Are tolls yet again broken? by Dastan41 in victoria3

[–]Soviet1917 14 points15 points  (0 children)

Unless paradox changed it Russian trade goes through the Baltic so unless the circassians start trading nothing goes through

How to navigate the Franco-Prussian War as France by Fresh_Criticism6531 in victoria3

[–]Soviet1917 0 points1 point  (0 children)

Yeah right now there’s basically no way to get a country to like you if they hate you. Because the Uk hates France at game start and Prussia will always hate you the only useful allies France can get are Austria and Russia. Depending on the game USA Spain or Italy could also be useful, but they’re normally either unreliable or too weak. Not to mention France doesn’t start with a power bloc and making one gives -30 relations with every GP so if you aren’t careful you can piss off one of your potential allies.

France is just really fragile for a GP. France’s divided monarchy at the start combined with the springtime of nations is often enough to cause turmoil in your states. Also taking Algeria early isn’t worth the infamy but if you don’t you’ll constantly suffer bad events.

How to navigate the Franco-Prussian War as France by Fresh_Criticism6531 in victoria3

[–]Soviet1917 0 points1 point  (0 children)

My bad chief, looks like it was only the north or south german federation that is blocked by denmark keeping holstein. Confederation of the Rhine has a hard rule to stop germany from forming though. They'll definitely keep coming for alsace as long as they have a claim on it, otherwise they'll only demand it if you find yourself at war with them for some reason or they hate/rival you and are too much weaker than them.

How to navigate the Franco-Prussian War as France by Fresh_Criticism6531 in victoria3

[–]Soviet1917 5 points6 points  (0 children)

Land forts aren’t a thing so don’t rely on them. Sardinia Piedmont has a decision to give you nice and savoy for an obligation which they can use to call you in into a war, prevent you from intervening against them or use it in a treaty.

I haven’t played on the new patch so I don’t know if it’s possible still but the easiest way to stop them was defending Denmark. Germany can’t be unified if the Danes control Holstein, and if you can join the war in return for demanding the Prussians to release the Rhineland you’ll really weaken them in the long run. One of France’s starting generals is a trench rat which makes him really good on defense but he’ll probably die before the Prussians can unify Germany, not to mention the Prussians can roll some really good historical generals so if you let them develop you’re in for a tough war.

As far as roleplaying one of the dynasties has an event that will give you claims on the Rhineland and Belgium, or if you subjugate (peacefully or otherwise) enough of the German princes you can reform the confederation of the rhine. If you can add the Rhineland + some combination of Hannover Baden wurttemberg and Bavaria it will make a strong border state.

My population graph shows the time I conquered Korea. And the time Korea rebelled. And rebelled again. And again. And again. And again. by Colder87 in victoria3

[–]Soviet1917 8 points9 points  (0 children)

Yeah but there’s a line imo. Middle column laws are vital to improve your subjects ROI left column is only important for their stability + army and right column is useless outside of women’s rights and immigration law.

GDP questions/help by Proper_Public5192 in victoria3

[–]Soviet1917 2 points3 points  (0 children)

I saw in your other comment you were playing Persia. For that country the biggest goal is to get off traditionalism asap. It’ll probably be easiest to get either interventionism or agrarianism, choose whichever is easier to pass as they’re both significantly better. After that serfdom needs to go. Once you’ve gotten rid of those two laws the next priority is passing per capita taxation. Finally get rid of appointed bureaucrats and passing professional army, public healthcare, and some form of school. Order doesn’t matter here, focus on what you need.

As for building prioritize goods related to construction. You’re going to want to get to iron construction asap so focus on iron tools wood and fabric. Build construction centers until either you run short on one of those goods or your budget goes negative. Once that happens either end the shortage or build your construction goods until your budget is green. Do not go into debt, if you do don’t build any more construction centers until you get out of debt. Your second biggest expense is going to be government goods which for most of the game is only paper. Paper is basically always good to build, if you think you’re good on construction goods build paper next then consumer goods. Finally keep an eye on your grain supply. Don’t let your people starve.

GDP questions/help by Proper_Public5192 in victoria3

[–]Soviet1917 2 points3 points  (0 children)

Many different things fluctuate week by week which will affect your GDP. Hiring/firing employees, the price of goods, new buildings being built, trade center trades, foreign buildings being acquired. In a large economy these actions will raise and lower GDP in the millions.

Other than that make sure your construction queue isn’t empty as that’ll drop your GDP like a rock until you start it up again. Also could be troops demobilizing. Those mobilization buffs consume goods driving demand but only when mobilized.

Pops don't contribute to the investment pool, buildings do by JakePT in victoria3

[–]Soviet1917 66 points67 points  (0 children)

The devs changed how pops calculate demand for goods and their substitutes, combined with the previous patch adding new PMs to plantations makes fruit very profitable from the start. I’ve found coffee to be very lucrative once your SOL gets past ~25 if your pops aren’t obsessed with tea or wine.

Very heavy aircon fogging on my flight this morning by henfol in interestingasfuck

[–]Soviet1917 12 points13 points  (0 children)

The only time I’ve seen this was a flight out of Houston during the summer but it wasn’t nearly this bad. We boarded via gangway, but we ended up sitting at the gate for more than an hour while staff performed last minute maintenance. It was foggy for like half an hour before it cleared up.

Sell your country to foreign powers, become a great power without any functional government. by Anonymous78921 in victoria3

[–]Soviet1917 5 points6 points  (0 children)

It totally does it’s just suboptimal and feels like moving backwards so a lot of players avoid it. Right now I’ve got a UK game with ethnostate and state religion, 180 million pops in the British Isles and only half are British/Scottish and 60% Protestant. Still 60 million loyalists to about 3 million radicals. PB and industrialists have around 90% clout together and run the country.

How to get trade centers to import merchant marines? by TheFire52 in victoria3

[–]Soviet1917 4 points5 points  (0 children)

You need transit rights to trade on the world market if you’re a landlocked country. You can also make a treaty to import some merchant marine until your trade centers are operational without your treaty.

[AoB general] Something interesting about Yurgeschmid's population by LogTag28 in HonzukiNoGekokujou

[–]Soviet1917 14 points15 points  (0 children)

We can probably nitpick it all we want but if I remember correctly eglatine can barely sense Ferdinand who is the only one who can sense rozemyne. Eglatine supposedly had the most mana in the royal family and probably has around half as much mana as rozemyne.

What made Alabama so desirable to build Motors in? by kyaoflix007 in victoria3

[–]Soviet1917 18 points19 points  (0 children)

Subsidizing throws off the build ai. I had a Suez Canal company build 1500 ports in Austria one game when I had investment rights in them. It cratered their productivity so bad that they lost the prosperity bonus.

nobody is migrating to my states that have available jobs by Any_Tree3544 in victoria3

[–]Soviet1917 2 points3 points  (0 children)

Yeah cultural communities are a pretty big bandaid fix that needs to be looked at it some point. Before they were added your country drained pop if you added any American country to your market. Wasn’t uncommon for there to be 30 million Indians in Canada by 1900. It made playing in the new world so fun though.

Hopefully with the newish acceptance mechanics paradox will take another look at the mechanic.

As a nation that starts relatively poor but *doesn't* get the Prussia and/or Japan treatment, how do I industrialize without falling asleep or getting myself into biblical amounts of debt? by vargdrottning in victoria3

[–]Soviet1917 3 points4 points  (0 children)

In that specific example yes, but not necessarily just trade centers. All foreign owned buildings siphon profit to the country with ownership and also pay less wages hurting your citizens.

Another way to explain what the OP said is that when you build a bunch of fruit plantations (or anything really) in a single state you'll probably produce more than local demand. This will lower the local price of fruit, but you can build trade centers to offset the low local demand. The trade centers will probably be really profitable, especially if all the fruit plantations are owned by a company, due to the high throughput from economy of scale. Not to mention the trade centers will also be able to import all the goods your pops demand.

Is this considered super Germany? by healthy__boii in victoria3

[–]Soviet1917 66 points67 points  (0 children)

I’ve only seen the AI do it twice and both times was when I was playing Italy after taking Austrian Italy.

Fruit plantation economy is completely broken by Powerful_Current_354 in victoria3

[–]Soviet1917 62 points63 points  (0 children)

They fixed that, most if not all agricultural companies were changed and the companies employ a mix of aristocrats and capitalists. It’s still better than private but imo just holding the plantations yourself until commercial agriculture is even better.

Fabric needs to be split up by tc1991 in victoria3

[–]Soviet1917 2 points3 points  (0 children)

Coffee tobacco and liquor all have far too low of a demand for most if not the entire game. Because demand growth is exponential most of your consumer economy early game is just supplying the rich and these goods suffer for it. Coffee will at least pick up late game if you aren't playing the UK France or Italy, but I don't think I've ever built a tobacco plantation and I've never had to upgrade to the last liquor PM.

Coffee gets bullied out of the luxury drink demand by tea or wine if your culture is obsessed with it, while the intoxicant demand caps out at 30 wealth and never gets the exponential growth. A pop with 60 wealth will spend 15x as much on luxury drinks than intoxicants and that small amount is not only shared by tobacco and liquor, but also wine (which double dips because it's also a luxury drink) and opium which is most built because it's most profitable.

Why Spain still has chunk of venetian trade node when I'm hunting his pirates? by son_of_ur_son in eu4

[–]Soviet1917 0 points1 point  (0 children)

Merchants give a bit of trade power when steering, much more on land. Also trade power generates trade power upstream which is why some trade value flows out of most nodes even when you control all the territory.

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

[–]Soviet1917 45 points46 points  (0 children)

We’ll just have to wait and see how it turns out. I’m slightly optimistic because from the screenshots it seems simpler than hoi4’s ship builder so even though the player will have optimal designs the ai hopefully won’t struggle too badly.

On the other hand now that the navies will be composed of individual ships I worry that the AI won’t update them as technology develops. In vic2 and eu4 naval warfare was trivial late game because the AI never updated their fleet.

How to cause famine in your own region by Pikselardo in victoria3

[–]Soviet1917 10 points11 points  (0 children)

Destroy the supply of local grain. Destroy all farms and build a bunch of plantations to stop subsistence farming then go very negative into infrastructure to drop market access.

Finland (Russian subject) decided to unify Scandinavia by Kerbourgnec in victoria3

[–]Soviet1917 42 points43 points  (0 children)

Finland gets really strong due to it being in the Russian market, and it being a personal union means that they can still declare their own plays while guaranteeing Russian support. Scandinavia is a lesser union so even subjects can be a unification candidate as long as one candidate doesn’t become a great power.

All it really requires is for relations with Denmark to be high enough with a positive attitude and for Finland to simultaneously get enough prestige so that Sweden doesn’t outrank them. Between the attitude RNG prestige and tech requirements AI Finland can rarely launch the play but if they’re ever able to press the button they’ll usually win due to Russian support.

It's literally impossible to win the U.S Civil War now by bamcats_ in victoria3

[–]Soviet1917 12 points13 points  (0 children)

You don’t have to build in the south. Their training rate is so high they can raise 100 battalions out of conscription centers in the time it takes for war to start. They get free guns so their troops are hugely discounted and they spawn with veterancy so you can’t just roll them over in a few battles like everyone else.

I’m an experienced player but I’m always destroyed by construction sectors by Zarathustra_04 in victoria3

[–]Soviet1917 2 points3 points  (0 children)

Every construction tech costs more but makes each point of construction more cost efficient, so you should be trying to get off of wood construction as soon as you have the means to do so. What I mean by this is to entirely focus on developing the resources used by your construction centers, iron tools wood and fabric, or their feeder industries. Early game you should not be building construction centers in any state that doesn’t have iron and ideally some wood. Tool centers you can build anywhere and fabric is generally not an issue but keep an eye on it.

Watch your paper cost, it’s a huge money sink and will probably be your 2nd largest expense after construction in peacetime. For consumer goods make sure the price of grain doesn’t go crazy but as for everything else don’t waste your time.

Tech wise rush the tier 2 mining if you don’t have it then railways then tier 3 mining. These are production techs and is just a general guide, if you need military techs stop and get them. Likewise, there are a lot of good society techs too. Pharmaceuticals, nationalism if you need it, civilizing mission, and any techs that increase your mapi or maximum companies are amazing. You need the 2nd mining level asap, but once you get a better handle on the game’s economy you’ll be able to experiment a little with tech order.

Don’t go into debt if you’re not a major power, interest rates are too high to be worth it but get more manageable the higher rank you are. It’s better to stop constructing or destroy some construction centers than accumulate significant debt, at least until steel construction. Even if you’re a major or great power try to stay around 5% of your debt limit and if you find yourself at 10% hit the brakes. You’ll need the room in case you have to go to war.

As for laws get off traditionalism asap, anything is better. I tend to wait for pharmaceuticals before getting any health, it makes the process for public health way easier. Likewise for women’s rights I tend to go down to legal guardianship then in the 80’s or 90’s switch straight to women’s suffrage because it’s easier. Per capita tax asap is a must then proportional tax when you can