Of all the hundreds of videos I saw, this one was extremely informative and explanatory, especially for me that has a need to develop every country I control. Thank you.
I also have that conclusion, that Nigeria, South Africa, Democratic republic of congo, Kenya, Tanzania have a big potential in the game but you have to build them. Good video.
Interesting video, though like a lot of people have said the audio could use some work. I think the biggest thing that would help is to boost your levels so it stays around -6 to - 12 db. From there adding an eq to boost the 400hz and 1-4k hz ranges would also help.
Thanks for the advice. I am new to this sort of thing and just made this video on a whim, but I have been thinking about doing a few more videos in the future.
Gotta be honest, the only nations I was really drawn towards playing when playing TI have been the US, EU, or China. All of my playthroughs have gone roughly the same as I tried to get them going, with the best one being the US.
They are definitely strong choices with great growth potential, although I tend to see great success with India in my games and it seems significantly easier to gain control of compared to China. I recommend you give it a try some time.
@@mranalytical5255 I always grab the US anyways just to deny the aliens and the servants the US military and it's nukes. The alien invasion if they have the US on their side can be rough. Specially if the alien nation annexes the US. I do believe India and even Africa are viable for sure, the growth you can get from a well managed India is awesome, it's just hard to survive since you spend the early game improving them. I do think Russia is a bit of a noob trap. I often just control them long enough to disarm their nukes, then drop them for someone like India or China later when your CP cap is up. USA + China/India is op, you get the US military, plus either India or China, hell I like India in the long term better, it's demographics are much healthier than China or the EU, so they are better than both in the long term. I personally so find the EU overrated, it's not as powerful as the US early on, and by the time you unify it, India can easily overtake them. Hell a United North America also beats the EU with it's great pop growth and high starting stats.
Very well done video; so many of the country selection videos I've seen boil down to "bigger country is better!" I appreciate you looking into the mechanics of the various priority allocations, and especially you highlighting the "global opinion" influence gain mechanic (which I had completely missed previously). One thing I'm still wondering is whether there's any in-game benefit (i.e., not just the quality of life of avoiding micro) to allocating among different priorities simultaneously (e.g., 33% economy, 33% knowledge, 33% welfare) rather focusing on just one priority at a time. The AI and various pre-set faction priorities have dots in most categories, which seems highly inefficient to me. For example, if you want both Boost and MC out of a nation, wouldn't you be better over say, a six month window, in doing 100% boost for three months then 100% MC for three months, rather than 50/50 boost/MC for three months? This seems obvious to me, but the fact the AI doesn't do it coupled with the boost to research from doing multiple projects at once (something it took me a while to notice, that bonus should be highlighted in the tutorial) makes me question that conclusion. Any thoughts on that? Also, in terms of spoils output, I think your advice of going for Saudi Arabia, Iraq, or Venezuela should be qualified by an acknowledgement that these nations are all terrible for spoils in the early game. Spoils income Per month = IP devoted to spoils x Spoils Payout. The math is easy for single CP nations, a bit more complicated for multi-CP nations because non-controlled points usually also devote some percentage of the economy to spoils. However, high unrest in all three nations at game start significantly lowers IP, which means that that you get fewer IP per control point taken, and so tick the spoils priority less often. By my calculations, the best single control point nations for spoils (at least at game start) are Cambodia, Senegambia, Lower Guinea, Laos, Upper Guinea, Tajikistan, Pacific States, Georgia, Madagascar, and Ratnakar States (in that order). The best two or three CP nations (again, at game start) are Taiwan, Singapore, Canada, Sweeden, Ireland, Chile, Benelux, Algeria, and the Czech Republic (again, more or less in that order). But both you and Perun focus on Iraq as the ideal spoils nation. Why is that?
I can't say for certain whether or not focusing on a single priority or a pool is more efficient or not, but I doubt it personally. Although I don't know the exact conversion of percentage of GDP allocated to a project contributes to one successful point, I don't think their exists any mechanic that lessons or increases the rate at which those points are completed, so ultimately their shouldn't be any difference between your two examples. If you wish for a more definitive answer and have the time you can always test for yourself whether or not their is a difference. Simply make a save and run your examples a few times on one country and see if their is any consistent difference between one method and the other. On why I say Iraq makes for a good spoils country, it is because oil producing regions give a bonus to completing spoils projects in a country. You make a good point about the high starting unrest reducing the income gained early on, I overlooked this, because, beyond rarely using spoils on nations and honestly managing money poorly, I often employ an unrest reducing councilor early on so I didn't notice the problem. I was thinking about doing a run and making a video focusing on how to generate obscene quantities of money later, but right now I have been attempting to conquer the whole world and will make a video on how to do that next. Thank you for your useful list of spoils nations, if I ever get around to that money video I will certainly find that helpful and might cite your comment in the future, if that is okay with you.
@@mranalytical5255 Yeah, agree that I should run some tests and see if various priority percentages get any kind of "bonus." But if that's not the case it puzzles me why all of the preprogramed allocation (and the AI allocation) are almost all distributed rather than focused? RE: Spoils, I'd argue that employing an unrest reducing councilor on a spoils nation is a terrible waste of precious counselor actions (especially because even just maintaining unrest below "resting" unrest level requires a counselor to run the reduce unrest mission about every other action). But some nations, like Saudi Arabia, becomes a fantastic spoils nation after a year or two because, while it starts with high unrest, its resting unrest value is zero (or at least below 2), so once you let that starting unrest decay it becomes quite valuable. Many of the African nations have the opposite problem; they start with lowish unrest but have high resting values, so they give good returns for the first few months but their IP/turn degrads over time. Happy to have you cite my comment or not, as you prefer. I can also send you my spreadsheet if you propose a way for me to do that. Something I've realized since my original comment is that (1) the order of my list of 2/3 CP nations is wrong and (2) the two and three CP spoils nations are actually quite a bit better than I thought early game (because some % of uncontrolled IP will be devoted to spoils) and become almost exponentially better the more CP you've taken in a single nation. It's not as efficient on per CP limit basis as the single control point nations listed above, but (assuming high influence values and/or good starting support) it only takes three actions to get that income started rather than 8 or so to control a comparable amount number of smaller nations. For example, Canada (which I now think is the best Spoils nation at game start) running at 100% spoils will give you $450/month with 1 CP, $1472/month with 2 CPs, and $3091/month with 3 CPs. Benelux ($2852/month), Taiwan ($2644/month), Australia ($2507/month), Poland ($2495/month), Spain ($2489/month), Gulf States ($2455/month), and Vietnam ($2325/month) are also almost as good, if they turn out to be easier to take in the first week or two.
I'm so glad I discovered Saudi Arabia, since taking control I've been pumping most of the funding back into 'funding' and now it generates over 300 per month for me... More than the USA
After discovering the immense economic power of the Caliphate, I have been toying around with the idea of starting a game around Saudi Arabia or the East African Federation. Perhaps even making a video spotlighting the nation.
@@mranalytical5255 Honestly wish I had seen this earlier. Running a China game right now where I built up the surrounding countries MC to absorb as soon as I finished the research. Also, figuring out you can sell resources by clicking on them would have helped earlier given one of the sites on the moon for me had around 50 fissiles and a couple years in got hit by a meteor and one successful dice roll increased it by 50%. When I figured out you can sell them I literally had more than 10K saved up so I've gone on a bit of an investment spree.
I think my biggest thing id say that’s a bit counterintuitive for a lot of games but helps a lot in this game is actually making sure you keep a couple factions friendly and even though the ai does ok at it make sure they are expanding and using all their MC. Making making MC/money bases/stations on mercury for them early so they keep expanding seems to be working so far and making replacements for them isn’t very expensive once you get set up. Got like 120 MC invested into pushing the anti-alien ais along so far in 2033 as the initiative and they’ve been without my help beating the shit out of the servants and protectorate who are both like 100cp under their cap. While I double advise both giga-Europe and China until I need to kill an alien. Peak capitalism
Of all the hundreds of videos I saw, this one was extremely informative and explanatory, especially for me that has a need to develop every country I control. Thank you.
Very helpful video. There are not many informative videos about this game. The information about GDP and pop size was especially helpful to me.
thank you, I would say you hit some small details EVERY video missed so far. You took the time.
The most comprehensive guide on priorities so far. I'd love to see more guides from you.
I also have that conclusion, that Nigeria, South Africa, Democratic republic of congo, Kenya, Tanzania have a big potential in the game but you have to build them. Good video.
Interesting video, though like a lot of people have said the audio could use some work. I think the biggest thing that would help is to boost your levels so it stays around -6 to - 12 db. From there adding an eq to boost the 400hz and 1-4k hz ranges would also help.
Thanks for the advice. I am new to this sort of thing and just made this video on a whim, but I have been thinking about doing a few more videos in the future.
Gotta work that audio better my man, can barely hear ya :/
Gotta be honest, the only nations I was really drawn towards playing when playing TI have been the US, EU, or China. All of my playthroughs have gone roughly the same as I tried to get them going, with the best one being the US.
They are definitely strong choices with great growth potential, although I tend to see great success with India in my games and it seems significantly easier to gain control of compared to China. I recommend you give it a try some time.
@@mranalytical5255 I always grab the US anyways just to deny the aliens and the servants the US military and it's nukes. The alien invasion if they have the US on their side can be rough. Specially if the alien nation annexes the US. I do believe India and even Africa are viable for sure, the growth you can get from a well managed India is awesome, it's just hard to survive since you spend the early game improving them. I do think Russia is a bit of a noob trap. I often just control them long enough to disarm their nukes, then drop them for someone like India or China later when your CP cap is up. USA + China/India is op, you get the US military, plus either India or China, hell I like India in the long term better, it's demographics are much healthier than China or the EU, so they are better than both in the long term. I personally so find the EU overrated, it's not as powerful as the US early on, and by the time you unify it, India can easily overtake them. Hell a United North America also beats the EU with it's great pop growth and high starting stats.
So, Singapore small P, Nigeria big P
Figured that beforehand kekeke
The African union is a monster. I didn't expect that. I unified it just to clear out the servants but it quickly became a stronger economy than China
Very well done video; so many of the country selection videos I've seen boil down to "bigger country is better!" I appreciate you looking into the mechanics of the various priority allocations, and especially you highlighting the "global opinion" influence gain mechanic (which I had completely missed previously).
One thing I'm still wondering is whether there's any in-game benefit (i.e., not just the quality of life of avoiding micro) to allocating among different priorities simultaneously (e.g., 33% economy, 33% knowledge, 33% welfare) rather focusing on just one priority at a time. The AI and various pre-set faction priorities have dots in most categories, which seems highly inefficient to me. For example, if you want both Boost and MC out of a nation, wouldn't you be better over say, a six month window, in doing 100% boost for three months then 100% MC for three months, rather than 50/50 boost/MC for three months? This seems obvious to me, but the fact the AI doesn't do it coupled with the boost to research from doing multiple projects at once (something it took me a while to notice, that bonus should be highlighted in the tutorial) makes me question that conclusion. Any thoughts on that?
Also, in terms of spoils output, I think your advice of going for Saudi Arabia, Iraq, or Venezuela should be qualified by an acknowledgement that these nations are all terrible for spoils in the early game. Spoils income Per month = IP devoted to spoils x Spoils Payout. The math is easy for single CP nations, a bit more complicated for multi-CP nations because non-controlled points usually also devote some percentage of the economy to spoils. However, high unrest in all three nations at game start significantly lowers IP, which means that that you get fewer IP per control point taken, and so tick the spoils priority less often. By my calculations, the best single control point nations for spoils (at least at game start) are Cambodia, Senegambia, Lower Guinea, Laos, Upper Guinea, Tajikistan, Pacific States, Georgia, Madagascar, and Ratnakar States (in that order). The best two or three CP nations (again, at game start) are Taiwan, Singapore, Canada, Sweeden, Ireland, Chile, Benelux, Algeria, and the Czech Republic (again, more or less in that order). But both you and Perun focus on Iraq as the ideal spoils nation. Why is that?
Just want to say i enjoy your comment. :)
I can't say for certain whether or not focusing on a single priority or a pool is more efficient or not, but I doubt it personally. Although I don't know the exact conversion of percentage of GDP allocated to a project contributes to one successful point, I don't think their exists any mechanic that lessons or increases the rate at which those points are completed, so ultimately their shouldn't be any difference between your two examples. If you wish for a more definitive answer and have the time you can always test for yourself whether or not their is a difference. Simply make a save and run your examples a few times on one country and see if their is any consistent difference between one method and the other.
On why I say Iraq makes for a good spoils country, it is because oil producing regions give a bonus to completing spoils projects in a country. You make a good point about the high starting unrest reducing the income gained early on, I overlooked this, because, beyond rarely using spoils on nations and honestly managing money poorly, I often employ an unrest reducing councilor early on so I didn't notice the problem. I was thinking about doing a run and making a video focusing on how to generate obscene quantities of money later, but right now I have been attempting to conquer the whole world and will make a video on how to do that next. Thank you for your useful list of spoils nations, if I ever get around to that money video I will certainly find that helpful and might cite your comment in the future, if that is okay with you.
@@mranalytical5255 Yeah, agree that I should run some tests and see if various priority percentages get any kind of "bonus." But if that's not the case it puzzles me why all of the preprogramed allocation (and the AI allocation) are almost all distributed rather than focused?
RE: Spoils, I'd argue that employing an unrest reducing councilor on a spoils nation is a terrible waste of precious counselor actions (especially because even just maintaining unrest below "resting" unrest level requires a counselor to run the reduce unrest mission about every other action). But some nations, like Saudi Arabia, becomes a fantastic spoils nation after a year or two because, while it starts with high unrest, its resting unrest value is zero (or at least below 2), so once you let that starting unrest decay it becomes quite valuable. Many of the African nations have the opposite problem; they start with lowish unrest but have high resting values, so they give good returns for the first few months but their IP/turn degrads over time.
Happy to have you cite my comment or not, as you prefer. I can also send you my spreadsheet if you propose a way for me to do that. Something I've realized since my original comment is that (1) the order of my list of 2/3 CP nations is wrong and (2) the two and three CP spoils nations are actually quite a bit better than I thought early game (because some % of uncontrolled IP will be devoted to spoils) and become almost exponentially better the more CP you've taken in a single nation. It's not as efficient on per CP limit basis as the single control point nations listed above, but (assuming high influence values and/or good starting support) it only takes three actions to get that income started rather than 8 or so to control a comparable amount number of smaller nations.
For example, Canada (which I now think is the best Spoils nation at game start) running at 100% spoils will give you $450/month with 1 CP, $1472/month with 2 CPs, and $3091/month with 3 CPs. Benelux ($2852/month), Taiwan ($2644/month), Australia ($2507/month), Poland ($2495/month), Spain ($2489/month), Gulf States ($2455/month), and Vietnam ($2325/month) are also almost as good, if they turn out to be easier to take in the first week or two.
It would be great if we had a way to impact population growth / decline, other than simply taking more territory
I agree, even if it was just a flat increase gained through the medical techs, it would be a nice addition.
I'm so glad I discovered Saudi Arabia, since taking control I've been pumping most of the funding back into 'funding' and now it generates over 300 per month for me... More than the USA
After discovering the immense economic power of the Caliphate, I have been toying around with the idea of starting a game around Saudi Arabia or the East African Federation. Perhaps even making a video spotlighting the nation.
@@mranalytical5255 Honestly wish I had seen this earlier. Running a China game right now where I built up the surrounding countries MC to absorb as soon as I finished the research. Also, figuring out you can sell resources by clicking on them would have helped earlier given one of the sites on the moon for me had around 50 fissiles and a couple years in got hit by a meteor and one successful dice roll increased it by 50%. When I figured out you can sell them I literally had more than 10K saved up so I've gone on a bit of an investment spree.
I think my biggest thing id say that’s a bit counterintuitive for a lot of games but helps a lot in this game is actually making sure you keep a couple factions friendly and even though the ai does ok at it make sure they are expanding and using all their MC. Making making MC/money bases/stations on mercury for them early so they keep expanding seems to be working so far and making replacements for them isn’t very expensive once you get set up. Got like 120 MC invested into pushing the anti-alien ais along so far in 2033 as the initiative and they’ve been without my help beating the shit out of the servants and protectorate who are both like 100cp under their cap. While I double advise both giga-Europe and China until I need to kill an alien. Peak capitalism
Great Video, many thanks.
thanks for the guide :3
thanks that was quite helpful
If you don't mind, can you increase the volume of your commentary on the video please?
More videos please.
Very helpful
It's a shame there aren't good technologies to focus on growing population.
Taking notes, Africa has small G, big P
Thanks for your insight!
if you dont mind constant unrest, you can run no welfare lol...personally i dont like having one council on constant stabilize
Was going to watch, but the sound was way too low.
Needed to turned on closed captioning. Reading thus could not be on another screen.
Priorities 6
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