u/Bluestreak2005

Image 1 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 2 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 3 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 4 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 5 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 6 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 7 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 8 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 9 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 10 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 11 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 12 — Qing playthrough through 1911 1.7 Billion GDP feedback
Image 13 — Qing playthrough through 1911 1.7 Billion GDP feedback

Qing playthrough through 1911 1.7 Billion GDP feedback

Just wanted to show how Qing does on the previous patch 1.13.4 going into 1.13.5 after 1900, with a building wide playstyle I normally do. No cheese British invasion (I selected to not risk ire of GB) or fast recongnition. I was recognized in the 1880's. I have railroad automation in many of my states currently. The only country I ever gave investment rights to was Japan.

Only mods used are Auto Apply PM's and Auto Apply Automation.

The new ship system is interesting, but it really seems lacking. The AI doesn't really know what to do with the ships to create interest etc, and they struggle with growing everything.

I spent most of the time with the ship construction on pause, and the private construction kept building shipyard so I had 4900 capacity by 1911. I really think this would be improved by simply bringing all ships into the system as I suggested before, and then have the trade and fishing buildings require ships as input. It currently works like a half baked mechanic since I spend so much time with it paused while I can also build 100+ fisheries and trade buildings at once.

https://www.reddit.com/r/victoria3/comments/1t7bdmh/suggestion_for_shipping_industry_fix_move_the/

There is/was definitely issues with radicalism being generated massively with very little the player can do about it. I have Level 1 taxes, and radicals are still climbing by millions a year. This seems to be happening because of pollution due to the negative standard of living (-3), and that the private construction overbuilds buildings that it doesn't need, which then unemploys workers and then finally downsizes the building over time. The only thing I could do is nationalize buildings to reduce them faster.

The private construction needs to have a hard cap of like +5 or +10 at a time or still more adjustments needed for mass building in the same state for that building type.

I spent most of the last 30 years running greener pastures to move population away, but this decree is too weak IMO, which led the the radical problem above. There isn't really anything I can do about this, except wait for the revolution.

I would also suggest taking a look at devastation and turmoil, it needs to drop quicker. When you have long wars, devastation can reach 80%+, to then create revolutions quickly. even with decrees you can't move devastation down quickly enough to build things or affect this. Since this also affect contruction time, it's very hard to deal with.

I'll maybe try this again in 1.14. I attached some pictures from multiple previous saves as well. It's just running too slow and I can't solve these issues even with expansion.

u/saskieHopeful and u/TemujinSurfs for your reference

Company order:

  1. 1855 Premium Plantation with prestige opium
  2. 1857 Weaving Bureau with prestige cloth (for the authority)
  3. 1893 Construction company
  4. 1903 Mining company with Coal + Rail

All 4 companies are running investment rights and 1 extra industry

u/Bluestreak2005 — 1 day ago

My suggestion is to merge all civilian shipping into the system and have 4 types of merchant/trade ships designable to match the military.

  1. Schooners. These are fishing vessels and the lowest capacity trade ship. If you lose enough ships from pirates/blockade, it is used by trade first.
  2. Clippers trade capacity 3X
  3. Brigatines trade capacity 4X
  4. East Indiamen. trade capacity 6X

Currently fishing building consume 0 resources. They are huge money makers in this update.
This also allows the "auto build" shipping industry to build fishing/trade vessels that are useful for your economy. That also means it takes times to start getting fish unless you have extra ships already built.

This then removes the need for seperate buildings for civilian and military buildings.

Removes the need for the PM for trade ports (which is a problem to simply upgrade your entire fleet as UK or Qing). By 1 click of PM you can now affect the entire world trade as 10,000 merhcant marine now have 6X trade capacity.

You can also remove the fishing PM and create a usable Brigatine/Clipper fishing/trade default vessel.

This would make the game follow much more along real history. Your trade fleet needs to be rebuilt with the new tech unlock... or be sold off and traded away as you build new ones. Countries could buy ships to expand their fishing fleet or their trade fleet. Your fishing fleet needs to be rebuilt with the new tech, not just a PM change.

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u/Bluestreak2005 — 6 days ago