I once played as France (vanilla game) and the strangest bug happened. As soon as the 1936 May election hit, multiple different election events hit me everyday for 13 days until I kept clicking them and somehow ended up with more than 50% fascism and then I had a fascist winning the referendum event. Then the election mechanic stopped. This has never happened for any of my other saves ever again and I still have no idea what caused it (just a hunch that it has something to do with me downloading Millennium Dawn with its wonky election flavor... but I never activated the mod so it's still weird).
in my recent game i think i glitched the game, or more like the game glitched me. at some point like 70 of my civilian factories disappeared (and reappeared after a year or so?), military factories stopped producing anything even if i closed all lines and wanted to start a new one.i can't even explain what happend because i have no idea what happend so i had to abandon the achievement run. thanks paradox
@@THEHYZ1OI tried replying twice now, I guess youtube doesn't like me posting external links. Basically, going over 60% welfare spending with Concentrated Industry means your base production efficiency on new lines will be 0, and since the efficiency growth formula uses the current value of prod. efficiency as it's denominator, it will always stay at 0. This has been reported as a bug a dozen times, but it seems like it is intended gameplay.
@@PayThePiperSP well, I managed to get what I wanted in 2 runs and if that's a known problem I won't touch this country again. What suprised me in my first run as well is that you can't form Scandinavian Union if you claim Calmar Union before (or any other UNION thing) but I suppose that's not a bug but a new feature, right?
@@THEHYZ1O no idea about that, I just did the achievements without forming any unions you can try searching the paradox hoi4 bug report forum if you think it's unintended
You can do the same with resources. compliance + a garrison law that gives +%resources = you can get more resources than there exists in a state (not taking into account infrastructure so + infrastructure bonus too) and maybe even more if you play around with puppeting+resource rights and release with high compliance like you did here, i haven't tried that bit though.
I thought this was intended? It's been in the game for so long and I thought everyone knew about it? It's also one of the few and only reasons to go for communism instead of fascism, at least if you don't get inherent benefits or prospects from your focus tree for communism. And to me it made sense originally too, as I thought "liberated" workers, was like making the occupied work extra hours or surpressing them with excessive and tyrannical labour which you can use for your own benefit, interesting if it was unintended all along?
@@sejozwak I mean any occupation law can you push over the anticipated 100% cap. Forced labour can even give you 150% resources everywhere at max compliance. Liberated workers is superior in every way though, as it's perfect middle ground between less resistance, getting factories right away from conquered territorities to help in the war effort, and not getting your garrisons smoked by partisans. Harsh Quatas will last you 312.5 days before you'll drop beneath the original 100% that your boost originally exceeded without accounting for accumulated compliance during that time. Harsh quotas giving you a 25% extra factories and 5% extra resources. But Liberated workers gives you 20% factories (5% less), 30% resources (25% MORE!), and it'll take you at least 800 days! for your compliance to drop sufficiently to have your factory boost wear off or become neutralized. Easily the best and rewarding law short-term and that too with max compliance. Harsh quotas is way too destructive for your longterm compliance and industry too unless you desperately need a temporarily short industrial boost and are okay with sacrificing manpower for it. But I like liberated workers way more, because it feels true communist stalinist doctrine, gearing up and using your industrial prowess aggressively as you conqueror more territory, putting the workers and acquired factories in use right away. Especially super handy when pushing into hyper-industrialized germany as USSR and engulfing Germany with their own built factories😂maybe even to strike a cold war immediately after. I feel like most fascist nations already get enough boosts and acces to manpower, with even "militarism" in the default focus tree giving a flat 5% recruitable pop and communism just getting a little bit of goofy but handy pp 😂 BTW I think each ideology gets their own custom law no? except for non-alligned I think? Democracy gets "local autonomy" which is the most busted one by far because you can accumulate crazy amount of compliance rapidly. Fascism gets "brutal opression", which is good if you don't want to deal with resistance and like feeling goofy with manpower and couldn't care less for longterm compliance ? and Communism gets "Liberated workers", amplifying your communist industrial prowess and applying your doctrine to conquered lands immediately and assertively? I guess it makes sense to me, not sure if it's an exploit though. Though the one with puppets definitely is 😂 I've abused it myself last game, immediately annexing with convoys after slapping war preparations while having comecon in the meantime😂😂😂I'm gonna miss it when they patch that
I somehow vaguely remembered that the factories from war reparations just won't expire after 5 years, and I was playing Germany with a bunch of puppets in 1.12, but it seems they didn't fix it anyway? bruh.
@@derevianne1108 it is, imaging germany annexing Austria then deleting half it's factories irl. Makes no sence, I wouldn't be surprised if it was left over mechanic.
@@quedtion_marks_kirby_modding yes, I think so, you can technicaly remove all slots from states by changing owners. However I am not 100% sure how it works.
so basically you should always take war reps and then annex the puppet if you can
is it new or has just nobody realized it, since war reparations are in the game?
not really new
I once played as France (vanilla game) and the strangest bug happened. As soon as the 1936 May election hit, multiple different election events hit me everyday for 13 days until I kept clicking them and somehow ended up with more than 50% fascism and then I had a fascist winning the referendum event. Then the election mechanic stopped. This has never happened for any of my other saves ever again and I still have no idea what caused it (just a hunch that it has something to do with me downloading Millennium Dawn with its wonky election flavor... but I never activated the mod so it's still weird).
in my recent game i think i glitched the game, or more like the game glitched me. at some point like 70 of my civilian factories disappeared (and reappeared after a year or so?), military factories stopped producing anything even if i closed all lines and wanted to start a new one.i can't even explain what happend because i have no idea what happend so i had to abandon the achievement run. thanks paradox
were you playing denmark by any chance
@@PayThePiperSP Denmark it was
@@THEHYZ1OI tried replying twice now, I guess youtube doesn't like me posting external links.
Basically, going over 60% welfare spending with Concentrated Industry means your base production efficiency on new lines will be 0, and since the efficiency growth formula uses the current value of prod. efficiency as it's denominator, it will always stay at 0.
This has been reported as a bug a dozen times, but it seems like it is intended gameplay.
@@PayThePiperSP well, I managed to get what I wanted in 2 runs and if that's a known problem I won't touch this country again.
What suprised me in my first run as well is that you can't form Scandinavian Union if you claim Calmar Union before (or any other UNION thing) but I suppose that's not a bug but a new feature, right?
@@THEHYZ1O no idea about that, I just did the achievements without forming any unions
you can try searching the paradox hoi4 bug report forum if you think it's unintended
I edge to your videos
W
me too
me three
youtube commenters when the challenge is to be funny:
wtf are half of these comments
Combine this with the COMECON focus as the Soviet Union and it's even more broken than before
lol true
This is a weird Minecraft mod
cant wait to troll some larper rp players with this
xD based
You can do the same with resources. compliance + a garrison law that gives +%resources = you can get more resources than there exists in a state (not taking into account infrastructure so + infrastructure bonus too) and maybe even more if you play around with puppeting+resource rights and release with high compliance like you did here, i haven't tried that bit though.
I thought this was intended? It's been in the game for so long and I thought everyone knew about it? It's also one of the few and only reasons to go for communism instead of fascism, at least if you don't get inherent benefits or prospects from your focus tree for communism.
And to me it made sense originally too, as I thought "liberated" workers, was like making the occupied work extra hours or surpressing them with excessive and tyrannical labour which you can use for your own benefit, interesting if it was unintended all along?
I mean you could go for harsh quotas as well
@@sejozwak I mean any occupation law can you push over the anticipated 100% cap. Forced labour can even give you 150% resources everywhere at max compliance.
Liberated workers is superior in every way though, as it's perfect middle ground between less resistance, getting factories right away from conquered territorities to help in the war effort, and not getting your garrisons smoked by partisans.
Harsh Quatas will last you 312.5 days before you'll drop beneath the original 100% that your boost originally exceeded without accounting for accumulated compliance during that time. Harsh quotas giving you a 25% extra factories and 5% extra resources.
But Liberated workers gives you 20% factories (5% less), 30% resources (25% MORE!), and it'll take you at least 800 days! for your compliance to drop sufficiently to have your factory boost wear off or become neutralized. Easily the best and rewarding law short-term and that too with max compliance.
Harsh quotas is way too destructive for your longterm compliance and industry too unless you desperately need a temporarily short industrial boost and are okay with sacrificing manpower for it. But I like liberated workers way more, because it feels true communist stalinist doctrine, gearing up and using your industrial prowess aggressively as you conqueror more territory, putting the workers and acquired factories in use right away. Especially super handy when pushing into hyper-industrialized germany as USSR and engulfing Germany with their own built factories😂maybe even to strike a cold war immediately after. I feel like most fascist nations already get enough boosts and acces to manpower, with even "militarism" in the default focus tree giving a flat 5% recruitable pop and communism just getting a little bit of goofy but handy pp 😂
BTW I think each ideology gets their own custom law no? except for non-alligned I think? Democracy gets "local autonomy" which is the most busted one by far because you can accumulate crazy amount of compliance rapidly. Fascism gets "brutal opression", which is good if you don't want to deal with resistance and like feeling goofy with manpower and couldn't care less for longterm compliance ? and Communism gets "Liberated workers", amplifying your communist industrial prowess and applying your doctrine to conquered lands immediately and assertively? I guess it makes sense to me, not sure if it's an exploit though.
Though the one with puppets definitely is 😂 I've abused it myself last game, immediately annexing with convoys after slapping war preparations while having comecon in the meantime😂😂😂I'm gonna miss it when they patch that
I somehow vaguely remembered that the factories from war reparations just won't expire after 5 years, and I was playing Germany with a bunch of puppets in 1.12, but it seems they didn't fix it anyway? bruh.
Apparently I have been using the bug by accident sence I got AAT
I swear they use to pay reparations in the construction tab as special project, did something broke?
Yeah they do I made a mistake
I shit my pants to your videos
xD
So the way it works is you just apply war reps and annex through the autonomy system right?
yeah
Does anyone jnows the mechanics of factories disapearing when the state changes owners?
Deletes half factories and slots when state owner changes. It is one line on text in the files.
@@jarvee9407 Even if the new owner has a core on them?
@@jarvee9407that's kinda stupid
@@derevianne1108 it is, imaging germany annexing Austria then deleting half it's factories irl. Makes no sence, I wouldn't be surprised if it was left over mechanic.
@@quedtion_marks_kirby_modding yes, I think so, you can technicaly remove all slots from states by changing owners. However I am not 100% sure how it works.
Couldn’t even edge to this, I exploded immediately!!! Clean up on aisle MY PANTS 😂😂😂😂
Are you same person with emperortigerstar?
no
@@sejozwak your vocieses are too similar
WoW ❤🔥💪
omg new video to edge to!!!
paraguay will inherit the world