling" I think that's just the Paradox mission statement.
|
# ? Nov 23, 2022 04:42 |
|
smarxist posted:The Guild award Oh man, yeah that's spot on! That game was some real janky gold haha (I wonder how TG3 is, actually? Hopefully it's not simply watered-down TG2)
|
# ? Nov 23, 2022 04:52 |
|
TTBF posted:Wow, that knowledge about electricity is going to completely change how I play the game. I did not expect that. I heard different from some YouTuber and just assumed they knew more than me. it's how the dev diaries and youtube vids described it, paradox just changed their mind or have a bug and haven't disclosed it or ??
|
# ? Nov 23, 2022 05:04 |
|
Arrath posted:Yes it's to reduce labor requirements and free up bodies for work elsewhere/more of the same factory. It makes the building more profitable (fewer people to pay wages to) and drives down overall wages in the state (more unemployed/peasants so buildings don't have to compete for workers as much). I can also be useful to drive demand for early industrial goods if you don't have another use for them yet.
|
# ? Nov 23, 2022 05:08 |
|
Major Isoor posted:Oh man, yeah that's spot on! That game was some real janky gold haha (I wonder how TG3 is, actually? Hopefully it's not simply watered-down TG2) It's watered down TG2 with better graphics and more slick UI. Still a decent game and the management side works fine but if you played TG2 for the interpersonal drama and councils and petty scheming then just stick with TG2 and mods.
|
# ? Nov 23, 2022 05:10 |
|
Waifu Radia posted:it's how the dev diaries and youtube vids described it, paradox just changed their mind or have a bug and haven't disclosed it or ?? They changed their mind because the micro otherwise would've been unbearable.
|
# ? Nov 23, 2022 05:24 |
|
Note to self: Even one level of welfare for China will annihilate your economy. I passed Poor Laws so the Industrialists wouldn't radicalize from going Council Republic, now the IGs that could remove it have been utterly marginalized. My expenses column is literally the Dril tweet.
DJ_Mindboggler fucked around with this message at 06:33 on Nov 23, 2022 |
# ? Nov 23, 2022 06:29 |
|
dead gay comedy forums posted:I think it's simply the fact that they lacked manpower and resources for the technical challenge of the economic gameplay model while also going for a planned release date according to the financial schedule (since paradox is a public company after all) The late game slowdown likewise seems like a relatively low-hanging fruit, in terms of the impact it has on the game. Like, obviously a completely satisfying solutions would take a long time, and even the quick solution would take quite a bit more time than buffing more advanced ship types, but performance is also a pretty big deal in terms of how a game feels to play. Staltran posted:Only if each ironclad can only be fired upon by a single wooden ship at the time DJ_Mindboggler posted:Note to self: Even one level of welfare for China will annihilate your economy. I passed Poor Laws so the Industrialists wouldn't radicalize from going Council Republic, now the IGs that could remove it have been utterly marginalized. My expenses column is literally the Dril tweet.
|
# ? Nov 23, 2022 06:38 |
|
|
# ? May 27, 2024 16:39 |
|
Imo the key thing for China is that all those productive methods and add on whatever that decrease the labor pool (like railroad access) are traps because you are going to have too many peasents/people to deal with normally and it's better to have as many of them employed as possible
|
# ? Nov 23, 2022 06:39 |