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Midgame INDUSTRIALIZATION in Victoria 3 through AUTOMATION
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- Опубліковано 14 сер 2024
- Patreon:
/ generalistgaming
Discord:
/ discord
Check out my main UA-cam here:
/ @generalistideas
Other Strength/Fitness UA-cam, Generalist Strength:
/ @generaliststrength7578
Instagram:
/ peter.curtiss
0:00 Intro
3:24 Worker Efficiency
9:45 Automation
15:52 Price Equilibriums (Advanced Concept)
21:07 Industries Brief Overview
25:10 Russia Example - Mixed Economy
32:54 Brazil Example - New Territory
36:24 Summary
Tags:
Strategy Games, Victoria 3, Interest Groups, Economics, Production Methods, Colonization, Playing Tall, Landowners, Industrialists, Armed Forces, Intelligentsia, Carthage, Hannibal Barca, Suez Canal, Ottoman Empire, France, Russia, Universities, Canning, Arms Manufacturing, Quinine, Malaria, Rifling, Tooling Industry, Clippers, Small Arms, Cannons, Timber, Iron, Soft Wood, Hard Wood, Migration, Encouraging Migration, Customs Union, North Africa, Multiculturalism, Mercantilism, Oligopoly, Hannibal Barca, Colonization, Greener Pastures Edict, Maps, Resources, Japan, Nippon, Shogunate, Automation, Revolution, Civil War
Starting Steps, How to, Starting a Game, Beginning
“When you run out of workers, you have to care about the workers”- basically how capitalism deals with labour.
Right, i mean, what's wrong with this approach?
@@indeoo_ this wasn’t it criticism, this was a description of reality. I for one am benefitting from a shortage of my competence in the city I live in.
Why businesses were so against ending Freedom of Movement
@@samuelaylmer804 Supply and demand, my dude. Its nice when it finally benefits yah, lol.
@arsenii1325 people who live in an excess labour economy are abused,would be a little downside
"In terms of the louder motorcycle, this will give you better migration attraction". Love it! Terrific video.
Surely you meant to say, Terrafic video
Most youtubers cut that out and redo the section, but he manages to make it funny and enjoyable.
My sanity will only tolerate so many redos on account of the cars @brandon xD
The louder motorcycle made me laugh out loud. I feel like at this point the traffic is just part of the background track of the channel. It's a reoccurring bit.
Hey mahDryBread, I didn't know you played Vicky 3
Haters will say the motorcycle sounds are fake
@@generalistgaming One day they'll realise it's just a soundboard and you're just pretending to have loud traffic outside for the great aesthetics
It's the spontaneity and authenticity for me.
Not only it helps me improve at the game, it also teaches me how the rich and powerful actually view the economy as... Good stuff👍
The pause for the children before opening the spreadsheet was actually hilarious lol
I can't be corrupting the youth - don't want to end up like Socrates
No Generalist video without a loud car outside
Thx your videos are helping to improve my game
Hey man, just wanted to say I love these videos you make. I watched your recent video explaining who you are and the things you like and I'm super interested in your strength training channel now! I wish the best for you in your UA-cam journey and I'll pray that you become one of the greats. Much love Mr. Generalist, keep the vids coming!
Thank you, will do!
Love the content man. Keep it up.
Side note: Can you drop the spreadsheet link? I forgot to bookmark it.
docs.google.com/spreadsheets/d/1NDUwUWHlNuQTWMejK0Agv8gC3fn6ujiXKE9WfVmjFBc/edit#gid=0@@bstahl52
I was recently trying to suss out a way of analyzing whether it was better to import sulfur vs explosives to "grey" MAPI states like Luhansk (wood/iron/coal, but no lead or sulfur). Sounds like that's the sort of question you were talking about when you said that there's no great way to model those sorts of MAPI considerations in your spreadsheet. I'm so tempted to try!
I mean Sulfur is the best industry in the game, so if you can build it yourself you really want to. If you mean is it better to build explosives w/ sulfur or w/ coal/iron I'd probably say the former but I'm not suuuper sure and there are likely exceptions (like having labor - so as Russia if you take Brunei it's going to be tough to employ a bunch of pops there for discrimination reasons and it would make sense to just build sulfur there and then explosives in Luhansk). Again, not suuuper confident as I haven't done a super in depth mapi vs prices type of analysis.
9:06 and you Will have the positive benefit of the Lord car outsidewicg includes… and in terms of the lodder motorcykel!
Simply the best. Thank you for all your efforts. I can actually play this amazing game thanks to you
Glad you enjoy it!
something i'd be interested in hearing your analysis of are strategies for using imports/exports to manipulate the auto-expander & the autonomous investment pool. it seems like one can save a lot of micro by manipulating things at the price level rather than directly queuing, but i'm not great at it, beyond the simple approach of 'export wood when chop chops are good'
Do your pop efficiency calculations account for the pop cost of producing the extra required goods? I.e. do you account for how the reduction in labor in your lumber mills using railways also requires pops to be working in railways?
No because this is variable based on the rail PM as well as if you're getting throughput on rails. I should have perhaps mentioned that this makes the high construction cost buildings less attractive, but this also won't affect the equilibrium that prices are pulled towards.
You could do this with buildings that use electricity, because electricity is often only being produced by 2 pms, coal and hydro. If you add the efficency per 100 workers from the power plants to the buildings that use electricity, these building prob become worse in terms of eff. per 100 workers. @@generalistgaming
"I always say 'construction falls off', I should probably stop saying that, but construction really falls off." Absolute gold 😂
I couldn't figure out how to emphasize that just because construction is worse doesn't mean that it isn't still insanely important lol
I know you've been doing these for a while but damn these thumbnails really looking great
Thank you! The two other thumbs w/ similar styles have done real good
I've started playing vic3 recently and I'm only playing in south america. I have never heard of "running out of peasants"
I recently played USA and was running out of peasants w/ 500m pops
"Eliminating all the peasants" sounds quite sinister
How can we exploit them if they have the means to subsist by their own two hands?
What a great tutorial. Thank you!
Glad it was helpful!
Bruh these guide videos are like textbook I keep coming back to relearn from them
awesome as allways... thx
You're welcome!
Motor industries biggest benefit that I have seen is the ammout of buy orders of other industiral goods they create.
Tbh I'm not 100% sure how to evaluate the value of this - it gets better as you can no longer export to other people to increase prices.
I'm your biggest simp, absolutely love your tutorials
Ily2bby
To get the most out of your construction later, if you have no peasants, you can divide the "efficiency per 100 workers" by construction. Thus you get the most efficiency per worker per construction.
The problem w/ this metric is that it would make wood look better than it is because the 200 dominator is so small and make the 800 cost buildings look bad. It would have to be marginal increase per 100 workers per construction, where you're subtracting the output per worker from some kind of baseline where that's the avg value per worker that you're recomping from, but there isn't a good way (that I can see) to come up w/ a value that ought to represent that, as it's a moving target. If I'm recomping from lumber camps to tools, but those lumber camps have steam donkeys, then the marginal value is going to be different as I'd gain less value swapping them from a more pop efficient building.
how current is this info for the latest version of the game
Power plants are so inefficient that sometimes thwy cannot employ anybody even at +75% price, leaving others with inpu shortage.
If subsidized, then private construction overbuilds it.
thats why you should disable the private sector in the options 🙂
@@mohamedjear8917then it becomes a pain, to constantly having to check what to build when you have 1000+ construction
@@hasancoban9105
it is better than having the price of electricity depressed and destroy your whole economy because the AI overbuilt powerplants, or have a shit ton of useless buildings that eat up your manpower such as (god forbid) art academies
@@mohamedjear8917 what is that disabling? I kind of need the investment pool money
@@samuel.andermatt
you disable the private queue, but you still can benefit from the investment pool, Ironman compatible I think as well
Yo, I didn't know my favorite Palworld streamer gave economy tutoring, good on you man 👍
Really trying to branch out here w/ the Vic 3 stuff, thank you!
I find difficult to make a controlled transition in LF because the private sector builds all over the place and provinces dont stay focused on what i want from them
You just focus on what you know to be best and let the autoque handle the gaps, although the autoque being bugged is a problem
Is the loud motorcycle a part of DLC? The loud car outside is vanilla now.
You need the LOUD Motorcycle Soundtrack
Can you explain this strategy in terms of infrastructure? I find that yes, going nuts on high construction efficiency construction is good early, but if I hard transition to labour efficient construction, rather than diversify a bit early, I'm commonly also infrastructure locked. Was reminded of this when I saw the saw mills at 30% employment, my infrastructure heart hurts.
I think it's best to think of infra as another layer of concern and to try and learn each layer (conceptually) individually, but yeah, infra confounds a bit, and changes what buildings are best, slightly.
@@generalistgaming Hey man, do you have some early, mid and late savegames? I want to analyze them using data science.
Is there any mods that optimize pm’s? Feels like a lot of Micro management in each state.
Maybe, but not that I know of
Great video thank you very much! So the best way to get as many workers employed as fast as possible is to build chop chops? Because in my russia game i alwas target 1.6-2% pop growth rate and therefore especially around 1850-1870 i get the problem of having to many unemployeds that are not having kids anymore
Given that the Steel (and I guess that gets exacerbated for motors) needs such a high price to be worth building... at what point wouldn't you just import those goods and focus on the simpler goods while you have peasants?
I'm not sure, I need to test. I think that I need to take a hard look at it from the buy order perspective re MAPI. Like the Steel is increasing the real price of iron and coal in some states which is really useful, but I don't have a model for it. I think you want the entire loop (steel/ore/tools) and don't want to import steel except during transitionary periods, but I'm not sure.
Hey Generalist, love your videos. I'm not sure if you're still checking the comments for this video but, if so, I have a question for you. I understand the reasoning and importance behind de-peasanting your states in the early part of the game but wanted to ask a question regarding it. I usually play the USA in my games. Based on your de-peasanting strategy, are you suggesting that I should spam lumber yards, fishing, and iron mines in the beginning in every state to zero out their peasant populations before really trying to industrialize? Also, if yes, is it best to switch all of these industries to the least effective PM in order to allow them to absorb the most peasants or should I still keep them at the best PM at the start of the game? Thanks for everything!
Keep them on best PM, but yeah, you want to expand at least wood everywhere pretty aggressively. I'm less bullish on fish because there are some substitution effects that don't work as they should, but fishing and whaling should be decent too. If you have Carnegie steel though you probably want to be pushing the mines just as hard as wood though.
@@generalistgaming Thanks for the reply! I recently grabbed Fuijan (sp?) in China and am trying to de-peasant the Chinese province feels like a full time job. I feel that the natural pop growth and unemployment outpaces my attempts to spam buildings to zero out the peasants. (I can't seem to get below 1 million unemployed.) Do you have any tips for how to keep a head of it? Also, I'm currently in the process of incorporating Fuijan. However, without multiculturalism, can I expect any of the Chinese pops to migrate to my North American states to take jobs? I wasn't sure if incorporating the state would allow me to work around not having multiculturalism yet. Anyways, thanks for your help!
You know, this really applies to the earlygame industrialization more than the midgame, but could a case be made for building steel beyond the optimal price point since cheaper steel means you can afford more construction?
You'd need to factor in opportunity cost and diminishing returns. So maybe to a point, but probably not very far past it.
Tbh I don't have a good way to math this effect out, but steel specifically is probably the last of the construction goods you'd want to try to pull price down on. Better to go for tools and glass first.
LETS GOOO
So uhm, would you suggest not having automation PMs on the wood buildings when you don't have any more peasants in order to boost migration?
Probably not? Unless you're asking if it's better to have zero peasants and no automation or to have automation and peasants? I think you want automation in places you have no peasants AND also have availiable jobs, generally speaking.
Luhansk gets a big migration as you build it. Labor isn't that big of a concern. I think it's because you have a lot of unemployment in some areas.
I mean eventually it will be I think w/ just 2m pops, if you want to build 10 steel there and build mapi around it
Off topic- I know you like to put taxes to 5 in the early game. When do you lower them?
Kind of at this inflection point I roll them back instead of adding construction because the construction isn't adding as much marginal value anymore. But most of the country has to be out of the early game
brazil taking over south america must be the wosrt thing to happen to these poor poor countries, speaking as a brazillian
I was wondering do you prefer to have private construction investment pool as autonomous or directly controlled? I love your guides but I find the AI capitalists are terrible at constructing good buildings.
I prefer private, but this construction bug is killing me
So in first place we should take care about employing peasants in productive buildings, then change PM's on more advanced levels?
Roughly, yes
@@generalistgaming I spent 150h+ in game, still know nothing, thank You.
@@danieljabonski4705 I have over 2k, still know nothing
When do you start adding education into your economy
Generally around 150-250 construction, first building to the soft cap, then EoS. After maybe 800-1200+ construction I might go to 102+ unis, depending on the situation.
please answer me one thing generalist gaming why does this game not move at all after 1900?
My understanding is that pop fragmentation has a lot to do with it. Not just different cultures/religions, but also by building. The game has to track increasingly large amounts of entities (eg, the capitalists in every building are a lot more numerous when you have 20 diff kind of buildings per state)
@@generalistgaming Thanks i will ask them if they going to fix it on steam. Also i have another question how do i increase salaries for my employers they dont wanna work in the industry almost all of them. :(
@@ALBO-GERMAN-AMERICAN-EAGLE it's likely that that is a qualifications, not wage, issue
@@generalistgaming it is actually a salary issue because i have plenty of unis like alot,plus when i over my mouse to the icon it says they dont want to work for this amount of money and i dont know how to increase their salary, any ideas?
Let's face it, we've all got spicy autism here.