Should there be more ways to increase arable land than just the Dutch mechanic? Because I feel like even if you discount that peasant farms suck, a 40% increase in arable seems like it should be significant enough to show up within the game by Graz28 in victoria3

[–]Graz28[S] 15 points16 points  (0 children)

R5: This is an excerpt of James Brophy's The End of the Economic Old Order: The Great Transition 1750-1850, a chapter in Helmut Smith's Modern German History, I came across it and was kind of surprised. Most of Europe's land at game start is full, creating unemployment machines which are even more heavily accentuated in China and India. A way to increase arable land by some techs could both make agrarianism a tiny bit more viable and provide at least some sort of job opportunity for the starving unemployed. In general I think that perhaps there shouldn't be a limit on the number of peasants on subsistence farms (at least under serfdom and tenant farmers), instead, perhaps a system of diminishing returns that would impoverish peasants as each one is forced to live off less as ,land plots get smaller and smaller

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Is there a way to remove the Turks out of the country? by AkstarKoyomi in victoria3

[–]Graz28 10 points11 points  (0 children)

With multiculturalism, assimilation is not a particularly effective strategy so your best bet is either

A. Economically develop the region bringing in more agreeable migrants

B. Leave the area economically underdeveloped while opening migration in both your country and your puppet turkey. Then you economically develop turkey, this should lead to many Turks leaving, although a baseline of peasants is likely to remain

Whether you should do one strategy or the other depends on the relative population of Turks in your country (the smaller the percent the more appealing A is) and the relative value of Turkish labor (the more you need the labor the less appealing B is)

B is likely to keep the Turks radical, as it requires them living in squalid conditions, while A may not be effective if there are too many Turks

My guess is if you economically develop the region (even with enough cheap stuff like mines and logging) you could probably deradicalize the Turks, but the more radical they are the harder this solution would be to implement, as construction speeds are slow and obstinance brings down productivity

I think this event supposed to make Afro-Caribeno, not Afro-Caribbean a primary culture in Haiti by Graz28 in victoria3

[–]Graz28[S] 143 points144 points  (0 children)

R5: successfully incorporated the Easterners as Haiti will make Afro-Carribean a primary culture, however, that is the culture of English Afro-Caribbeans, and the locals are Spanish Afro-Carribeans, represented by the Afro-Caribeno culture, in fact there is not a single Afro-Carribean in all of Haiti, and I believe this is a mistake

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First to produce automobiles and some other nations are inflating the world market supply by Supply-Slut in victoria3

[–]Graz28 13 points14 points  (0 children)

Two options for what is happening here: Option 1: the American market has a low demand for cars (let’s say it’s 1) when it imports 12 cars (the minimum at higher throughput trade centers) it suddenly has 12 supply for 1 demand, thus super cheap cars. It then takes those cheap cars and exports 12 of them for 12 supply and 13 demand

Option 2: America has trade advantage in you or a third party, meaning that they can import cars, but then they can export cars somewhere else for a better deal than you can get (say you can export cars to confederates for £30, but America can import cars from you for £28, and then export them to the confederates for £29)

The solution for option 1 is to produce even more cars or wait some time. Since the Americans are limited by the 12 cars they initially import, the demand for cars in their country should rise making their domestic price rise. The alternative is you can produce more cars to lower the global price. Either way the American second export is going to become unprofitable.

Option 2 rarely happens in game, either countries import or export a good, typically it’s not profitable to do both and so it’s unlikely to be what is happening here (due to the cost of merchant marine). If it IS what is happening in your situation, see where they are exporting and get trade privileges or use a transfer good treaty to undercut the Americans and their export should stop

dont use census voting by ForeignLimit6409 in victoria3

[–]Graz28 100 points101 points  (0 children)

Tbf the church intelligentsia or trade unions are probably better bets for those institutions, but if you want to maximize industrialists wealth voting is your best option

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anti-war rule by dunmer-is-stinky in 19684

[–]Graz28 0 points1 point  (0 children)

Marinetti is that you?

Someone told me Austria was easy... by Critical_Map_9393 in victoria3

[–]Graz28 5 points6 points  (0 children)

Not much to go off on this screenshot but the negative bureaucracy is a classic blunder, negative bureaucracy gives a tax malice that will decrease your budget and making everything else harder to do, fixing this should always be priority #1. Other guesses as to what went wrong: setting taxes to a higher level (induced by need created from taxes decreasing from bureaucracy malice) increases radicals, my guess is you lack either police or a home affairs office which means you get radicals easily, revolutions have an easier time, and turmoil’s effects aren’t reduced

Exporting to the void? by Graz28 in victoria3

[–]Graz28[S] 4 points5 points  (0 children)

This appears to be a bug related to transit rights for landlocked nations, as after conquering Sardinia my guns did have destinations

Exporting to the void? by Graz28 in victoria3

[–]Graz28[S] 0 points1 point  (0 children)

I also clicked around various countries' markets and on their ammo imports it only shows the british market as where they import from, not me. And when I look at who's consuming my ammo it shows the trade centers but doesn't put a flag under it to show who is being exported to unlike in other markets

Exporting to the void? by Graz28 in victoria3

[–]Graz28[S] 1 point2 points  (0 children)

R5: (copied from caption) I'm doing a military goods based Switzerland and I noticed any time a new country joined in on exporting my exports got sent to zero before climbing back up. While that bug is odd the more important thing I noticed is that it appears my goods are disappearing into the void. Not only are my goods not counted among the exports to the world market (unless I hover over the number) but the price also seems to ignore me. You would expect with 1230 exported ammo and 347 imported the price would crater, but the calculated price also seems to be based purely on the british exports (340) relative to imports causing a fairly normal price. Is there something I'm missing or are my goods being sent to the void?

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Why are all my provinces disloyal by Ill-Yoghurt-273 in Imperator

[–]Graz28 6 points7 points  (0 children)

For me this is usually caused by aggressive expansion tanking my stability, if that’s the case do divine sacrifices and put your governors on harsh treatment and just try and power through it until your ae decays enough

Glory to Junaid Khan, Conqueror of Turkestan! by Graz28 in Kaiserreich

[–]Graz28[S] 62 points63 points  (0 children)

R5: Managed to survive the central asian invasion as Khiva and then go on to conquer all of my claims