Victoria II

Seems like there's three problems here:

First is that rebels gain too fast, don't die off enough when you suppress them, and it's too hard to get reform through the upper house to appease them. That's an easy fix, and there's already quite a good mod for that in the paradox mod forums.

The second is that capitalists are dumb. They need to be able to consider potential profitability of a factory before they commit to it, and probably need to raise more capital before building so they won't go bankrupt before it has time to get on its feet. Then I think you'll see laissez-faire governments start to do a lot better. (By the way, another thing you could try to help your capitalists is if they're actually buidling a potentially profitable factory, to put your national focus to craftsmen in that area before it's built, and buy up the raw resources it needs and sell from your stockpile so the factory isn't paying tariffs).

The third and biggest is that supply and demand are really way off - more and more every time I look at it. To model the increased demand for goods in more industrialised societies (without increasing demand in agrarian societies), they've just put all the needs onto craftsmen and capitalists. It's even more nuts than you would think:
This is the needs of a labourer:



And this is the needs of a craftsman (from the same social stratum):


For most goods, including their basic food requirements, the needs are FORTY-EIGHT times higher. And it's similar for capitalists. So they're going to be angry as hell all the time - hence all your revolts. But they need to be that high to keep demand up, to help stop crazy midgame depressions where supply vastly outstrips demand and everyone has their money stuck in the banks. Although the midgame crashes could also have something to do with half the world's superpowers being ground to their knees by jacobin rebels....

And then clergy have such a small margin of luxury requirements that they're always turning into aristocrats if you increase your education funding so you'll always haemmorhage clergy. And artisans spend most of their time starving to death because the market crashes in the first six months and they can't buy supplies and won't really change craft en masse. And good luck ever seeing a clerk...
There's someone on the paradox forum mucking around with these values, and I've tried dabbling myself, and it looks like massively increasing the everyday and luxury requirements of the pops is a better solution, but the economy is so complex that it's clearly going to be an iterative solution that develops over a fair amount of time.

Errrr so yeah essentially it's still a paradox game.....

tl;dr some stuff is broken and we need a patch. :lol:

I actually don't suffer from not enough clergy. I set the funding for education to 100% and, lo and behold, I'm at about 4% clergy or so. Then I can push back to 50ish% and focus on other things.

I do suffer, however, from too many bureaucrats. Even setting the funding for them to <10%, they're still increasing! :lol: I've had my bureaucrats run up into the 3% range.

More playing to figure out the nuances. I need to find a good way to play Two Sicilies and unify Italy without tripping BB-point-great-power-dog-piling mode (I think they may be the subject of my first AAR)
 
More playing to figure out the nuances. I need to find a good way to play Two Sicilies and unify Italy without tripping BB-point-great-power-dog-piling mode (I think they may be the subject of my first AAR)
Spam culture techs, conquer Tunis, get GP status, draw Italian states into SoI. Killing Austria will be simple compared to getting Italy out of France's and Austria's SoIs.
 
Spam culture techs, conquer Tunis, get GP status, draw Italian states into SoI. Killing Austria will be simple compared to getting Italy out of France's and Austria's SoIs.

I played a test run which as follows:

- DOW Pope asap. Get Romagna.
- DOW Modena, conquer them [get iron to industrialize yay!]
- Industrialize and become a World Power
- Research industry and army techs

The problem was that I accrued too many BB points and all the world's powers DOW'd me.

Next steps should be:

- Play diplo grabass with Austria and France over Pied-Sar, Lucca, Tuscany and the Pope to get Italy. [ugh]
- Whack Austria to get Lombardia and Venice.
- ???
- Profit!
 
It'll be a lot easier when the Era of Rebels starts in 1860-70 and Austria and/or France collapses in revolt. :p
 
Has anyone else had it happen where rebels rise out of your city like some sort of disease? I spend SO much time quelling rebellions in the 1900s. Communists. Fascists. Even the bloody jacobins.
 
After 1860-1870 rebels go on turbodrive, Jacobins and Anarcholiberals especially, due to a perfect storm of CON, economic problems with life need fulfillment, and (sometimes) targeted MIL increases. After you get Revolution and Counterrevolution, the rebel spawns are mostly communists.

Paradox is targeting that for the 1.2 patch, along with the too-fast ACW.
 
There needs to be a way to have a reactionary party rule America that isn't the CSA.

Cuz then I'll just go all fascist and try to become autarkical.

Max out tariffs, and build the basic [steel, lumber, concrete] industries and go up from there, with full corporate subsidies.
 
There needs to be a way to have a reactionary party rule America that isn't the CSA.

Cuz then I'll just go all fascist and try to become autarkical.

Max out tariffs, and build the basic [steel, lumber, concrete] industries and go up from there, with full corporate subsidies.

Reading about the historical context of the issue from Paradox's website and Wikipedia I think there's no easy fix. Basically the country was so new and full of competing fractions that only charismatic leaders of the individual parties coming together in compromise helped to hold the country together. And apparently that was only against the common threat of foreign power and the desire for Western expansion.

The Dems would be the closest thing to autocrats, I think, but they were divided on slavery. Maybe a "Democrats endorse slavery y/n?" event would help but I think in all honesty that is too un-PC for the modern consumer who will view it as Paradox being bought out by the modern day Republicans.
 
will the average Paradox consumer honestly give a damn about PC?
 
Looking good so far, been playing as France.

Hopefully 1.2 patch will be out soon to fix the capitalist/rebel issues.

Paradox posted this earlier today: http://forum.paradoxplaza.com/forum/showthread.php?t=493296

The patch will obviously contain a lot more, but these are some headlines we think you'll like to see:

* Improved AI handling of rebels.
* The Diplomatic AI have gotten an overhaul and the AI is more likely to intervene, and also will form alliances with other GP's.
* Mid and endgame economy have been tweaked, and the capitalists should understand more what is profitable or not.


More news to come, like the date of the release and more fixes of course.
 
Questions

- hjve any of you had the Crimean War in you game?
- have any of you seen the USA take on mexico and take Texas etc?
- Has Germany formed in your games? When/how?
 
a - no
b - no
c - yes, but I have no clue. They Prussia formed Germany without having Bavaria... :crazyeye:
Thanks for answer.
Apparantly their is no script for Crimean war event:(
I get the feeling work will be needed in the patch to make USA invade Mexico.
Thats odd but at least they formed. I think they need to do more work on AI for that.

Another question for people - any idea how influence works? I can't figure out a way to increase the rate at which my influence grows in other countries.
 
Another question for people - any idea how influence works? I can't figure out a way to increase the rate at which my influence grows in other countries.

Become stronger. Influence neighbors.

For the former, you get a +[100% - (Their combined score/Your combined score)] (if I understand it correctly) rate bonus to whomever you're trying to influence; the stronger you are, the more influential you are.

For the latter, you get a +50% rate bonus for trying to influence neighbors.

Other than adjusting priority amongst the countries you're trying to influence, I don't think there is a way to increase the base rate of influence.
 
Become stronger. Influence neighbors.

For the former, you get a +[100% - (Their combined score/Your combined score)] (if I understand it correctly) rate bonus to whomever you're trying to influence; the stronger you are, the more influential you are.

For the latter, you get a +50% rate bonus for trying to influence neighbors.

Other than adjusting priority amongst the countries you're trying to influence, I don't think there is a way to increase the base rate of influence.
Ok cool, how do you adjust priority exactly?
 
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