I'm pretty new to victoria 3, and I'm looking for some advice. What are some fun countries to play as while still being a beginner? Also, what are the best mods I should get?
>>35778Does the "Crimes against Humanity" laws that has Gulags in it still doesn't work? Also, is Planned economy still worthless?
>dude, just outlaw corruption!>Enlightened Board of Directors!lmao
>Enlightened >>35782>Does the "Crimes against Humanity" laws that has Gulags in it still doesn't work?>Also, is Planned economy still worthless?The labor camp law is not that bad, is just ok.
About the planned economy thing, it basically don't play a major role. Is like vanila, you don't have the capitalists investing on private stuff, so you as the govnerment controll all of the economy. Playing countries like the US with all those funds into private construction were quite bad in my experience, as they would just invest in random things that didn't have any profit, instead of focusing on the economy of scale.
Overral, the biggest problem with the USSR is their major deficts in the beninging, their lack of technology. Like, the USSR is an whole era behind america, specially in military.
One thing that is cool is that you can annex the whole warsaw pact with time without the need of wars, just by using the "transfer state" diplomatic action, that is pretty easy to do, so that you can go for rare resources and phosphorus.
The resource allocation in the mod is very bad. But that is an overral problem.
The US is much stronger because they start with more than double of your GDP, but you can surpass them pretty quiquilly if you buy a shit ton of universities and advanced computers and refineries.
>>35783Oh, wait, it's the
other Cold War mod. Have they fixed the reserve currency thing? USSR was basically unworkable.
>>35786> Have they fixed the reserve currency thing? USSR was basically unworkable.Now with laws like "Independent monetary police" the game adjusts the interest rate for you to keep inflation/deflation change to 0%. That means that if you are having a very high inflation the interest rate will go up and you will have a massive debt problem. If you have deflation them the interest rate will lower down.
Deflation is extremely bad, so to avoid that you need to make stuff that poor people buy expensive, like housing and healthcare.
Overral, i never had a big problem with the monetary police mechanic, but it has been 3 months since i played the mod, replaying it rn.
The newest version of the mod is the 0.5 version, is not compatible with modern victoria 3.
Idk if i awnsered your question correctly
>>35781Deportations =\= ethnic clensing =\= segregation.
Know the difference between crimes mate
>>35818*from poverty ridden areas to kazhakstan.
corrected for you.
>>35822no, it was to export ethnic groups that were considered "too friendly" or "supportive" to nazism to places they couldnt do shit, german russians and crimean tartars got relocated to farmlands in Kazakhstan for that.
crimea and ukraine still had many other ethnic minorities that never leaved because they were not judged dangerous.
>>35752Step one: uninstall the game.
Problem solved.
Take it from a Vic 2 veteran, that's the only piece of advice you need when it comes to Vic 3.
>>35778That's technically true but I imagine not in the way the game is capable of simulating. The USSR had very deliberate and official discrimination based on your CLASS background, not your ethnic background.
People with solid working class backgrounds were given preferential treatment over "class aliens", meaning people from intellectual and aristocratic backgrounds, and there was no attempt to hide this.
The problem is that the POP system is designed, as I understand, to simulate "This guy is Khazakh discriminate against him" and not "That guy's dad was the doctor to the Duke of Serfbutchery, discriminate against him"
>>35994>the appeal of victoria games, ideally, is to enjoy seeing how the domino effect of your limited interventions unfolds in the pop/economic simulation, and then once you get a sense of that trying to influence it in different ways for desired outcome.It seems your options are really limited and the timespan rather short.
>personally ive been really enjoying it lately (with some key mods), but the appeal is pretty narrow. if you dont have a particular type of simulation autism + particular type of grand strategy autism, theres not much else there to enjoyWhich mods? I enjoy the autism but having to click and unclick trade routes all the time gets annoying. I thought the game lacked a lot of depth. I only did one playthrough as Belgium. Maybe I'll try a major power next.
>>36000These are the ones i recommend
>>35764Better Politics Mod adds a lot of the depth I was missing, highly recommend it. The trade route shit is annoying but you actually dont need to engage in trade as much as it feels like at first. Youre going to want to build your economy more intentionally, with basic good like wood, fabric and grain etc cheap but not THAT cheap, like -20 to -10% base price is a good range, because the price of the good effects the wages of the pops working in those buildings. Then youll want to have industrial goods, early ones are tools, iron, and coal, which you ideally produce relatively cheap domestically to keep your construction cheap, because every now and then when its viable you want to built up the construction sector. About late mid-game you want to have a healthy steel industry, glass industry, chemical industry, some railroads and engine factories. Thats the core of your economy and you expand outwards from there as needed, with consumer goods like liquor, groceries, tobacco, furniture etc also making great exports. Played right in an average sized country, trade only really needs to be used to supplement necessary industrial goods like if you have a shortage of lead or tools, or to boost the price of a very cheap good to allow it to be profitable enough to expand the industry, e.g. if youre producing a ton of wood without many domestic industries buying it and it's -40% price, the wood industry will stagnate, so its good to export enough wood to keep the prices in the -10%-10% base price range, expensive enough to keep the industry profitable without being too expensive to hurt your industries requiring wood inputs.
This is all assuming you have an interventionist + mercantilist economy, which is generally the safest middle ground. Free market + laisse faire puts much more emphasis on trade and trade goods, and can be very good for big countries with a lot of resources but makes smaller countries with less developed economies much harder to manage. But if youre trying to develop robust capitalism as a way of pushing towards communism as I usually do, the free market/lassie faire route does empower capitalists to a much greater degree, which is a very fun way to play with Better Politics Mod but not really without it.
>>36008I've been trying this mod in V2. It's pretty fun, obviously incomplete though like some factories still have placeholder descriptions.
IDK how to fix my economy either, playing as Vietnam and it's fucked from the get go, although i did manage to see the french off.
>>36368>>36358>>36357>>36356someone gifted dlc to me. its very good, makes early game much more interesting as a major power & gives you something to aim for as a minor power. even outside of that, the changes to building ownership & foreign investment are great. first time i'd actually recommend paying for the game.
been having a lot of fun as paraguay of all countries. still dont play without better politics mod and last i checked its not updated on steamworkshop but in discussions page they have a link to a github beta
Some mods i think improve the game a lot, from personal experience, and are kinda compatible with one another:
1) Enviromental regulations, it makes pollution a little more bearable, reducing some of the production and construction
2) Better resources, increases the amount of resources in the map, for some areas. Has the claim to be "more historical and realistical". In specific, increases the amount of areas you can plant tobacco. Changes the location of Oil and Rubber too.
3) More historical companies, increase the amount of companies in the game, it created its own logos.
4) Scaling decree cost. This mod makes so the amount of authority to impose decrees scale with the amount of states you have. The more states, less cost it makes for decrees.
5) Only AI buff, makes it so you can change the difficulty of the game. Can make AI nations really powerful, adds a lot of chalenge to the game.
6) Better decrees, add other types of decrees and increase the effects of them.
7) Family planning laws. Makes you increase or decrease birth rate or mortality, depending of the law.
8) Improved low taxes. For the neolib larp, Makes capitalists and porkies invest much more when low taxes.
9) Local production effects. Industrial production should be more profitable to place in the states with the appropriate resources.
10) Money transfer, oil refineries and artificial rubber. Adds building to make artificial rubber and can make a little bit of oil. Oil rigs are still better.
11) Resources 2x. The creator of resources 4x, 10x, 100x, etc. This mod doubles the amount of resources, except gold mines.
12) Better politics mod. Very good, the only one in this list that adds history and content to the game. Very fun, the best in this list.
Mods that i did not experimented but might be good.
1)East Asia Flavor Pack and Race to China. Those mods look like have lots of flavor content, decisions and history, but are only in Korean. Deal with revolts, try to modernize, new clothes for different cultures.
2) Dead money Alpha. Mod that tries to put the world of fallout into victoria 3. Still and Alpha.
3) Imperia Roleplay. Gives a summary of a nation’s history at game start. Balance laws, so that communism/socialism are weaker, one of the reasons i did not install this mod. Multiple Qing governors. Poland exists, for some reason. Great power congress. Political fbi.gov, if you do stuff that is against the laws of the land, like you are a communist nation and attacks other communist nation, this modifier increases, and makes you weaker. Has a lot of other mods in it, to increase game-life improvements.
4) paradox game convertors. Eu4 to vic3 and Vic3 to HOI4.
5) Napoleon legacy. napoleon is still alive and "won".
>>36452I was playing the Ottoman Empire and basically ran into a situation where the Intelligentsia and Land Owners were the 2 biggest voting blocks and they disagreed on everything, so any time I went to pass one law, the other one would threaten revolution. I eventually let the Intelligentsia get the revolution and switched to them since they also had the Rural Folk in this situation. By all means I won and the game bugged out and said I didn't.
Kinda funny how you got taken over by the left on the instance you weren't attempting to build communism.
>>36454>>36453>>36452I only did a couple playthroughs before adding better politics mod but it seems like it makes it harder to avoid revolutions. These damn minority interest groups demand some law that no one wants, of course I can't pass it. I either keep placating them by sending it to parliament to get rejected endlessly which means I can't pass any other laws, or I let them revolt and I'm forced to stomp them out because even if I switched size, there's no way I could win.
In CK3 I actually purposefully let my vassals revolt so I can stomp them out so I can throw them in jail and etc. but in Victoria 3 there is no upside to revolutions at all unless you want to switch sides so it's just annoying that all these weak bitches keep starting fights they know they can't win.
>>36464 (me)
other set of laws that forgot to add
the features of the mod goes as follow:
1.Added mass democracy laws to the distribution of power, which can trigger the mass organization politics specific to the polity;
2.added worker-directed planned economy laws to the economic system;
3.added Federation Of Trade Unions laws to unlock the cooperative ownership without Council Republic
4.added communal adminstration laws to the bureaucratic system
5.three new ideologies of left communism, revolutionary syndicalism, and technocratic socialism were added;
6.added a variety of government for Council Republic, such as syndicalist republic, people's commune and technocratic council;
7.a new entry on the journal of the People's Constitutional Assembly and related events for the rapid establishment of socialism after the establishment of the council system;
8.Utilizing the Five Year Plan Mechanism to Promote Socialist Construction
9.the addition of TAG Soviet Union, with the possibility of annexing, by events, the subject states or members of customs union that have a council republic law in Europe. HRE with Council Republic can also use this mechanism.
10.Added hegemonic tag for East Asian countries, East Asian
11.added two new institutions, economic management and party organization, the latter reaching level 3 can trigger an event to correct the ideology of interest groups
12.added variable country names and new flags for some major countries
>>36744The law, "Communal self governance", comes from the mod "Theresia communist overhaul". Quite popular, you can check the mod here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2884072470Adds extra laws and institutions, focused on socialist/communist/anarchist ideologies. Makes those ideologies quite overpowered, but not in a extreme way.
Updated for 1.6, the 1.7 version has not yet been released.
Very cool mod, i recommend it.
>>36764you need to do colonization and annex small nations to get the resources you need.
why Mali in specific? Sokoto have the resources, iron and coal, i believe.
>>36767You did good. 73% literacy, average standard of living, low radicals,etc. The land you played with had almost no resources at all in vic 3.
Idk how to play those small nations myself.
I also recommend "generalist gaming". He is almost a specialist in vic3, analyzes all the patches, and puts all in his Excel spreadsheets, he has hundreds of them.
>>36806they really need to make the AI nations less willing to accept mutual investment agreements from much weaker nations lol. just finished a great game playthrough as russia, was a lot of fun. game finally feels like its in a state that it "feels" like vicky2 in the sense that the most rewarding playthroughs are playing as big imperial powers and wrestling with other imperial powers for hegemony.
what do you guys want to see next for the game? so far we have south america & the great game nations fleshed out which is a good start imo, seems like the obvious choices to fill out the historical period are ww1, maybe some kind of great war mechanics resolving around a massive diplomatic play, maybe one that takes decades to actually fire, so that european countries spend the late game manuevering into position for the final showdown? besides that there should be a fleshed out scramble for africa, something along the lines of the great game objective where you have the great powers competing in a race to carve up the region and then a few viable but very difficult minors whose win condition is just maintaining regional autonomy, presumably ethiopia and sokoto
>>36809There are a lot of little things that annoy me but as far as big changes go, I'd like to see trade, rebellions, the navy and diplomacy fleshed out and expanded upon. The first three go without saying, I haven't seen many people praising the current iteration of them so I'll just elaborate on diplomacy.
Where to even start. First of all, while I like the idea of diplo plays, I think they could be improved a lot. You can't: join ongoing wars, add wargoals to ongoing wars, or add wargoals as a supporter. I'd also like to start wars without a diplo play and I think adding the aforementioned things would remove most of the problems that would create. Make a diplo play-less war cost more infamy for the instigator to balance it. Diplo play-less wars would make people think twice about sending their entire army halfway around the world to fight over some shanty town in Africa and actually force them to keep a reserve at home to defend against external and internal threats, as was the case in Vic2. Countries could launch surprise attacks that aim to take advantage of the targets over-extension or destabilization. Rebellions would especially benefit from no diplo plays; you already have a big neon warning sign tell you when the thing is going to launch, the diplo play is just overkill and totally trivializes them.
Interests is another good addition that could stand to be expanded on. Theyre trivialized when youre a major power and overly restrictive when youre a minor. There was a much simpler version of this idea in Vic2 where you had a naval range that was influenced by ports. This encouraged players to get techs to boost their naval range or acquire what were effectively coaling stations to boost their range. Short of scrapping interests entirely and reverting to Vic2's system Idk what the solution is but at the very least making the borders of the interests zones less arbitrary would be nice. Maybe make the borders "fuzzier", for lack of a better word, so that we can interact with the countries one or two countries beyond the edge of the current zones of interest. Like I'm playing a slightly expanded Zulu right now and without an interest point to spare I can't interact with the 2/3 of the Portuguese states that are right on my border
Finally, I think Paradox fucked up calling what are effectively the spheres of influence of the GPs "blocs". I assume the devs had the Eastern Bloc in mind when they named them as a lot of libs think, rightly or wrongly, that the countries in eastern Europe were essentially vassal states of the USSR but in general when I think of blocs what comes to mind are the various alliances and coalitions that formed between more or less peer powers in response to some perceived threat. Things like the Holy Alliance, the Central Powers, The Triple Entente, etc. In Vic2 coalitions would form against nations that went over the infamy limit which is a nice touch but a bit more simplistic than what I had in mind. I'd like Blocs to be temporary alliances between three or more powers that form and disband depending on the balance of power in their locality or maybe even out of a shared ideological affinity. In the current iteration of the game this would no doubt amount to a lot of coalitions against the British which is a balancing issue but hey it'd be nice to see them get some pushback.
>>36999lol noice. how'd you get south Africa?
I hate that you can't stop colonizations, it's either pause (which doesn't reallocate colonization points) or abandon the state entirely. You inherit 2 colonizations from Portugal and i'd much rather use those points cutting off the brits in/around Kenya. I had one run that I didn't take any screenshots of where I got a fair bit of Africa through colonization but I rushed the relevant techs and only them so I was pretty weak in every other regard. In another run I focused on mil techs but honestly by the turn of the century I had only ~200 brigades, still no where near enough to challenge the brits yet it crippled my budget with 20k in military wages… idk im bad at this game but I'm going to try yet another game where I just focus on industry techs and see how it goes
It has been a while since i played vic 3. The addition of economic blocs broke the balance of the game, but i guess they might have fixed it by now.
>>37059You need buildings with low construct and price that employ lots of people. Wood production is amazing for that. Cut down the entire Amazone forest and sell to gringos for the price of bananas. That will also give you capitalists. After conquer states with gold, iron oil and rubber.
>>37067The videogame revolution consists in open source material made by players who actually care about the game. Mods are the few things keeping games from being total money laundry gambling mobile schemes
>>36809>what do you guys want to see next for the game?Free market construction, auto-expansion with the autonomous investment pool turned on, actually good AI, class wars (with IG bordergore and aggro rebellions), petty boug crimelords, petty crimes, hate crimes, "propaganda of the deed" crimes, just add crime and corruption goddamnit, better war system, better diplomacy, etc., etc.
Oh, and fix the goddamn characters.
>Beyond Rice and Salt>In this alternative history mod you will see what the world would look like if instead of a third of Europe dying in the black death, 99% did. With no Christian Europe to colonize and subjugate the rest of the world, it leaves the Chinese and Muslims to take up the slack. This timeline led to a much later colonization of the new world, late 1600s into the 1700s. China has hegemony over much of the world, and has colonized the west coasts of the new world. The Mughal Empire falters with a Sikh rebellion and the Travancori Indian League upstart in South India. The Ottoman Empire’s control over the Eastern Mediterranean, Black Sea, and Red Sea is absolute, but may be at it’s zenith. The western Muslim powers of Andalusia, Morocco, and Mali are colonizing the east coasts of the new world. The steppe hordes to the north are quarreling over tribute; could one of them unite the tatar lands and reform the Golden Horde? The natives of the new world are besieged on two sides; and with help from a subjugated Japan they are mobilizing to resist colonization, conquest, and disease.
>The world uses the Muslim solar calendar (essentially the Gregorian calendar minus 621 years), thus the game begins in 1180 (1801 AD) and ends in 1280 (1901 AD).
>This mod is based on the great alternative history narrative The Years of Rice and Salt by Kim Stanley Robinson. Many liberties have been taken to fill in gaps for a more interesting game play and narrative experience.>https://steamcommunity.com/workshop/filedetails/?id=3337303984Thoughts on the mod?
>>38489pol be like 'just like real life hurhur amirite'
but seriously thats funny, I feel like the basic mechanics of vic dont really account for how a country can have both a ruling culture (not just a ruler of a different culture but a whole cultural apparatus built around foreign and local elites) and a popular culture
>>38489At least they finally fixed collectivized agriculture. Finally can nationalize all of the sector without having to stay on tenant farmers or commercialized.
Though I find it hard to break the landlords in the newest version; Used to be you would just force a rev by banning slavery or getting tid of serfdom, now things are a bit tougher; University, gov. admin & construction spam are also too expensive early game. So I think the trick is state farms + logging + food ind.
>>38510How does collectivized agriculture work now? All subsistence peasant-owned, but newly built farms are state owned and can be collectivized, or what?
Haven't played the latest versions, but what's this shit about foreign collectivization? Do you seriously just like invest into other countries' pops owning buildings now? Cooperative ownership sounds hilariously bad now, to stay on par with porky economies you'll have to hike taxes to the max and micromanage all construction on top of that. In comparison, command economy will allow you to straight up abolish taxes and live off factory profits put directly into budget, and then you just put min wage laws to the max to achieve high standard of living
>So I think the trick is state farms + logging + food ind.Last time I played, it didn't work already. Always work towards fixing imbalances. Unless you can trade surpluses off, but technically speaking all it does is it is pushing low prices in your nation up to restore profitability of low profit factories, so it's better to focus on shortages in your nation instead of trade.
>>38650>>38640I mean just plain state ownership in the minimal sense of the word is apparently so op they had to artificially handicap the hell out of it with dividend efficiency & scale economy penalties. Its pretty funny actually.
Honestly I think they should have just slspped a high bureaucracy cost on each state-owned building level and left it at that.
>>38659Youtube personalities did calculations that say that laissez faire is the best, because it gives the most money through taxes, but in my experience, state ownership is really good (but is not automated, and comes too late anyway). There's a whole argument about how deletion of money is destroying the economy (government dividend efficiency straight up erases a fraction of factory profits when these are moved to treasury). But, like, isn't this what capitalists are doing? They just consume a fraction of profits for no output, and on top of that demand you producing for them luxury goods. Erased money is probably gets to the same ratio as capitalist investment ratio (part of POP income, before expenditures, that gets sent into the investment pool to be invested into the economy).
I think it's just balancing issues. Devs want to make all playstyles viable. For example, even slavery has a crazy flat bonus of having 50% workforce participation ratio for slaves
>>38661I am not against balancing, I just think the way they did it was silly. The main trade-off should be that state ownership requires much more bureaucracy to administer effectively (perhaps lowered a bit for command economy).
I think the tradeoff for public education & healthcare is much better designed.
I say this, but I also disagree with calling agrarianism, industry banned, coop ownership, etc. economic system. There should simply be a seperate category for "industrial policy" where all the bonus & maluses are found with econ system strictly reserved for what the player can and can't do and to what degree (eg. have it so that interventionism allows between 25 & 75% state construction allocation, but with each 10% above 25 costing extra authority, bureaucracy, etc. and needing time to implement).
>>39979I'm just saying the whole chain of effects in such a complex game make it impossible to learn especially if they keep changing the rules.
I did another Haiti playthrough. I took someones advice and spammed tobacco plantations with no construction industry early game and it worked. I even paid off the debt to france by 1860 something but then I started just losing money like crazy I don't know how. It says my governent exspenses were through the roof even after setting them to the lowest and I only built gov to cover my trade with 0 institutions. You can only declare a single interest as Haiti and I set it to Brazil for tobaccy because they were offering insane money. I always end up with 0 unemployment and I can't do shit to attract migrants and can't get enough people to work my industries. If I subsidize one, it just pilfers workers from another lol.
>>39996Just ally with France, join their bloc and use their resources to industrialize.
You should avoid building gov admin in general but especially until you research better PMs for them.
I wouldn't build agriculture either, that empowers the landowners and rural folk
As for migrants, being a part of a larger market helps with that if your SOL is high. I believe there's a minumum # of states that you need to be eligible for mass migrations so expand a little. Ran into this problem during a Luxembourg run
>>40000You'll want military techs for defence, economy techs for infrastructure and better PMs and society techs for better PMs and laws, especially multiculturalism
>>40001>You'll want military techs for defence, economy techs for infrastructure and better PMs and society techs for better PMs and laws, especially multiculturalismMil is useless as haiti unless ypu are going to invade. I did a playthrough where I cancelled the debt and France blockaded me until they gave up but were too pussy to invade. Other than that it is useless. It was way easier to pay it off by 1850.
>>40001>Just ally with France, join their bloc and use their resources to industrialize. Could join any bloc, why France? I guess it might help with migrants because they speak French? But Spain has countries in the carribean.
>>40001>I wouldn't build agriculture either, that empowers the landowners and rural folkWhat would you build then? Haito has no resources and starts with no literacy.
>As for migrants, being a part of a larger market helps with that if your SOL is high. I believe there's a minumum # of states that you need to be eligible for mass migrations so expand a little. Ran into this problem during a Luxembourg run Yeah but expand where? Lol. Every cpuntry is part of a bloc that can stop me. I had an idea to do the Haitan naval power run.
>>40004>Mil is useless as haiti unless ypu are going to invadeWhich you should if you want any meaningful amount of migration. I looked it up: "Each country has an attraction score which equals the average migration attraction of all its eligible states. Countries with fewer than 4 eligible states receive a penalty of 20% for each fewer state, up to 60% penalty for a country with only one eligible state."
If you don't want to expand, defence is important too. I'm surprised that France didn't invade. Even still, what about later in the game? It's not an either or thing anyway, you can get deep into all three tech trees by the end of the game even if you don't build universities.
>Could join any bloc, why France?France often forms a Trade League bloc which lets you into their market. The US often does as well. Otherwise only Prussia starts the game with one. This may be less relevant if you have the DLCs, I do not.
>What would you build then? Haito has no resources and starts with no literacy.I believe they have some lumber, no? Should be good for tools, furniture, paper, and glass. With so few pops it should be enough to delete the peasants and tide you over till you join a Trade League.
>>40004>Yeah but expand where?Anywhere. S. and C. America are close, or you can get cheesy and start taking valuable states in Africa/Asia
>>40007> I looked it up: "Each country has an attraction score which equals the average migration attraction of all its eligible states. Countries with fewer than 4 eligible states receive a penalty of 20% for each fewer state, up to 60% penalty for a country with only one eligible state." That's stupid, arbitrary, and how would anyone figure that out lol?
>If you don't want to expand, defence is important too. I'm surprised that France didn't invade. Even still, what about later in the game? It's not an either or thing anyway, you can get deep into all three tech trees by the end of the game even if you don't build universities.No France will not try to invade unless you cancel the debt and even then it's easy to make a larger army than they will try to land with. The problem is they will blockade you until they get bored.
>France often forms a Trade League bloc which lets you into their market. The US often does as well. Otherwise only Prussia starts the game with one. This may be less relevant if you have the DLCs, I do not. I do have the power bloc DLC.
>I believe they have some lumber, no? Should be good for tools, furniture, paper, and glass. With so few pops it should be enough to delete the peasants and tide you over till you join a Trade League. Not much lumber at all. Hmm I guess I did forget lumber goes into tools and glass, but still it's a useless thing to get into because things like tools and whatever will be useless to trade to big countries, and small countries, you turn on the trade when it says +12 and in 2 months it will be -3. The small countries that need the advanced shit won't need them for long, they'll be satiated quite fast.
>Anywhere. S. and C. America are close, or you can get cheesy and start taking valuable states in Africa/AsiaI found they gang up on my when I do invasive stuff. It was hard enough as Brazil taking unalligned states in South America and also colonization is useless with no population. I guess I could setup micro colonies just to get past the immigration debuff. That's so fucking cheesey.
>>40008Just started a Haiti run (2nd time a leftypol post has prompted me to do this) and the situation is much worse than I thought. You have a lot more peasants than I assumed, maybe more than the limited amount of lumber and relevant industries can provide for.
So far I maxed out taxes, bottomed out the gov expenses and deleted my army. This put me in the black/tiny defivit. Will see if industrializing is viable but I can definitely better understand your train of thought now
>>40009I think it was also me last time. I've only been playing the smaller nations because I figured it would be easier to learn with less to manage. So far I played: Haiti, Persia, Ethiopia(Shewa), and Brazil.
Maybe we should do weekly challenges or something. That'd be fun. See who can get the farthest in a given nation, I'm thinking on vanilla. I guess I can also disable my DLC to make it fair, but you should get the Power Block one. I think it's one of those essential Paradox DLCs.
>>40010Debts paid off in 1847. Other than 2 livestock ranches, a rice farm and a dye plantation I only built resources and factories. All demand was satisfied domestically. One advantage of this approach, as far as paying off the debt is concerned, is that since I'm not reliant on trade I can downgrade the PM on the ports which saves quite a bit of money in government wages.
If I was to continue, I'd be able to take the newly freed up money and put it into construction, allowing me to keep the industrialization train going a bit longer, but at this point I'm definitely needing to either expand or join the trade league blocs that both France and the US have formed. I'd also be gunning for better economy and society techs for better PMs (higher SOL) and multiculturalism (more pops) respectively
>>40012I found this collection in steam workshop for vic 3 collect mods related to communism.
https://steamcommunity.com/sharedfiles/filedetails/?id=3002033678I am pretty sure if you use all of them combined your game will crash. Maybe there is a mod that makes almost all of them compatible, but i don't know, it has been so long since i played vic 3. The blocs thing confused me a lot.
>>40017>I didn't manage to pay off the debt Hmm. Besides what I already mentioned (deleting army, max taxes/minumum wages, downgraded port pms), adding consumption taxes (I put them on services, tobacco, luxury clothes and furniture), cancelling trade routes that I didn't need (not sure if this makes a difference but I ended the game with just the tobacco export that you start with) and researching banking might have made the difference. I also get charity schools/hospitals ASAP but again, don't know if that will make a difference.
Nice GDP tho, easily clears me and ya like I said without joining a larger market or making more demand largely through construction sectors the economy isn't exactly thriving.
>>40018Yep, super important. I'll run it on the most populous states until well into the game on most countries. I also add greener grass campaign on as many states as possible and a road maintenance on whatever state I'm building in for the construction efficiency. Nice run.
>>40019Ok now I need to attack New Grenadine, they're unalligned, not that strong, and have coal and iron. After failing at invading one time, trying to invade through Antioqua, I managed to successfully invade through Panama. Problem is my cash flow ended up so negative even deleting my whole military couldn't save me. Goddamn this mil thing is so hard. I read that the best for a naval invasion is an even lancer infranty mix so I tried that. It take forever to train the damn navy so next time I build up my mil I'm definitely going to start with the navy. I just don't know how I go from crazy positive money every turn, to removing every subsidy and deleting the military does nothing. It will turn green for a second then just immediately start dropping down to red.
>oh and one more thing, I set stuff to privatize stuff as soon as I build it. gotta monetize that investment pool somehow while you don't have any construction sectors. i don;t think much of it sold but every little bit helpsYeah I think I'm going to start doing that too. I tried doing it when I needed it but it didn't give me any moneys.
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