In patch 1.6 more countries have Sericulture (the silk throughput tech). Some eastern countries like Japan, Korea, Vietnam and Cambodia have it, as well as Wallachia.
Video is pretty helpful because it saves me clicks for my MP games. Thanks! I'm not sure if you have a video like that, but could you show how to save time and clicks? Like with the favorite settings and what you want to check or don't want to check because it's useless or not needed.
That's a pretty niche tutorial idea tbh, not to mention that I would have to learn and consider MP meta, which is a lot more about maximizing army than GDP
@@generalistgaming "Depends on the lobby, of course. On your Discord server, there are only hard-tryers 😄. But when you play with random players, you mostly get casuals."
But for me, it wasn't about the meta; it was more about how to use my right hand less in a 6-hour multiplayer game. Because I often forget things in multiplayer when I'm talking, and I end up clicking everything 10,000 times. So my hand hurts, and you know I'm a lazy guy.
Apulia is very good for food industries, you can make grain there with 15 percent bonua thanks to the terra rossa trait, and also fish and meat, i did this once in am Italy game and exported half my groceries to qing, it was very profitable.
I just use private construction as auto expand, usually does fine especially 20-30 years in when you can start having 5 or 6 things going at once in private
I kinda feel like all these MAPI considerations kinda don't matter in the late game. I just look for those +5% MAPI river basin states and build the heck out of the manufacturing there. For resources I just build everything, and the agriculture I build the most profitable ones up to 51+ and delete the rest.
I wish there was a way to auto expand to a specific number, or even just a checkbox for expand to maximum throughput bonus. That would be better for when you’re at the previous cap, but research the next cap and eventually hit 51
Hey Generalist, you as the big spreadsheet guy who has probably spent countless hours analysing production methods, what is your overall opinion on the production method system as a whole? In particular, do you think it actually adds anything worthwhile to the gameplay, or do you for example think that it's something that's "solved" and then doesn't actually lead to any interesting choices being done in the actual game, essentially just clicking the button that you already know is the best anyway?
Hi a question how do you make to not having the investment fund for constructions, I see in you video you dont have a second row of construction and in the beginning they are helful but after that they start building thing that you might not want to be build and funneling your pops to those jobs
In last third of the game i actually build everything that has demand in every state, since MAPI is high enough and qualified employment is available everywhere, which further drives higher literacy that is wealth based (drives also political participation). Productivity is always high because of local demand and it is harder to crash the market price. It is however a very involved approach (non autobuild) that consumes a lot of time. Economy of scale (industry) seems to me is mostly a relict of early to mid game in states that have the optimal conditions (for maximizing economy growth, job qualification) and usually those states are already using all of the resources that need to be imported henceforth. Pollution is however capped at 100% and doesn't increase further even if you build taller and taller (a gamey aspect), but more population is subjected to max malign conditions. So in order to not subject more and more of your population to higher mortality you might want to force them to migrate elsewhere which you can do with diversification that spreads the population intermarket more evenly with new employment attracting unemployed pops from elsewhere. When having a developed construction sector (nation wide) with a sufficient non employed population (2-5 % unemployment, peasants included) you actually want to build more frequently with less of a global economy impact, since you don't want an empty build queue or less than fully employed buildings which sometimes happens due to overbuilding in a single state. It depends on goals, in this case it goes from fully GDP driven (of which the capitalists benefit the most) to a more SOL driven, higher literacy (in excess of 90%), or building tall vs building wide approach. Once you have the base economy setup everywhere you can also toggle the autobuild button for mostly everything. I would find it appropriate to be able to use the private construction queue in the late game but not before (that would be a nice option to implement Paradox making that setting option to not be only available at start).
Does the discrimination status of your pops in a particular state play any role in deciding where to prioritize building? (I’m thinking about where to focus early game building in general, not just where to auto-expand) As a specific example, Albania and Trabzon in the Ottoman Empire both have iron and start with plenty of peasants and plenty of infrastructure. The pops in Albania are almost entirely discriminated while the majority of the pops in Trabzon are accepted. (of course, this is assuming you haven’t changed any cultural or religious discrimination laws yet). Is this enough of a reason to choose to focus on one state vs. the other? Discriminated pops are paid a lower wage, which I assume would lead to more profitable buildings, but they also have a harder time getting qualifications for some professions like capitalists which might make it harder to expand in the longer term. Or does it just not make much difference at all and either state is fine as long as it has peasants and the right resources? I realize this is all going to change in 1.7 anyway, but I’m curious if it makes sense to think about pop discrimination when making these sorts of decisions in the game.
To some extent yeah, but a building won't add levels if they can't employ up, and the main consideration of discrimination are qualifications. Or the auto expands will autoregulate
So this is yet another great video. However, there's one thing I wish you had addressed: when, if ever, is the productivity info that you see on the build screen useful?
It's okay-ish for giving you an idea about efficiency per worker, as it uses the number of workers in the denominator. It makes buildings w/ high construction costs and labor saving PMs turned on seem better than they are though, at least throughout most of the game.
Does considering MAPI even matter for Radios? By the time you unlock them you should already have most of the techs that boost MAPI like Zeppelins. And considering things like Decrees, theoretically wouldn't it make more sense for those to be in your core states?
Mapi always matters somewhat (except china and some others because of river bonuses). The 5% MAPI missing (or 10% if you don't have macro) is doubled because you eat it in the producing and also the recieving state. So you have 10% penalty, which is a 10% penalty on PRICE and not on profit. So it's a direct cut to profits. If you had 30% profit before, you now only have 20%. It's not as bad as before, where it would have made a building unprofitable in some cases, but it's still not amazing. Also, considering MAPI on one side (inputs OR outputs) is mostly doable. That alone can cut it from 10% to maybe 6%.
Any chance for at least 1080p quality? 720p just feels insufficient for such a text- and detail-heavy game, I just end up listening in the background and not watching.
my biggest problem in this game is building a military. I can never figure out where the best place to put a unit is for mapi and thus I rarely actually build units now that Mapi is a thing. this means that in any country where I don't start with a strong military I tend to fall behind. heck my America falls behind Mexico in some games before the Mexican American war simply because it builds lots of troops. I never get conquered. but sometimes I can't start the fights I want to. like I get that I want to build artillery where I put my artillery factories. and cav where Iron is. and that I want small arms wherever my infantry go (so the infantry need to go where hardwood and Iron is.) but figuring out how to nest the entire supply chain that produces those things and deciding on one province over another... it gives me Analysis Paralysis. especially when all 3 seem to want similar things. (everyone needs Iron. artillery and infantry need hardwood and there are only so many iron mines.)
Build a decent steel industry (or even motor) with max innovation and then research breach loading artillery and trench warfare. If you do that fast enough no one will stop you because shrapnel arti. Go for 50/50 infantry/arti and all supply, good general is also very good (like offensive or flatland offensive bonus).
For supply chains just build some, then look at your market. It shows you the shortages and expensive goods, you need to build buildings to fix shortages and high prices. At first you should trade, but with time build up your own production chain and then cancel trade. Trade is good if you are expanding very fast or general lack of a specific resource
@heinrich6294 I am trying to figure out where to do all that, though. Like. I am r Trying to figure out what Provence is good for building all the supplies they need. That has all the resources to feed thr factories that feed the army in one place. I know how to build. I dont know where is optimal. Optimization honestly is my bane in this game.
I think I mention in the video, but I like putting mil in states w/ a lot of pops (states that have direct connection to market capital), but don't have many resources to utilize, because depeasanting is often slow in this areas, so giving jobs for mil goods and mil seems good
And with this, the game makes the presence of the player absolutely irrelevant. Bad diplomacy, bad war mechanics, and now you can totally remove yourself from the only thing that had player interactions in the game. What a joke of a game
Wow saying being a peasant isn't a real job, youtubers these days am I right???
Peasants are crypto bros
lol crypto mining, block chain, and NFTs is the new subsistence farming.
@thorsanvil think for 1 sec. U are a slave who is working for the Goverment :* . And Generalist is Independent;) i think i dont have to say more
@@master9147 I wish I could eat non taxable subsistence goods
@@master9147 r/brandnewsentence
auto-expand was broken for so long that nobody trusts it, but today it truly is the way
The parameter of needing full employment or 95% was a pretty key change. It's still weird w/ railways and power tho
10:36 Dai Nam has silk, dyes, cotton & rubber PLUS a unique textile company. Very underrated country!
what is the unique company buff
This is by far the most useful Victoria 3 video ever recorded
Insanely comprehensive guide. This is not just a great tutorial for auto-expansion, but also for building around MAPI and build priorities in general.
In patch 1.6 more countries have Sericulture (the silk throughput tech). Some eastern countries like Japan, Korea, Vietnam and Cambodia have it, as well as Wallachia.
Oh my god this is the topic I've wanted to know all about. The savior has come through for us once again.
THIS, is just the vid i was hoping for.
Almost 4 million view video with only 20 subs 💀 I still want to know how this has happened at least 50 separate times
Video is pretty helpful because it saves me clicks for my MP games. Thanks!
I'm not sure if you have a video like that, but could you show how to save time and clicks? Like with the favorite settings and what you want to check or don't want to check because it's useless or not needed.
That's a pretty niche tutorial idea tbh, not to mention that I would have to learn and consider MP meta, which is a lot more about maximizing army than GDP
@@generalistgaming "Depends on the lobby, of course. On your Discord server, there are only hard-tryers 😄. But when you play with random players, you mostly get casuals."
But for me, it wasn't about the meta; it was more about how to use my right hand less in a 6-hour multiplayer game. Because I often forget things in multiplayer when I'm talking, and I end up clicking everything 10,000 times.
So my hand hurts, and you know I'm a lazy guy.
Apulia is very good for food industries, you can make grain there with 15 percent bonua thanks to the terra rossa trait, and also fish and meat, i did this once in am Italy game and exported half my groceries to qing, it was very profitable.
Argentina has several states with +20% agriculture and ranches throughput, as well.
I made multiple observer game runs where i testedthis mod: Smarter Ai
It is really well made and makes the Game much more challenging.
I just use private construction as auto expand, usually does fine especially 20-30 years in when you can start having 5 or 6 things going at once in private
Very helpful video! Great job and thank you for sharing
I kinda feel like all these MAPI considerations kinda don't matter in the late game. I just look for those +5% MAPI river basin states and build the heck out of the manufacturing there. For resources I just build everything, and the agriculture I build the most profitable ones up to 51+ and delete the rest.
Tbf a lot of things "don't matter" because the ai is awful - mattering hasn't really been the consideration for a while
Great video, do you by chance have any intention of doing a new Qing video for 1.6?
Probably not - I think it's going to be Ethiopia, USA, and Japan (stream) and then I just kinda chill until 1.7
I wish there was a way to auto expand to a specific number, or even just a checkbox for expand to maximum throughput bonus.
That would be better for when you’re at the previous cap, but research the next cap and eventually hit 51
Hey Generalist, you as the big spreadsheet guy who has probably spent countless hours analysing production methods, what is your overall opinion on the production method system as a whole? In particular, do you think it actually adds anything worthwhile to the gameplay, or do you for example think that it's something that's "solved" and then doesn't actually lead to any interesting choices being done in the actual game, essentially just clicking the button that you already know is the best anyway?
There are some interesting choices here and there, but I feel like the releationship between goods is more important than the actual PMs now
The problem with autoexpansion is that it builds the queue for the next 10 years. It's not adaptive to market needs.
Happy Easter!
Happy holidays!
Hi a question how do you make to not having the investment fund for constructions, I see in you video you dont have a second row of construction and in the beginning they are helful but after that they start building thing that you might not want to be build and funneling your pops to those jobs
love the text mod
In last third of the game i actually build everything that has demand in every state, since MAPI is high enough and qualified employment is available everywhere, which further drives higher literacy that is wealth based (drives also political participation). Productivity is always high because of local demand and it is harder to crash the market price. It is however a very involved approach (non autobuild) that consumes a lot of time.
Economy of scale (industry) seems to me is mostly a relict of early to mid game in states that have the optimal conditions (for maximizing economy growth, job qualification) and usually those states are already using all of the resources that need to be imported henceforth. Pollution is however capped at 100% and doesn't increase further even if you build taller and taller (a gamey aspect), but more population is subjected to max malign conditions. So in order to not subject more and more of your population to higher mortality you might want to force them to migrate elsewhere which you can do with
diversification that spreads the population intermarket more evenly with new employment attracting unemployed pops from elsewhere.
When having a developed construction sector (nation wide) with a sufficient non employed population (2-5 % unemployment, peasants included) you actually want to build more frequently with less of a global economy impact, since you don't want an empty build queue or less than fully employed buildings which sometimes happens due to overbuilding in a single state. It depends on goals, in this case it goes from fully GDP driven (of which the capitalists benefit the most) to a more SOL driven, higher literacy (in excess of 90%), or building tall vs building wide approach.
Once you have the base economy setup everywhere you can also toggle the autobuild button for mostly everything.
I would find it appropriate to be able to use the private construction queue in the late game but not before (that would be a nice option to implement Paradox making that setting option to not be only available at start).
I mean you can do find w/ autobuild everything, but I think it's suboptimal
Does the discrimination status of your pops in a particular state play any role in deciding where to prioritize building? (I’m thinking about where to focus early game building in general, not just where to auto-expand)
As a specific example, Albania and Trabzon in the Ottoman Empire both have iron and start with plenty of peasants and plenty of infrastructure. The pops in Albania are almost entirely discriminated while the majority of the pops in Trabzon are accepted. (of course, this is assuming you haven’t changed any cultural or religious discrimination laws yet). Is this enough of a reason to choose to focus on one state vs. the other? Discriminated pops are paid a lower wage, which I assume would lead to more profitable buildings, but they also have a harder time getting qualifications for some professions like capitalists which might make it harder to expand in the longer term. Or does it just not make much difference at all and either state is fine as long as it has peasants and the right resources?
I realize this is all going to change in 1.7 anyway, but I’m curious if it makes sense to think about pop discrimination when making these sorts of decisions in the game.
To some extent yeah, but a building won't add levels if they can't employ up, and the main consideration of discrimination are qualifications. Or the auto expands will autoregulate
So this is yet another great video. However, there's one thing I wish you had addressed: when, if ever, is the productivity info that you see on the build screen useful?
It's okay-ish for giving you an idea about efficiency per worker, as it uses the number of workers in the denominator. It makes buildings w/ high construction costs and labor saving PMs turned on seem better than they are though, at least throughout most of the game.
Good stuff👍
Thanks 👍
Does considering MAPI even matter for Radios? By the time you unlock them you should already have most of the techs that boost MAPI like Zeppelins. And considering things like Decrees, theoretically wouldn't it make more sense for those to be in your core states?
Mapi always matters somewhat (except china and some others because of river bonuses). The 5% MAPI missing (or 10% if you don't have macro) is doubled because you eat it in the producing and also the recieving state.
So you have 10% penalty, which is a 10% penalty on PRICE and not on profit. So it's a direct cut to profits. If you had 30% profit before, you now only have 20%.
It's not as bad as before, where it would have made a building unprofitable in some cases, but it's still not amazing.
Also, considering MAPI on one side (inputs OR outputs) is mostly doable. That alone can cut it from 10% to maybe 6%.
Practically? No. theoretically? Yes.
I never use it since I never arrive until it makes a change. My PC can't handle post 1850
Oof
What map mod is that ?
ivw navy paper map
Any chance for at least 1080p quality? 720p just feels insufficient for such a text- and detail-heavy game, I just end up listening in the background and not watching.
I fixed it (I think).
Where has the construction tab gone?
great video, but wtf is that pronunciation for Delhi?
Dell high
How bad would it be if you auto expanded everything and only worried about constructing government utilities, universities, and construction sectors?
Laissez-faire gaming
my biggest problem in this game is building a military. I can never figure out where the best place to put a unit is for mapi and thus I rarely actually build units now that Mapi is a thing. this means that in any country where I don't start with a strong military I tend to fall behind. heck my America falls behind Mexico in some games before the Mexican American war simply because it builds lots of troops. I never get conquered. but sometimes I can't start the fights I want to.
like I get that I want to build artillery where I put my artillery factories. and cav where Iron is. and that I want small arms wherever my infantry go (so the infantry need to go where hardwood and Iron is.) but figuring out how to nest the entire supply chain that produces those things and deciding on one province over another... it gives me Analysis Paralysis. especially when all 3 seem to want similar things. (everyone needs Iron. artillery and infantry need hardwood and there are only so many iron mines.)
Build a decent steel industry (or even motor) with max innovation and then research breach loading artillery and trench warfare. If you do that fast enough no one will stop you because shrapnel arti. Go for 50/50 infantry/arti and all supply, good general is also very good (like offensive or flatland offensive bonus).
For supply chains just build some, then look at your market. It shows you the shortages and expensive goods, you need to build buildings to fix shortages and high prices. At first you should trade, but with time build up your own production chain and then cancel trade. Trade is good if you are expanding very fast or general lack of a specific resource
@heinrich6294 I am trying to figure out where to do all that, though. Like. I am r
Trying to figure out what Provence is good for building all the supplies they need. That has all the resources to feed thr factories that feed the army in one place. I know how to build. I dont know where is optimal. Optimization honestly is my bane in this game.
I think I mention in the video, but I like putting mil in states w/ a lot of pops (states that have direct connection to market capital), but don't have many resources to utilize, because depeasanting is often slow in this areas, so giving jobs for mil goods and mil seems good
Me playing USA: Auto expand everything. Ignore economy. Invade mexico.
Does anyone know what map graphics mods he's using?
ivw navy paper map
I need a guide on how to rebuild the Spanish empire
One piece at a time
why 720p max quality!?
still...
I figured it out halfway through making that dating tutorial
PLEASE someone make a summary
Autoexpand>private construction, realism be damned!
Lucky for you, the next major update will remove directly controlled queue, as it compleatly overhauls the ownership of buildings.
Uh, I read it as the direct control of the investment pool was going away, not all manual construction.
@@SireBab Sorry, missunderstood the comment
I wish i can auto expand on government offices.
I think you can?
@@generalistgaming this changes..... Everything.... Yeee haw boy we back to make qing great again.
And with this, the game makes the presence of the player absolutely irrelevant. Bad diplomacy, bad war mechanics, and now you can totally remove yourself from the only thing that had player interactions in the game. What a joke of a game
Games not as interesting unless you understand the deeper systems because, yeah, the shallow systems kinda play themselves
Thoughts on moving capital to Midlands as Great Britain for throughout bonus on Sulfur > paper > university/gov?
Seems reasonable