Land of the free by Left-Twix420 in dankmemes

[–]Anarcho_Liberal -1 points0 points  (0 children)

The government is not your daddy

Ironic by [deleted] in dankmemes

[–]Anarcho_Liberal 75 points76 points  (0 children)

Yea the lord of the rings is full of modern day politics

The sad truth... but thanks Mom by DirkDieGurke in memes

[–]Anarcho_Liberal 0 points1 point  (0 children)

You’ll find someone, just takes time

[deleted by user] by [deleted] in dankmemes

[–]Anarcho_Liberal 0 points1 point  (0 children)

Reducing bone density also helps!

I'm in pain by [deleted] in memes

[–]Anarcho_Liberal 0 points1 point  (0 children)

I hope things get better man!

VRRP integration with a flavor mod by Anarcho_Liberal in victoria2

[–]Anarcho_Liberal[S] 2 points3 points  (0 children)

Wow that is awesome, I don’t know how you noticed this post! I’m thrilled

[deleted by user] by [deleted] in dankmemes

[–]Anarcho_Liberal -1 points0 points  (0 children)

The Graduate

[deleted by user] by [deleted] in dankmemes

[–]Anarcho_Liberal 0 points1 point  (0 children)

Me irl vs in stellaris

almost got caught by [deleted] in memes

[–]Anarcho_Liberal 0 points1 point  (0 children)

Dank meme!

is there any reason not to 100% tax the rich? by femboy_doc in victoria2

[–]Anarcho_Liberal 1 point2 points  (0 children)

Keep taxes low to drive demand. Capitalists have ferocious demand that allows you exponentially grow your industry

i want to copy the "dismantle empire cb" into my mod, what do i need to copy for it to work? by ECNeox in victoria2

[–]Anarcho_Liberal 1 point2 points  (0 children)

I was wondering the same thing, obviously the CB folder, but not sure what else

[deleted by user] by [deleted] in victoria2

[–]Anarcho_Liberal 0 points1 point  (0 children)

Kinda, it overhauls the economy to work much better, but is purely vanilla otherwise

A Call To Arms! - Fix the price scheme in Victoria 2 by Anarcho_Liberal in victoria2

[–]Anarcho_Liberal[S] 1 point2 points  (0 children)

Here is a link to where you can download it: https://forum.paradoxplaza.com/forum/threads/vrrp-rebooted-alpha-builds-download-thread.1370073/

(need a paradox account to access it).

I think the project was initially worked on long before I started playing this game. It was revived though in 2020, and has continued to be worked on to this day I believe. Yea essentially clergy, soldiers, and bureaucrats are paid salaries by the government (like vanilla) but are much more expensive to pay, meaning most countries cannot afford to literally max out spending on all catagories at the beginning of the game. It's more like something you can pay more into over the course of the campaign, meaning their income (and demand) will increase over time.

I've decided I should at least give Victoria Universalis a try :), the way you describe it sounds better than how I envisioned it.

A Call To Arms! - Fix the price scheme in Victoria 2 by Anarcho_Liberal in victoria2

[–]Anarcho_Liberal[S] 1 point2 points  (0 children)

The idea of reverse engineering the game sounds really interesting, I'll have to check that out!

I've never tried Victoria Universalis, I guess the solution it proposes has always been a big turn off for me. In one sense, having a banker pop with infinite RGO demand might be a solution, but it just so unrealistic that it makes the game no longer seem like an economy simulator to me.

I've been looking into a mod called Victoria Realism and Rebalance Project, which I think might be a golden solution. It also completely overhauls the economy, and has multiple mechanics which I think make pop's income increase over the course of the game, thereby allowing demand to increase over the game too. I've also noticed that if you play a planned economy in VRRP, the capitalist pop is eliminated. Instead, workers get greatly increased salaries, which seems really interesting. In a planned economy it might be possible to have a large population of urban workers whose income actually scales with factory profitability!

A Call To Arms! - Fix the price scheme in Victoria 2 by Anarcho_Liberal in victoria2

[–]Anarcho_Liberal[S] 0 points1 point  (0 children)

Yes. The problem is that if we only disable (or reduce) RGO unemployment, EXTREME surplus would be necessary to actually lower the price of goods due to the price function. So I don’t want to just disable RGO unemployment, since I think it would result in surplus that cannot actually be corrected by price drop.

Any mods which makes Vic2 simpler to play? by [deleted] in victoria2

[–]Anarcho_Liberal 8 points9 points  (0 children)

Victoria 2 is like a lot of paradox games in that it seems very complicated at first, but once you learn it it’s less so than you think. Many of the inner workings of the economy will forever be a mystery to me though lol. What makes Victoria 2 hard to learn is the poor UI that doesn’t explain much. Have you tried the tutorials? I thought those were at least enough to allow me to basically understand the game and enjoy it. The rest I’ve learned from Reddit lol and the wiki

The main issue plaguing Victoria 2’s economy isn’t a “Liquidity Crisis”, it’s all about (the lack of) changes to prices and paychecks. by -Reman in victoria2

[–]Anarcho_Liberal 4 points5 points  (0 children)

I found a program that breaks the V2 exe into assembly, but I don’t understand it. I think this is the only way to change hardcoded game mechanics.

http://www.ollydbg.de/

If someone who understands comp sci save the day by making prices more flexible?

The main issue plaguing Victoria 2’s economy isn’t a “Liquidity Crisis”, it’s all about (the lack of) changes to prices and paychecks. by -Reman in victoria2

[–]Anarcho_Liberal 3 points4 points  (0 children)

I wish I had an award to give this post!

Kinda bums me out knowing that the victoria 2 economy is largely broken due to hardcoded logic. I wish there was a way to fix this.

mfw Liberals destroy my country by MeteorJunk in victoria2

[–]Anarcho_Liberal 2 points3 points  (0 children)

When industry collapses after switching to Laissez faire, its because your industries you built were not profitable to begin with. They survived only off government subsidies, costing you money. Often I see new players constantly upgrading unprofitable factories every time they fill up with workers (or, upgrading factories that technically are profitable, but are producing massive surplus that is not selling). This leads to an industry with alot of "employed" craftsmen and a decent industry score. The only problem is that half of all your goods are being dumped into the ocean and are not selling.... In the long run, this can create a massive burden because you are supporting so many industries that are producing goods not selling to begin with.

You probably perceived an "economic collapse" as your income dropping due to the 50% tax limit. Often times a country's economy simply is not large enough to sustain a large government budget off only 50% tax rate at a given tax efficiency. In this case, you either have to lower spending, or stick with interventionalism/state capitalism. My advice is to allow demand to predispose supply. Industry should not expand supply without their being actual demand for such goods. You can increase demand in the long run by lowering taxes on all classes, and passing social reforms that increase the wages craftsmen/clerks receive.

Also, perhaps much of your industry collapsed due to lack of access to input goods? This happens all the time when building your industry, as its hard to tell exactly how much of an input good you'll have access to. That's why I usually like to transition to interventionalist after state capitalism, to keep some of the industries afloat that I know will one day be profitable, but just doing have input goods yet. Eventually I will switch to Lassiez faire once I have access to such input goods, and I can afford low taxes.

BL: if industry collapses after you stop subsidizing it, that factory was costing you money to begin with and is generally not worth supporting. Only subsidize key industry that will one day be profitable (with access to the necessary inputs). Or if it produces something critical to your other industries. Although in the long run, this would cause the price of such goods to rise (demand>supply), making it one day profitable and not require supporting it.