Balance Changes for Skill Part 1 (primary)

So basically these changes are meant to help skillful strategies thrive. Simple.

Dart:

SMFC price drops 1000

quick shots price +50

very quick shots price +50

triple shot price -100

base dart smfc attack speed weakened, but quick shots upgrades scale to original x2x speed (basically they're stronger to balance out).

basically smfc is peak high skill because it's an ability, you need to place lots of darts, and upgrade them to low tiers. HOWEVER, this is totally ruined by lame losers who preplace their darts. This change buffs SMFC, making it stronger against midgame rushes, and nerfs people who preplace all their darts and upgrade them (the cost is an extra 1000 for a full 10 smfc setup minus the smfc for a total of around 4500, significant price tag in midgame), and also nerfs people who have bad micro (quick shots buying).

Boomerang:

All t4s 500 more expensive

Honestly I think boomerang is in a mostly fine spot. It's a low skill tower that's expensive at defending the early game, moderate r11-13, cheap for the rest of midgame, then absolutely useless late game. Not all-outable but expensive at defending everything. The changes here basically make some midgame stuff more expensive to punish boomerang players for being low skill.

Bomb:

Cluster bombs cannot pop black or zebra bloons.

Cluster bomb minor pierce buff.

Really big bombs damage attack speed -10%, 0.2s stun.

The idea with these changes are to make black bloons cool again, bomb start more expensive, and return cluster bombs to being able to instakill everything else with a pierce buff. Really big bombs change is meant to make it so that really big bombs can actually defend some stuff r11-13 for highskillbombplayers who want to larp efficient defense by prebuying part of their future blimpact (me).

Tack:

Blade shooter goes back to normal

Blade maelstrom ability has 1s delay

Balanced. I really liked tack before they started doing weird stuff with it. It's in a nice spot. No solo r11 defense, but can vibe with some other tower's weak r11 defense using mael. No camo. Defends moab well enough. Mael cleans up anything. The one HIGHSKILLtm change I made here is giving mael some delay so it's slightly harder to defend with it. That's all :)

Ice:

nerf literally everything to the GROUND

Glue:

Moab glue price +500
Relentless lag becomes: Glue soaks through all layers, slowdown increased a bunch.

Bloon solver price + 5000

Glue is kinda mid rn, it just gives damage boost and slows stuff down. Bloon solver price nerf to not give it too many niches, moab glue is just too much value. Relentless lag is just to stop the lag mostly. Also the stun was super broken.

uh im too lazy to finish so i'll leave it here fr now.

reddit.com
u/WillingnessFuture266 — 1 month ago

Economy Guide

This is a two-part guide. In the first part, I talk about the economic statistics and how they affect gameplay. The second part is what all your finance and economic ministerial actions do.

Part 1: Economy Mechanics

Throughout this guide I will refer the numbers on the left next to as economy points; they typically range from 40-100. Your goal is generally to get this number as high as possible; this boosts your support and can trigger good events.

Cover ratio: Some value related to exports:imports relationship. The more you export, the higher your ratio, and vice versa. High cover ratio is good, low cover ratio is bad.

Reparations: They're pretty awful and they drain your budget a ton. Hoover Mortarium basically fixes this problem.

Labor Market: Low unemployment good, high unemployment bad. Unemployment falls a lot by itself, you don't really need to do much to target employment specifically after the depression hits; either plan works fine. Even after welfare cuts and cartelization, unemployment will stay below 0.75 billion. Trying to decrease it further doesn't really impact economic strenght iirc.

Inflation: You want to keep this around 1.5% ideally by either raising or lowering rates. If inflation hits I believe 5% it triggers mild inflation, 10% is significant inflation, and -3% (or maybe -4) triggers significant deflation. All of those events are bad; don't do them.

Budget: Maintain a surplus; this increases economic strength and pays back your debts to the public and the foreign powers. If you can't maintain a surplus, keep budget above -1 billion, otherwise you will have a pop-up and decreased economy points.

Debt: Try to pay it back and don't get too much of it. If you have too much debt I think it impacts credit and capital flight.

Sectors: You want all the sectors, from heavy industry to peasant agriculture, to be as profitable as possible. Don't worry about estate agriculture unless you're going for that specifically; it's basically impossible to save it.

Monetary: This is where the banks are. To prevent confidence from dropping and thus bank runs, which tank your support and economy points, you need to keep domestic confidence up. This is through a high cover ratio (so a strong export industry, no tariffs, and comm treaties), a low discount rate (which is necessary for fighting deflation anyways), and some welfare options (I think).

Foreign Credit: I believe confidence and credit access are tied to the same stuff as bank runs, which makes monetary ^^^ extra important. Capital flight, though, is tied to more things as well. Taxes, foreign loans, and more can increase capital flight in addition to a generally bad economy. That said, I find that capital flight isn't ever a very significant issue so long as you can get the bank runs stopping and credit reopened.

Part 2: Events

Golden years (everything up)

Bad years (everything down)

France treaty (everything up, unless you don't want to)

Black thursday: Instant 2 million unemployed, but this number goes down by itself. Save any actions that increase unemployment, like cartels and certain welfare cuts, for after the unemployment is totally balanced out.

Bank collapse: The bank run is gonna happen no matter what, but you can usually stop it pretty effectively with my monetary suggestions

Credit collapse: Same as above, but with credit instead Hoover moratium: Gives you about 2 billion budget; basically, when the depression hits, just spend spend spend. Your giant deficit doesn't matter because it's about to go away anyways.

Part 3: Ministerial Actions

Finance

Taxes: Try not to raise taxes too much, they nuke your support. It's hard to cut them as well. If you do have to raise taxes, just do it twice on rich people; as I said, the capital flight is not that big an issue as long as you restore banks and credit.

Social Spending: Cutting welfare is your main way of making money. If you don't care about nationalism, ALWAYS cut war-victim pensions to the bone followed by disability and invalid pensions.

Internal Transfer: I like to cut the revenue share sometimes; it's stronger than social spending for budget at the cost of hurting construction a bit more.

Discount Rate: Your main tool for managing inflation. Note that it has a bit of a "drift," so don't go overboard or else the drift will catch up and inflation will swing way past where you wanted it. Early game you want to raise rates to 9.5% to get inflation around 1.5, then cut rates to 6.5% after black thursday to stop deflation from happening.

Debt and Bond Financing: If you lean on foreign loans I find that capital flight actually becomes somewhat of an issue. Don't.

Tariffs: Top priority in every single game. Your first two finance actions are ALWAYS cut three tariffs on poland, then one on poland and france. This boosts your export industry a ton at the cost of a little agriculture strength. If you're trying to get estate agriculture up then it makes sense to raise rates a bit, but end the tariff war with poland at least, and don't raise tariffs on france for fear of wwII.

Reform Reichsbank: I think this only gives you the option to boost your plan. It's available after the young plan passes.

Economic

Cartels: It's good to cartellize to make the heavy industry sector stronger, and thus get more points. This reduces support a bit but makes the economy stronger. As I said earlier, do this only when unemployment has balanced itself out a bit.

Subsidies: I'm lumping these all together; just increase subsidies, it makes everything stronger.

Export industry is the first priority though because that's important for cover ratio, confidence, bank runs, credit, etc.

Nationalizations are bad; you always favor the industry first. A strong industry is the most important thing. Nationalizing decreases employment, which is already trivial, and weakens heavy industry--and its irreversible.

Deregulation: The opposite of nationalizations; it makes light industry stronger at the cost of worker support. This gives you free economy points basically.

Comm treaties: Click all of these; they are your top priority. They boost export industry for free and increase relations. Once again, export industry is top priority because cover ratio, confidence, banks, credit, etc.

Invest Treasury in Industry: Gives a bonus to industry at the cost of 1.5 billion rm, only available after debts are paid off. Pretty simple.

Plan: Always go max plan (corp and lautenbach both work), with wagemann and reichsbank rediscount window. You can actually implement the plan three times which I didn't realize at first. Using the plan is in addition to a typical economy action. Also, it costs a turn, so make sure you've already done a finance and eco before the plan.

reddit.com
u/WillingnessFuture266 — 3 months ago

Hugenburg Deterministic Guide:

So basically what you do is you finish the following checklist:

* you do the agriculture landers: 0 actions

* take hugenburg in april: 0 actions

* when in government, fix the economy (though i don't get this part): 0 months, just take finance and eco ministry: 0 actions

you may have noticed that these don't actually take actions. What do you do to fill in the gaps?

Press hugenburg media card, with cooldown of zero. Labor is best at the start; when you hit 75% labor ish around 1928, switch to the general media. Each time you click the card you get +0.9% popular support. Click it 12 times, get 11% pop support. Click it from 1925 (game start, i think?) until 1928 and you have +25% support from the start because of diminishing returns.

I did a run where I destroyed the economy as hard as I could by lowering taxes and spending as much money as possible. I got the Bad Years, 50 billion rm of public debt, and 4/5 of population unemployed. If I knew how to fix the economy I'm sure I would have had around 60% or smth. As it was, thanks to media card, i had me at 38%, nsdap at 25%, KPD at 11%, and SPD at 1%. It was a fun game. Hugenburg media card is broken.

reddit.com
u/WillingnessFuture266 — 3 months ago

Why extra ministries?

Here's an interesting fact.

Going double rally radio anti-democratic enemies and no advisor action with bruning gives you four ministries, but replacing far-right enemies gives you five.

With braun, we have labor + any + mandatory interior, but if you pick far-right, it's labor + any + any...

Why does picking far-right enemies give you more cabinet leverage than anti-democratic even though the latter gives more voteshare?

reddit.com
u/WillingnessFuture266 — 4 months ago

What does the social rally do?

I remember once in a reformist run with radios I got it so that the rally was stronger than local but I don’t remember how it got to that point…

reddit.com
u/WillingnessFuture266 — 4 months ago

I need dynamic in dnvp 😭

How am I supposed to play the game with rng cards… I am lost! I tried to form the cvp using the card and it took me seven turns…

literally unplayable, going back to dyanamic. ill form the cvp via spd actions instead

reddit.com
u/WillingnessFuture266 — 5 months ago