My most memorable game of Vicky 2 has to be playing the Swiss in a multiplayer game and managing to remain neutral in every single war over the game (except for the last 20 minutes to just see how powerful I was). I stayed a secondary power the whole game and had the highest prestige, and most educated population in the world and had the largest % of pops as craftsmen. I was mostly playing sim city obviously, but in my test war with Italy at the end I crushed them,.
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# ¿ May 25, 2021 14:36 |
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# ¿ Apr 27, 2024 13:00 |
Edgar Allen Ho posted:Does Brazil care if this Mexico demands they make some trade concessions? What does this Mexico do if Brazil refuses? I think it's not supposed to be that nations will abstain from trade barriers, but that individual producers will want to sell their goods to prestigious places because people seeing their furniture or whatever in a museum will make them want to go buy similar items.
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# ¿ May 25, 2021 19:34 |
It's where the Jan Mayen hyper-empire is centered.
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# ¿ May 25, 2021 23:23 |
Haiti being tutorial island would be rad for all the reasons people say, but also because it would piss off the fascists.
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# ¿ May 26, 2021 11:28 |
Sounds like a good way to show off what market groups do now so you can get those goods.
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# ¿ May 26, 2021 12:02 |
I mean, with the number of provinces they have, unless they have a frontline system like HOI4 then they are either going to have a nightmarish micro intensive combat system, or a completely different military setup from previous games. Like theaters that you pour resources, men, and officers into rather than directly controlled units.
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# ¿ May 27, 2021 16:27 |
So, having bought the game yesterday and played 3ish hours as Beligium and (an aborted) run as South Africa; am I wrong in thinking that the crux to your economy is how quickly you can get your construction industry up and going? Like that is the single most important thing you can do, aside from avoiding dying to an invasion correct?
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# ¿ Nov 25, 2022 20:12 |
AG3 posted:Well, yes and no. It increases worker wages which makes it easier for them to afford things, which in turn sharply increases SoL and thus demand for more goods. However it makes the businesses incredibly vulnerable to market fluctuations because the margins are so small, and any efficiency gains you manage by reducing input costs or increasing throughput gets eaten up by wage increases, which is a problem since a lot of these gains are temporary in the first place. I don't have access to the defines at the moment, but I believe they increase wages a little bit every ~21 weeks whenever the profits exceed 20% or so (which is apparently getting removed next patch). They probably should increase wages based on the labor supply in that state, rather than profits being large. That should raise the SoL for tight labor markets, encourging migration to them which in turn helps to alleviate the labor shortage there.
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# ¿ Nov 29, 2022 19:36 |
Are coal and oil plants supposed to be ENORMOUS money losers? Even with even prices on coal and pretty elevated electrcity prices (+40%) the switch from the base tech to coal is an enormous net negative.
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# ¿ Dec 5, 2022 16:14 |
The Cheshire Cat posted:I've always had to subsidize my power plants, I'm not really sure why because yeah as you mention electricity demand can be quite high and they'll still be losing money. My guess is that maybe the base price for electricity just gives it extremely narrow profit margins under ideal conditions, so even moderately high wages or slightly more expensive input goods can end up covering the difference. My base tech power plants are at least profitable (if not wildly so) with the ~+40% prices I have. Haven't had to subsidize them. They do take an HUGE amount of pops to operate them though. Like 1/6 of the entire working population is dedicated to their operation as the Swiss. Edit: I am in the French market though and the biggest supplier of electricity in the world though, so that could be on me there. I did have to build it out like that to get enough supply going so my industries can actually buy enough for their needs though. France is soaking up a lot of the damand. Nitrousoxide fucked around with this message at 21:24 on Dec 5, 2022 |
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# ¿ Dec 5, 2022 21:20 |
You can also pump up demand with some good ol' government expenditures. More construction means more demand for wood/iron/tools/etc, provided you have the budget to support it, which can get you some more laborers who need their needs met with other industries.
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# ¿ Dec 7, 2022 16:31 |
Tahirovic posted:Is this working as intended: Was France part of the war?
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# ¿ Dec 7, 2022 21:20 |
AAAAA! Real Muenster posted:Am I missing something about Construction Sectors? It is 1839 as Persia. I built two Construction Sectors in Tabriz and in the building menu for Tabriz it shows the two Construction Sectors, using Iron Frame construction, produce 10 Construction Points. But if I hover over the Construction icon on the top left-hand side of my screen, it says I only have 6 Construction Points from Tabriz. Is there a modifier somewhere that I'm missing? They require workers and goods to actually make the construction points. You should also have a baseline 5 construction points which require no workers and no resources. Every nation gets this to let them get started.
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# ¿ Dec 8, 2022 03:22 |
AAAAA! Real Muenster posted:As Persia I started importing Grain from China to get grain costs down so my SoL would go up and I wouldnt have to build that many farms. However, I realized that if I built up my own grain farms, I would pull more peasants out of subsistence farming, which in theory would mean they had more money to contribute to the national economy and thus to spend on goods I am producing like clothes, furniture, ect which would increase demand for these things, creating a positive feedback loop where I would employ more people by expanding the factories for those goods. Is that a mostly correct line of thinking for the game or am I off my rocker somewhere? Farms are MUCH cheaper to build than factories (150 cp vs 300cp for resource gathering or 450cp for factories). So if you're looking to quickly get people out of substinance farming it's a pretty effective way to do so. It's an expecially effective way to get people working if you're exploding with unrest over a lack of jobs midgame. You can always downgrade the farms later on if you need to free up workers for factories, or just let them run fallow if they're unprofiable and people will switch jobs automatically. Keep in mind that peasants without their needs met tend to be less cranky than other types of workers, so switching people into those other jobs without the ability to meet their needs is a good way set your country aflame.
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# ¿ Dec 8, 2022 16:10 |
ulmont posted:Break the power of the landowners and church to put in the laws necessary to bring a communist utopia. You shoulda thought of that. I feel like this is sort of a problem in this game. It's that there's an objectively best set of laws you should have and it's just a test to see how quickly you can get to them. While it's kind of nice that the good guys are also like the best end state, it also makes for the choices of laws to not be a terribly interesting one. Especially in multiplayer where everyone just goes socialist as quickly as possible to maximize immigration and beeline worker co-ops. While I don't want the game to be making statements like "fascism is a good economic system!" I do want there to be intersting and meaningful decisions to be had in your choices of laws. If fascism did something like make you into the BBEG and let you ignore deficits and gave you bonuses for how much badboy you had, or gated access to really good military laws that you could use to conquer the world that would make for meaningful decisions instead of just objectively best practices on how to make number go up. Same thing for monarchies, regressive societies, and liberal capitalist ones. Nitrousoxide fucked around with this message at 15:56 on Dec 14, 2022 |
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# ¿ Dec 14, 2022 15:53 |
For a China run, should you just spend 30 years expanding your taxing ability rather than actually building your industry. I see that you are leaving something like 800k in weekly taxes on the table for lack of the government admin buildings
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# ¿ Dec 18, 2022 14:36 |
ulmont posted:Sort of. You have to balance: Yeah this seems like a good plan. I guess you can't solely focus on expanding the bureacracy to meet the needs of the expanding bureacracy, but you're largely dedicating your construction to it and feeding the needs it needs to run. You seem right that you'd probably exceed your infrastructure capacity in the interior states pretty quickly since you can't use ports there to beef things up. That means you need railroads (and their needs). Getting agrarianism seems like a good choice too since you can basically get some "free" investment pool to spend on tea/silk/opium farms. Nitrousoxide fucked around with this message at 16:18 on Dec 18, 2022 |
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# ¿ Dec 18, 2022 16:14 |
Where is the source of additonal currency in the game as time goes on? Is it just minting/gold mines?
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# ¿ Dec 19, 2022 23:02 |
DJ_Mindboggler posted:I think the rate at which you can add to your gold reserves past the cap is based on the market price of gold, if that's what you mean. I don't think there's a way to see the "global money supply" or the like. Yeah I'm talking about the money supply, not just your total wealth. I'm wondering if you could deplete currency reserves by importing too heavily and be unable to purchase stuff if don't have corresponding exports/gold mines/minting to replenish your national supply.
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# ¿ Dec 19, 2022 23:19 |
DJ_Mindboggler posted:My desire to have a simulated global currency market is tempered by the knowledge that even 3 more trade goods would melt everyone's CPUs. Selling money orders so you don't have to use convoys to transport physical coins.
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# ¿ Dec 20, 2022 01:51 |
Congrats or My condolences.
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# ¿ Dec 24, 2022 02:04 |
I thought you needed to be in the same market to get free migration between countries. Does a trade agreement also do that? I'd been avoiding those since it cuts into my ability to get tarrifs from my trading partners but if it allows immigration that would completely turn it on its head for me.
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# ¿ Dec 24, 2022 18:09 |
buglord posted:Are there decent non-european tall countries to play as? Anything european kills my PC's performance when I zoom in. Lanfang gets a buttload of gold early/mid game and I believe finds rubber/oil in the mid to late game. If you can get in China's market (or get them in yours) you can also get absurd migration. The discoverable resources on the island are: code:
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# ¿ Dec 30, 2022 17:40 |
Eiba posted:You start in China's market as a tributary, so that's migration sorted, as well as tons of raw resources for your market. One Proud Bavarian has a video overview of him salvaging a disaster save of Lanfang in 1880. It's not *exactly* the same as a fresh start there, but the general overview of the strategy still applies for that region. https://www.youtube.com/watch?v=sHScz7n590o
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# ¿ Dec 30, 2022 21:49 |
1880's China: Passed most of the liberal reforms except for getting out of monarchy because the clergy/landlords would rise in revolt if I try. Out of nowhere, despite ~40% of my 3 billion GDP economy being craftsmen now, the rural folk win a landside election with 80% of the votes and halt all further progress. Neat. I guess that's what happens when I enact universe sufferage huh?
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# ¿ Dec 31, 2022 15:35 |
Also of note for the whole political game, If you have pops that are going to start a revolution because you're not passing a law they want, you can just start the passage proccess and then... just not do it when they chill the gently caress out. Art imitates life I guess there hah.
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# ¿ Jan 2, 2023 17:04 |
Well I completed the egalitarian questline as China. The last 15 years or so I pretty much let the game run in the background to wrap up the "reach the end date" quest as the country very slowly imploded from ballooning welfare payments. Due to a constantly increasing population base but completely exhausted the world's supply of some basic materials (lead, hardwood, fish) even after I got all the major suppliers of these goods in my market (Russia/ Most of South America including Brazil) there was essentially no more growth possible. By the end of the game I had 14 billion GDP but it'd plataued a few years before and welfare payments made up 75% of my expenses. Nitrousoxide fucked around with this message at 20:05 on Jan 3, 2023 |
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# ¿ Jan 3, 2023 18:58 |
I don't get it, what does that mean?
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# ¿ Jan 5, 2023 02:34 |
Arrath posted:Its an annoying feedback loop once you run out of peasants where an industry with vacancies will raise their wage to fill those spots, which causes workers to jump ship from another industry, which then raises their rates to fill their new vacancies... eventually a factory tips over to unprofitable in this endless cycle and fires some folks and they get mad about it. And yeah, motors are tough to make very profitably so their factories get hit by it pretty hard. Sounds like you want 5% unemployment
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# ¿ Jan 6, 2023 01:00 |
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# ¿ Apr 27, 2024 13:00 |
I do wish there was some automation you could do in setting up trade routes. Things like "setup export routes for these goods in any country where it doesn't cost me monarch power as they pop up" or the reverse would save a **lot** of checking.
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# ¿ Jun 22, 2023 14:48 |