@@cactuscreek5925 I think he's correct, but it isn't 100% reliable. I think this is as it does not take into account the economic impact of construction on your economy. So the direct costs of construction result in a red/white indicator, but your construction consumes fabric, wood etc - and the buildings producing those could be adversely impacted by reduced demand.
I've unified Germany as Austria in 1858. My economy has tanked badly, though, in the aftermath. I'm going to apply these tips and see if I can bang it back into shape.
@@Cmoehlman12 yup took five years. Put subsidies on a lot of staples. Only took about a year to get the economy under control. Now I just need to lower radicalism.
The stacked construction industry only gives the bonus when building in that same state, as far as I understand it. So concentrating it in the same state as your industry would make sense in that case. and having some where you build some buildings.
That's correct. Construction buildings in the same state you are building make construction more efficient, so you need less construction input to get maximum output. e.g. you'll see 19.2 construction input to get full construction output, which would be 20.
Be careful though as there is a soft maximum population for any given state so you cant just concentrate all your industry in your capital as eventually you'll get stuck with a migration attraction penalty that will eventually prevent any more people moving into that state. So plan to have a cluster of states specializing in one-to-three different things so that you can eventually capture the +50% throughput from Scale without hurting yourself because nobody wants to move into the state.
Construction Sector buildings give a bonus called State Construction Efficiency which the in-game tooltip explains as "A bonus or penalty to weekly construction in a state", meaning that the more Construction Sector building you have in a state, the faster you build buildings IN THAT STATE. If you concentrate all your construction buildings in one state, it will speed up the construction of buildings in that state, but it will also tie up a portion of the population living in it (each Construction Sector building employs up to 5k people). Then again, the Construction Sector buildings are pretty cheap to build (only 50 Construction, compared to 150 for a farm, 300 for a mine, and 450 for a factory) so it can be a valid strategy to temporarily build up the Construction Sector in a state where you're planning to build a bunch of other stuff and then delete it to free up the workforce it employed.
Concentrating all your construction sectors in a single or few states can be really dangerous when it comes to switching them over to a new production method. As you can only switch over on a per state basis, this means that you will often have no choice but to switch over everything at once which can really mess up your market if you haven't prepared beforehand. Spreading your construction sectors over a number of states means you can transition them gradually and ease the shock to your supply chain.
If you wanna go the Imperial route of conquering stuffs i recommend doing it ASAP. (As GPs, you likely wont have this option as middle or weaker powers) Start diplomatic plays from day 1 on target OPMs, mobilize your 100+ regiments and watch them back down. Repeat until you're about to go over 25 infamy then stop, let it cool down before doing it again. Each week you sit at 0 infamy is wasted decay.
Vic 3 infamy isn't like VIc 2, and 25 infamy isn't necessarily a limit. You especially don't need to worry about infamy at all if you can take on the other European powers
The big number to watch out in Vic3 is 50 infamy for massive radical increase and diplomacy maluses and 100 infamy for other nations getting a free Cut Down to Size justification on you.
@@amethystgamer852 unless you plan to conquer everyone (in which case you dont care about infamy anyways) being infamous or notorious give quite a malus to diplomacy. Too many times that i fail to get a GP alliance because -10 for being infamous. Or allies backing out from supporting your Play because of that infamy. Iirc AI GPs will also start to intervene against you more if your infamy hit those benchmarks. It's not about the cutdown CB.
Construction sector's state construction efficiency works for the state construction sector is in. For a country wide bonus you need to stack bureaucracy and it's just not worth it. Road construction edict gives state construction bonus to a province you use edict on. What state construction efficiency does is basically this: without bonuses, you need 20 construction points to build 20 construction points per week. State construction efficiency of 10% makes it so you need only 18 to build 20 points, and you get 2 unused construction points pushed onto the next building in queue. So, for your centralization strategy to work the best, you want to have 15 construction sectors in Kursk plus the edict on top for ~25% extra construction for the same money - so, you will spend 15 construction points to build 20, so with 60 points you will be building 4 factories at once at max speed
@@peterschmidt1900 you can't do all the production edicts at the same state. Also, violent suppression gets disabled with guaranteed liberties law (the one that gives +loyalty -radicalism -speed of revolutions)
@@KissatenYoba _so, you will spend 15 construction points to build 20, so with 60 points you will be building 4 factories at once at max speed_ But *only* if you build those factories in Kursk, right? That wouldn't do anything at all when you build in another province? If so, that's useful, but not all _that_ powerful, I'd think. I'm just trying to make sure I actually understand this.
Migration does not translates to immigration. Migration only happens within market (so if you don't have anyone in your market it just relocates pops from one province to another, but stealing the Raj or Puppeting Japan is really good for this reason). Immigration only occurs if a state has turmoil or unemployment. So if the AI manages it's provinces you'll see non of it. (Spoilers AI is not very good at all, but it is still a bit out of your hand) Took me a while to find these tooltip UIs... :D
however, there are the random mass migration events that are not restricted to the market. having high immigration attraction and culture tolerance makes you a prime candidate for that. Get a bunch of Chinese migration events to your country and boom! GG
@@iulianju7893 However there is some randomness to this. I was a OPM and I had 20 SoL, free jobs, and almost the highest migration attraction in the world. Still, over 70% of my pops decided to migrate away to a worse country and to an even worser state, tanking my GDP from 600k to 4k.
@@mr.paperbag771 I have the opposite problem. I have 5k construction and can't build basic goods fast enough for the incoming population to keep their SOL up.
Mr. Feedback - at around 7:00 you talk about the red/white deficit. The deficit number is white when you are only negative due to temporary expenses (construction, events, etc), and is red when your permanent expenses are less than your current income. This means that if you cancel all construction and have no event spending you will still be losing money. Hope this helps!
@@Dholo It is possible that the decreased demand for wood iron and tools lead to an increased in exports :. an increase in tariff revenue :. you are now in the green
This is not true at all 😂😂 I’m not gonna tell you how it actually is but here is a hint, it has to due with credit, gdp, and your principle. Good luck !
@@AntonioGarcia-wn7ut Unfortunately, this comment has been made out of date due to recent changes to the way the economic system works. However, during the time that I made this original comment, I was correct in my statement.
One of my tips would be is when you are going to switch production methods which requires new resources then check to see how much of that resource you'll use, and then subsidise the buildings producing it until they get to 50% of that figure. This will let you avoid input shortages. Say you are about to start using electric saws in your logging, and you need 200 Electric, then you'll need to generate 100 electricity to avoid input shortages, but if you don't switch the buildings won't employ people, so you'll still get input shortages. This is a great use of subsidies as the building will start employing everyone it can, so once it hits the level you need then you can switch. If you've got a lot to switch at once it can be more efficient just to manually switch individual states, but this technique can still help ease the first state(s) to switch, and could be vital if you've concentrated your manufacturing and don't have the buildings spread over multiple states.
With enough construction power you can queue up a mass number of the input resource (e.g. power plants), put them at the top of the queue (press alt then click to send them up the queue) so they finish at the same time and you dont have to subsidize as you switch over the same week it finished
@@equilintogo5378 its a sensible suggestion but I don't think it works in practice to give a smooth switch over. In large economies (where can build lots of power plants in parallel) this is not very important, but a small economy can be badly impacted by short term distruption, particularly if the pops need qualificaitons. I think if you built 20 at once, all in different states, in week 1 they have zero employment and no output, and will take time to ramp up. If they are in a single state it will take even longer as I don't think you recruit new employees faster if you've 20 levels or 1. Its definitely more micro, but subsidies can just make that first few weeks a lot smoother.
A negative about concentrating industry is that your other territories standard of living doesnt increase, which will make them radical over time as their expected standard of living increases. As russia, i did concentrate industry first but then i started spamming out mines, farms, and logging camps to all territories, at least 1 in each state that has the peasant population for it. It really does have an effect on keeping the country stable at the cost of some efficiency. And having less radicals makes it easier to pass the more significant reforms without having revolutions.
Yeah. I found that once you pass the 1B GDP mark, the efficiency you gain from stacking is outstripped by the efficiency you lose from turmoil if you don't spread the SOL around.
I went through the game files, there is a cap on substitution of all the goods. For luxury items, 40% luxury clothes, 40% luxury furniture, 40% porcelain. So you have bandwidth of 20% to overproduce certain good.
The solidarity interest group bonus from loyal trade unions is just as good, if not better than the greener grass campaign for getting more workers in a labor starved economy. It gives up to 20% workforce ratio, even more than full women's rights (can also be stacked) . Combined with the 20% manufacturing throughput the trade unions can give (like s free manufacturing edict everywhere) i think trade unions are the interest group that can do the most to supercharge late game economy.
The trade unions are also super helpful for getting more beneficial laws passed so getting their help and making them happy both supercharges your economy as well as nets you the actually useful laws.
Few additional tips: 1. Remove ur barracks and navy to zero your mil cost and can also put the maximum wage to make military interest group happy with 0 cost. 2. Some combo are op when used together , such as the investment pool combo with happy industrialist + laissez-faire + public trading. Loads of capitalist in your economy being rich and contributing huge sums to the investment pool 3. Free trade is so strong, not in the money making aspect but in the soft power and crippling other nations way, when combined with trade deal it will force other nations to stay underdeveloped (can’t compete and industrialize thing you export to them, forced to export you the cheap resources)
Electricity is one that is very easy to not have enough of when you switch production methods. Always build a power plant, switch one industry, see where it's at, and repeat.
I think power plants are bugged. Even when they make more in their output than the cost of input it still makes no money so I have to subsidize and eat the massive costs.
@@jeremiahkivi4256 with later techo i can get railroads between 15-30 income which is in the green so no subsidies needed. Key is to have lots of pop and industries using tracks
@@tobiaswiest When I was US, definitely. This Gran Colombia playthrough has been a bit rougher. I think the main problem I'm having is I just don't have enough pops. I got 1/8th of the pops of the US, but I got 70% of their GDP and I'm about to replace Prussia as a great power. Railroads are subsidized to draw more people to work them so I can have market access from infrastructure. I imagine I could make engines cheaper and that would help, but like I said, I'm literally waiting for pops to become available to work and I've already mechanized everything except my troops. Think I could've went harder into tech because my US game, I already had all the tech researched by 1905, and that's not the case for Colombia. Guess maybe specialize more, but I don't know if that would have made a massive difference. I'm like #4-#6 producer of paper, rubber, coal, and oil. My pops are paying 10% less for goods and are taxed at the absolute minimum rate. I don't think can't do much more, other than play it out til 1936 and try to get GP status. The Empire of Gran Colombia (went military dictatorship, pushed for monarchy which ended up being a civil war over the death of the dictator for succession, basically landowners vs intelligentsia. Landowners supporting the change to monarchy, while the emperor is an intelligentsia with communist ideals, yeah idk lol.) will be recognized for our greatness lol
What I like to do is see how much of that good is being produced, and how much the new production method is gonna require. Gives you a good idea of how it will affect the market
Good stuff... my preference is to set the budget at a point where I deficit spend at level 3, and then can switch up to 4 to stop going into debt too badly. Interest payments can add up and cripple your ability to recover if you go too low. I don't like deficit spending at level 4/5 because if I end up at war it gives me somewhere to go to cover the additional military costs. Running a deficit at level 5 taxes means your only option to make money is to stop building, and I really don't like doing that.
Raising taxes is always bad for the economy. Don't do it. It will almost always push you further down the drain. Level 2 for most times and 3 for wartime is the way to go
@@deusvult6920 Institutions give massive benefits so if youre doing alright on level 4 in supporting good construction and strong institutions you'll perform much better than taxing pops just a little less.
@@deusvult6920Wrong. Construction is everything in the early game. Going to maximum taxes to expand construction in the early game is almost always the best strategy. The point at which you start lowering taxes should be when your economy goes from being production-driven to being consumption-driven. That is, when goods are becoming to cheap due to low demand, and that's causing your industry to become unprofitable. That usually happens in the late game.
and WRT Services, you can generate a LOT more Services if you upgrade your Urban centres - better shops, lighting and transport all can make a big difference. It's easy to miss it near the bottom of the building tab, but this can generate a LOT of additional value in the economy and help with SoL.
More than that, if you then also subsidize the urban centers you can force the price of services so low that you can run a consumption tax on it and still have the after-tax price of services be lower than their base price which will recoup the entire urban center subsidy cost as well as net you a profit *and* help your pops' standard of living.
Early game it can be good to have two or three industry states as Infrastructure can be a pain. If you don't start with railway get it ASAP after must have's (like Nationalism for Canada/Aussie)
Always try and keep your construction and government goods at a low price within your market. so low paper cost for your government, low wood and iron cost for your construction (very important) and low weapons cost for your military. This will keep your overall government costs down.
Military goods are pretty much never profitable so you have to subsidize them anyway. As long as you don't have shortages it doesn't actually matter if they are cheap or expensive. Also as Qing you shouldn't really expand your bureaucracy except in a few states at a time. Taxing peasants costs more paper than it's worth.
But if paper, wood, and iron are cheap in your country, other countries will just buy them from you, so the price will go up again, won't it? That seemed to be my experience in my first - and only, so far, since my computer crashed - game (playing Russia). It just didn't pay to worry about that too much. I didn't want them to get _too_ high, of course.
@@Bill_Garthright Yes, they may do that, but that's when you slap export tariffs on them and either make money directly if they buy stuff from you or you discourage them from buying from you in the first place. Protectionism allows you to get the highest export tariff in the vanilla game so far at 20%.
There is a downside to big buildings, it makes switching to a new production method much much slower. I would recommend building till the economy of scale bonus maxes out. Building one faint textile mill that requires you double your dye to switch is a pain. You have to build farms for a year and if something else pops up like to few bureaucracy points you have a dilemma.
It's more than doable to do the big changes, all you need to do is go to the method you're changing, see how much it would require of X resource, go to your market and see how short you are or suprlus you are of that good, and then build the needed buildings to provide the imminent deficit. I've done pretty well with this method.
i found that proportional taxation law was also massively useful for boosting credit. it became so good that I couldnt build or spend money fast enough and that my gold reserves were always maxed. this was even while construction was running constantly and the army was mobilized + army income was basically maxed for bonuses. i also built my industry across the entire nation instead of making use of econ scale, it takes a little longer to get going but eventually i ran out of peasants in the nation and basically everyone was employed paying tax.
Was playing as South Africa. Got independence from UK but rejoined the market. I expanded to take modern day borders and focused on industry building up to 100 mil gdp whith a population of 11 million. Then the Uk had a civil war and broke in two cutting my market access to 0 and halfed my gdp. Took a months to stabilizes and prevent default on my dept a third time. This was done by leaving the UKs market and cuting all spending raising all taxes and stop subsidies. Due to the drop in living standard I had my my own civil war. Wich halved my gdp again to 20 mill during the war. After wining the war I focused on meeting all the new need and after several in-game years I built my gdp and surpassed the 100 mil to around 170 mil. I couldn't take it higher as it was the 1908 and the game was running too slow to continue. Also had the dutch join my market but they had no ports so they where locked off and tgier nation died. Lesson be careful with what markets u join as it can end you I'm the blink of am eye
Standard of living is also responsible for Population growth, especially among Peasants who have no work You can also increase the standard by making sure the goods stay the cheapest possible by not exporting and protect your country, or embargo countries that import too much of your products Also you can increase natality with the help of church (happy +10 approval) and law on women being legal property Then you can decrease mortality, first with church hospitals, which might be easiest to pass as first with the help of the church and not much opposition from the industrials and invest in the institution and then turning to public assurance You can also decrease mortality at work by passing law enforcement on children (also helps with education) and regulate dangerous work conditions in the working protection/serf law Migration also work only for non-discriminated with control migration law So, say you are a European country, and you pass either Racial segregation or cultural exclusion, and of course multiculturalism then you can start having all European cultures accepted and attract migrants from all over the world to your country, especially if it has high living standards
Man Electricity and Oil are soooo OP, when I got electricity my economy as italy shot up from 90M gdp to 250 and after Oil like 800 ish (couldnt get the 1B gdp achievement tho because of revolts/wars etc :( )
The fastest I've seen someone get the 1B achievement so far is 1865 by starting with France. I got it myself in 1879 with France so you can consider doing that.
TIP: Overproduce engines and export them to all the countries. Mid-late game because AI thinks that supply is secured they won't expand or make industry for that good. So if you make engines for train infrastructure and then you want to conquer a minor or attack a major you stop trading with them and see the world get itself destroyed because AI can't get more engines and it takes a lot of time to make an industry for them and to supply them so they lose a ton of gold reserves and if you are at war or they are at war with you or someone you want to protect you can almost break the whole economy because less infrastructure makes all the goods more expensive and even make a lack of supply. So maybe even give lack of supply of guns and goods for populations and give turmoils from pops. That's how to reduce the British from 1r place 330 m GDP to 8t place 110m GDP or prevent prussia from being a gerk.
Question: what about Qualifications? If the factory says it needs 500 engineers, it won't work if there are no educated people right? When I want to build stuff "not enough qualifications" often pops on. Can I just ignore that?
I could be wrong but economy of scale isnt only for a single state, you can have factories different states and get the associated bonuses, though with the decree it does make it more efficient also the white negative income just means you can still make a profit and that your economy isn't unhealthy, red means you need to downsize or do some extreme trading as you can't make a profit by altering taxes/tarrifs/construction etc
Tipp 1 is kinda wrong. Yes you want to create industrial capitals, but you dont automaticly select the state with the most peasents. It really depends on the nation. On top of that you should create more than one. Like 3-4 is fine. It should idealy be state with ports to get migration bonus from trade centers and one should be hour capital/trade capital for another extra migration and infrastructure. Tipp 2. Construction Sectors. If you have lots of peasents build them in your industrial capitals to get more state efficiency construction. If you are low on peasents search for a dedicated state that is not your indrustial capital and build it there. Tipp 3: Deficit Spending is fine depending what your economy +tax law is. If you are on laizze-faire/interventionism deficit spending is really good ( not to heavy) because as you built more factories they will ease the the cost of your construction centers and as your economy grows the trickleback from the investment fund is going to completly carry your construction. So you should later in the game orientate your construction on what trickleback from investion funds you have. If you are on a lower tax law and/or not on laizze faire/intervent you income should always be +-0 while to not get into a death spiral
If you don't deficit spend you aren't growing as fast as you can. With how the economy works in the game you can easily grow faster than your interest grows which means your debt/credit ration never goes up.
i wanted to correct a few thing i saw in this video: 1: be very careful with maxing taxes and taxing things your population needs to survive. pops give you more money if they have money you can tax if you tax them until they have no money you make less overall, and if you tax things like clothing and grain then you may very quickly have a revolt if your pops arent able to afford food and clothes. imo the best authority tax is services (because everyone wants it but they can also live without it) and opium(because a population addicted to opium is bad) 2: he completely got the colors wrong in the video, or hes explaining it badly, green means your making money obviously, white means your minus is temporary and you can pause construction to go back into the green, and red means your economy is in freefall and pausing construction wont fix that 3: video is misusing the term 'deficit' going into deficit means that you now have a growing interest rate eating away at your funds what hes doing is using his gold reserves which has no negatives
Services are a really good consumption tax as you can just subsidize the urban centers and force the price of services so low that even with the consumption tax their price is still under the base price and the tax makes you more money than the subsidy costs for the price of 200 authority. Until your Standard of Living in your poor pops starts approaching 15, one of the easiest ways to improve their Standard of Living is to build a lot of Wheat farms that are also producing Wine and then increase the export tariffs on the grain (if you find that you have a lot of wine for some reason thats not particularly getting used, export it to France - French pops have an Obsession for Wine and a *lot* of cash to buy it from you) so that the AI doesn't export it all away from you and if they do that anyway, you get a lot of revenue from it.
If you’re role playing a closed/self sufficient market and your economy plateaus, everything is cheap or about average price just build admin buildings or universities. Your paper will get expensive again and it’ll cascade down what industries you should start building up again
for a country like Japan, that has a high population, you want to develop the region with the lowest population so you can get the most tax revenue. Japan's state with the most peasants is going to have the lowest tax revenue collection percentage. Also, the people can migrate to where the jobs are. I pick regions that have a lot of unused infrastructure potential.
Excellent tips. Only thing I would add is that it is preferable to have lower taxes earlier, not just for happiness, but because it supercharges your economy by compounding your pops wealth and ability to buy more stuff which ripples through the whole economy. If you go low taxes your gains will eventually go exponential, and inverse for high taxes.
Except how much you can build is a much bigger multiplier on the growth of your economy, at least at the start, than how much your pops are capable of spending.
You shouldn't ignore luxury goods since they usually more profitable than regular, though taxing import may be better if it's available. Focus on industrial goods first, especially ones used in construction, usually you can cut expenses by half making them cheap.
Nice advice. But after 100+ h myself, I kind of feel like with Imperator back in the day. I enjoy the videos. I still check on the news. But... I really struggle to return to this game again. Just meh.
Most ingame lag comes from the Citizenship law "Multiculturalism" because the game has to calculate each immigration movement. The more countries with the law, the more lag you get.
I've different states of Construction in all game. Why? I can be both: Wood & Iron and don't reduce my money with a huge need of Iron when I switch. (And same for Iron to steel etc)
It's for a particular type of person that enjoys this. The German work-sim community will deadass come home from their job driving a forklift and and open up forklift simulator to wind down before bed.
Love these videos and I nevere really played the game this way and I want to learn. I am still new to the game. I am trying to make Sweden become a competative nation on ANY area. So I tried Wood, which was difficuly since I had no Coal so getting the production up was difficult and then a bankrupted. I then tried again but for Iron and same deal there Coal was a no go. So what would you recommend for Sweden? I have not yet tried a manufacturing approach so I might look in to those next.
Sweden was my 2nd game, they start with very few states and low population, but have great upsides. The "Learn the Game" scenario was nice for some tutorial. At the beginning, wood/iron/tools are a key trio for enabling good mines and any starting industry (I had trouble with unproductive iron mines at first, don't recall why... you may have to build a lot). Wood is plentiful, so just build enough tool workshops to have a normal price). As these get balanced, you can build profitable coal mines in Scania, I think this is your only starting state with coal. I ticked the coal mines up 1 by 1, using demand from other domestic industries to ensure profitable mines. You should have enough population to start but I built a few universities so you're not short on qualifications when you try to automate or improve production methods (I especially wanted this with limited domestic coal slots). I focused a given industry in either Svealand, Gotaland, or Scania for best throughput. Build or improve ports for more trade capacity and import what you need for short term needs, in the long term you can ramp up your own buildings and the game tells you when your trade is unproductive. Your whole economy is interconnected so there is always something to expand or tweak, follow the prices of your goods and pop needs, and bear in mind that you expand both by slots or new methods in the tech tree. Sweden has high tech spread and does well with universities, you will always have useful new production methods rolling in that you can use. You will encourage tons of immigration and grow to a superpower in no time. Have fun!
@@Flambybow I go for Zululand myself, not only does it have as many coal mines as madagascar but it opens the way to the boer exile states above south africa which will have GOLD and can be huge for early dev of your economy through minting and reinvesting the money.
I'm playing the "Learn the game" focus with Sweden (I have Swedish ancestry why not) but I don't really know wtf I'm doing lmao. My finances are in the red I believe lol. I've watched tutorial videos but it's just such a complicated game they're not really that much of a help so far. I think I just need to spend a lot more time in the game.
I get lost in the UI and need a way to view what each state's primary income is, what needs to yet be epxloited, and which states have which problems (be they radicalism, unemployment in some sectors, goods shortages) refined better, cause at the moment I have to search to find this information every time, with 60 hours in the game within month 1
Hey I was playing GB and got 1.6b by around 1880, but ive stagnated ever since no matter what. No matter what, I cant put everyone in work, meaning that unemployment is around 15% of full workable pops, which is fine. But, more than HALF of my population is dependents, and I dont have the money to care for them! any ideas?
Need an advice: I am playing with Argentina and do have constantly the problem that i am running out of pleasunts. how to get more megration, people or childs?
Lets be honest if you master eco you can do what you want and most utube i saw make it work but im sure they dont even understand why and run into something which they than fix but could be avoided. So with that said i would say mastering eco makes sense i think and to learn the game in the field of economics its best to force youself into it without shortcuts or outer influence you might not recognize at all. best example would be japan and dont reform it to be able to trade or colonize/conquer anything. simple make a strong iso economy by what you have. yeah you will see cuz you missing some res it will not work endgame but to learn how it works japan is perfect for it. Than play it again and colonize or vassel/incorp to get access to the missing stuff you learned form above. if you get worldwide 1st gdp with only filling the gaps on some res i would say you understood eco and mastered it cuz i see so many missinformation floating around utube. thats why i commented about services. try it and be amazed how you play without those limitations than but to learn it i cant figure out a better way. i would say if you can handle iso you can handle the rest and understand why it works and for sure make better decisions. Personally i think Japan is the best to learn eco and what impact have laws so with mastering japan i assume you join my side that many countries are just fucking easy to play :) btw if you challange yourself with those limitations dont be frustrated when you have to restart or reload. Took me 5 or 6 times to do all again before i understood
i basically always have to subsidize my arms factories, steel occasionally, engines almost always, electricity always, synthetic manufactories always... for some reason these things arent really balanced to make much money... either that or i need to bring down the input prices significantly, but then those input goods have problems.
You mentioned its not efficient to make more construction sectors after 500 points.. could you explain or link to somewhere for why this is? When I've gone over that I feel like I grow faster. The only limit seems to be if theres enough population and demand to make industries profitable
What I don't get is why healthcare and education laws are treated as tiers. Why can't I have all types of schools and hospitals enabled at the same time just to get MORE of them?0_o
Can you make video about conquering/puppeting country and measure it with infamy and production? What is the most efficient way to get a control and dont became outcast.
So this would help me a lot - teach a man to fish vs. give them a fish kinda thing - how'd you learn these things ? Read the wiki and then just tested them in games? Love stellaris, love eu4, but I wanna finally become a master at one of these games and vic 3 is it... maybe just in time so I can get good @ eu5 more quickly Any help from anyone would be greatly appreciated In essence, how do I become the guy in the video teaching others
I fucked up and built construction sectors till the number went red and well it never hit red and I was at -300k and went huh I dont think it hits red from construction
Maxing taxes is a bad idea. You get turmoil and revolution within a year of maxed taxes, and you’re not going to surmount -150k deficit within a year. I like to keep taxes at 3rd tier (no penalties) or 2nd tier where you get the first bonus to de radicalization. Authority seems much better suited to spending on consumption taxes, start with services then move onto sin items, and keep your taxes low. There will be some level of radicalization but by passing laws and investing in the institution of police force and home affairs and building up the very expensive staple goods industries, you should be able to stave off revolt
Over 500 construction is not efficient? I NEEDED 11.000 construction to lift all of Russia (and incoming migration waves) out of being Peasants. My baseline is 2000 construction (on arc welding)
All the tips here are pretty good, except for maxing taxation. That just makes it harder for your people to afford to live, which means they buy less products.
Which doesn't matter because at the start you will just be building the industries that build more industries. You are guaranteed to grow faster spending that money yourself.
@@tropical-tangerine they only mentioned it briefly in their patch notes so I don't think they have any real fix anytime soon unless they're going to compromise some game features like AI being limited or not declaring interests after a certain point. Remove minority pops etc, trade, etc. In debug mode you can see what's eating up the calculation capacity.
If you want to earn achievements, then focus on getting education laws as pop assimilation/pop conversion reduces the total number of pop groups in the game and as such speeds up everything. If you're OK with not earning achievements, then write a mod or find a mod that gives a lot of assimilation/conversion and/or removes the Homelands prevents assimilation effect.
disagree on services to just neglect it. best thing to tax and easy to improve via urban centers and fill the needs, but neglecting it is just false imho. easy to micromanage have it around +-5% with huge income + if you tax it so yeah, just not a good advice to ignore it.
BROOOOOO IM AFTER AN 6H SESSION AS LAN FANG WATCHING A VIDEO ABOUT TIPS ON THE GAME WTF AM I DOING AAAAA btw its 1900 i have a standard 20 of living 30M gdp, on only burnei just came out of a war against Dutch East Indies and decided to stop
This would help immensely. I have a tendency to bounce around production and tech without much concentration and usually end up bankrupt because I can't keep my economy going.
Toda América sería un solo país es México en un futuro próximo el idioma oficial sería en español México va ser el primer mundo México será potencia mundial vivA México querido México ua-cam.com/video/7uJhjQvJDh4/v-deo.html ua-cam.com/video/MpkcvBZTa3M/v-deo.html ua-cam.com/video/WdlRXfbAm4w/v-deo.html Con amor se paga todo ❤️ con amor al pueblo Unido ❤️🇲🇽❤️ Con democracia Con socialismo La grandeza de México Atentamente libertad 🇲🇽🌎💯🌍🇲🇽 Ya verás que sí 🙂 lo positivo es lo más importante del mundo ☺️😊
feel like i have to watch this on 0.5 speed coz your speaking that fast, there is so much confusing stuff on VK3 feel like i wasted my money i need you to play some vic 3 games maybe get achievements doing every single click in the same format as your hoi4 videos. too confused with all the numbers your throwing out so fast. would love to see your achievement videos on hoi4 with every single click expand into other paradox games as I get hoi4 after trying to get achievements following videos. i just need you to do it slower to be able to follow this
The white deficit number means: If you stop/pause all building, you would be in the green.
this shit is gold if its right (and I have no reason to doubt you) thank you
@@cactuscreek5925 I think he's correct, but it isn't 100% reliable. I think this is as it does not take into account the economic impact of construction on your economy. So the direct costs of construction result in a red/white indicator, but your construction consumes fabric, wood etc - and the buildings producing those could be adversely impacted by reduced demand.
@@cactuscreek5925 he's right. I'm pretty sure it says it when you go red and it gives you thr unhealthy economy message
Pause the construction from monday till sunday night ’n repeat = you’ll always be in the green💀
I was wondering why he explained it in everyway but the correct way lol.
I've unified Germany as Austria in 1858. My economy has tanked badly, though, in the aftermath. I'm going to apply these tips and see if I can bang it back into shape.
Alas poor Bismarck
Make sure you incorporate the states I know it sounds obvious but I forgot to once also do what he said in the video eith subsidies
Do you have any taxes on services, liquor, porcelain, etc?
@@Cmoehlman12 yup took five years. Put subsidies on a lot of staples. Only took about a year to get the economy under control. Now I just need to lower radicalism.
@@dingus6317 Services and luxury goods. I had it on liquor earlier but my peasants were suffering.
The stacked construction industry only gives the bonus when building in that same state, as far as I understand it.
So concentrating it in the same state as your industry would make sense in that case. and having some where you build some buildings.
That's correct. Construction buildings in the same state you are building make construction more efficient, so you need less construction input to get maximum output. e.g. you'll see 19.2 construction input to get full construction output, which would be 20.
Be careful though as there is a soft maximum population for any given state so you cant just concentrate all your industry in your capital as eventually you'll get stuck with a migration attraction penalty that will eventually prevent any more people moving into that state. So plan to have a cluster of states specializing in one-to-three different things so that you can eventually capture the +50% throughput from Scale without hurting yourself because nobody wants to move into the state.
Construction Sector buildings give a bonus called State Construction Efficiency which the in-game tooltip explains as "A bonus or penalty to weekly construction in a state", meaning that the more Construction Sector building you have in a state, the faster you build buildings IN THAT STATE. If you concentrate all your construction buildings in one state, it will speed up the construction of buildings in that state, but it will also tie up a portion of the population living in it (each Construction Sector building employs up to 5k people). Then again, the Construction Sector buildings are pretty cheap to build (only 50 Construction, compared to 150 for a farm, 300 for a mine, and 450 for a factory) so it can be a valid strategy to temporarily build up the Construction Sector in a state where you're planning to build a bunch of other stuff and then delete it to free up the workforce it employed.
Concentrating all your construction sectors in a single or few states can be really dangerous when it comes to switching them over to a new production method. As you can only switch over on a per state basis, this means that you will often have no choice but to switch over everything at once which can really mess up your market if you haven't prepared beforehand. Spreading your construction sectors over a number of states means you can transition them gradually and ease the shock to your supply chain.
If you wanna go the Imperial route of conquering stuffs i recommend doing it ASAP. (As GPs, you likely wont have this option as middle or weaker powers) Start diplomatic plays from day 1 on target OPMs, mobilize your 100+ regiments and watch them back down. Repeat until you're about to go over 25 infamy then stop, let it cool down before doing it again. Each week you sit at 0 infamy is wasted decay.
Vic 3 infamy isn't like VIc 2, and 25 infamy isn't necessarily a limit. You especially don't need to worry about infamy at all if you can take on the other European powers
@@amethystgamer852 25 can still be an issue as it's the moment you start to get maluses to diplomacy
The big number to watch out in Vic3 is 50 infamy for massive radical increase and diplomacy maluses and 100 infamy for other nations getting a free Cut Down to Size justification on you.
@@amethystgamer852 unless you plan to conquer everyone (in which case you dont care about infamy anyways) being infamous or notorious give quite a malus to diplomacy. Too many times that i fail to get a GP alliance because -10 for being infamous. Or allies backing out from supporting your Play because of that infamy. Iirc AI GPs will also start to intervene against you more if your infamy hit those benchmarks.
It's not about the cutdown CB.
@@equilintogo5378 Aye but sometimes you dont gotta care.
Construction sector's state construction efficiency works for the state construction sector is in. For a country wide bonus you need to stack bureaucracy and it's just not worth it. Road construction edict gives state construction bonus to a province you use edict on.
What state construction efficiency does is basically this: without bonuses, you need 20 construction points to build 20 construction points per week. State construction efficiency of 10% makes it so you need only 18 to build 20 points, and you get 2 unused construction points pushed onto the next building in queue. So, for your centralization strategy to work the best, you want to have 15 construction sectors in Kursk plus the edict on top for ~25% extra construction for the same money - so, you will spend 15 construction points to build 20, so with 60 points you will be building 4 factories at once at max speed
Exactly!
You also have to be careful with edicts, because you can't combine/stack multiple edicts (only some or none at all?) in the same state!
@@peterschmidt1900 you can't do all the production edicts at the same state. Also, violent suppression gets disabled with guaranteed liberties law (the one that gives +loyalty -radicalism -speed of revolutions)
@@KissatenYoba
_so, you will spend 15 construction points to build 20, so with 60 points you will be building 4 factories at once at max speed_
But *only* if you build those factories in Kursk, right? That wouldn't do anything at all when you build in another province? If so, that's useful, but not all _that_ powerful, I'd think.
I'm just trying to make sure I actually understand this.
@@Bill_Garthright yes, stacking construction sectors improves input into the state, so to say, but not output
@@KissatenYoba
Thanks.
Migration does not translates to immigration.
Migration only happens within market (so if you don't have anyone in your market it just relocates pops from one province to another, but stealing the Raj or Puppeting Japan is really good for this reason).
Immigration only occurs if a state has turmoil or unemployment. So if the AI manages it's provinces you'll see non of it. (Spoilers AI is not very good at all, but it is still a bit out of your hand)
Took me a while to find these tooltip UIs... :D
however, there are the random mass migration events that are not restricted to the market. having high immigration attraction and culture tolerance makes you a prime candidate for that. Get a bunch of Chinese migration events to your country and boom! GG
@@iulianju7893 However there is some randomness to this. I was a OPM and I had 20 SoL, free jobs, and almost the highest migration attraction in the world. Still, over 70% of my pops decided to migrate away to a worse country and to an even worser state, tanking my GDP from 600k to 4k.
@@mr.paperbag771 I have the opposite problem. I have 5k construction and can't build basic goods fast enough for the incoming population to keep their SOL up.
got it, max migration, then puppet a populous nation and steal their workers
Mr. Feedback - at around 7:00 you talk about the red/white deficit. The deficit number is white when you are only negative due to temporary expenses (construction, events, etc), and is red when your permanent expenses are less than your current income. This means that if you cancel all construction and have no event spending you will still be losing money. Hope this helps!
I've had many times where I was in the red, paused construction, and went to the green. I don't know if this is correct
@@Dholo It is possible that the decreased demand for wood iron and tools lead to an increased in exports :. an increase in tariff revenue :. you are now in the green
This is not true at all 😂😂 I’m not gonna tell you how it actually is but here is a hint, it has to due with credit, gdp, and your principle. Good luck !
@@AntonioGarcia-wn7ut Unfortunately, this comment has been made out of date due to recent changes to the way the economic system works. However, during the time that I made this original comment, I was correct in my statement.
One of my tips would be is when you are going to switch production methods which requires new resources then check to see how much of that resource you'll use, and then subsidise the buildings producing it until they get to 50% of that figure. This will let you avoid input shortages. Say you are about to start using electric saws in your logging, and you need 200 Electric, then you'll need to generate 100 electricity to avoid input shortages, but if you don't switch the buildings won't employ people, so you'll still get input shortages. This is a great use of subsidies as the building will start employing everyone it can, so once it hits the level you need then you can switch.
If you've got a lot to switch at once it can be more efficient just to manually switch individual states, but this technique can still help ease the first state(s) to switch, and could be vital if you've concentrated your manufacturing and don't have the buildings spread over multiple states.
With enough construction power you can queue up a mass number of the input resource (e.g. power plants), put them at the top of the queue (press alt then click to send them up the queue) so they finish at the same time and you dont have to subsidize as you switch over the same week it finished
@@equilintogo5378 its a sensible suggestion but I don't think it works in practice to give a smooth switch over. In large economies (where can build lots of power plants in parallel) this is not very important, but a small economy can be badly impacted by short term distruption, particularly if the pops need qualificaitons. I think if you built 20 at once, all in different states, in week 1 they have zero employment and no output, and will take time to ramp up. If they are in a single state it will take even longer as I don't think you recruit new employees faster if you've 20 levels or 1. Its definitely more micro, but subsidies can just make that first few weeks a lot smoother.
I completely tanked my economy the first time I switch production methods without thinking what I was doing :D
A negative about concentrating industry is that your other territories standard of living doesnt increase, which will make them radical over time as their expected standard of living increases. As russia, i did concentrate industry first but then i started spamming out mines, farms, and logging camps to all territories, at least 1 in each state that has the peasant population for it. It really does have an effect on keeping the country stable at the cost of some efficiency. And having less radicals makes it easier to pass the more significant reforms without having revolutions.
Yeah. I found that once you pass the 1B GDP mark, the efficiency you gain from stacking is outstripped by the efficiency you lose from turmoil if you don't spread the SOL around.
I went through the game files, there is a cap on substitution of all the goods. For luxury items, 40% luxury clothes, 40% luxury furniture, 40% porcelain. So you have bandwidth of 20% to overproduce certain good.
You can find that on the wiki now that its working decently well.
The solidarity interest group bonus from loyal trade unions is just as good, if not better than the greener grass campaign for getting more workers in a labor starved economy. It gives up to 20% workforce ratio, even more than full women's rights (can also be stacked) . Combined with the 20% manufacturing throughput the trade unions can give (like s free manufacturing edict everywhere) i think trade unions are the interest group that can do the most to supercharge late game economy.
The trade unions are also super helpful for getting more beneficial laws passed so getting their help and making them happy both supercharges your economy as well as nets you the actually useful laws.
Few additional tips:
1. Remove ur barracks and navy to zero your mil cost and can also put the maximum wage to make military interest group happy with 0 cost.
2. Some combo are op when used together , such as the investment pool combo with happy industrialist + laissez-faire + public trading. Loads of capitalist in your economy being rich and contributing huge sums to the investment pool
3. Free trade is so strong, not in the money making aspect but in the soft power and crippling other nations way, when combined with trade deal it will force other nations to stay underdeveloped (can’t compete and industrialize thing you export to them, forced to export you the cheap resources)
Electricity is one that is very easy to not have enough of when you switch production methods. Always build a power plant, switch one industry, see where it's at, and repeat.
I think power plants are bugged. Even when they make more in their output than the cost of input it still makes no money so I have to subsidize and eat the massive costs.
@@tobiaswiest those and railroads are like always subsidized
@@jeremiahkivi4256 with later techo i can get railroads between 15-30 income which is in the green so no subsidies needed. Key is to have lots of pop and industries using tracks
@@tobiaswiest When I was US, definitely. This Gran Colombia playthrough has been a bit rougher. I think the main problem I'm having is I just don't have enough pops. I got 1/8th of the pops of the US, but I got 70% of their GDP and I'm about to replace Prussia as a great power. Railroads are subsidized to draw more people to work them so I can have market access from infrastructure. I imagine I could make engines cheaper and that would help, but like I said, I'm literally waiting for pops to become available to work and I've already mechanized everything except my troops.
Think I could've went harder into tech because my US game, I already had all the tech researched by 1905, and that's not the case for Colombia. Guess maybe specialize more, but I don't know if that would have made a massive difference. I'm like #4-#6 producer of paper, rubber, coal, and oil. My pops are paying 10% less for goods and are taxed at the absolute minimum rate. I don't think can't do much more, other than play it out til 1936 and try to get GP status. The Empire of Gran Colombia (went military dictatorship, pushed for monarchy which ended up being a civil war over the death of the dictator for succession, basically landowners vs intelligentsia. Landowners supporting the change to monarchy, while the emperor is an intelligentsia with communist ideals, yeah idk lol.) will be recognized for our greatness lol
What I like to do is see how much of that good is being produced, and how much the new production method is gonna require. Gives you a good idea of how it will affect the market
Good stuff... my preference is to set the budget at a point where I deficit spend at level 3, and then can switch up to 4 to stop going into debt too badly. Interest payments can add up and cripple your ability to recover if you go too low. I don't like deficit spending at level 4/5 because if I end up at war it gives me somewhere to go to cover the additional military costs. Running a deficit at level 5 taxes means your only option to make money is to stop building, and I really don't like doing that.
Or you can delete a few levels. They build quick anyway.
Raising taxes is always bad for the economy. Don't do it. It will almost always push you further down the drain. Level 2 for most times and 3 for wartime is the way to go
@@deusvult6920 Level 5 at the start to double or triple your building capacity trumps your poor ass pops spending slightly more money.
@@deusvult6920 Institutions give massive benefits so if youre doing alright on level 4 in supporting good construction and strong institutions you'll perform much better than taxing pops just a little less.
@@deusvult6920Wrong. Construction is everything in the early game. Going to maximum taxes to expand construction in the early game is almost always the best strategy. The point at which you start lowering taxes should be when your economy goes from being production-driven to being consumption-driven. That is, when goods are becoming to cheap due to low demand, and that's causing your industry to become unprofitable. That usually happens in the late game.
and WRT Services, you can generate a LOT more Services if you upgrade your Urban centres - better shops, lighting and transport all can make a big difference. It's easy to miss it near the bottom of the building tab, but this can generate a LOT of additional value in the economy and help with SoL.
More than that, if you then also subsidize the urban centers you can force the price of services so low that you can run a consumption tax on it and still have the after-tax price of services be lower than their base price which will recoup the entire urban center subsidy cost as well as net you a profit *and* help your pops' standard of living.
@@efulmer8675 or you could just not do that and save the 200 authority lmao, that consumption tax completely defeats the benefit of low service cost.
Early game it can be good to have two or three industry states as Infrastructure can be a pain. If you don't start with railway get it ASAP after must have's (like Nationalism for Canada/Aussie)
4:53 max out taxation? Doesn't that create a ton of radicals? How long do you do that for, just the time you're building the construction sectors?
Always try and keep your construction and government goods at a low price within your market. so low paper cost for your government, low wood and iron cost for your construction (very important) and low weapons cost for your military. This will keep your overall government costs down.
I agree, this a more import tip for balancing you budget.
For anyone who disagrees: Try playing Qing without cheap paper 😀
I am currently playing a game as Qing and every time I accidentally let my paper price get above base, I really start noticing it lmao.
Military goods are pretty much never profitable so you have to subsidize them anyway. As long as you don't have shortages it doesn't actually matter if they are cheap or expensive. Also as Qing you shouldn't really expand your bureaucracy except in a few states at a time. Taxing peasants costs more paper than it's worth.
But if paper, wood, and iron are cheap in your country, other countries will just buy them from you, so the price will go up again, won't it? That seemed to be my experience in my first - and only, so far, since my computer crashed - game (playing Russia).
It just didn't pay to worry about that too much. I didn't want them to get _too_ high, of course.
@@Bill_Garthright Yes, they may do that, but that's when you slap export tariffs on them and either make money directly if they buy stuff from you or you discourage them from buying from you in the first place. Protectionism allows you to get the highest export tariff in the vanilla game so far at 20%.
There is a downside to big buildings, it makes switching to a new production method much much slower.
I would recommend building till the economy of scale bonus maxes out. Building one faint textile mill that requires you double your dye to switch is a pain. You have to build farms for a year and if something else pops up like to few bureaucracy points you have a dilemma.
It's more than doable to do the big changes, all you need to do is go to the method you're changing, see how much it would require of X resource, go to your market and see how short you are or suprlus you are of that good, and then build the needed buildings to provide the imminent deficit. I've done pretty well with this method.
Rush railway, otherwise you won't be able concentrate your manufacturing due to infrastructure limit.
i found that proportional taxation law was also massively useful for boosting credit. it became so good that I couldnt build or spend money fast enough and that my gold reserves were always maxed. this was even while construction was running constantly and the army was mobilized + army income was basically maxed for bonuses. i also built my industry across the entire nation instead of making use of econ scale, it takes a little longer to get going but eventually i ran out of peasants in the nation and basically everyone was employed paying tax.
Was playing as South Africa. Got independence from UK but rejoined the market. I expanded to take modern day borders and focused on industry building up to 100 mil gdp whith a population of 11 million.
Then the Uk had a civil war and broke in two cutting my market access to 0 and halfed my gdp. Took a months to stabilizes and prevent default on my dept a third time. This was done by leaving the UKs market and cuting all spending raising all taxes and stop subsidies.
Due to the drop in living standard I had my my own civil war. Wich halved my gdp again to 20 mill during the war.
After wining the war I focused on meeting all the new need and after several in-game years I built my gdp and surpassed the 100 mil to around 170 mil. I couldn't take it higher as it was the 1908 and the game was running too slow to continue.
Also had the dutch join my market but they had no ports so they where locked off and tgier nation died.
Lesson be careful with what markets u join as it can end you I'm the blink of am eye
Standard of living is also responsible for Population growth, especially among Peasants who have no work
You can also increase the standard by making sure the goods stay the cheapest possible by not exporting and protect your country, or embargo countries that import too much of your products
Also you can increase natality with the help of church (happy +10 approval) and law on women being legal property
Then you can decrease mortality, first with church hospitals, which might be easiest to pass as first with the help of the church and not much opposition from the industrials
and invest in the institution and then turning to public assurance
You can also decrease mortality at work by passing law enforcement on children (also helps with education) and regulate dangerous work conditions in the working protection/serf law
Migration also work only for non-discriminated with control migration law
So, say you are a European country, and you pass either Racial segregation or cultural exclusion, and of course multiculturalism then you can start having all European cultures accepted and attract migrants from all over the world to your country, especially if it has high living standards
Time to redo this with the new update?
Man Electricity and Oil are soooo OP, when I got electricity my economy as italy shot up from 90M gdp to 250 and after Oil like 800 ish (couldnt get the 1B gdp achievement tho because of revolts/wars etc :( )
The fastest I've seen someone get the 1B achievement so far is 1865 by starting with France. I got it myself in 1879 with France so you can consider doing that.
Thank you so much! I'm dozens of hours into a Prussia game for the first time, and I wish I knew these tips
TIP: Overproduce engines and export them to all the countries.
Mid-late game because AI thinks that supply is secured they won't expand or make industry for that good. So if you make engines for train infrastructure and then you want to conquer a minor or attack a major you stop trading with them and see the world get itself destroyed because AI can't get more engines and it takes a lot of time to make an industry for them and to supply them so they lose a ton of gold reserves and if you are at war or they are at war with you or someone you want to protect you can almost break the whole economy because less infrastructure makes all the goods more expensive and even make a lack of supply. So maybe even give lack of supply of guns and goods for populations and give turmoils from pops.
That's how to reduce the British from 1r place 330 m GDP to 8t place 110m GDP or prevent prussia from being a gerk.
Question: what about Qualifications? If the factory says it needs 500 engineers, it won't work if there are no educated people right? When I want to build stuff "not enough qualifications" often pops on. Can I just ignore that?
I'd like to know that, too. :)
14:14 bit of yorkshire slipped through there dave. love the vids.
I could be wrong but economy of scale isnt only for a single state, you can have factories different states and get the associated bonuses, though with the decree it does make it more efficient
also the white negative income just means you can still make a profit and that your economy isn't unhealthy, red means you need to downsize or do some extreme trading as you can't make a profit by altering taxes/tarrifs/construction etc
Tipp 1 is kinda wrong.
Yes you want to create industrial capitals, but you dont automaticly select the state with the most peasents. It really depends on the nation. On top of that you should create more than one. Like 3-4 is fine. It should idealy be state with ports to get migration bonus from trade centers and one should be hour capital/trade capital for another extra migration and infrastructure.
Tipp 2. Construction Sectors. If you have lots of peasents build them in your industrial capitals to get more state efficiency construction. If you are low on peasents search for a dedicated state that is not your indrustial capital and build it there.
Tipp 3: Deficit Spending is fine depending what your economy +tax law is. If you are on laizze-faire/interventionism deficit spending is really good ( not to heavy) because as you built more factories they will ease the the cost of your construction centers and as your economy grows the trickleback from the investment fund is going to completly carry your construction. So you should later in the game orientate your construction on what trickleback from investion funds you have. If you are on a lower tax law and/or not on laizze faire/intervent you income should always be +-0 while to not get into a death spiral
If you don't deficit spend you aren't growing as fast as you can. With how the economy works in the game you can easily grow faster than your interest grows which means your debt/credit ration never goes up.
Nice Dave. Can’t wait to apply these tips.
Really good tips, Feedback! Thank you for this!
i wanted to correct a few thing i saw in this video:
1: be very careful with maxing taxes and taxing things your population needs to survive. pops give you more money if they have money you can tax if you tax them until they have no money you make less overall, and if you tax things like clothing and grain then you may very quickly have a revolt if your pops arent able to afford food and clothes. imo the best authority tax is services (because everyone wants it but they can also live without it) and opium(because a population addicted to opium is bad)
2: he completely got the colors wrong in the video, or hes explaining it badly, green means your making money obviously, white means your minus is temporary and you can pause construction to go back into the green, and red means your economy is in freefall and pausing construction wont fix that
3: video is misusing the term 'deficit' going into deficit means that you now have a growing interest rate eating away at your funds what hes doing is using his gold reserves which has no negatives
Services are a really good consumption tax as you can just subsidize the urban centers and force the price of services so low that even with the consumption tax their price is still under the base price and the tax makes you more money than the subsidy costs for the price of 200 authority.
Until your Standard of Living in your poor pops starts approaching 15, one of the easiest ways to improve their Standard of Living is to build a lot of Wheat farms that are also producing Wine and then increase the export tariffs on the grain (if you find that you have a lot of wine for some reason thats not particularly getting used, export it to France - French pops have an Obsession for Wine and a *lot* of cash to buy it from you) so that the AI doesn't export it all away from you and if they do that anyway, you get a lot of revenue from it.
If you’re role playing a closed/self sufficient market and your economy plateaus, everything is cheap or about average price just build admin buildings or universities. Your paper will get expensive again and it’ll cascade down what industries you should start building up again
Services can be made cheaper starting with when you get Railroads and upgrade your Urban Center to use tickets.
What mods do you used in this vid ?
for a country like Japan, that has a high population, you want to develop the region with the lowest population so you can get the most tax revenue. Japan's state with the most peasants is going to have the lowest tax revenue collection percentage.
Also, the people can migrate to where the jobs are. I pick regions that have a lot of unused infrastructure potential.
I found that discrimination becomes a problem late game but I haven’t found a to drastically improve my assimilation
Pass multiculturalism and total separation. Problem solved.
Excellent tips. Only thing I would add is that it is preferable to have lower taxes earlier, not just for happiness, but because it supercharges your economy by compounding your pops wealth and ability to buy more stuff which ripples through the whole economy. If you go low taxes your gains will eventually go exponential, and inverse for high taxes.
Except how much you can build is a much bigger multiplier on the growth of your economy, at least at the start, than how much your pops are capable of spending.
Instructions unclear: I went into massive debt, making -50k a week, and then half of France revolted
Infastracture capacity is pain build and trains are expensive 2or 3 manufacture state beside sea more port more ifastracture
Exactly. So avoid states with infrastructure malus (like Spanish mountains near France), and go for states with river infrastructure bonus!
@@peterschmidt1900
Colombia: So I can only rely in Panamá? Ah nuts.
Please add timestamps.
You shouldn't ignore luxury goods since they usually more profitable than regular, though taxing import may be better if it's available. Focus on industrial goods first, especially ones used in construction, usually you can cut expenses by half making them cheap.
Question can you make a vid about serbia becoming really dominant?
Nice advice. But after 100+ h myself, I kind of feel like with Imperator back in the day. I enjoy the videos. I still check on the news. But... I really struggle to return to this game again. Just meh.
Try multiplayer. The game thrives with real world diplomacy. The AI just aren't good enough to really enjoy the systems imo
Hey FB. I would like it very much if you post a short (cut) version of your streams.
Thank you in advance.
What’s the best tip to help with the post 1880s lag?
Most ingame lag comes from the Citizenship law "Multiculturalism" because the game has to calculate each immigration movement. The more countries with the law, the more lag you get.
I've different states of Construction in all game.
Why? I can be both: Wood & Iron and don't reduce my money with a huge need of Iron when I switch.
(And same for Iron to steel etc)
I'm starting to feel that Victoria 3 is not a game but instead homework that my 30 year old ass don't want to do
31 here, easy as fuck.
It's for a particular type of person that enjoys this. The German work-sim community will deadass come home from their job driving a forklift and and open up forklift simulator to wind down before bed.
Love these videos and I nevere really played the game this way and I want to learn. I am still new to the game. I am trying to make Sweden become a competative nation on ANY area. So I tried Wood, which was difficuly since I had no Coal so getting the production up was difficult and then a bankrupted. I then tried again but for Iron and same deal there Coal was a no go. So what would you recommend for Sweden? I have not yet tried a manufacturing approach so I might look in to those next.
Sweden was my 2nd game, they start with very few states and low population, but have great upsides. The "Learn the Game" scenario was nice for some tutorial. At the beginning, wood/iron/tools are a key trio for enabling good mines and any starting industry (I had trouble with unproductive iron mines at first, don't recall why... you may have to build a lot). Wood is plentiful, so just build enough tool workshops to have a normal price). As these get balanced, you can build profitable coal mines in Scania, I think this is your only starting state with coal. I ticked the coal mines up 1 by 1, using demand from other domestic industries to ensure profitable mines. You should have enough population to start but I built a few universities so you're not short on qualifications when you try to automate or improve production methods (I especially wanted this with limited domestic coal slots). I focused a given industry in either Svealand, Gotaland, or Scania for best throughput. Build or improve ports for more trade capacity and import what you need for short term needs, in the long term you can ramp up your own buildings and the game tells you when your trade is unproductive. Your whole economy is interconnected so there is always something to expand or tweak, follow the prices of your goods and pop needs, and bear in mind that you expand both by slots or new methods in the tech tree. Sweden has high tech spread and does well with universities, you will always have useful new production methods rolling in that you can use. You will encourage tons of immigration and grow to a superpower in no time. Have fun!
Madagascar is a lovely place for Sweden, tons of coal mines and easy to conquest
@@Flambybow I go for Zululand myself, not only does it have as many coal mines as madagascar but it opens the way to the boer exile states above south africa which will have GOLD and can be huge for early dev of your economy through minting and reinvesting the money.
I'm playing the "Learn the game" focus with Sweden (I have Swedish ancestry why not) but I don't really know wtf I'm doing lmao. My finances are in the red I believe lol. I've watched tutorial videos but it's just such a complicated game they're not really that much of a help so far. I think I just need to spend a lot more time in the game.
What about the Open Port CV? Is that a good alternative instead of conquering state (specially early game)
If you play Great Qing, its not economy of scale, its called "over-supply"
I get lost in the UI and need a way to view what each state's primary income is, what needs to yet be epxloited, and which states have which problems (be they radicalism, unemployment in some sectors, goods shortages) refined better, cause at the moment I have to search to find this information every time, with 60 hours in the game within month 1
Thanks for the video m8. Good work.
Hey I was playing GB and got 1.6b by around 1880, but ive stagnated ever since no matter what. No matter what, I cant put everyone in work, meaning that unemployment is around 15% of full workable pops, which is fine. But, more than HALF of my population is dependents, and I dont have the money to care for them! any ideas?
To be fair past midgame you prob reformed your nation and have like 300 authority left... and you cant have both the boost and green grass
How do I make the AI actually make oil and opium besides conquering and doing it myself?
You should always build up your rep with the EIC in india, that way you have it easier to conquer sindh and can build your own opium plantagues.
0:27 "emershe building" what??
Need an advice: I am playing with Argentina and do have constantly the problem that i am running out of pleasunts. how to get more megration, people or childs?
Be part of a bigger market or invade other states with a large population
Lets be honest if you master eco you can do what you want and most utube i saw make it work but im sure they dont even understand why and run into something which they than fix but could be avoided. So with that said i would say mastering eco makes sense i think and to learn the game in the field of economics its best to force youself into it without shortcuts or outer influence you might not recognize at all.
best example would be japan and dont reform it to be able to trade or colonize/conquer anything. simple make a strong iso economy by what you have. yeah you will see cuz you missing some res it will not work endgame but to learn how it works japan is perfect for it.
Than play it again and colonize or vassel/incorp to get access to the missing stuff you learned form above. if you get worldwide 1st gdp with only filling the gaps on some res i would say you understood eco and mastered it cuz i see so many missinformation floating around utube. thats why i commented about services. try it and be amazed how you play without those limitations than but to learn it i cant figure out a better way.
i would say if you can handle iso you can handle the rest and understand why it works and for sure make better decisions. Personally i think Japan is the best to learn eco and what impact have laws so with mastering japan i assume you join my side that many countries are just fucking easy to play :)
btw if you challange yourself with those limitations dont be frustrated when you have to restart or reload. Took me 5 or 6 times to do all again before i understood
i basically always have to subsidize my arms factories, steel occasionally, engines almost always, electricity always, synthetic manufactories always... for some reason these things arent really balanced to make much money... either that or i need to bring down the input prices significantly, but then those input goods have problems.
I always struggle with too many workers, not too few xD
Me releasing countries to subjects as Austria for income lol
Good tips! Can u make a video bout Papal States?
Supers conseils. Merci.
You mentioned its not efficient to make more construction sectors after 500 points.. could you explain or link to somewhere for why this is? When I've gone over that I feel like I grow faster. The only limit seems to be if theres enough population and demand to make industries profitable
Hi, I know this is old, but it's basically a clear case of diminishing returns
What I don't get is why healthcare and education laws are treated as tiers. Why can't I have all types of schools and hospitals enabled at the same time just to get MORE of them?0_o
Can you make video about conquering/puppeting country and measure it with infamy and production? What is the most efficient way to get a control and dont became outcast.
It would be great if you can do the same with a minor power.
Amazing, better than any 10 other combined
So this would help me a lot - teach a man to fish vs. give them a fish kinda thing - how'd you learn these things ?
Read the wiki and then just tested them in games?
Love stellaris, love eu4, but I wanna finally become a master at one of these games and vic 3 is it... maybe just in time so I can get good @ eu5 more quickly
Any help from anyone would be greatly appreciated
In essence, how do I become the guy in the video teaching others
I fucked up and built construction sectors till the number went red and well it never hit red and I was at -300k and went huh I dont think it hits red from construction
Maxing taxes is a bad idea. You get turmoil and revolution within a year of maxed taxes, and you’re not going to surmount -150k deficit within a year. I like to keep taxes at 3rd tier (no penalties) or 2nd tier where you get the first bonus to de radicalization. Authority seems much better suited to spending on consumption taxes, start with services then move onto sin items, and keep your taxes low. There will be some level of radicalization but by passing laws and investing in the institution of police force and home affairs and building up the very expensive staple goods industries, you should be able to stave off revolt
My top tip. Stop alt building and putting stuff in the front of the queue.
Unless it needs to be there? Market access fixes are pretty important to get done asap.
Very useful and good tips, I always had problems with construction! Many thanks!
Over 500 construction is not efficient?
I NEEDED 11.000 construction to lift all of Russia (and incoming migration waves) out of being Peasants.
My baseline is 2000 construction (on arc welding)
All the tips here are pretty good, except for maxing taxation. That just makes it harder for your people to afford to live, which means they buy less products.
Which doesn't matter because at the start you will just be building the industries that build more industries. You are guaranteed to grow faster spending that money yourself.
I'm looking to take the game past 1880 without each week taking 10-15 minutes. Any tips?
I think PDX is releasing a patch to fix that soon (hopefully this coming week)
@@tropical-tangerine they only mentioned it briefly in their patch notes so I don't think they have any real fix anytime soon unless they're going to compromise some game features like AI being limited or not declaring interests after a certain point. Remove minority pops etc, trade, etc.
In debug mode you can see what's eating up the calculation capacity.
If you want to earn achievements, then focus on getting education laws as pop assimilation/pop conversion reduces the total number of pop groups in the game and as such speeds up everything.
If you're OK with not earning achievements, then write a mod or find a mod that gives a lot of assimilation/conversion and/or removes the Homelands prevents assimilation effect.
@@kevinwesterlund732 they already identified the problem the week before, so next week they'll probably fix that bug and actually let pops assimilate
@@equilintogo5378 this won't do much on its own in terms of performance.
Good to know that I'm literally too stupid to play the game. Nice!
disagree on services to just neglect it. best thing to tax and easy to improve via urban centers and fill the needs, but neglecting it is just false imho. easy to micromanage have it around +-5% with huge income + if you tax it so yeah, just not a good advice to ignore it.
BROOOOOO IM AFTER AN 6H SESSION AS LAN FANG WATCHING A VIDEO ABOUT TIPS ON THE GAME WTF AM I DOING AAAAA btw its 1900 i have a standard 20 of living 30M gdp, on only burnei just came out of a war against Dutch East Indies and decided to stop
This would help immensely. I have a tendency to bounce around production and tech without much concentration and usually end up bankrupt because I can't keep my economy going.
tips didnt work in 1.4.2
Man u really have my real name💀
You look like a Magnus Carlson
Thanks.
Tip 1 go to steam support Tip 2 apply for refund tip 3 buy Victoria 2
No thanks. I prefer this one.
Can you change manufacturing methods on individual buildings in the same state?
I only seem able to change them on a state level
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Con democracia
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Atentamente libertad
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very nice
thx
these are tips for beginners...
For increasing population by immigration the law multiculturalism is massive 🎉
why does he have angry face all the time? feelsbadgaming to this point
smart
feel like i have to watch this on 0.5 speed coz your speaking that fast, there is so much confusing stuff on VK3 feel like i wasted my money i need you to play some vic 3 games maybe get achievements doing every single click in the same format as your hoi4 videos. too confused with all the numbers your throwing out so fast. would love to see your achievement videos on hoi4 with every single click expand into other paradox games as I get hoi4 after trying to get achievements following videos. i just need you to do it slower to be able to follow this
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