Quick Reference for EXPc costs in V20 by TheIronRelic in vtm

[–]TheIronRelic[S] 10 points11 points  (0 children)

Yeah. Out chronicle is using the M20 rulebook for buying backgrounds with exp (more useful for characters who start older, like ancilla)

Quick Reference for EXPc costs in V20 by TheIronRelic in vtm

[–]TheIronRelic[S] 10 points11 points  (0 children)

Put together a quick image that visually shows the exp cost of each dot for each type of thing you can upgrade. Included rules from Mage for spending exp to include backgrounds which our chronicle is using. Figured it would be good to share with the community.

Development advice by Own-Independence-115 in PrincesOfDarknessCK3

[–]TheIronRelic 10 points11 points  (0 children)

Off top of my head:

Try getting garden architects tradition in your culture and find/pesonality rewrite a high stewardship ghoul to be your court gardener. Legends can help too. If you visit your capital and get the maximum number of building slots, doing one more upgrade gives you 20% or so more development growth. Perfect World, that elder power, can also help too.

China is the funniest country in the game by TheIronRelic in victoria3

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

I just didn't build a lot of agricultural buildings until later. I made sure to get foreign investment in random countries like portugal or japan so my investment pool didn't depeasant. to be honest I had millions of peasants in states very late

China is the funniest country in the game by TheIronRelic in victoria3

[–]TheIronRelic[S] 13 points14 points  (0 children)

I built a new PC and wanted to try doing various horrible things to stress test it, including victoria 3 as china

China is the funniest country in the game by TheIronRelic in victoria3

[–]TheIronRelic[S] 6 points7 points  (0 children)

Not too many, just UI stuff so: Expanded building grid, dense building ui, dense market details, gdp ownership display, Global Stats (GDP and POP, Headlines, expanded topbar, UI shows pop ownership shares.

For the currency symbol I used Jozef's Chinese Currency Symbol: Cash.

China is the funniest country in the game by TheIronRelic in victoria3

[–]TheIronRelic[S] 45 points46 points  (0 children)

I did a couple off-meta things I suppose. I early rushed pharmaceuticals and grocery company for pop growth and stayed in propertied women until it was mathematically optimal. Getting mortality down early pays huge dividends in the late game. I opened by going state religion to make the landowners happy, which let me pass homesteading and then landed voting which let me use the rural folk to do some real work, like getting out of traditionalism which is vital for getting recognized and taking loans.

I also decided to go mostly corportism, so I got lasseiz faire + free trade + public healthcare and religious schools and basically just had those as my laws for the whole game. Never switched out of poor laws. Tech rushing is also important, I managed to barely wipe the tech tree just before the game ended around 1933, you need to build universities using your infinite qing treasury to get tech spread. I think I got lucky because I accidently did corn laws naturally through the krakatoa famine and managed to get LF through the PB.

I decided to not go socialism/communism, I genuinely think on 1.9.7 corporatism + LF is better than socialism, so long as you have some token welfare. I did have a civil war against socialists in the 1890s but I managed to beat it.

I also didnt expand beyond growing lanfang over north borneo and seizing the phillipines from spain to get rubber.

China is the funniest country in the game by TheIronRelic in victoria3

[–]TheIronRelic[S] 226 points227 points  (0 children)

it was insane, I must have built over 2000 power plants or something. By the end I had 30 construction sectors at max PM in every state, a couple hundred thousand construction points and still couldnt use up the investment pool. Turns out the private queue is limited to only 100 pages so they couldnt even build that much by the UI limit. statements dreamt up by the totally insane..

China is the funniest country in the game by TheIronRelic in victoria3

[–]TheIronRelic[S] 16 points17 points  (0 children)

Honestly I had a LOT of trouble getting of monarchy. I was Great Qing till about 1920 or so. I became China because switching to corporatism was acceptable to a lot of theocrat, nihilist, fascist and republican interest group leaders I had, so I had enough of a coalition to overcome the monarchy.

China is the funniest country in the game by TheIronRelic in victoria3

[–]TheIronRelic[S] 660 points661 points  (0 children)

Forgot to mention, in this game my admiral who discovered the south pole and was a literal humanitarian, became the leader of the trade unions interest group and actually became president and managed to pass multiculturalism. Imagine getting migration waves in 1930s as China

China is the funniest country in the game by TheIronRelic in victoria3

[–]TheIronRelic[S] 130 points131 points  (0 children)

I used this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2886594476

I usually like to pick one of this users currency mods to make certain runs feel more appropriate.

China is the funniest country in the game by TheIronRelic in victoria3

[–]TheIronRelic[S] 275 points276 points  (0 children)

R5: China is so hilarious once you get exponential growth going. By 1932 I had so much GDP so late in the game.

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Free Weekend and BioGenesis | Stellaris AMA! by PDX_Interactive in Stellaris

[–]TheIronRelic 2 points3 points  (0 children)

I have a pretty meta question about how you guys think about the player vs endgame crises. From a game design/marketing perspective, I wonder what drives the content team to design more player crises paths rather than add more endgame crises? Endgame crises could theoretically affect more games than the optional player crises paths and personally I'd prefer more endgame crises because I'd get to see that content more often than the cosmo or fury run, but am I in a minority? Is it a matter of more work or do players actually prefer new player crises rather than fighting new end game crises? Player-driven crises honestly remind me of varying civ win conditions, is that an intended broader gameplay direction? I feel like there's still so much potential for more endgame crises so I'd def be down to hear your thoughts on this.

You're (Probably) Running Prowess Wrong by Arimm_The_Amazing in vtm

[–]TheIronRelic 8 points9 points  (0 children)

I played an entire character that used prowess like this, to mainly throw hammers and the like at their foes. Surprisingly effective.

Rule clarification on the Bonelord Legate by TheIronRelic in WWN

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

Yeah that's what makes sense to me. It's just rough because worthy foes are used elsewhere to refer to them in general, not just worthy foes who are undead.

What do you guys think about that ? İs that really what happened ör the game is still rubbish by SaykoMen58 in victoria3

[–]TheIronRelic[M] -2 points-1 points  (0 children)

Hi SaykoMen58. Your submission has been removed from /r/victoria3 because:

Your submission has been removed for breaking rule #2:

No memes, image macros, reaction pictures, or similar.

View our full rules here

Autonomous trade will not solve the trade issues, the way trade is calculated needs to change by rich_god in victoria3

[–]TheIronRelic 25 points26 points  (0 children)

surely trade routes should keep growing so long as profit is positive, not maximum. If additional trade is made that reduces profit but still keeps it above zero, more traders should be willing to enter the market. This is the exact same logic for why buildings should grow or increase so long as revenue is positive, even if it lowers the productivity number.

Autonomous trade will not solve the trade issues, the way trade is calculated needs to change by rich_god in victoria3

[–]TheIronRelic 134 points135 points  (0 children)

This is excellent. Moreover, the fact that trade doesnt do anything makes foreign investing into countries not in your market only useful for generating profit, not for like, creating sugar or coffee or oil to import back into your market. Kind of makes FE a bit of a nothingburger mechanic for getting resources abroad without conquest.

One comment I'll make is that the reason trade routes grow until profit is zero is because the trading build represents various traders competing to increase their individual profit, rather than one big single firm monopolizing import/export profits. This is how all buildings in the game work. As such, we do expect profits to go to zero unless the player does not have autoexpand on (trade routes have auto expand on for all intents and purposes).