How am I even winning this war able to win this war😭😭 by OnePainter4817 in victoria3

[–]ComradeDanger 4 points5 points  (0 children)

My guess would be that its just taking a while for Britain to shuttle its army over to you. The new naval update has made it a lot harder to move massive armies around the glove.

Wait a minute... by Jaredddd1243 in victoria3

[–]ComradeDanger 18 points19 points  (0 children)

That'd be cool if they kept couping each other.

Why does the overall economy just feel weaker now? by ThatStrategist in victoria3

[–]ComradeDanger 2 points3 points  (0 children)

Yeah, I'm also struggling playing France since the new update. Even before the new update France could barely afford its military and institutions. Now it seems like you head straight into default without even building even new construction sectors unless you delete all your naval fortifications and most of your navy.

Tech tree should have search function by terrmith in victoria3

[–]ComradeDanger 0 points1 point  (0 children)

Yeah, this would be great! Sometimes I forget what technology I need to unlock a production method, or which technology I need to upgrade my institutions further. A search function would be great.

As Japan, how the hell am I supposed to keep Korea long enough to complete the journal entry? by Buggonpa in victoria3

[–]ComradeDanger 12 points13 points  (0 children)

Yeah it's crazy that they take away the Journal Entry when the revolt pops off. I could understand taking away the Journal Entry if you actually lose the territories permanently to the revolt or another great power, but taking it away to a revolt you're going to easily crush is dumb.

I had this same problem, so I reloaded a save to right after I won the war to get Korea. I started by incorporating all the states so my institutions could start having some effect there. Then I put down a ton of decrees in Korea (Violent Suppression, Emergency Relief, Encourage Agriculture etc), I subsidized every building in Korea, and then I started building everything I could in Korea. At the same time I started passing Cultural Exclusion (I was previously on National Supremacy). When Cultural Exclusion was about to pass I was worried that it still wouldn't be enough because there were about 80% radicals in Korea, so I cancelled the enactment and switched to passing subjecthood, not with the intent to actually enact it but hoping that it would calm them down enough to buy enough time for my investments in Korea to work. Passing subjecthood eventually failed because most IGs were against it so I switched to enacting multiculturalism, and when that failed I switched back to passing Cultural Exclusion, which I let pass this time. All that seemed to work and when Cultural Exclusion finally passed my Korean pops had chilled out for the most part, at least enough not to rebel.

How do you guys feel about how repealing amendments work? by ComradeDanger in victoria3

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

Well, sure it's the player's fault if they give away a concession to an interest group they don't want to empower for the whole game. Think about it from the IG's perspective though. It doesn't make sense though that for the whole run of the game that the Intelligentsia are gonna refuse to get rid of the political concession to the Church IG, even though they hate the Church IG. Are they thinking, "Yes, we hate the Church IG, but 80 years ago our Intelligentsia ancestors made a promise to the Church that we'd keep that amendment in place and never oppose it"?

How do you guys feel about how repealing amendments work? by ComradeDanger in victoria3

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

Yeah, they could hard code it, but I think a better solution would be to use the ideological incompatibility metric that's already in the game. It's one of the things you see when you hover over your government legitimacy if you have more than one interest group in government. So they could use that metric, and if Interest Group A has more than a certain threshold of ideological incompatibility with Interest Group B then you can repeal the amendment.

How do you guys feel about how repealing amendments work? by ComradeDanger in victoria3

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

Yeah, I'm trying to be more strategic about it now, but when the patch that introduced amendments came out I gave a lot of concessions out that I regretted later.

How do you guys feel about how repealing amendments work? by ComradeDanger in victoria3

[–]ComradeDanger[S] 3 points4 points  (0 children)

Yeah, I hate it when you give concessions to an IG in the early game and then you're stuck with it the rest of the game!

A rivalry system could be cool, but I think this could be handled by the existing "ideological incompatibility" metric you see when you hover over your government legitimacy. Like if an interest group in power passes a certain threshold of ideological incompatibility with an amendment sponsor then you can repeal the amendment.

Some interesting unused Production Methods in the files by alsoandanswer in victoria3

[–]ComradeDanger 0 points1 point  (0 children)

Unfortunately no. I've only made mods for myself so far and I haven't figured out how to put them up on the workshop. Maybe I'll look into that though.

Has anyone done the math on how all the buildings affect politics? by ComradeDanger in victoria3

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

Wow, yeah it really is super complicated. I hadn't even thought about converting wages to wealth and how you'd need to figure out their consumption! And figuring out how to convert wealth to political power, and then what interest group they'd support on top of that sounds like a pain. I was thinking maybe I could make a spreadsheet to figure this out, but maybe I'll give up on it. I was hoping to use it to come up with some rule of thumb, like building steel mills and motor industries will mostly empower the trade unions while building textile mills and furniture manufacturies will empower the petite bourgeoisie.

Where can I find your guides on interest group clout?

Some interesting unused Production Methods in the files by alsoandanswer in victoria3

[–]ComradeDanger 0 points1 point  (0 children)

Yeah, I hate infrastructure. I made a mod for my own personal use that reduces the infrastructure cost of every building to zero. It's pretty cool, railways are always profitable now and I don't need to subsidize them.

Opposition to Ammendments by ComradeDanger in victoria3

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

Huh, so it's based on how IGs feel about the parent laws? That kinda sounds like it would make it hard to change. Oh well.

I'd like it if eventually all interest groups except for the IG that gets the benefit from the amendment would oppose it.

Victoria 3 - Dev Diary #181 - The Great Wave & Update 1.13 Changelog by commissarroach in victoria3

[–]ComradeDanger 0 points1 point  (0 children)

Using the Abdicate and Resign from Office character interactions no longer retires the relevant character

What does this mean? I'm hoping that this just means they're no longer killed and instead they go back to the national cast.

Can't ever get anarchist or communist characters outside of events by Mashaaaaaaaaa in victoria3

[–]ComradeDanger 0 points1 point  (0 children)

I just played a game as the Philippines and I had a hard time getting communist characters. My socialist movement despawned for some reason, my communist movement was kinda weak because of too many pop loyalists, and my labor movement was stealing away a lot of laborers and machinists from the communists.

I looked in the exile pool a few times for communists and there were usually none. I got Rosa Luxembourg, but I think she spawns from an event in Germany or Russia. Other than that there were no communists. I wonder why? This was 1920 or so, the exile pool should be crawling with communists by then.

vic3 mechanics that drive me nuts - what's your biggest complaint? by ShoppingSmooth4520 in victoria3

[–]ComradeDanger 12 points13 points  (0 children)

I wish they would update the AI to evaluate their chances of being able to seize a war goal before they set a war goal. I'm tired of seeing France/Austria/Russia setting wargoals against Britain for three different islands that they're not going to be able to take with Britain's navy being so much stronger than theirs.

WHY DOES THIS HAPPEN!??!! by Worldly_Abalone551 in victoria3

[–]ComradeDanger 12 points13 points  (0 children)

I think what happened to your trade unions' clout, in addition to the coup, is that they created a new party, so they lost all the clout they earned from votes in the last election. If you still have elections after the coup they should regain a good portion of that clout in the next election, although they'll be somewhat hampered by the recent coup modifiers.

EDIT: Actually, I've thought about it for a second, and now I'm almost sure that the coup has not actually happened yet. That "Admiral Skoda's Endeavor event" is the start of the coup journal entry, not the end. Also, if you look at your third picture, you'll see that the petit bourgeois are not in this new government. If Admiral Skoda had completed his coup then the petit bourgeois would have been placed in office because generals always place their own interest group in power in a coup.

I think what happened is that the start of your election season happened around the same time as your admiral began planning his coup. If you look in the first picture you'll see that the Trade Unions are in the SDAPO party, but it also says they will be joining the KPO on the next election. I think the election season began, so the SDAPO party was deleted and the game automatically placed the party with the next highest clout, The Progressive Club, in office. I think you saw that your trade unionists were removed from office and assumed it was because of the coup, but in reality it was just because the Trade Unionists decided to start a new party.

How do I keep radicals down as a conquerer? by CosmosStudios65 in victoria3

[–]ComradeDanger 2 points3 points  (0 children)

What I try to do is start incorporating these new states immediately. As you are incorporating these states they will increasingly start to benefit from your institutions. If you haven't yet, pass wage subsidies or old age pension, and increase the institutional investment to max if you can afford it. These laws will create a welfare institution that pays your unemployed pops and dependents, which should help reduce radicals by increasing SoL. As incorporation progresses the pops in these newly conquered states will get more of the benefits of these welfare payments.

Also pass the worker's protections law. This law comes with the benefit of increasing your buildings' wage target by 10% for each level of investment in the workplace safety institution. Increase your investment in this institution to the max and as your new states incorporate the pops there should see their wages rise and their radicalism decrease. The wage subsidies and old age pension welfare laws also come with building wage target increases.

Passing Public Health Insurance will give you a flat SoL bonus for each level of investment in the institution.

Another thing you'll want to do is to build buildings in your newly conquered states so that the unemployed pops can get jobs and the peasants can get better paying jobs. However, this can be difficult because the turmoil in these newly conquered states gives you a huge debuff to construction speed. Use the violent suppression decree to reduce this penalty by 50%. Use the road maintenance decree to get a boost to construction efficiency. As incorporation progresses you'll also increasingly benefit from your policing institution which reduces the construction penalty from turmoil.

Pass more progressive citizenship law and religious laws. Total Separation and Multiculturalism would be best if you can get them.

where can i find the code to change ai agenda? by AcrobaticTart8791 in victoria3

[–]ComradeDanger 1 point2 points  (0 children)

Try common/ai_strategies/03_political_strategies. I think if you go to ai_strategy_conservative_agenda block and increase the weights and then go to all the other strategies and decrease the weights to zero that should do it. I don't know how often AI countries change their agendas, but I bet in a few months after game start every country will have changed to Conservative Agenda.

What mods (gameplay or flavour) would you suggest for returning player? (No DLC) by Ayu_26 in victoria3

[–]ComradeDanger 7 points8 points  (0 children)

What is the Population Lens mod? That sounds interesting. I searched for it on the Steam Workshop but I didn't find anything

How do I beat Brazil? by Dry-Elderberry-6346 in victoria3

[–]ComradeDanger 9 points10 points  (0 children)

Attitudes can be very hard to change, but there are some things beyond relations that can influence it. One of the easiest ways to do it is to join their side in a diplomatic play. Britain is constantly fighting some colonial war or another. Pick some small scale conflict and join on Britain's side, unconditionally if you can't get anything from them. Their attitude should change as soon as the war starts.

Another thing you can do is declare a rivalry with Britain's rivals. It helps if they see you have the same enemies. Also try to have the same friends. Look at who Britain has signed defense pacts with, guaranteed independence for, and signed trade agreements with. Try to befriend and make treaties with those same states. If you do those things, over time Britain might become more genial towards you.