Throwing this one out there because I kept getting fucked by it: *SWITCHING ARMY COMPOSITION NERFS YOUR ARMY INTO THE GROUND FOR A YEAR.* You get hit with a *-75% penalty* for switching military equipment, completely separate from any shortage penalties. This is a decaying penalty, buy you'll still be hit with a -50% half a year in IIRC.
It's not that bad though, as long as you don't get attacked lol. So like, maybe as France or Prussia it's not an option.. But playing as a minor, why not. What you can also do ofc is only switch part of your army. Playing as GB, you can for example have 1 baracks on high quality, and the rest on low. That's enough to deal with colonial wars
I was going to say something similar. I see a lot of players chuck the game on speed 4, ignore pop ups and information, and then complain about a lack of depth. You're missing the depth by playing this game like it's a map-painter. This isn't EU4. You're not eternally AE cycling until every corner of the map is Ulm. This is a political and economic management sim. I'm seeing big name players do it a lot and they lose so much information by not pressing pause.
I purchased Victoria 3 when it first released, but have only begun playing it recently. I have been checking out various instructional videos on the game and have found yours to be, by far, the best ones available. Your videos are both informative and brilliantly paced. You're a born teacher. Keep the great works and I will be viewing your videos on any other games you put out.
Thanks man, with this single video, without watching almost nothing anything other than some in-game tutorials I was able to understand and enjoy this game. So many useful information in this one video :)
Don't spread your factorys out on each state. you should be building fewer but higher level ones on each state to get the 1% throughput bonus on each level
Exactly. If you have a large nation, every industry should have its own "state" because the game doesn't model transportation costs within your market. So unlike real life, you can produce all your groceries in Wisconsin and the price in Massachusetts doesn't suffer and it doesn't use more infrastructure than spreading them out. Mathematically it actually uses less as in that example you're getting more groceries per unit of infrastructure consumed by the factory. It's also generally best practice to focus these industries in states without an infrastructure malus, so no steel mills in the middle of the mountains ideally. I personally don't like playing this way as it feels cheesy as a larger nation and ridiculously unrealistic to have a size 60 power plant in New York that provides my entire nation with electricity. But if I'm ever playing competitive multiplayer or playing a really difficult nation I'll abuse the hell out of this mechanic.
@@TheSpecialJ11 Well I have watiched a youtuber from Austria who told me to spread my factories in states because the states' INFRA could be fully exploited. After I tried, and that's wrong, and you are right. But sometimes it is lack of a flavor which a history simulator should provide. Like you said the whold America's electricity is provided by New York... So whileI do in a campaign of USA, I will focus in the Rust Belt and the New England. At least I can feel I am in 19th century.
This is what I thought at first too, but it's only kind of true. The way the State Construction Efficiency works is NOT the same as throughput. Per Dev Diary 36, the way State Construction Efficiency works is that all construction allocated to construction in that state gets the bonus. Not just construction generated in that state. So if you are building up 2 different states, you are building one of them with with some free efficiency, and one of them with no added efficiency. But you get the bonus for all construction capacity pouring into the state from everywhere for whatever the in-state construction bonus is. So by centralizing your construction, you are leaving bonus on the table for every state except the one with your construction sector in it. A small bonus in several states (like 1-3%) may not sound like much, but if you do it early, you're getting that few percent for decades and it kinda adds up. While you can get throughput bonuses from things like reinforced concrete, scaling construction sectors actually DOESN'T increase throughput like other buildings. It only increases State construction efficiency. Which only applies to the state it's in. Does that make sense?
@@TheScottWolcott “There is one more important factor to Construction, which is a modifier called State Construction Efficiency that governs how effective each point of Construction Capacity you put into building Buildings in a State is. For example, a state with a +50% bonus to State Construction Efficiency means that every Construction Capacity allocated to projects in that State actually results in 1.5 progress on said projects, while a malus of -50% would reduce it to 0.5 actual progress.”
You forgot to mention SHIPYARDS: check WHAT they are building. It can be either just civilian, civilian and military military ships or just military ships Also INVASIONS: If your army is bigger than your navy, you cannot invade. So if a general commands 19 and your admiral 18, nope, will not work.
I just started playing the game yesterday and I started as Sweden. I think as mentioned I built to many construction sectors since the demand for Fabric, Tools, Wood and Iron went up a lot and I ran in to issues. + This made other things like standard of living drop since the price of clothing went up. I have a few questions: 1: Do you alternate between construction sectors and the required goods they need like Iron, Wood, Tools? Or do you build the sectors first to be able to build the goods faster? 2: How do I get more Services? Since I can't build the service centers? 3: Is the solution to getting ppl out of subsistence farming to just build more of these basics like logging caps, mines, fishing? Or will I eventually just oversaturate the market with these goods? I guess I could just export some of the extras...
1. You should focus on construction quarters and downsize and upscale them according to your deficit or surplus, you also don't really need to focus on your iron/wood/fabric manufacturers that early in the game since even with the cheap resources the government wages will take a huge chunk out of your income. Run a small deficit and expand into the most profitable markets. 2. You get services mostly from urban centers, just go to the buildings menu if you cant find it and if your service output is small you can use cheap resources like coal to get much more services that way, they also grow the more you expand in said state. 3. From my experience it's really hard to oversaturate the markets and you can also use the raw resources to create more profitable manufacturers like furniture, glass, steel etc. also, you don't need to only build raw resource collectors to get people out of substinence farms, factories work for that extremely well.
1) the larger your economy the more resistant to shock it becomes, with a small early economy then you have to alternate to avoid crashing or skyrocketing the price, later you can build in blocks more, 2) city center production methods, the difference between unlit and (coal) gas lights is immense, likewise with your market method, should you somehow max services and still need more then fine art is actually a substitution good for some reason 3) Any job will pull away from subsistence as subsistence is so shit, I usually just build whatever is needed overall and it'll gain employment pulling from the peasant population, you don't have to make subsistence unprofitable or anything because it already is by default
@@Nota-Skaven ty for the answers! A follow up question: If I build up a bit of construction centers in one state, will the "workers" or the effect of those benefit if I build something in a state right next to it? Or do I need to build construction centers in every state (ofc more or less depending on state) if I want to develop multiple states?
@@ds2sofs thx fo the answer. I like the detailed explanation. see a follow up question further down regarding construction centers and how they stack / work across states.
@@AndreasRObius the construction is nationwide, however each sector has a local efficiency boost which makes each construction point count for more in that state, concentrate them in your states you've decided on as industrial centers, usually because of just having a high population, though building some elsewhere will help keep costs down and odds are you'll build some rural buildings or something there anyway a note on concentration of industry, production methods are changed state by state, so if say your entire construction sector is in one state and you want to swap from iron frame to steel, you have to swap the entire sector at once, which immediately crashes the price of iron and rockets the price of steel
I feel like the game is going to get really old really quickly without a lot of changes, but it has so much potential. On one hand, I was able to successfully convert monarchist Sweden into a very successful socialist republic with full 100% government legitimacy -- the capitalists and aristocrats literally couldn't find jobs (so that was both fun and cathartic!) and even karl marx showed up to run the swedish communist party. I was #1 undisputed king of Quality of Life for my citizens, but the QoL issues for the PLAYER are everywhere, so much double work and fussy menus and weirdly hidden or nested information and annoying micromanagement. War wasn't even a factor at all, didn't even touch my armies (which as a Stellaris and CK3 player, this felt like a sin). Trade convoys constantly coming in and out of profitability was a slog and a chore. I almost never cared about the leaders of the parties, Stellaris makes me care about each and every scientist, but in this game I only really cared about Marx but only because he's S-tier if you're running a workers' republic. I'm still learning but I might just wait a few months before coming back to wait for a couple updates to drop.
Every paradox 4x has a rocky start before they blossom into the games we love. Remember the good old days when stellaris just kind of ended when you hit the midgame?
It will get there. It has a fairly strong foundation to build upon, although the interface is a bit annoying at times and things like war feel like they should feel more important. This is the period that saw wars happen on an industrial scale and yet there's nearly no emphasis on it at all. Having to wait for truces to constantly break in order to invade a nation again so you can annex all the territories you wanted to begin with is frustrating as hell as if they back down to your demands then they'll only give you one province/war goal. I can see them doing a whole expansion around the Great war and the conflicts that led to it in the previous decades that should hopefully tackle these issues. UI will get better over time too to become more user friendly and have important information more accessible. The Outliner sucks compared to EU4, sure it's great you can pick what you have on it but most of what you can add to it is useless. Diplomacy needs a lot more work too. The game needs to make what you can and can't do clear and more importantly, why you can or can't do certain actions or plays. They could at least make viable diplomatic actions more visible like EU4 that lets you cycle through all the nations that WILL give you an alliance, rather than all those that are eligible and you have to manually click 1 at a time just to see if they'll even accept. One thing i hate is that if you're friendly with a nation that holds territory you want, you need to slowly break down relations first then declare war on them. There's no middle ground or friendly solution, like simply selling or trading provinces. Need more diplomatic options. What the game is lacking most is major events. I've played 3 campaigns to 1936 so far and haven't seen the Great war or anything resembling it happen at all. So far you spend most of the game staring at construction, staring at colonies or staring at trade resources.
@@mairon154 Unfortunately a dose of socialism (along with the healthy fear of it's success) is the only thing that keeps capitalism from becoming cannibalism... But whatever, let's play video games while democracies devour themselves so the rich can get richer.
easiest way to see the interest group buffs is to add the interest group outliner to the screen using the outliner menu item on the left side of the screen
I'm playing as South Korea right now in year 1873 and am in the top 20 overall ranking, top 9 GDP, and ALMOST middle on living standard (15 i think). I've kept trying to prepare to declare independence against China but early on they allied with both Russia AND Japan so I have no allies, no one to trade with, and they have 10x my army. Is there a diplomatic way to somehow get them to break up with Russia so I can turn the tides? If not I'm basically just building factories and not making any progress on independence at all. Thanks
I always try to run greener pastures to attract people from countries nearby at the start of games if I can. Having that population boost really helps building up for war or a better economy.
naval invasions are fun. i destroyed germany as sweden because i naval invaded pomerania and beelined towards berlin. by the time they could muster a response i had pretty much won
Any tips for playing a small fish in a big market? I played ethiopia, japan, and brazil and did great with all of them.... But I cannot figure out how to play Cape Town or any other minor in the British market
I disagree about conscripts being used for purely defensive. I’m doing pretty well as the US running a small professional army and mainly relying on conscripts to fight both offensives and defensive wars.
Could you make a video on incresing loyalists and decreasing radicalists?🙏🙏🙏 Thanks for your tutoriales, i'm having a bad time learning by trying & failing, but your tutorial really makes it easyer 💪
To decrease radicals: Make more jobs to decrease subsistence farming Decrease the price of essentials like grain and clothes Improve your economy so you can afford to lower your taxes (I know, easier said than done) To increase loyalists: Make more jobs to decrease subsistence farming Decrease the price of essentials like grain and clothes Improve your economy so you can afford to lower your taxes Eventually end the consumption tax on luxury goods
Invade Poland. Not even joking, the Polish territories in Russia and Austria have massive capacity for coal mining. That or colonization, a lot of West Africa has decent mining capacity too for a lot less infamy penalties
@Not my real name In addition to your great advice, also just pathing down the tech tree in a way that improves that resource's production is good. Obviously you don't want to suffer the huge penalty for researching a tech in the next era when you still have unresearched ones in an earlier era, but if I notice my economy is struggling to produce something, its relevant tech is the first I select in the new era.
ahm, how can I stop exporting a good? because every time I build a construction sector they consume cash because of the resources they need, and I'm building the resources but still they consume the same amount
You do not build those sectors for yourself, the capitalists and rich pops own it. Due to this when you build a logging camp you will not own it. (I am going to use wood as an example but this applies to others as well) This then means that when you wish to build other buildings you need to buy the goods from those capitalists. This may be different if you have a command economy, I am unsure.
I’ll answer the question in the first sentence because the rest of the paragraph breaks my brain trying to understand lol. If you yourself are exporting the good you can go to your market screen and look at the trade routes, there’ll be a red x there you can click to get rid of it. If someone else has started the trade route you can’t just stop the route like that. Yes Great Britain can buy up all your iron until your tools are too expensive for you to build with. In that case you could try increasing tariffs on it. Aside from law changes every good can have its import and export tariffs slightly adjusted on.the goods screen for that good. Increasing the tariffs might make you enough money to at least cut the pain of your resources being bought out from under you. Lastly and perhaps most importantly, the reason exports can feel so excessive and unhealthy is that trade calculations give a whopping big discount to the trader. Read dev diary 54 for the basics of it, then google the paradox forum post about trade loops to see how it actually turned out in game lol. Traders can buy your tools at 60 and sail them back to France to sell at 50 and yet somehow consider it a profit and buy even more and more and more no matter how many you produce. It’s not necessarily a bug exactly but I surely hope it’s not intended gameplay. Especially since there’s a counterplay that’s just as silly. If some great power is bugging out and doing this, just set up a trade route importing them right back. Your traders benefit from the same calculations, it’s not just an AI thing. Make that make sense lol. In any case I’m sure / hopeful that the situation with that will be patched soonish. That, random empty front lines and generals teleporting back to base being fixed would all be great Christmas gifts lol.
Would have been nice if you added a detailed description how the recruiting of naval staff works. I was quite surprised and thought it would be a bug that it takes 4.5 years in midgame to fill a new Naval Base.
@@kevinh3238 Well you have a PM (the one on the right) that gives between 3 and 5 new Recruits every week. That means, that when you build up a naval base from 0 in one state it will always take 5 / 4 years to fill it completly. Also it doesnt matter if you build 1 or 40, when you had 0 before all bases need 5/4 years to fill completly. So if you plan to have a navy plan it early and also dont build up one after one because you get those 3 to 5 people per level.
Hum... the navy don't get me started with that. Too late! So that's one of the many flaw of this Vic3 game. You can totally play without it but if you want to invade a country generally they are needed. According to my painfull first experience with navy in this game, the invasion is really strong but you need to know what you are doing. For exemple there is no message explaining it... you learn the hardway! So rough landing is a -25% malus on your stats and generally that's a given. Then you have a need for a navy that can support your invasion! The rule i have learned the hard way is: You need a general in the HQ of your fleet, you need a size of fleet = number of troops you want to invade with. And then if there is enemy fleet, there is always a battle before it. Like you imagined, i have tested that all wrong.
Forgive me if you've already stated this in another video, but do you have any tips on how to prevent your economy from collapsing when you leave another country's market? My papal states game was going very well and i was making boat loads of money, but when I decided to break free from Russia, who's market I had based my entire economy in for the last 40 years, my economy completely imploded as I couldn't meet the same supply and demand as the russian market. are there any steps i can take to mitigate the damage to my economy? i'd love to try out more non-independent nations but after my latest fiasco, i'm afraid to rely on other peoples markets now. the only thing i can think to do is to completely downsize my entire industry but that would absolutely murder my pops jobs and standard of living right?
It’s really tricky because it basically requires you to replan your economy. Check and see what you actually have in your states - what resources are you producing, and what are you acquiring from the market. Then build up a bit of a supply of the industries you will be short on. Alternatively you could build up some extra trade capacity, or join another larger market if you were just looking to leave that original one rather than have your own market entirely.
I just need a tutorial now on how to destroy the Landowners & Industrialists as a political force and put the Trade Unionists in government as the larger party forever :D
Butuh naval base buat perang antar pulau, nanti ada pilihan di admiralnya 'naval invasion' pilih itu, semakin banyak pasukan lu semakin banyak butuh convoy.
@@malikacs ok makasih, nanti jadi bisa kirim batallion kan, Tau cara usir penduduk yang culturenya dutch gmn? Baru kuasain north sumatra, 40%populasi Dutch . Pgn usir dutch soalnya mereka radikal
Gabisa diusir langsung, buka aja migrasi ntar dia pindah sendiri. Kalo ga pindah ganti di govermentnya jadi multikultural atau apa gitu biar ga rasis sama mereka
@@malikacs udah pake migration control law, tapi ga mau pindah dutchnya. gara2 dutch total radikal jd 170k,loyalist cm 70k. Udah tahun 1870 belum kuasain siak jg. Soalnya g ada di list conquer. Kayanya enak pake brunei dah
I am playing as Texas and just went to war with the Commanche and won, but I got Commanche New Mexico and Oklahoma in the war. I don't want that. I just want Texas. How do I get rid of the land I don't want?
Playing Brazil right now, economy is going great but I can't do anything with changing laws away from the landowners. Stuck with masses of under-employed peasants due to slavery taking up all of the laborer jobs.
Be sure to include at least one of the interest groups that show up as supporting the law into the government which will enable it. Not just one that endorses it in the green bar, has to be one that 'supports' it which you can find in the law's tooltip box. Endorse and Support are 2 different things. The more 'supporting' groups with clout you can get in the government will up the enact chance, while the clout of all that 'endorse' it even outside of the government will grow the green bar next to the thumb which is way less important than the enactment chance. If the interest group you throw in the government to be able to attempt to enact a law lowers the legitimacy to much, it'll take forever for each enactment attempt. Maybe even enact something first that the rural/landowners like so the -20 hit won't put them past the -10 threshold to become radical, and keep the loyalists high to offset any - approval over time.
Adding on to Mark's comment, make sure to strengthen the group wanting to enact the laws you do. Due to the laws you start with, strengthening a good group is better than suppressing a bad group as Brazil in the early game.
Mistakes to avoid: Buying a Paradox game at release. Partially joking. The game looks pretty decent. It will be a lot better once they iron out some kinks and add some more flavour though. How capable they make the AI will be a tough balancing act. Not to mention making it capable without outright cheating in the first place. War probably needs the most work and maybe it would be best to have options how involved you want to be but the current systems leaves quite a bit to be desired.
I disagree. You should always micromanage your Road Mainteneance decree until your eyes start to bleed. YOU MUST ALWAYS HAVE THAT 10% CONSTRUCTION EFFICIENCY. ELSE YOUR LIFE IS FORFEIT.
conscrips for defence you say? HAH see me throw hundreds of thousends of conscriped japanease farmers against vietnam to conquer the bloody place (successfully with horrendous casulties)... Acctually rellied almost compleatly on conscripts for my conquest in my last game as japan. Was very funny but people got very mad couse they kept dying in wars of conquest.
Oh noes, the subscribe button isnt red anymore, its black. Your video is now SOOOOOOOOOO dated lol Anyways, thanks for the vic3 content :3 I really like the game but see its faults and hope pdx will keep updating it to fix the issues it currently has and faces :3
@@azlanadil3646 it should be good now, I hoped it's fixed in an update. the devs said they're looking to tweak how wars work. I don't want to pay money for a better system. I already paid for the game lol
Throwing this one out there because I kept getting fucked by it: *SWITCHING ARMY COMPOSITION NERFS YOUR ARMY INTO THE GROUND FOR A YEAR.*
You get hit with a *-75% penalty* for switching military equipment, completely separate from any shortage penalties. This is a decaying penalty, buy you'll still be hit with a -50% half a year in IIRC.
It's not that bad though, as long as you don't get attacked lol. So like, maybe as France or Prussia it's not an option.. But playing as a minor, why not. What you can also do ofc is only switch part of your army. Playing as GB, you can for example have 1 baracks on high quality, and the rest on low. That's enough to deal with colonial wars
@@machielvanmierlo7761 You'd still want to do it as any country, it's more a warning to not do it near war.
Yeah, exactly, it's still extremely worth it to buff up your forces, you just need to time it well
Yeah i have noticed that quite late in my game. I still recommend it if you are not a well established economy and can't afford full price.
1st mistake you shouldn't make:
Moving the camera on 5x speed
lool or zoom in the EU when you are in late game lool
Why?
@@TheJameson127 game goes 1fps and lags like hell
The greatest suggestion is to be patient
You're not getting anywhere in a rush, as it usually is with paradox games
I was going to say something similar. I see a lot of players chuck the game on speed 4, ignore pop ups and information, and then complain about a lack of depth. You're missing the depth by playing this game like it's a map-painter. This isn't EU4. You're not eternally AE cycling until every corner of the map is Ulm. This is a political and economic management sim. I'm seeing big name players do it a lot and they lose so much information by not pressing pause.
You can also right click the province to select decrees. Just right click anywhere inside the territory and then select your decree from the list
Yeah the right click UI is nice and clean to use once you’re across the decrees
I purchased Victoria 3 when it first released, but have only begun playing it recently. I have been checking out various instructional videos on the game and have found yours to be, by far, the best ones available. Your videos are both informative and brilliantly paced. You're a born teacher. Keep the great works and I will be viewing your videos on any other games you put out.
Wow! thanks for the really kind feedback. It means a lot in an environment where it’s so easy to say anything
inb4 buying the game lul
How am I supposed to leave comments for the algorithm if you’re gonna take all the low hanging fruit first?
This
I’m glad I found your channel right before Victoria dropped like you helped me a lot keep it up
Thanks man, with this single video, without watching almost nothing anything other than some in-game tutorials I was able to understand and enjoy this game. So many useful information in this one video :)
Don't spread your factorys out on each state. you should be building fewer but higher level ones on each state to get the 1% throughput bonus on each level
Exactly. If you have a large nation, every industry should have its own "state" because the game doesn't model transportation costs within your market. So unlike real life, you can produce all your groceries in Wisconsin and the price in Massachusetts doesn't suffer and it doesn't use more infrastructure than spreading them out. Mathematically it actually uses less as in that example you're getting more groceries per unit of infrastructure consumed by the factory. It's also generally best practice to focus these industries in states without an infrastructure malus, so no steel mills in the middle of the mountains ideally. I personally don't like playing this way as it feels cheesy as a larger nation and ridiculously unrealistic to have a size 60 power plant in New York that provides my entire nation with electricity. But if I'm ever playing competitive multiplayer or playing a really difficult nation I'll abuse the hell out of this mechanic.
@@TheSpecialJ11 Well I have watiched a youtuber from Austria who told me to spread my factories in states because the states' INFRA could be fully exploited. After I tried, and that's wrong, and you are right.
But sometimes it is lack of a flavor which a history simulator should provide. Like you said the whold America's electricity is provided by New York...
So whileI do in a campaign of USA, I will focus in the Rust Belt and the New England. At least I can feel I am in 19th century.
This is what I thought at first too, but it's only kind of true. The way the State Construction Efficiency works is NOT the same as throughput. Per Dev Diary 36, the way State Construction Efficiency works is that all construction allocated to construction in that state gets the bonus. Not just construction generated in that state.
So if you are building up 2 different states, you are building one of them with with some free efficiency, and one of them with no added efficiency. But you get the bonus for all construction capacity pouring into the state from everywhere for whatever the in-state construction bonus is. So by centralizing your construction, you are leaving bonus on the table for every state except the one with your construction sector in it.
A small bonus in several states (like 1-3%) may not sound like much, but if you do it early, you're getting that few percent for decades and it kinda adds up. While you can get throughput bonuses from things like reinforced concrete, scaling construction sectors actually DOESN'T increase throughput like other buildings. It only increases State construction efficiency. Which only applies to the state it's in.
Does that make sense?
@@TheScottWolcott “There is one more important factor to Construction, which is a modifier called State Construction Efficiency that governs how effective each point of Construction Capacity you put into building Buildings in a State is. For example, a state with a +50% bonus to State Construction Efficiency means that every Construction Capacity allocated to projects in that State actually results in 1.5 progress on said projects, while a malus of -50% would reduce it to 0.5 actual progress.”
@@tigerooxx5127 yes? that's what I was referencing in my comment?
You forgot to mention
SHIPYARDS: check WHAT they are building. It can be either just civilian, civilian and military military ships or just military ships
Also
INVASIONS: If your army is bigger than your navy, you cannot invade. So if a general commands 19 and your admiral 18, nope, will not work.
I just started playing the game yesterday and I started as Sweden. I think as mentioned I built to many construction sectors since the demand for Fabric, Tools, Wood and Iron went up a lot and I ran in to issues. + This made other things like standard of living drop since the price of clothing went up. I have a few questions:
1: Do you alternate between construction sectors and the required goods they need like Iron, Wood, Tools? Or do you build the sectors first to be able to build the goods faster?
2: How do I get more Services? Since I can't build the service centers?
3: Is the solution to getting ppl out of subsistence farming to just build more of these basics like logging caps, mines, fishing? Or will I eventually just oversaturate the market with these goods? I guess I could just export some of the extras...
1. You should focus on construction quarters and downsize and upscale them according to your deficit or surplus, you also don't really need to focus on your iron/wood/fabric manufacturers that early in the game since even with the cheap resources the government wages will take a huge chunk out of your income. Run a small deficit and expand into the most profitable markets.
2. You get services mostly from urban centers, just go to the buildings menu if you cant find it and if your service output is small you can use cheap resources like coal to get much more services that way, they also grow the more you expand in said state.
3. From my experience it's really hard to oversaturate the markets and you can also use the raw resources to create more profitable manufacturers like furniture, glass, steel etc. also, you don't need to only build raw resource collectors to get people out of substinence farms, factories work for that extremely well.
1) the larger your economy the more resistant to shock it becomes, with a small early economy then you have to alternate to avoid crashing or skyrocketing the price, later you can build in blocks more,
2) city center production methods, the difference between unlit and (coal) gas lights is immense, likewise with your market method, should you somehow max services and still need more then fine art is actually a substitution good for some reason
3) Any job will pull away from subsistence as subsistence is so shit, I usually just build whatever is needed overall and it'll gain employment pulling from the peasant population, you don't have to make subsistence unprofitable or anything because it already is by default
@@Nota-Skaven ty for the answers! A follow up question: If I build up a bit of construction centers in one state, will the "workers" or the effect of those benefit if I build something in a state right next to it? Or do I need to build construction centers in every state (ofc more or less depending on state) if I want to develop multiple states?
@@ds2sofs thx fo the answer. I like the detailed explanation. see a follow up question further down regarding construction centers and how they stack / work across states.
@@AndreasRObius the construction is nationwide, however each sector has a local efficiency boost which makes each construction point count for more in that state,
concentrate them in your states you've decided on as industrial centers, usually because of just having a high population, though building some elsewhere will help keep costs down and odds are you'll build some rural buildings or something there anyway
a note on concentration of industry, production methods are changed state by state, so if say your entire construction sector is in one state and you want to swap from iron frame to steel, you have to swap the entire sector at once, which immediately crashes the price of iron and rockets the price of steel
Also remember port building itself has different product methods.
And ports become a quite considerable government expense for low pop density nations over time.
@@espenpettersen504 why is that?
I feel like the game is going to get really old really quickly without a lot of changes, but it has so much potential. On one hand, I was able to successfully convert monarchist Sweden into a very successful socialist republic with full 100% government legitimacy -- the capitalists and aristocrats literally couldn't find jobs (so that was both fun and cathartic!) and even karl marx showed up to run the swedish communist party. I was #1 undisputed king of Quality of Life for my citizens, but the QoL issues for the PLAYER are everywhere, so much double work and fussy menus and weirdly hidden or nested information and annoying micromanagement. War wasn't even a factor at all, didn't even touch my armies (which as a Stellaris and CK3 player, this felt like a sin). Trade convoys constantly coming in and out of profitability was a slog and a chore. I almost never cared about the leaders of the parties, Stellaris makes me care about each and every scientist, but in this game I only really cared about Marx but only because he's S-tier if you're running a workers' republic. I'm still learning but I might just wait a few months before coming back to wait for a couple updates to drop.
Every paradox 4x has a rocky start before they blossom into the games we love. Remember the good old days when stellaris just kind of ended when you hit the midgame?
It will get there. It has a fairly strong foundation to build upon, although the interface is a bit annoying at times and things like war feel like they should feel more important. This is the period that saw wars happen on an industrial scale and yet there's nearly no emphasis on it at all. Having to wait for truces to constantly break in order to invade a nation again so you can annex all the territories you wanted to begin with is frustrating as hell as if they back down to your demands then they'll only give you one province/war goal. I can see them doing a whole expansion around the Great war and the conflicts that led to it in the previous decades that should hopefully tackle these issues. UI will get better over time too to become more user friendly and have important information more accessible. The Outliner sucks compared to EU4, sure it's great you can pick what you have on it but most of what you can add to it is useless. Diplomacy needs a lot more work too. The game needs to make what you can and can't do clear and more importantly, why you can or can't do certain actions or plays. They could at least make viable diplomatic actions more visible like EU4 that lets you cycle through all the nations that WILL give you an alliance, rather than all those that are eligible and you have to manually click 1 at a time just to see if they'll even accept. One thing i hate is that if you're friendly with a nation that holds territory you want, you need to slowly break down relations first then declare war on them. There's no middle ground or friendly solution, like simply selling or trading provinces. Need more diplomatic options. What the game is lacking most is major events. I've played 3 campaigns to 1936 so far and haven't seen the Great war or anything resembling it happen at all. So far you spend most of the game staring at construction, staring at colonies or staring at trade resources.
Building successful socialist state only shows how unrealistic this game is. Hope they will improve it
@@mairon154 Unfortunately a dose of socialism (along with the healthy fear of it's success) is the only thing that keeps capitalism from becoming cannibalism... But whatever, let's play video games while democracies devour themselves so the rich can get richer.
I think the game’s great people just set their expectations too high and want for things that don’t exist
easiest way to see the interest group buffs is to add the interest group outliner to the screen using the outliner menu item on the left side of the screen
Thank you for these videos, they are extremely helpful for newbies like me!
i need like a hundred of these types of videos lol 😅🤪
I'm playing as South Korea right now in year 1873 and am in the top 20 overall ranking, top 9 GDP, and ALMOST middle on living standard (15 i think). I've kept trying to prepare to declare independence against China but early on they allied with both Russia AND Japan so I have no allies, no one to trade with, and they have 10x my army.
Is there a diplomatic way to somehow get them to break up with Russia so I can turn the tides? If not I'm basically just building factories and not making any progress on independence at all.
Thanks
I always try to run greener pastures to attract people from countries nearby at the start of games if I can. Having that population boost really helps building up for war or a better economy.
naval invasions are fun. i destroyed germany as sweden because i naval invaded pomerania and beelined towards berlin. by the time they could muster a response i had pretty much won
How do I depower the landowners early on? They stranglehold everything
Any tips for playing a small fish in a big market?
I played ethiopia, japan, and brazil and did great with all of them....
But I cannot figure out how to play Cape Town or any other minor in the British market
Shooketh Victoria is now my fave PDX meme. You monster. Keep being awesome! :D
Mid to late game idk what to do when i have enough of everything and like 480 unused arrid land
Reich time
So ive been playing as britain, its late game, i have like 11 million unemployment yet nobody want to work in my farm and factory
Seems realistic.
Strange
work force for naval base is important too
1860 I have deficit in all goods as Russia…so matter that I am building 40 buildings at the same time with Steel construct …
I disagree about conscripts being used for purely defensive. I’m doing pretty well as the US running a small professional army and mainly relying on conscripts to fight both offensives and defensive wars.
The US has a very powerful and well establish set of conscripts. They will do well against all their neighbours. Who you’re playing always matters!
Could you make a video on incresing loyalists and decreasing radicalists?🙏🙏🙏 Thanks for your tutoriales, i'm having a bad time learning by trying & failing, but your tutorial really makes it easyer 💪
You want a quick one? if you have too much radicals, don't invade, don't change laws and try to improve your standard of living. Easy no?
To decrease radicals:
Make more jobs to decrease subsistence farming
Decrease the price of essentials like grain and clothes
Improve your economy so you can afford to lower your taxes (I know, easier said than done)
To increase loyalists:
Make more jobs to decrease subsistence farming
Decrease the price of essentials like grain and clothes
Improve your economy so you can afford to lower your taxes
Eventually end the consumption tax on luxury goods
I am always lacking iron and coal as Germany, how can I remedy that?
Invade Poland. Not even joking, the Polish territories in Russia and Austria have massive capacity for coal mining. That or colonization, a lot of West Africa has decent mining capacity too for a lot less infamy penalties
I keep getting out colonized
@@Wimiko691 Take Portugal’s Colonies in a war, and bully the other small colonizers. Let them do the hard part for you.
@Not my real name In addition to your great advice, also just pathing down the tech tree in a way that improves that resource's production is good. Obviously you don't want to suffer the huge penalty for researching a tech in the next era when you still have unresearched ones in an earlier era, but if I notice my economy is struggling to produce something, its relevant tech is the first I select in the new era.
ahm, how can I stop exporting a good? because every time I build a construction sector they consume cash because of the resources they need, and I'm building the resources but still they consume the same amount
You do not build those sectors for yourself, the capitalists and rich pops own it. Due to this when you build a logging camp you will not own it. (I am going to use wood as an example but this applies to others as well) This then means that when you wish to build other buildings you need to buy the goods from those capitalists. This may be different if you have a command economy, I am unsure.
@@not_nixon1655 command economy doesn't work properly as of the current state of the game
I’ll answer the question in the first sentence because the rest of the paragraph breaks my brain trying to understand lol.
If you yourself are exporting the good you can go to your market screen and look at the trade routes, there’ll be a red x there you can click to get rid of it.
If someone else has started the trade route you can’t just stop the route like that. Yes Great Britain can buy up all your iron until your tools are too expensive for you to build with.
In that case you could try increasing tariffs on it. Aside from law changes every good can have its import and export tariffs slightly adjusted on.the goods screen for that good. Increasing the tariffs might make you enough money to at least cut the pain of your resources being bought out from under you.
Lastly and perhaps most importantly, the reason exports can feel so excessive and unhealthy is that trade calculations give a whopping big discount to the trader. Read dev diary 54 for the basics of it, then google the paradox forum post about trade loops to see how it actually turned out in game lol. Traders can buy your tools at 60 and sail them back to France to sell at 50 and yet somehow consider it a profit and buy even more and more and more no matter how many you produce. It’s not necessarily a bug exactly but I surely hope it’s not intended gameplay. Especially since there’s a counterplay that’s just as silly. If some great power is bugging out and doing this, just set up a trade route importing them right back. Your traders benefit from the same calculations, it’s not just an AI thing. Make that make sense lol.
In any case I’m sure / hopeful that the situation with that will be patched soonish. That, random empty front lines and generals teleporting back to base being fixed would all be great Christmas gifts lol.
In short - cancel trade routes, or embargo nations to cut them off completely.
Stop listening to the babies in the comments and embrace free market trade, SELL SELL SELL
Would have been nice if you added a detailed description how the recruiting of naval staff works. I was quite surprised and thought it would be a bug that it takes 4.5 years in midgame to fill a new Naval Base.
I can go into detail in a seperate video if it’s confusing
@@JumboPixel Well not realy anymore but i think others will also think it should work like normal baracs do. That was what i thought
@@Sharrdik What do you mean? How does it work
@@kevinh3238 Well you have a PM (the one on the right) that gives between 3 and 5 new Recruits every week. That means, that when you build up a naval base from 0 in one state it will always take 5 / 4 years to fill it completly. Also it doesnt matter if you build 1 or 40, when you had 0 before all bases need 5/4 years to fill completly. So if you plan to have a navy plan it early and also dont build up one after one because you get those 3 to 5 people per level.
@@JumboPixel I would like this! Naval war and infrastructure is confusing ;(
Barracks makes me lose money! What are the best production methods on these? I do not get it...
why is there tjekmarks when there is an event??
Hum... the navy don't get me started with that. Too late! So that's one of the many flaw of this Vic3 game. You can totally play without it but if you want to invade a country generally they are needed. According to my painfull first experience with navy in this game, the invasion is really strong but you need to know what you are doing. For exemple there is no message explaining it... you learn the hardway! So rough landing is a -25% malus on your stats and generally that's a given. Then you have a need for a navy that can support your invasion! The rule i have learned the hard way is: You need a general in the HQ of your fleet, you need a size of fleet = number of troops you want to invade with. And then if there is enemy fleet, there is always a battle before it. Like you imagined, i have tested that all wrong.
Forgive me if you've already stated this in another video, but do you have any tips on how to prevent your economy from collapsing when you leave another country's market? My papal states game was going very well and i was making boat loads of money, but when I decided to break free from Russia, who's market I had based my entire economy in for the last 40 years, my economy completely imploded as I couldn't meet the same supply and demand as the russian market. are there any steps i can take to mitigate the damage to my economy? i'd love to try out more non-independent nations but after my latest fiasco, i'm afraid to rely on other peoples markets now. the only thing i can think to do is to completely downsize my entire industry but that would absolutely murder my pops jobs and standard of living right?
It’s really tricky because it basically requires you to replan your economy. Check and see what you actually have in your states - what resources are you producing, and what are you acquiring from the market. Then build up a bit of a supply of the industries you will be short on.
Alternatively you could build up some extra trade capacity, or join another larger market if you were just looking to leave that original one rather than have your own market entirely.
@@JumboPixel awesome thanks a lot for the tips!
I noticed you had liquor under consumption tax. Which was counterproductive to what you was explaining
That comes default with Sweden I think
#1 Buying Victoria 3.
I just need a tutorial now on how to destroy the Landowners & Industrialists as a political force and put the Trade Unionists in government as the larger party forever :D
"Barracks increase economic activity"
real Sundowner hours, give war a chance
Playing as Indonesia is a pain in the ass, I always get invaded in the early game 😂
Tau cara invasi brunei gak pake aceh? Udh war tapi g ada aktif front.
Butuh naval base buat perang antar pulau, nanti ada pilihan di admiralnya 'naval invasion' pilih itu, semakin banyak pasukan lu semakin banyak butuh convoy.
@@malikacs ok makasih, nanti jadi bisa kirim batallion kan,
Tau cara usir penduduk yang culturenya dutch gmn? Baru kuasain north sumatra, 40%populasi Dutch . Pgn usir dutch soalnya mereka radikal
Gabisa diusir langsung, buka aja migrasi ntar dia pindah sendiri. Kalo ga pindah ganti di govermentnya jadi multikultural atau apa gitu biar ga rasis sama mereka
@@malikacs udah pake migration control law, tapi ga mau pindah dutchnya. gara2 dutch total radikal jd 170k,loyalist cm 70k. Udah tahun 1870 belum kuasain siak jg. Soalnya g ada di list conquer. Kayanya enak pake brunei dah
I am playing as Texas and just went to war with the Commanche and won, but I got Commanche New Mexico and Oklahoma in the war. I don't want that. I just want Texas. How do I get rid of the land I don't want?
there should be a release option at the bottom when you view the state
Playing Brazil right now, economy is going great but I can't do anything with changing laws away from the landowners. Stuck with masses of under-employed peasants due to slavery taking up all of the laborer jobs.
Be sure to include at least one of the interest groups that show up as supporting the law into the government which will enable it. Not just one that endorses it in the green bar, has to be one that 'supports' it which you can find in the law's tooltip box. Endorse and Support are 2 different things. The more 'supporting' groups with clout you can get in the government will up the enact chance, while the clout of all that 'endorse' it even outside of the government will grow the green bar next to the thumb which is way less important than the enactment chance. If the interest group you throw in the government to be able to attempt to enact a law lowers the legitimacy to much, it'll take forever for each enactment attempt. Maybe even enact something first that the rural/landowners like so the -20 hit won't put them past the -10 threshold to become radical, and keep the loyalists high to offset any - approval over time.
Adding on to Mark's comment, make sure to strengthen the group wanting to enact the laws you do.
Due to the laws you start with, strengthening a good group is better than suppressing a bad group as Brazil in the early game.
Mistakes to avoid: Buying a Paradox game at release.
Partially joking. The game looks pretty decent. It will be a lot better once they iron out some kinks and add some more flavour though.
How capable they make the AI will be a tough balancing act. Not to mention making it capable without outright cheating in the first place.
War probably needs the most work and maybe it would be best to have options how involved you want to be but the current systems leaves quite a bit to be desired.
The game is f'king great. Miles ahead Vic 2. People are just bitching like petty little elitists.
The AI is pretty good for a 4x, it's not like we're alpha testing this game. They learned from the other two games how to balance the AI.
@@unity20000 I've never seen a 4x game where nobody complains, they always want more. People still complain about EU4
I disagree. You should always micromanage your Road Mainteneance decree until your eyes start to bleed. YOU MUST ALWAYS HAVE THAT 10% CONSTRUCTION EFFICIENCY. ELSE YOUR LIFE IS FORFEIT.
I had Sweden as a communist paradise until 1910 when I forced Belgium and the Netherlands into a trade union at it crashed.
conscrips for defence you say? HAH see me throw hundreds of thousends of conscriped japanease farmers against vietnam to conquer the bloody place (successfully with horrendous casulties)... Acctually rellied almost compleatly on conscripts for my conquest in my last game as japan. Was very funny but people got very mad couse they kept dying in wars of conquest.
Attack countries that go bankrupt because they suffer a 100% military morale penalty that very slowly decays over time.
Using instant build maks the game so much better lol.
Does player only get insta build or ai gets it aswell?
@@mrboner3778 If you use debug the ai gets it also but I use cheat engine, and a trainer so only i get the benefits.
@@dirtbikeryzz kind of defeats the purpose of the game^^
@@maukschilol Then don't do it.
@@dirtbikeryzz Just tell us you ran out of your ADHD medication or you're so bad you couldn't wrap your head around how the construction works lol
Oh noes, the subscribe button isnt red anymore, its black. Your video is now SOOOOOOOOOO dated lol
Anyways, thanks for the vic3 content :3 I really like the game but see its faults and hope pdx will keep updating it to fix the issues it currently has and faces :3
1st mistake everyone is making: saying the war system is good while sucking down the copium (just give us simplified vic 2 wars pls)
Just what this game needs… more shit to micromanage
@@azlanadil3646 it should be good now, I hoped it's fixed in an update. the devs said they're looking to tweak how wars work. I don't want to pay money for a better system. I already paid for the game lol
1st mistake: playing vic3 instead of vic2
the "red button" is now white apparently
Mistake #1: Buying the game right now in its current state
The game is pretty f'king great.
@@unity20000 it is, but it could be better. It's way better than vic 2 but some thing aren't making sense.