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1. If you have money, expend.
2. If not, rob.
1: Invade Spain, France or England
2: Take over the new world
3: Profit
4: Take Hong Kong as you wait for Victoria 3
2.construct buildings.
3.construct buildings.
∞.construct buildings.
Note that I mostly play nations that are not super powers but have good potential (via missions, ideas and such).
How do you increase manpower or develop your nation at all when playing on a poor start position? Reclaim wasteland and the improve province things appear to not always be available, what ends up happening is that even though I can get really big I just end up with a lot of poor provinces, unless I capture rich ones, money is not that much of a problem since there are always other ways of getting it, but manpower is especially troublesome on some starts, such as the new world or Africa (I played Aztecs and Ethiopia respectivelly (that had this problem, other places in the world can sorta work it out) I did well, but still, I feel like it was more of a struggle than it should have been because I can`t figure out how exactly development works in this mod).
Even stacking -development time doesn`t really seem to do too much, even after several decades.
As a practical example, on my current game (as Ethiopia) I have 896 development, 128 provinces, 3 colonial subjects, and my max manpower is 30K, which means that I can`t really stand up on land against any of the main powers, technically I can`t stand for too long on the sea either because of sailor shortage, but the reason for both problems is the same. And this is with the apropriate building built on all possible provinces (barracks/docks).
Urbanization is the key to develop poor provinces. It converts agriculture to commerce/production and thus make space for agriculture growth. As for manpower, consider switching your Conscription Law to advanced ones and pick idea groups like Aristocratic, Logistic or Militarist ideas.
Still, maybe this is something that will improve with the ~cabinet system~, but as it stands I don`t think the development system in this mod is working very well, even stacking -development time doesn`t seem to do too much.
A tooltip to show why specific things can`t be currently improved (like sanitation or reclaim wasteland) would also be very positive.
-Spend the money on buildings and edicts
-Invest the profits on building and edicts
-Invest the profits on building and edicts
-Invest the prof...
-Invest the p...
-Invest...
-Wealthiest country on earth
-Keep expanding
-Don't expand, corruption and GC.
Once I became an empire, I decided to blob all the way up until 202% OE, and I had no problem at all. Then again, they were all on my primary culture group.
- Unite your people under one flag.
Most of internal impacts of overextension has been removed. We have better ways to limit expansion
Both ways are fine and they are not multi-exclusive. Cultural Assimilation requires 100% Cultural Acceptance and there are many ways to achieve that. For Yemen, I think a good combination might be Constitutional Ideas + Religious Ideas + Expansion Ideas + Fanaticism + Pluralism.
But i would like having the option to change conscription law without a militarization requirement, but far later or at higher average literacy. Would be useful to represent not very militarized but highly advanced countries like GB or the Netherlands since they didnt use feudal conscription in early 19th century (I assume), but would've also been not militarized enough to be able to change conscription law in Common Universalis.
p.s.
wrong discussion, i know, but i didnt want to make 2 seperate comments :)