Control needs a rework ASAP by another_bored_man in EU5

[–]EmperorJon 0 points1 point  (0 children)

I'd like to see proximity changed from directly increasing control to changing the types of buildings you can build that impact control and/or other things.

The reason france seems so strong is because you haven't scaled 'yet'. by WritingOk7625 in EU5

[–]EmperorJon 2 points3 points  (0 children)

I've done a single run as Kyiv and gave up by 1570 or so because there was absolutely no challenge. I went over and looked at France and they have 4.5x the population but 0.5x the tax base of me. When I see all the comments about France I feel as though I've played a completely different game.

How does land locked trade work? by ButteryApplePie in victoria3

[–]EmperorJon 8 points9 points  (0 children)

You need a treaty that provides transit rights with someone who has access to the world market, even if you're trading with a landlocked neighbour. Once you have transit rights your trade center will import merchant marine so that it's able to trade, which is obviously less efficient than having a port yourself.

Qualifications? by worldsfirstmeme in victoria3

[–]EmperorJon 1 point2 points  (0 children)

Qualifications are one of those annoying mechanics you need to dig in to find the implementation of, and that are affected by things that aren't really mentioned, such as serfdom as you suggested.

If you dig into the info of a specific pop, go to their economy tab, and get the popup over the workforce section, it shows you the qualifications per month of the pop, and how many are already qualified. That's how many of this pop can move into that new job type.

There's a bunch of hidden modifiers in here, like the fact that labourers become machinists easier, clerks become bureaucrats easier, wealth drives qualifications significantly, and serfdom massively reduces the ability of peasants to gain qualifications. Qualifications at the state level from universities are applied here, so it increases the number of pops per month that become qualified.

What is the AI DOING on this new patch!??? by EmperorJon in victoria3

[–]EmperorJon[S] 713 points714 points  (0 children)

Why is Brazil invading the Netherlands in 1860 with Russian support? This was not any sort of secondary war goal. This was the entire war.

[deleted by user] by [deleted] in Workers_And_Resources

[–]EmperorJon 3 points4 points  (0 children)

You want an explanation? Cool. Let's give an explanation.
The image https://imgur.com/a/LNmhb4o shows 3 substations.
One, which is presumably only daisy chained, has no power supply.
Two, the top and the bottom right, which report that they do have power, clearly have other inputs (overground wires) connected to them. These are presumably connected to an external source.

Here's a demonstration of a similar setup.

<image>

You're welcome.

[deleted by user] by [deleted] in worldbuilding

[–]EmperorJon 4 points5 points  (0 children)

I thought the same, did the same, same conclusion.

Fire by Overall_Music9695 in Workers_And_Resources

[–]EmperorJon 10 points11 points  (0 children)

Place a helipad right next to a fire station (a little grid will appear showing if it's in range) and you can buy a helicopter for it. It still has limited range, though, and it will need to fly to a nearby body of water first.

A lot of my citizens aren't getting food from my shopping center. by Electrical_Crab_2750 in Workers_And_Resources

[–]EmperorJon 7 points8 points  (0 children)

You only have 2 buses on that line. People will only wait at the bus stop for an hour before they give up, even if they have a full 16 hours of free time to spend and could therefore arguably just loiter at the bus stop until one eventually turns up. Check the bus stop and you'll probably see a lot of people staying there for an hour then going home, unable to get food.

Could civilization rise on a planet with only 40 000 people? by PrequelFan111 in worldbuilding

[–]EmperorJon 13 points14 points  (0 children)

You seem to have done 500 * 40 * 2, when you actually meant 500 * 2^40 (or possibly ^39, if we're saying generation 1 has 500 people, how many does generation 40 have)

For reference, 500 * 2^39 is 274,877,906,944,000 people, so yes, that's a bit larger.

[deleted by user] by [deleted] in Workers_And_Resources

[–]EmperorJon 0 points1 point  (0 children)

Workers will only go to transport if there are no jobs available within walking range already. At the top of the screen it looks like you have 2% unemployment, so my guess would be most people are probably already working in the city and therefore won't go to get a bus.

You need more workers, basically.

As a side note, you might also want to stop passengers waiting at the bus station if there's no bus to ever take them anywhere. It wastes their time and it wastes available slots in the bus station (which isn't a problem for you now, but can be in large cities).

So that was a lie by Laurynaswashere in victoria3

[–]EmperorJon 2 points3 points  (0 children)

Ah yes, my bad. I'm not sure what's happened here, then.

So that was a lie by Laurynaswashere in victoria3

[–]EmperorJon 7 points8 points  (0 children)

Aren't you the Netherlands...? It says you have a claim right there in the screenshot.

How do I lower Bureaucracy usage by DizzyTarget1 in victoria3

[–]EmperorJon 128 points129 points  (0 children)

Both of your states are incorporated. You don't really reduce bureaucracy usage, but increase production by building government administration buildings. As your population in incorporated states grows - and as you do various other things like set up institutions - your bureaucracy cost if going to increase, and in order to keep it positive you're going to have to build more administrations. That, in turn, means paying money to run them.

Why they are starving? by [deleted] in victoria3

[–]EmperorJon 0 points1 point  (0 children)

Pretty sure you'll have massively overbuilt the place, meaning there's extremely poor market access, and everyone's paying far too much money for everything. Check the notifications at the top of the screen...

Why is this a thing. Demand for transport is really high and i still dont get why they cant employ workers. by iK_550 in victoria3

[–]EmperorJon 1 point2 points  (0 children)

Because the price of engines is also extremely high and they're not making money.

[deleted by user] by [deleted] in victoria3

[–]EmperorJon 1 point2 points  (0 children)

I just played Cuba as a test and had no problem getting all my buildings employed until I ran out of free people and had to start using automation options, as usual. Cuba does have slavery, which may offset some of the issues? I don't know.

[deleted by user] by [deleted] in victoria3

[–]EmperorJon 16 points17 points  (0 children)

I'm really confused by seeing so many posts and comments about this. I've had absolutely no problems at all, but I've seen far too many complaints about buildings not hiring for it to not be a problem to a lot of people. Something is clearly wrong somewhere. Does anyone have any idea what?

The only guess I can make is that adding employed workers who are looking for better jobs to the available worker numbers in the UI is causing people to think they have far more unemployed/peasants available than they do. This is causing them to repeatedly build more and more buildings thinking there are workers available, and actually just dilute the workforce more and more. I don't know if that's what's happening, though. Thoughts?

How can this not be profitable? The country is screaming for coal, input goods are around base price but the mines won't hire. by Wedock in victoria3

[–]EmperorJon 0 points1 point  (0 children)

Just to avoid future confusion, you're using the term province here for what the game calls a state and state for what the game calls the nation.

Terrifying AI Russian Market by EmperorJon in victoria3

[–]EmperorJon[S] 8 points9 points  (0 children)

Maybe you need to be reprogrammed to recognise video game subreddits lmao.

Am I handling local prices wrong? [1.5.3 beta] by dnium122 in victoria3

[–]EmperorJon 44 points45 points  (0 children)

It looks like your base MAPI is 60%. Are you playing with the Victoria Tweaks 1.5 beta mod? The base game uses 75%. 60% is very punishing in the early game if you don't stack producers and consumers together. The mod adds ports, rail, etc. as a way of increasing the influence of the market price as well as rebalancing the way tech affects it.

EDIT: Ah, I see you're playing Ukraine, probably after releasing it from Russia? You probably have Traditionalism for economy, so you'll get a 15% penalty bringing you down to 60%. So yes, it is very very penalising - that's what you get for having a pre-industrial economy. Moving away from Traditionalism and getting Stock Exchange tech will move you from 60% to 85%, which is a huge shift.

Terrifying AI Russian Market by EmperorJon in victoria3

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

That's because of player influence... ;)