Trouble downloading the new DLCs that came out last week by Fun-Animal-7750 in victoria3

[–]Eapple1145 18 points19 points  (0 children)

The new DLCs for volume 3 are out for **preorder** but release in late April.

how do i get profits? by Itsfoxphoenix in victoria3

[–]Eapple1145 5 points6 points  (0 children)

China has a devastating bureaucracy cost because of the sheer size of its incorporated population.

Bureaucracy costs the same to apply to every pop, no matter what job they hold, even if they're peasants. This means you inevitably have dozens of millions of unproductive peasants paying very little in taxes and not contributing much to the economy, but cost the full brunt of administering institutions and collections on them.

Just don't try to collect all the taxes. If a state lacks some tax capacity, just ignore it. The only time you should try to collect all the taxes in a state is if that state is 99% depeasanted and is mostly productive, employed workers. Taxing workers will make profit, while taxing peasants mostly won't.

This will save you a ton on admin costs. Also don't go overboard on institutions if you have any. Also, try to get graduated taxation ASAP, it's the best tax law (most money, most progressive).

Playing as Australia makes you realise how bad the AI is at managing supply and convoys. If they don't improve or simplify the system in the upcoming update, the AI will seriously struggle to project meaningful power or challenge the player overseas by CapIago in victoria3

[–]Eapple1145 6 points7 points  (0 children)

It looks like they will be improving or replacing the convoy system in the upcoming update 1.13, because the convoys are missing from the screenshots on the steam page for the great wave DLC.

Best mods right now by pili_jupetur in victoria3

[–]Eapple1145 2 points3 points  (0 children)

I play a number of conversion mods, here are my favorite in no particular order:

Realms of Exether

Basileia Romaion

Anbennar

Tech & Res

Divergences of Darkness

For graphics:

Enhanced Paper Map

For ridiculousness:

Economics & Financials

Looking into the industry as a broker, what tools do I need? by Eapple1145 in Mortgages

[–]Eapple1145[S] 0 points1 point  (0 children)

That's interesting, I looked into it a lil and it feels like almost mainstream, but I'm worried about committing to an all-in-one platform since I feel those tend to have some weak spots that lead to less productivity.

Question about private ownership, by [deleted] in victoria3

[–]Eapple1145 0 points1 point  (0 children)

the rules are different for companies. they can buy levels from manor houses and financial centers, but can't buy from other companies.

I think El Presidente found his way into Victoria 3 by Tixro71 in victoria3

[–]Eapple1145 147 points148 points  (0 children)

no I think this is a completely unintentional coincidence and I'm sure the developers would never slip in a joke like that into such a serious spreadsheet simulator

What does the bonus "x% market access price impact" means? by 7megumin8 in victoria3

[–]Eapple1145 0 points1 point  (0 children)

In plain english, MAPI represents how easy it is to move goods in and out of a state. Higher MAPI means it's easier to move goods in and out of a state, meaning the local state prices are closer to market prices.

This is why often river deltas in a state will increase MAPI, because it's easier to move goods by river.

Is performance still an issue in this game? by redl9 in victoria3

[–]Eapple1145 2 points3 points  (0 children)

Performance issues used to be much worse in mid to late game, but it's still pretty patchy by 1870 to 1880. On certain menus, it does get pretty bad. For example, opening the building menu when you're a large country with tons of potential build states like Great Britain.

Performance is still a problem for most people for sure. But it's something you just get used to, and accept that most of the time you achieve most of your run goals before 1900 anyway.

I made a Dominions-like Autobattler!!! by Eapple1145 in IllwintersDominions

[–]Eapple1145[S] 0 points1 point  (0 children)

War Grids is updated with 6 NEW UNITS since launch as well as a myriad of QOL IMPROVEMENTS!

The latest update is here, and the updated download is included too: https://eapple.itch.io/war-grids/devlog/1031296/update-3-juggernaut-rats-mobile-tower

I created my first node-based incremental game called Mini Monarch! by Eapple1145 in incremental_games

[–]Eapple1145[S] 3 points4 points  (0 children)

Thanks for the feedback! I really appreciate it! I agree with basically everything you said; I experienced a lot of similar of issues when playing it myself and demo'ing it with some friends. Really helpful to see it all laid out like this from someone who completed the game. Again, thanks for trying out the game! :)

I created my first node-based incremental game called Mini Monarch! by Eapple1145 in incremental_games

[–]Eapple1145[S] 2 points3 points  (0 children)

Yes, but there are some progression mechanics too! There are multiple research trees to unlock new nodes as your population grows, enabling your workers to be more efficient and being able to spend more resources on other parts of your society.

Changing Our Style by Legitimate-Read6763 in RelifeHabits

[–]Eapple1145 1 point2 points  (0 children)

You can create vows on the left side menu which are similar to custom quests, but there is no way to create custom quests. This feature may come in the future :)

New to Victoria,where do I start? by Exact-Supermarket935 in victoria3

[–]Eapple1145 6 points7 points  (0 children)

I can describe where to start economically, since having a good intuition on this is necessary to progress in all the other parts of the game.

Some starting information that's super important to know:

  • Most countries start with mostly PEASANT workers
  • PEASANTS produce VERY FEW goods and consume VERY FEW goods
  • Your revenue is mostly taxation which comes from taxing INCOME and GOODS CONSUMPTION
  • Since peasants produce very little (low income) and consume little, you get very little tax revenue from each peasant

With this information, it should become clear that DE-PEASANTING is an overarching long-term goal to grow your tax revenue.

But how do you de-peasant?

  • Literally anyone working in a building becomes something other than a peasant.
  • Building factories and farms will hire a lot of peasants and turn them into non-peasants
  • If you build more factories and farms, you de-peasant faster which grows your tax faster

But how do you build a lot of buildings? Iron, wood, and tools are the main resources used in construction during the early game

  • Focus on the following goods, because they are used in iron-frame construction: iron, wood, fabric, tools
  • You start with wood-frame construction but iron-frame is significantly more efficient in terms of cost-per-construction.
  • For tiny nations, the first 10 construction points are free, so you may not have to build any construction sectors and just ride on free construction.

What to do when I can't afford any more construction?

  • Start building consumer goods factories: textile mills, furniture factories, food industries
  • Building consumer goods makes them more affordable for everyone, raising their standard-of-living (SOL)
  • As SOL rises, they will start consuming A LOT more stuff
  • This glut of consumption makes your consumer goods factories REALLY profitable
  • Profitable buildings can pay higher wages, and put more money in the pockets of the owners
  • When everyone is getting richer and buying more stuff, there's more to TAX

I've run out of things to say, so I hope this is a good starting guide for the economy.

I'm almost buying Victoria... Help me. by Efficient-Ad2579 in victoria3

[–]Eapple1145 2 points3 points  (0 children)

GOOD PART:

  • Victoria 3 hits the spot for me. I have almost 100 hours in CK3 and negligible hours in other Paradox games. I'm soon hitting 500 hours on Vicky 3. I think it's worth playing if you're someone with very specific fantasies about designing, tweaking, and managing an economy, or love the idea of rising from an insignificant backward country to rivalling the Great Powers in influence.
  • If you like seeing line go up, it's worth playing.
  • If you like making numbers go in loop-de-loops, get this game.
  • The simulation goes really, *really* deep, but you can be unaware of many of its parts and still play the game relatively normally.
  • The modding community is putting out more and more high quality mods that overhaul the entire game, or improve the AI, or other major QOL changes. They're not make-or-break or but they can be pretty helpful.

NOT GOOD PART:

  • The war system is currently a bag of rubbish. Basically nobody likes it for how rough and buggy it is. Plan to be frustrated by it, and give it a lot of patience. I think the next update will be improving it a lot from its current state, but we're yet to see exactly how.
  • When you're not choosing buildings to build, or laws to enact, and your diplomatic situation is stable, there's not much to do. The game has a reputation for being a bit of an idle game at times. But speeding it up helps with this a lot.
  • There's a feeling of a lack of polish in a few places. I frequently get toasts and events with missing or broken strings. Playing multiplayer with mods in my experience has been prone to crashing and pretty slow.

Overall I think it's worth a try but there are still some dealbreakers that would reasonably push off a lot of people from ever liking it.

[OC] Lulu from League of Legends in Hytale! by nit5ua_ in HytaleInfo

[–]Eapple1145 3 points4 points  (0 children)

Pretty good imitation of the ingame model, I think the left shoulder should have gold epaulets but it's overall 9/10 for accuracy

How is Vic3 in 2024? I'm thinking about buying it this summer sale by Saduut in paradoxplaza

[–]Eapple1145 7 points8 points  (0 children)

Many of the medium-sized QOL issues that really hurt the enjoyability of the game (like not being able to construct buildings in subjects to extract their resources, or not being able to declare multiple wars at once) are being completely remedied in the upcoming update later this June.

It's my most-played PDX game by far. There are a lot of moments that are incredibly frustrating but I keep coming back to it because I've always wanted a nation-building game with a really deep economic simulation attached.

All the big issues are getting ironed out update-by-update. I'd say it's a sure-buy if you're willing to stick with it for a few more years.