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Author Topic: Victoria 2 Thread  (Read 61254 times)

Mkok

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Re: Victoria 2 Thread
« Reply #180 on: August 08, 2021, 06:13:54 am »

I wonder how much of this problem could be solved by just allowing national banks to keep issuing loans provided the interest payments are kept. This way even with bankruptcies the international supply of sterling would continue to increase commensurate to demand

I think this would result in a wave of global bankruptcies as governments would have to take loans in order to pay the interest to the same group that provides said loan, thus constantly increasing the interest payments until there would not be enough money to borrow to pay them...
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Loud Whispers

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Re: Victoria 2 Thread
« Reply #181 on: August 08, 2021, 07:37:06 am »

I think this would result in a wave of global bankruptcies as governments would have to take loans in order to pay the interest to the same group that provides said loan, thus constantly increasing the interest payments until there would not be enough money to borrow to pay them...
Under current vic2, once countries reach a fixed debt ceiling of £25k debt their stockpile spending & government spending is involuntarily slashed until it reaches a point of stability, surplus or they go £1 of debt over that £25 triggering bankruptcy. This can also lead to some rather unfortunate outcomes, such as one MP game where our British Empire player temporarily went into debt to finance the purchasing of machine parts at the same time as an exploration event demanding £10,000. This caused a global recession as the rest of us were dependent on the British to kickstart industrial production, resulting in an even worse rut of machine parts. With a much higher debt cap, bankruptcy would be true bankruptcy - as you say, it would be the point where the government's interest surpasses maximum effective tax revenue.

This imo makes a lot more sense so large entities like the USA, UK and Germany won't get taken out by unfortunate events, and it will allow them to use their greater literacy & give more use to financial technology by representing the effect of all that public spending. It makes sense for example, that the UK could borrow from the national bank to build railways which will massively increase the productivity of RGOs and factories, without having to raise any taxes on any of their pop strata. A similar effect occurs too with certain key industries. I often delight managing the fragile economy of Austria in MP games, because I can see where French and German military spending & fortress construction increases demand for the Viennese artillery foundries, whilst expanding my own factories raises more taxable revenue than I spend because I'm purchasing my own factories & pops' cement, glass, timber, iron, steel and machine parts. Having greater credit would allow me to do this a great deal faster.

Most of all, it would allow for more money to be issued into the economy. As it stands, more money only enters the game from the birth of new nations, the issuing of credit and the work of gold RGOs. New nations are made rarely and mostly late in the game, credit is capped per nation at too small a number to have an imapct, and gold RGOs tend to hoard their money. I remember PDM added clerk only factories to represent the finance sector and NWO did much the same for services, so I imagine one interesting way around it would be to add some kind of money-producing "factory" bank but... I'd have no idea how you'd balance that either. Hence why I think just making the borrow amount larger is the simplest solution.

In the long run this would benefit greatly the larger industrial nations with their capacity to manage large sovereign debt easily & recoup their spending from tariffs and taxes, whilst smaller nations would not be able to tax anything in their sphere, leading to their newly-issued currency flowing towards their sphere leader. Seems appropriate for the times

Micro102

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Re: Victoria 2 Thread
« Reply #182 on: August 20, 2021, 04:11:05 pm »

I'm thinking that allowing socialists to take over my capitol was a mistake, as I have managed to get communist, jacobin, and reactionary rebels to endlessly spawn one after another. And of course a world war starts brewing as this is happening.
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George_Chickens

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Re: Victoria 2 Thread
« Reply #183 on: August 20, 2021, 10:56:22 pm »

I'm thinking that allowing socialists to take over my capitol was a mistake, as I have managed to get communist, jacobin, and reactionary rebels to endlessly spawn one after another. And of course a world war starts brewing as this is happening.
Try to invent the secret police. It helps a LOT.
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Mkok

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Re: Victoria 2 Thread
« Reply #184 on: August 21, 2021, 07:06:15 am »

Ïn my experience unless you have all the reforms passed you will get rebels (late game). In my last game I had zero rebels until later when I turned communist, and forbid elections (but kept every single other reform maxed out). From that point on there were constant rebellions everywhere, despite the fact the only thing they were lacking were said elections. There were no purges, no unemployment, everyone enough money to satisfy all but luxury needs, and even those were partially satisfied  (I modded pensions to be several times higher so they were all rich). But they said, no point in living without elections, nothing else matters.

Best part, if I were to allow elections the economy would have crashed and caused massive unemployment and goods shortages due to several critical factories being so huge they were just barely breaking even, so they could not survive laisez-faire they wanted...
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Loud Whispers

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Re: Victoria 2 Thread
« Reply #185 on: August 21, 2021, 08:34:25 am »

I've gotten fairly good at bringing theocracies and absolute monarchies into the 20th century. In my experience there are a few things you can do to buy yourself a great deal of longevity. I always try to make sure the people have no taxes and plenty of subsidies, with all of my funds coming from tariffs & the export of weapons to France & Britain, whether I'm playing as the Taiping Heavenly Kingdom or the Habsburg Monarchy. Uncored territories generate more consciousness and militancy automatically, which tends to make lots of nationalists.
Some places like the Papacy are just buggered because the Italian pan-nationalists will never stop agitating for an Italian country. Clergymen at 4% per province should help keep consciousness down, but in the long run the literacy going up will increase consciousness anyways (which isn't a bad thing either). Making liberal use of "suppress rebels" isn't a bad idea, as it converts pops' consciousness into militancy, triggering revolts faster but keeping the political group supporting it from growing at an unchecked rate.

Never fight a long and bloody war. Goes double for never fight a losing war on home soil.
War exhaustion cripples your ability to maintain a proper God-fearing anarcho-absolute monarchist state, whilst also increasing pop militancy. Once pop militancy reaches +6 it's pretty much impossible to keep things together without offering political concessions.
Then there's the issue of reform desire. Pops will get an automatic increasing ticker for militancy if they haven't had any reforms in a while. Over time this will convert everyone into jacobinism. You can stave off the jacobin uprising by spamming social reforms but this makes all those jacobins agitating for voting rights become militant jacobins. Nice for rushing education, healthcare & pension reforms, but not so nice for avoiding rebel blocs >1M.
This is where I like to try and get reactionaries who can help me abolish upper house weighting & reinstate slavery. The last one is especially useful in HPM mod because you can revert from illegal slavery to fully legal slavery in one reform, but you can abolish it in gradations. This can keep your liberal groups very busy for decades even if it's an issue which affects no one because your country has 0 slaves or serfs, nullifying a great deal of that reform desire rage for free.
The other thing is that rebels never get tech, but troops do. So it is possible, just incredibly masochistic, to never ever ever reform.
Also also, never let rebels take over a province. That massively boosts their recruitment

Micro102

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Re: Victoria 2 Thread
« Reply #186 on: August 21, 2021, 02:56:29 pm »

Does killing an army of 100,000 reactionaries/liberals/socialists decrease the population of that respective ideology? I would assume after wiping out the 4th nation-wide horde that is the size of your own army, they would start to run out of people.
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Loud Whispers

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Re: Victoria 2 Thread
« Reply #187 on: August 22, 2021, 04:47:05 am »

Does killing an army of 100,000 reactionaries/liberals/socialists decrease the population of that respective ideology? I would assume after wiping out the 4th nation-wide horde that is the size of your own army, they would start to run out of people.
For every 5 soldiers you defeat, the pop that spawned it takes 1 pop casualty. This is why rebels can keep spawning more revolutions despite their massive casualties, because you have to defeat them 5 times to get any noticeable dent, which is usually impracticle.

Raising the defines.lua value for SOLDIER_TO_POP_DAMAGE makes the pop changes a lot more noticeable, which also significantly changes game balance as soldier pops become a lot harder to replace. I personally find it more fun that way, but it makes already precarious runs like Greece or Serbia that much more precarious

Micro102

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Re: Victoria 2 Thread
« Reply #188 on: August 22, 2021, 03:10:15 pm »

I'm actually ok with that ratio. Defeat could also mean "cause them to abandon the war" or "injured".
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Loud Whispers

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Re: Victoria 2 Thread
« Reply #189 on: August 23, 2021, 02:48:45 am »

I'm actually ok with that ratio. Defeat could also mean "cause them to abandon the war" or "injured".
Indeed. The problem is when it gets combined with medicine that reduces casualty rate plus rebels disregarding attrition, which leads to the issue where you've turned London into the siege of Vraks and yet the pops the rebels come from have grown immensely

MaxTheFox

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Re: Victoria 2 Thread
« Reply #190 on: August 26, 2021, 09:59:41 pm »

Does anyone here use mods, and if so then which ones? I switched from HPM to GFM (Greater Flavor Mod). Bored of vanilla. But with mods it's probably my favorite Paradox game.
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George_Chickens

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Re: Victoria 2 Thread
« Reply #191 on: August 28, 2021, 04:35:19 am »

My experience with most mods is very disappointing. Many of the minor mods suck and I've been recommended a few that seem very clearly to be political self inserts. The bigger mods are rife with railroading and "LOL U DAI!!!" events
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MaxTheFox

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Re: Victoria 2 Thread
« Reply #192 on: August 28, 2021, 12:39:21 pm »

My experience with most mods is very disappointing. Many of the minor mods suck and I've been recommended a few that seem very clearly to be political self inserts. The bigger mods are rife with railroading and "LOL U DAI!!!" events
Yeah small mods suck I agree.

As for the overhaul mods... I'm actually fine with railroading, actually most people really overblow it in my experience. It's front-heavy, most of the railroaded events are up to like 1848. And I am a sucker for historical accuracy anyways, and even the bad events can usually be played around. Worth it for me, maybe not worth it for you.
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Woe to those who make unjust laws, to those who issue oppressive decrees, to deprive the poor of their rights and withhold justice from the oppressed of my people, making widows their prey and robbing the fatherless. What will you do on the day of reckoning, when disaster comes from afar?

Kassire

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Re: Victoria 2 Thread
« Reply #193 on: August 28, 2021, 09:57:08 pm »

Does anyone here use mods, and if so then which ones? I switched from HPM to GFM (Greater Flavor Mod). Bored of vanilla. But with mods it's probably my favorite Paradox game.
ccHFM is probably the best pure/vanilla esque mod out right now, in that it takes a bunch of newer hpm and multiplayer developments and packages it into hfm, minus railroading. Plus, it has hpm great war capitulations, which are great. If you haven't tried it, I recommend you to.
https://github.com/moretrim/ccHFM
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MaxTheFox

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Re: Victoria 2 Thread
« Reply #194 on: August 29, 2021, 04:45:42 am »

Currently playing a GFM USA game. It's... unique.

It's 1850 and I'm waiting for Great Britain to get in a stupid war so I can attack them for the good parts of Canada. I already beat Mexico, took the Manifest Destiny land as well as a chunk of the northern part of Mexico proper. Eventually Mexico will be Annexico.
And then when the "Install Democracy" CB is unlocked (America gets it on all authoritarian countries with negative relations IIRC, it also spheres the country so you can take their oil) mid-late game I'll just go ham. America is easy to play, you get enough good RGOs and literate pops than Laizzes Faire doesn't screw you over so you can ignore the economy for the most part and everyone else on your hemisphere is weak except for British colonies which you can snatch if you're clever. And you get so much flavor it's almost funny.
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Woe to those who make unjust laws, to those who issue oppressive decrees, to deprive the poor of their rights and withhold justice from the oppressed of my people, making widows their prey and robbing the fatherless. What will you do on the day of reckoning, when disaster comes from afar?
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