Tyrr
Liturgist
- Joined
- Jun 25, 2020
- Messages
- 2,572
On the mod front, I’ve been using ‘Anbeeld’s Revision of AI’ with some success. It improves the AI scripts for research and building, leading to generally much higher levels of development around the world, stronger AI nations and more nationalists causing a more coherent Germany and Italy.
Whoever takes a photo of their screen should get drawn and quartered.Yet we can't deny that devs done their research
It's the [current year]. People should know what the F12 button does in steam by now. Shameful.Whoever takes a photo of their screen should get drawn and quartered.Yet we can't deny that devs done their research
On the mod front, I’ve been using ‘Anbeeld’s Revision of AI’ with some success. It improves the AI scripts for research and building, leading to generally much higher levels of development around the world, stronger AI nations and more nationalists causing a more coherent Germany and Italy.
10 years. We'll have a good set of mods by 2032.So how long until mods fix this?
Took about 5 years for Stellaris but this seems like a much bigger fuckup on release?
I read this post and decided to try it out. My solution to the problem was to join the British Empire. The infinite raw materials from India are perfect for industrialization, and Britain itself produces a ton of coal. It was borderline required. Ethiopia has no coal, lead, or silk, as well as minimal convoy potential.What's a realistic way to get Ethiopia to be able to trade? All the statelets that can form it are isolationist, and everyone who lives there wants it to remain isolationist. I can't properly industrialize like that, its too poor. Even when I manage to unite the entire Horn while Egypt is busy conquering Constantinople or whatever, I can't do anything after that, because I am stuck with a small economy and can't trade.
Could you elaborate on this, please? Because it sounds like complete nonsense.Oh, you overproduce one product, now it cost peanuts so people don't want to work in your factories and your economy plummets!
Could you elaborate on this, please? Because it sounds like complete nonsense.
So what he meant is that the price (not cost) of overproduced good decreases, as supply outweighs demand, making those factories unprofitable, so people don’t want to work in those factories producing that specific good (not all your factories)?Industries, factories have to be profitable enough to maintain some level of production and pay high enough wages to attract and retain workers in relation to other employers.
I don't understand him either.So what he meant is that the price (not cost) of overproduced good decreases, as supply outweighs demand, making those factories unprofitable, so people don’t want to work in those factories producing that specific good (not all your factories)?Industries, factories have to be profitable enough to maintain some level of production and pay high enough wages to attract and retain workers in relation to other employers.
Do these people join other factories or do they become NEETs?
And why does the economy plummet? Does that happen assuming youre not producing anything else?
Is this under assumption of closed economy or open as well? I’d imagine international trade should make this effect less severe.
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# Game Balance
###################
# Economy
- Petit-Bourgeoisie now also care about government wages
- Slashing government wages will now reduce prestige
- Slashing military wages will now reduce training rate
- Debt slavery can now enslave pops up to wealth level 9, in reduced numbers for each point
of wealth
- Reduce the max number of pops enslaved each week by debt slavery from 5% to 0.5% of
state population
- Debt slavery will no longer enslave additional pops when slaves is 20% or more of the state
population
- Tweak subsistence production in decentralized nations so African pops don't start at
starvation levels
# Politics
- Increased the chance of progressive political movements appearing over the course of the
game
- Movements to Preserve now have a larger effect on the chance for a law to stall, making it
harder to pass laws opposed by powerful groups
- Political Movements for or against changes in Slavery and Government principles laws will
now be more radical
- Reduced base effect of Propagandists Intelligentsia trait from 50% to 25%
- Reduced effect of guaranteed liberties on loyalists and radicals growth
# Colonization
- Native Uprisings now get a significant bonus to their combat capabilities, mainly on the
defensive
- Reduced the chance of Native Uprisings occuring when provinces are colonized
###################
# AI
###################
# Diplomacy
- AI is now a bit less likely to back down in diplomatic plays
- AI is now a bit more likely to get involved in diplomatic plays
- Make the AI more keen on swaying countries to its side if outmatched in a diplomatic play
# War
- AI is now a lot more focused on taking land-adjacent states and conquering contiguous land
areas in general
- Increase AI aggression against Unrecognized countries after unlocking Civilizing Mission
# Colonization
- Increased AI tendency to get involved in Native Uprisings slightly
###################
# Interface
###################
# Tooltips
- Improve revenue predictions when constructing buildings to show more accurate and useful
data
###################
# Bugfixes
###################
- Flotillas now regain Morale as intended after naval battles
- Fixed a bug where capitulating in one war could cause your generals in another war to
standby
- Added additional check to prevent monuments from being targeted in tutorial
- Added a check to the Declare Interest Tutorial that was miscounting the maximum amount of
Declared Interests possible.
- Fix issue where Investment Pool could be used for disallowed building types
- Fix issue where predicted price for goods after goods substitution would sometimes show the
wrong value
- Political movements can now start organizing a revolution at 50 radicalism rather than 100
(100 is needed for the revolution to actually begin though)
- Fixed typos in several defines
- Fix pop attraction reasons tooltip CTD in Asian languages
- Fixed a CTD caused by trying to create a shipping lane between two market areas with at
least one of them being only nominally coastal due to the entire coast being impassable
- Fixed a CTD that could be triggered when clicking on the "mobilize all" button"
- Fixed late game CTD when transferring troops
- Fix CTD when hovering sell orders after having country join your market (__chkstk
(chkstk.asm: 109))
- Fix CTD in NPdxParticle2Internal::SParticlePool::GetActive
- Fix CTD in CJominiSplineNetworkGraphics::GetStripLengthInternal
- Tweak subsistence production in decentralized nations so African pops don't start at
starvation levels
And once I became independent and got my own market the economy tanked. The GDP per capita plummeted to 7th place and I'm losing money.
lol you are confusing Finland with Poland. Finland gives to EU more than what it gets in return.Sounds pretty realistic, like Finland outside the EU.
lol you are confusing Finland with Poland. Finland gives to EU more than what it gets in return.Sounds pretty realistic, like Finland outside the EU.
Haha I know man, but Finland was already a hardcore nanny state in late 80s. The welfare in the 90s was better than what it's today as they keep cutting it.lol you are confusing Finland with Poland. Finland gives to EU more than what it gets in return.Sounds pretty realistic, like Finland outside the EU.
I'm sure you remember life in Finland before the mid 90s and joining the EU, it wasn't quite the stereotypical 'nordic' material paradise that people think of today. Anyway, I'm just teasing you. Access to a huge market really is easy mode in Victoria 3 ATM.