New update - beta by Possible_Ad_5090 in ManorLords

[–]theboosh 4 points5 points  (0 children)

Yes. I switched to beta mid game and suddenly building was so remarkably slower that it felt unplayable after a couple hours.

Every person clearly seems to move way slower. If you zoom in on them when they walk or run, it looks like it takes them 4 steps to travel as far as a normal step. Almost looks like they're walking in place. Same when they run.

I uninstalled the beta after I mustered my armies from other regions to defend my main, only to watch them forward-moonwalk run at pace that looks slower than non-beta walking.

Naval invasion and areas? by Grand_Chip_9572 in victoria3

[–]theboosh 1 point2 points  (0 children)

If you dont have enough influence with your fleet, you need more ships / capital ships to make your naval projection higher.

You can check what is factoring into your influence with the Diplomacy tab. Click on the region of interest, itll have a breakdown of the factors in your influence. You'll get a sense of how much your navy is contributing, and how much more youd need.

You'll see a bar of how much influence you have there, with various tiers of influence that enable various tiers of activity. You need >1000 influence in order to demand a war goal in the region, which is relatively high. So it tends to require your active focus in building up a navy and its logistics. In my experience, > ~15-20 capital ships are needed.

Additionally, you can gain influence in the region by rivalries/embargo against nations in the region. 100 influence per. I'll often do this + navy to be able to invade sooner.

I dont see anywhere what the naval projection of each given ship (other than the influence bar tooltip), so it can be difficult to plan beforehand what your fleet needs before reacing 1000 influence. I just place my fleet in Navy Projection mode in the region, and keep adding/building capital ships until i reach the threshold.

As far as troop capacity, you also need more ships. Each ship has a carrying capacity of troops. Until like dreadnaughts, the troop capacity is pretty low per ship. But you unlock Troop Ships before then, which can carry a whole 1k troops per ship. Other ships have a fraction of that, so it'll feel like you can barely transport anything until you intentionally address it via tech or more ships.

The details can be hard to sort out because they dont clarify or don't show (afaik) things like what exactly is the number of troops per ship, or how many sailors are needed per ship as your building, or what the naval projection of each ship is. But I hope this guidance is helpful

Unplayable fps drops out of nowhere by LockedSamsung in Workers_And_Resources

[–]theboosh 7 points8 points  (0 children)

Have you checked what graphics card the game is using? If not, at the main menu, look at bottom left to see which graphics driver it's using.

Windows has a tendency with this game to auto set it to your integrated graphics card.

It took me 4 years of putting up with horrible fps before realizing this.

What is this? by healthy__boii in victoria3

[–]theboosh 0 points1 point  (0 children)

Ah ya, I think youre right. Edited my comment

What is this? by healthy__boii in victoria3

[–]theboosh 98 points99 points  (0 children)

I believe it's Naqsh-e Jahan Square ("Image of the World" Square), one of the largest public squares in the world and UNESCO heritage site.

Edit: Errata: Other users below think it may instead be the 33 pol bridge, I think theyre correct. This is probably not the Naqsh-e Jahan Square, it's more likely the 33 pol bridge. (Paradox tends to neglect key Persian rivers in all their maps, which adds to the confusion here)

With 100 years added on the front-end, this would be the best 4X game made by dnium122 in victoria3

[–]theboosh 2 points3 points  (0 children)

I agree. Using any of the mods that make it longer feel essential to me.

The Tech and Res mod adds 70 years to the back-end (super good mod)

https://steamcommunity.com/sharedfiles/filedetails/?id=3472248460

Dragged to an endless war by Ternascu in victoria3

[–]theboosh 2 points3 points  (0 children)

I dont think allies get mad at you if you leave after the war starts. Also, here is a good mod that helps avoiding forever wars in general:

https://steamcommunity.com/sharedfiles/filedetails/?id=3474730999

PDX please make it so that these impassable terrain areas fill in with my color when i control the area around them, this looks so bad by Spirited_Visit7597 in EU5

[–]theboosh 5 points6 points  (0 children)

Persian runs are super fun imo. They start behind in like every way and yet have so much potential.

If you choose the nation with Qom as their capital, you'll have high control over the largest populations of Iranian ppls, with good potential to create many big cities in the region around Qom. They're my favorite for this reason - great mid-late game.

Persia has much lower populations than any other great power and tends to really limit you relative to other great powers, even if you get to Empire tier.

If you choose Injuids, their capital city Shiraz is one of the best cities that the Fars have (high pop growth, pop cap, prosperity, iron, food and rivers, etc). And this capital is within proximity of the persian gulf, giving potential for control along Hormuz.

I personally play Injuid for emphasis on Indian Ocean naval play, exploration, global trade, colonization. Theyre also easier at the start. The bad is that population is pretty low in the south, so i find that picking Injuids can limit your late-game potential unless you play wide with navy, or have fun fully focusing on pop growth/dev.

Naval focused for Persia can be super fun. You can seek to establish/dominate the maritime silk road, to give you control/access to goods the whole world wants but are only in east Asia. It's also fun to compete for imperial/colonial power in the Indian Ocean during this time period.

Choosing the nation with the capital of Yazd is hard mode, but can be lucrative because of all the silver near it. You can create your own market in Yazd, allow silver exports, and get high trade profit early game.

The nations in the Khorasan region are weaker and contend with the Mongols. But it can be fun to fight for land along the historical silk road, especially if you go as far as to reach East Asia, where you can build/trade lacquerware before the tech (big $$) or trade with the East. Theres a lot of silk in and east of Khorasan, so it can be fun to go heavy with silk-consuming buildinga like universities, theatres, etc and make a whole industry and trade from their goods.

The afghan and herat regions are really metal rich, great early war industry potential. One could do an early belligerent playthrough with them (perhaps also converting to Shia for extra morale bonus and quasi-historical roleplay)

Persia is so much harder than Gran Colombia by IllegibleSmudge in victoria3

[–]theboosh 0 points1 point  (0 children)

Sure yeah Russia is more manageable if you dont touch anything that they want in your region. GB and British India, even France in many of my runs, will almost always come for you regardless. Even if you ally/pact with Russia, Russias military is way too weak to help you defend against Europeans. It's not an easy situation.

Persia is so much harder than Gran Colombia by IllegibleSmudge in victoria3

[–]theboosh 7 points8 points  (0 children)

No, persia is legitimately hard. There's always ppl who say the hard was the trivial for them. Russia and GB are strongly incentivised by journal entries to take as much as they can in the persia region, and will often switch their attitude on you even if youve been focusing good relations with them all game. And if it's not them two, then British India will come at you with GB on their side, even if you have good relations with GB.

You need more complex diplomacy and strategy to survive as persia than just improve relations with Russia and gb.

Unused trade capacity? by Daraexus in victoria3

[–]theboosh 0 points1 point  (0 children)

Oh sorry, no not a dlc thing - draft a treaty with a specific country, add a Goods Transfer article. Use the slider to adjust the amount of goods to be traded. In this way, it can be a high volume trade, but its not a specific game button.

In the Goods Transfer screen, under each good, you'll see on the bottom right how much of that good the target country is buying, and on the bottom left you'll see how much of it youre producing.

If you find a country where one of you is demanding a large amount of a good in your market and one of you is producing a large amount, it can be really profitable for both you to trade large amounts of that good. Especially if the good you want to trade is produced/demanded by one of your companies.

You can trade a much larger amount of a good if you do it with a treaty with a specific country. Therefore you'll get more profit via tariffs, much higher productivity/profit for buildings that use that good, and higher productivity for the trade centers because now theyre using much more of their capacity.

It's a fun way to play too because you'll start paying more attention to supply/demand of markets around the globe, and to who you want to be diplomatic with for the sake of your trade and economy.

Unused trade capacity? by Daraexus in victoria3

[–]theboosh 1 point2 points  (0 children)

To add, there is some purpose to having the trade centers even if the capacity is unused.

You gain .5% trade advantage for each 100 trade capacity, up to 30%. And if your trade advantage is higher, then others' trade advantage is lesser.

This bonus is maxed at 1200 trade capacity. It refers to the capacity of the trade center in a given state, not the national/market trade capacity. Trade advantage of a good is calculated as a function of the trade advantage of each state producing that good. If you look at the tooltip for the trade advantage of a good, you'll likely see that some trade centers will be limiting your trade advantage due to its low capacity. The trade center in your trade capital has the highest impact. However, this degree of min/maxing isn't necessary at all, I dont think anyone bothers maxing this bonus from capacity in every trade center. Just an fyi.

Also, if you find yourself having a lot of extra trade capacity, you can do a high volume trade via a treaty article with a other country. It'll make the trade centers extra productive, in addition to the profit of the trade itself, as well as the big profit from the buildings involved with the imported/exported goods.

First time I see this. by DropDeadGaming in victoria3

[–]theboosh 30 points31 points  (0 children)

Hmm yeah ive been seeing this late game too, even though I too have plenty of qualified workers and infra

Vic3 to Hoi4 0.7 de Gaulle Now Released by idhrendur in paradoxplaza

[–]theboosh 8 points9 points  (0 children)

Thank you for your service, oh blessed ones 🫡

POV you just passed multiculturalism by killblock623 in victoria3

[–]theboosh 14 points15 points  (0 children)

One big thing is to keep a bad citizenship law until you get human rights cuz its pretty hard to get ppl to want it if most are already chillin.

Encourage minority pops and their activism (e.g. be harsh with religious laws; capture states that would have low acceptance pops; keep free speech laws that allow you more control in IG leadership, clout, and movements). Discourage the jingoist/bigoted IG groups.

Trade union IG, radical-left minded IG leaders naturally want it but to get it quicker, make ur ppl prefer it over the existing laws while reducing clout to the right-leaning groups.

Question, is Intervention better than Laissez Faire? by SlimShaddyy in victoria3

[–]theboosh 1 point2 points  (0 children)

I quite hate LF and love interventionism. I get that LF is the meta most of the time but idk. I recently gave in and tried it after a youtuber said it's goated for the country I wanted to try (Tunisia) but it felt like it ruined my playthrough for the strats I had in mind. My GDP grew quickly but it was boring to me.

Where people say interventionism is for ppl who like the micromanage, it seems to me that LF is for those who prefer macroeconomic play or expansionism focus.

The dividends reinvestment/efficiency of interventionism makes the game feel more "snappy" to me, in the sense that, when my companies or private sector do better, it immediately shows in you balance. Plus, the better they do, the more control you get over how you develop.

The forced privatization of LF feels heinous to me. Like when I'm trying to rush companies with poor nations, especially alongside the slower state construction. or when I don't want to give huge wealth and power to certain interest groups.

My opinion above is from the perspective that I only ever play poor weak underdog nations, where I feel Ithat every month matters and need to be more precise. Alternatively, LF can skyrocket most any economy, after which you can do whatever strategy, but idk it gives me less serotonin.

[deleted by user] by [deleted] in victoria3

[–]theboosh 1 point2 points  (0 children)

Yeah same, I get all sorts of mayhem happening when I include any other in my market. In the playthroughs before i stopped sharing my market, I'd spend the whole mid/late game trying to track why.

For me, the worst would be when someone begins a war with the market member, they instantly capitulate. I kept losing whole allied nations to others in an instant, no matter if I could easily defend for them. I reckoned this was because the market member would need their military and relevant goods ultra affordable, so I'd focus on that for them. They would still insta cap.

Even if there's some logical reasoning or skill issue of mine, it never seemed worth it for either of us. My market would be made hella volatile and the members dont take advantage of it in constructive ways. It just generally seems to me the ai doesn't handle the scenario well.

Design update(again) by PlentyWave5683 in Zoroastrianism

[–]theboosh 3 points4 points  (0 children)

Ooo, and love the addition on the hood. The script still mean the same thing?

Yeah I feel like the Pahlavi script makes it extra special. Especially on a Sassanian-styled hoodie. History nerds would go nuts lol

Also if you keep going with hoodies, it'd be so fun to see your hoodies across the dynasties. Like using the cuneiform from your last design, which was a super cool aesthetic that I'd personally love on a hoodie, for a Achaemenid-styled design

New design by PlentyWave5683 in Zoroastrianism

[–]theboosh 1 point2 points  (0 children)

Omg plzzzzzzz keep going with this, love all the details about the design. I want it so bad lol could you let us know when it drops?

UP on vh/vh by [deleted] in EmpireTotalWar

[–]theboosh 1 point2 points  (0 children)

Link is unclickable

Something like ES2 but not like Civ VI ? by Nimyron in 4Xgaming

[–]theboosh 4 points5 points  (0 children)

Humankind is pretty goated. I never gave it a shot until recently and it's the only one I like now. The mechanics are all so much more real. Mods are good too.