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Author Topic: Victoria 2 Thread  (Read 63217 times)

Rakonas

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At the moment the game is somewhat broken. The new 1.2 patch should fix a lot of those issues. Because right now, craftsmen require about 100x the goods to function than farmers/laborers do (however that works), and the same thing for capitalists:aristocrats. There are modded pop files you can download on the forums to fix some of these issues, but they're not real fixes. The capitalist AI is horrible at recognizing what is profitable or not, and that too should be fixed in 1.2, at least slightly.
I've found that my own personal tweaks and fixes have fixed a lot of that shit but I might just be lucky.
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a1s

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turning the world into a poverty-ridden hellhole torn by constant rebellions.
That's what the Army is for.
Plus they could always sign up to become slaves- those never any any unfulfilled needs!
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

IHateOutside

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You are pretty multi-cultural there. I'm guessing you took your manifest destiny a bit too far as the USA.
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a1s

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USCA. Bringing the world communism and good coffee since 1892! (speaking of, is there a way to get a democracy again? Rebels seem content to just sit there...)
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

IHateOutside

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Heresy! There is no going back to the corrupt ways after the glorious workers revolution!

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Ampersand

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Until the release of the first patch, I recommend making the following changes to your defines.lua file, in your Victoria II/common folder.


   MIL_LACK_EVERYDAY_NEED = 0.05,
   MIL_HAS_EVERYDAY_NEED = -0.1,
   MIL_HAS_LUXURY_NEED = -0.2,
   MIL_NO_LIFE_NEED = 0.1,
   MIL_REQUIRE_REFORM = 0.1,
   MIL_IDEOLOGY = -0.1,
   MIL_RULING_PARTY = -0.1,
   MIL_REFORM_IMPACT = 10,
   MIL_WAR_EXHAUSTION = 0.005,
   MIL_NON_ACCEPTED = 0.005,

   REDUCTION_AFTER_RISEING = 2.0

These changes reduce the rate of climb in militancy which reduces rebellion spam. Also, the reduction after riseing (sic) causes the pops to lose more militancy after they rebel. If their militancy was just over the limit, they may stop after a few days or so leaving only a scattered amount of the most angry pops. All in all, fighting rebels becomes a lot less of a problem for you, and the AI.
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!!&!!

Lap

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I've never seen a game with so much rebellion ever. 100% social/admin spending, max army count, high wages and just about everyone has their needs filled through negative tarrif percents and I crush one rebellion months before another starts. Decades of rebellion straight until I just gave up on this terrible game.

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Rakonas

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100% admin spending? Hell, you must have like 20% Bureaucrats, just higher the amount of militancy people lose after a failed rebellion.
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Huesoo

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Oh ok then.
« Last Edit: August 24, 2010, 10:40:13 am by Huesoo »
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BOTTLED MESSAGE BE AFLOAT

Rakonas

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Damn hooligans quoting things that never happened.
« Last Edit: August 25, 2010, 03:09:39 am by Rakonas »
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Jay

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can't link or even speak of piracy here, try another place that would be interested in pirating vicky.
Also, delete your quote of it before he takes a bullet because you left it there.
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Mishimanriz: Histories of Pegasi and Dictionaries

a1s

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Not advocating piracy here, but can you really find one of the thing that doesn't work? it's a new game and pretty much everyone is still giving away plant eggs. (not that you should suck blood out of them, in fact that's illegal!)

here's what we can talk about though, secrets! (I think...)
Did you know you can increase colonizing rate by posting troops in your colonies? I sure didn't. Neither did the AI!
Also you apparently need certain techs to get events. important events (like getting cores on your colonies). or for choices to appear (though sometimes you'll get a warning one level before for those, like the Canals). There is also no mention of the fact that (although this would fall under events, I guess) you can get province upgrades from techs (separate for each state and assigned after a rather long random time), it's not hard to guess which techs those are, provided, of course, you know what the advances will be.

And finally, I haven't cracked this one yet: what does "military tactics" modifier do?
« Last Edit: August 24, 2010, 09:44:42 pm by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Servant Corps

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I didn't even have the game, and I knew that sending troops would increase colonization rates...

...because it's all the Victoria 2 manual.
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I have left Bay12Games to pursue a life of non-Bay12Games. If you need to talk to me, please email at me at igorhorst at gmail dot com.

a1s

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wait... you own the manual but not the game? ???
Well anyway, yes, you are right on that count. (kinda forgot I had the PDF manual). But the manual can't be trusted. For example it claims you get increased frontage from technology, which is actually the opposite of what's true. And it's not a typo either- it says so in 3 different places! There's no mention of tactics, but instead there is of "maneuver" (which is not mentioned in the game, though perhaps it's a hidden modifier).  And there's no mention of what techs give what unlisted (in the research panel that is) benefits.
« Last Edit: August 25, 2010, 12:22:54 am by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

IHateOutside

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Military tactics decrease casualties of your men.  Try the strategy guide on the paradox forums. That was written much later than the manual and should be more accurate. You'll need to register vicky 2 to access it though.
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