Looks like PDX confirmed it.
▲ 1.0k r/victoria3

Looks like PDX confirmed it.

Made a mod that granted a bunch of kill rate. Noticed it didn't seem to do anything. Reported. And now confirmed.

I am lightly sad. There are already very few actual modifiers you can put on the military.

u/GreyGanks — 21 hours ago

A simple little Stoner build

Unfortunately, Simple simply stopped giving me my attack evos. I found Stoner (especially the infinitely scaling spec) to be more satisfying than when it strictly required arms first. By that point, you've already got a build, and stoner's just... not good enough to transition into.

u/GreyGanks — 7 days ago

Alright. 3 billion GDP / week!

Did the Economic Dominance path last week with Ruby Hold. It required infamy-maxing blobbing. On a whim, I decided to do some world blobbing today. Initially wanted to go to until end of game.

Have to say. Really rather boring after a while. So the goal changed from end of game to end of century. Then at 3B gdp.

u/GreyGanks — 12 days ago

That feeling when you're an AI GP, and it's your turn to do the Cut Down to Size

R5: They declared this war, and are very fearful. I am taking their entire coastline.

u/GreyGanks — 12 days ago

OK.... Where are the states affected by this?

Do I need to literally look through every single bloody state, and check all of their modifiers, just to see if it's one of the states that has it?

u/GreyGanks — 13 days ago
▲ 159 r/victoria3

This kinda seems like a bad idea.

The Industrial Boom event has an option for MORE PRODUCTION, or +2 SoL for the lower class.

Raising the standard of living by 2 for the lower class? Cool beans. I like SoL.

And in 10 years time, that means a -2 sol, which is an even greater increase in radicals than the increase ever was. Also, if you're developed, it's going to push them further from the optimal child rearing SoL of like 15.5 or so.

Why bother?

reddit.com
u/GreyGanks — 13 days ago

Black Powder crumbles to dust and explodes. But Rubies.

Rubies crystalize and form into beautiful gems, that when cut appropriately, gleam flawlessly.

u/GreyGanks — 17 days ago

OK. I've never played Lorent. Am I missing something?

I mean, obviously. But I never heard anything about Lorent being involved with the fey.

u/GreyGanks — 18 days ago

Man. It's a simple flag, but very appealing.

Lookin' sharp, my dude!

u/GreyGanks — 18 days ago

Apparently, trying to reunite Anbennar creates a lot of infamy.

Ah. 400 infamy isn't that bad. And you get to have one king all over again, rather than this disunited mess! Come hang out!

u/GreyGanks — 18 days ago

How is this market requirement calculated?

This market value for the economic tutorial is creeping up pretty quick... I've entirely depeasanted my little country, and am pushing towards 100 infamy.

If this pace of increase keeps up, I think I can only beat the economic tutorial by doing an infamy maxing world conquest.

u/GreyGanks — 18 days ago

Anbennar! Stop breaking up! You're supposed to be my friend!

Why did you bring W*x into this world?

u/GreyGanks — 19 days ago

I physically can't stop making a profit on tools, even while constantly fighting to produce wood.

u/GreyGanks — 19 days ago

Rubyhold taking hold of Lorent's jewels.

R5: Well, this was the quickest I've started to get independent from my overlord, ever. Let alone when my overlord is rank 1 world power.

u/GreyGanks — 19 days ago
▲ 145 r/victoria3

Why.... why does it need the engines to be pricier?

We just finished reducing the price of engines. Why does it now need to go up?

u/GreyGanks — 19 days ago

What if buildings were just Land Boats?

Youtube clickbait title aside, it is basically the mod I'm unironically considering making.

You know how ships basically have loadouts for their construction, which you can retrofit later, if you need to, but it takes time and construction capacity? Higher mod levels are unlocked by technology, but come with subsequent higher construction point and material costs.

What if buildings would work much the same way?

"To what benefit?" should be your first question to any such suggested system change.

Well, it makes investments persistent. A factory made with a hand rails on the stairs needs to actually have someone come out and remove them if you want to increase mortality again. Lightly more immersive.

But... that "stickiness" can also be annoying, when compared to just doing the "wait a week, and see if things go off the rails" method. So that's... good for simulation. More hit or miss as to actual playability.

What else?

Well, it can give poor countries somewhere to start. Rather than all of the construction being constant per building type, and the production methods effectively being free... the new basic buildings would be relatively cheap and easy to produce, but upgrading to higher production methods and other addons would take actual capital investment.

Again, another simulation win. But also with a playability win.

-

The problem I'm seeing with setting up the mod: Employment. Ships don't do employment calcs. They don't pay wages. They don't have qualifications. You just have a pool of navy manpower, and you get to use it however you wish.

And I don't yet know how to shift that employment building into one that would act as an ownership building and collects dividends from its owned "ships," and pays them out, even if I manage to jury rig a way to connect buildings to ships.

HOLY. I think I got an idea. I might have one Primary building for each building type (Textile Mill, for example). And then, have the "ships" actually add their modifiers of employment, production, inputs, etc, etc to the main building, rather than itself. And on making or destroying a ship, increasing or decreasing the level of the main building so it can have economy of scale.

And this ought to actually not even fuck too much with the actual economy sim part. (Save for private investment. I just gotta get rid of that.) ....assuming 1000 instances of +100 fabric input / +1000 clothes output are actually all totaled up and calculated just once, rather than being run through every single tick. That would be catastrophic.

Just... gotta figure out how. But I'm sure totally overhauling the economic heart of a game about crude economics will turn out just fine.

reddit.com
u/GreyGanks — 19 days ago
▲ 105 r/victoria3

Well. Playing Indian Territories just about burned me out on the game entirely.

Playing Liberia was funny. This was just torment. Every 4 years, I'd be dragged into war against Mexico, wherein there's a 5/6 chance that I just have to reload 3-4 years back so that my game doesn't instantly end with the AI handing over my land .... in a war they fucking won.

And all my war progress was dependent upon the AI playing along, until they at least give me a territory outside of the US, so I didn't have to call them into wars to have a front line with Mexico.

But hey. My politics were super progressive and I was able to... Not pass open borders because not even the trade unions wanted that. So all I could do was to create a megalopolis of more (American) Indians in this one state than ever existed in all of America in the real time line. Which is cool and funny, and they wanted Ethnonationalism done because reasons... And then the AI actually let me take Mexico... Thank you. Perfectly timed.

There's that tiny one province vassal of China that I've played for about 3 years before realizing that it's actually unplayable. And hey, not everything is supposed to be. That's the fun of it.

But being reliant on the AI of this game just raises a magnifying glass to the baffling displays that simply exemplify why the Ai revamp is so necessary.

And... I think I'm just going to lay off the game for a bit.

reddit.com
u/GreyGanks — 20 days ago