I dont know why, but I can't get the "action lock" to work reliably.If you havent, try action lock instead of timer lock. That way you can just lock windoes by pressing the mousewheel amd dont have to wait every time.
I dont know why, but I can't get the "action lock" to work reliably.If you havent, try action lock instead of timer lock. That way you can just lock windoes by pressing the mousewheel amd dont have to wait every time.
can or can't? or are you talking about the timer lock? If so then yes of course it works, you just waste a lot of time compared to just locking it yourself when you want with a simple click.
Nah, I meant the click. Right now when I try it (its middle mouse button, right?) it doesnt lock it at all.can or can't? or are you talking about the timer lock? If so then yes of course it works, you just waste a lot of time compared to just locking it yourself when you want with a simple click.
did you change the setting? You need to change timer lock to action lock.Nah, I meant the click. Right now when I try it (its middle mouse button, right?) it doesnt lock it at all.
Ah, I see. Yeah, that works, not sure why both options arent on simultaneously, but I think I prefer the timer one as I seem to sleep less if I dont need to click it. Thanks though!did you change the setting? You need to change timer lock to action lock.
Ah, I see. Yeah, that works, not sure why both options arent on simultaneously, but I think I prefer the timer one as I seem to sleep less if I dont need to click it. Thanks though!
... a lot. You cannot imagine. So much more productive.
You just need to own the Suez canal (and the land it's built on), as well as the Suez Canal building itself having hired 90% (or higher) of capacity. The last part is the tricky one, as the land you've bought from Egypt doesn't really have that large a population or enough qualified people to fully staff the building. Promoting social mobility and incorporating the state is what I did to fulfill the journal entry.
Is it a building you can subsidize to fill it up?You just need to own the Suez canal (and the land it's built on), as well as the Suez Canal building itself having hired 90% (or higher) of capacity. The last part is the tricky one, as the land you've bought from Egypt doesn't really have that large a population or enough qualified people to fully staff the building. Promoting social mobility and incorporating the state is what I did to fulfill the journal entry.
I believe subsiziding only pulls from the workforce of the state it's in, but I could be wrong on that. From what I remember, I did that, but it still took a number of years, before the building was hired to capacity.
Yeah it does, but it still helps because it pulls people from other buildings in the same state towards that one.I believe subsiziding only pulls from the workforce of the state it's in, but I could be wrong on that. From what I remember, I did that, but it still took a number of years, before the building was hired to capacity.
Ah, right. Problem is that the strip of land you buy from Egypt doesn't have any buildings, when you buy it. At least it didn't in my playthrough.Yeah it does, but it still helps because it pulls people from other buildings in the same state towards that one.
You just need to own the Suez canal (and the land it's built on), as well as the Suez Canal building itself having hired 90% (or higher) of capacity. The last part is the tricky one, as the land you've bought from Egypt doesn't really have that large a population or enough qualified people to fully staff the building. Promoting social mobility and incorporating the state is what I did to fulfill the journal entry.
No problem! Subsizing, as per the above posts should also help, but just not right away.
They could still be subsistence farming, right? I doubt the pops wouldnt be doing anything at all. :-oAh, right. Problem is that the strip of land you buy from Egypt doesn't have any buildings, when you buy it. At least it didn't in my playthrough.
They probably are (I don't have a game going with this setup right now), but I doubt a lot of them have the qualifications to be hired by the Suez Canal building. I think it's machinist and something else, that's needed.They could still be subsistence farming, right? I doubt the pops wouldnt be doing anything at all. :-o
Be ready for them declaring that quite often.
It's fair to say that chasing the needs of the market has worked to stunning effect. People needs lots of clothing, it turns out! The British market also developed a desperate lack of ironclads, so I prioritized production on shipywards and I now have the top naval construction industry in the world, plus a steel industry feeding that too. All that has led to the top GDP per-capita in the world by some distance.
On top of that, Chile is now the 10th biggest power in the world after using our economic might to squash Argentina into puppetry after they started making funny noises in our direction. Oh and we have super progressive laws now too, because the Trade Unions and Intelligencia have had a monopoly on power.
I'm considering squishing a few more South American countries, but I might see how annexing Argentina goes first.
(I'm sure this isn't a unique playthrough, but it's fun to write about.)
If you're not playing one of the recommended tutorial nations you often don't even get that much, lol.Was playing as Finland, because my gf is from there and it seemed like a cool place to build up and while my people managed to become super-rich, I basically was balancing in and out of debt for the entire game, until I accidentally nuked my entire economy by passing an economic reform that just drove my already massive debt into the stratosphere. But I did manage to beat Russia twice and get my independence even if that first war seemed like something I definitely should not have won.
Also, man, I like the idea behind the tutorial, but sometimes it's pretty useless lol. I tried the tutorial at first and it was literally:
1. "Build a building here"
2. "Make this profitable"
3. "Upgrade a building there"
4. "Double your GDP"
Pretty sure doubling the GDP is a pretty big ask that would require a bit more steps in between, but oh well. And even better, after improving my GDP the game just straight up said "Now keep playing and more stuff will show up eventually". Paradox, this is not how I learn the game lol.
God save the modders:
Mod to make the traderoutes overview more compact. Just came out today.
https://steamcommunity.com/sharedfiles/filedetails/?id=2881996099&searchtext=
I sort of get the idea of what they're doing, as I've always found Paradox games are best learned by rolling up your sleeves and getting your hands dirty. So conceptually, I understand the idea of building a ramp and then shoving the player off into the deep end. The problem is when there are so many dials to turn and levers to pull, teasing out cause and effect isn't always easy or intuitive, and they don't ever seem to build enough runway with their tutorials. They always sort of just shove you in.Was playing as Finland, because my gf is from there and it seemed like a cool place to build up and while my people managed to become super-rich, I basically was balancing in and out of debt for the entire game, until I accidentally nuked my entire economy by passing an economic reform that just drove my already massive debt into the stratosphere. But I did manage to beat Russia twice and get my independence even if that first war seemed like something I definitely should not have won.
Also, man, I like the idea behind the tutorial, but sometimes it's pretty useless lol. I tried the tutorial at first and it was literally:
1. "Build a building here"
2. "Make this profitable"
3. "Upgrade a building there"
4. "Double your GDP"
Pretty sure doubling the GDP is a pretty big ask that would require a bit more steps in between, but oh well. And even better, after improving my GDP the game just straight up said "Now keep playing and more stuff will show up eventually". Paradox, this is not how I learn the game lol.
While I am at it, I might as well make a list of useful stuff:
UI Improvements
Better trade routes overview: More compact list Highly recommended
Better Market overview: More compact list Highly recommended
Better Construction Queue: Show the region name in the queue Highly recommended
Better Pop List: Show all Pops instead of only 3 Highly recommended
Better Alerts: Settings to have Alerts as single notification Highly recommended
Colourblind mode
Declare Interest Button on Top
More Autosave Slots
AI Improvements:
Better AI economy decisions
Events/History changes:
Proper Mexican Cession
Proper Oregon Treaty
No end date
Fun Stuff:
Lovecraft country and pops
More state traits to differentiate traits more [currently mostly Europe]
Shattered World: Every state as a single country [Less stable]
Shattered World: Smaller countries at start [more stable]
Uzzy Could you threadmark/pin it in the OP?
Thanks <3
Anybody know of some way to juice the population of a state...? Or at least spike infrastructure. Doing a Sokoto run (good start, getting verrrrry nervous about the number of Great Powers inserting themselves into my business) is starting to get hamstrung by the fact that my only resource-rich state is also my lowest population one. 22 infrastructure with road maintenance on is not gonna cut it, and I can't wait until railways.
Now if there could be a mod that adds the currently used / max infrastructure in the building macro... (currently it's only either in the state panel, which is a pain when you have a lot of states, or in the buildings tab as tooltip)Same for the market details:
https://steamcommunity.com/sharedfiles/filedetails/?id=2881762225&searchtext=
And a more useful construction queue that shows the region:
https://steamcommunity.com/sharedfiles/filedetails/?id=2881774859&searchtext=
Mostly economy actually for that one, its also included in the list I made above. There is an AI mod for war/strategy stuff making AI more aggressive, but I havent tried that yet and it was only connected to other mods, so compatibility seems iffy.Now if there could be a mod that adds the currently used / max infrastructure in the building macro... (currently it's only either in the state panel, which is a pain when you have a lot of states, or in the buildings tab as tooltip)
Apparently the AI fix also drastically improves the economic side of the AI: https://steamcommunity.com/sharedfiles/filedetails/?id=2880152075
Just started a new game with it, we'll see.
Alright, I was gonna keep going and actually finish the Ethiopia journal challenge, but I'm basically at "coast until end game" state power wise and it keeps crashing in 1894 so it's time for a new save, lol.
I would agree overall that the AI is too passive. The great powers don't really try and screw with the minor ones much; that's partially a smart realization that if they do, the other great powers will screw them right back, and partially just them not being aggressive enough. In part, it's also down to Paradox just making defense really really strong.
If I could somehow magic a game mechanic into being, it'd be information asymmetry. Right now, it's too easy to make the "right" decision in foreign policy. You know exactly how many forces your enemies can muster, you know what resources you can get by attacking... it's just too straightforward, IMO. Needs an (interesting) espionage system of some kind to create more deliberate fog of war. That, and some kind of logistical system to make it harder for great powers to send troops around the world at a month's notice. Shit's silly.
I really want to do a shattered world start with the better AI and see what happens if everyone has a fair start.Ok, so 20 years in: that AI mod is really working. Playing as France, GB has almost 100M more GDP, Austria and Germany are not far behind me (271M/186M (me) / 150M / 145M).
And speaking of Germany: Prussia is actually pursuing the unification, they formed the north german confederation like 5 years in and are gobbling up the remaining minors, despite my efforts to prevent that.