doesn't help that the AI does everything in its power (both in your country and outside) to frick with your industry, and everything you do besides growing your population and industrial base also fricks with your industry.
And then there's the market....
>managing the economy of an entire nation isn't easy and the game is dynamic so you have to actually react to the changing situation rather than just doing the Meta(tm) and sitting back while it plays itself
Boo hoo.
You will lose more money on libtards closing factories when you load a save and the artisan goods disappear than you ever will on subsidies. Just don't build useless factories.
you don't lose money in this game, you choose between militant socialists working on subsidized factories for minimal wage and sucking out money from everyone else via taxes/tariffs just to inflate industrial score and happy workers of low tax economy built by capitalists who close every underperforming factory, where people instead of giving their money to useless part of society, spend them on goods and increase your domestic demand
if its garbage then they will collapse and keep building until something useful remains
2 years ago
Anonymous
Or you can just build something useful yourself right away instead of waiting for the invisible moron of the market to coin toss its way into building a liquor factory in a coal and wheat province.
When you're big enough it doesn't matter so long as you have the relevant primary/secondary/tertiary industry to match the RGOs in the state, which most nations can manage when socialists magically start existing.
2 years ago
Anonymous
>match the RGOs in the state
Noob trap. The vast majority of economic/factory complaints are that there just aren't enough basic raw materials (coal/iron/wood) to support all the craftsmen that the player would like to employ. Deliberately taking on a throughput bonus just makes this worse. >but the throughput bonus is only 25% maximum, it's barely anything compared to all the other throughput bonuses you're going to get by the end of the game
If it's not a big deal, why put so much effort into seeking it out?
The better answer is that it is a relatively big deal at the start of the game, which is why it's stupid to seek out a bonus that makes unprofitable factories turn raw materials into finished goods at an even higher rate. At the end of the game you won't notice the effect either way so there's no point in worrying about it then, either.
2 years ago
Anonymous
>it's a negligible difference >the difference will cause problems!
I'm not entirely sure I understand your point.
How about a different question, are aristocrats pointless?
2 years ago
Anonymous
It is a big deal at the start of the game, which is when your factories are operating closest to the base productivity such that the simple in->out conversion could be inherently unprofitable due to price changes. Getting that synergy throughput bonus just makes your subsidies higher because you have to buy more inputs, and reduces the amount of workers you can have before your factories start producing nothing due to no inputs.
Industrial score is based on workers, not production, so overall it makes the sense to avoid factory throughput bonuses when possible. Most are unavoidable because the other associated bonuses are too important to miss out on, but "not intentionally getting the synergy throughput bonus" by definition takes zero effort and still achieves a better outcome than picking across the map with the RGO mode and planning out production chains.
>you choose between militant socialists
You don't choose militant socialists, they choose you. >just to inflate industrial score
It's almost like "inflating" your industrial score is one of the most important aspects of the game. >built by capitalists who close every underperforming factory
You mean the same guys who built every underperforming factory in the first place? Also imagine thinking you need to run tariffs or tax middle/upper class at all just to subsidize 5% of your factories that are actually in the red year-round, instead of one week when the market spergs out which is all it takes for it to close. LF is objectively shit in vicky 2, it only "works" in countries where the world is already your oyster and any economic policy would work well.
You're a moron who doesn't actually play with LF, every time you reload your game it recalculates the whole economy so very profitable factories might end up closing because they had to spend all of their savings in the first few months while the game tried to figure out who should be getting what resources. And do you know what happens when you reopen a factory? It defaults to a lvl 1 factory. So that lvl 8 electric gear factory employing 80k pops and making 2k profit you had when you saved your game last night? It's now lvl 1 and can only employ 10k, it'll take 7 years of instant expansion for them to get back to lvl 8, while that happens frick 70k clerks and craftsmen who once worked there. This is specially catastrophic if you're playing in like China or India where 5% craftsmen in a state is already hard to manage because 8 factory slots and 1/2 years upgrade time cannot handle that kind of population.
Not being Belgium, for one. Subsidize everything, aim for consumer product chains (glass -> liquor/wine, fabric -> clothes). The "X factory in the same state" efficiency bonus doesn't require that factory to be doing great or upgraded beyond level 1, abuse that. Since you're Belgium your army is too small for your MIC to pop off. Decide if you wanna subject yourself to market availability on stuff like cement/machine parts/military goods or maintain your own dead-end small industry for internal needs. Since you're a small country you might be able to survive on the scraps left on the table after the big boys had their turn. Later on you can make gigabucks by rushing car and plane factories since AI is bad at that.
build your own factories
make production chains
prioritize luxury goods and late game goods
get access to large raw resource markets (sphere, get sphered or colonize)
do NOT let your steel factories expand too much
switch to lazy fairy if you have constant access to goods and can switch parties whenever you want
Steel factories are profitable and important but if you make them so big they consume more iron than is available to you then you'll have to start pouring in subsidies to keep them active and they'll suck up all the iron from your other industries which will then require subsidies as well and also not produce anything because they don't have any iron.
"Don't let them expand too much" is not meaningful since it implies that a factory could potentially expand beyond its profitability without your consent, which is impossible. Better to say "don't expand them too much".
Make high value goods in your most populous states (luxury and electric stuff) and disregard the chain throughput bonus (noob trap). Start with liquor, furniture and clothes in your most populous states and don't over-subsidize factories (subsidies are good for stability, but don't abuse them). When you're all set and good, switch to laisezz faire and don't forget to have in your sphere raw resources.
step one: play as Russia
step two: build a lot of factories early on
to exploit cratsman assimilation bug
step three: conquer Palestine and form Israel, then play as Israel
step four: get crown from the gutter and form grossgermania with Ashkenazi primary culture
step five: profit
I was going to type out a whole thing about how this wouldn't work but I double checked and Ashkenazi is in the German culture group so they would be able to form Germany lmao wtf absolute state
https://vic2.paradoxwikis.com/Culture
[...]
I was going to type out a whole thing about how this wouldn't work but I double checked and Ashkenazi is in the German culture group so they would be able to form Germany lmao wtf absolute state
https://vic2.paradoxwikis.com/Culture
Liquor, furniture and clothes are the basics every state should have. Clothes are the trickiest, because without conquering some dye province UK is gonna hog all the dye in the world and you are not going to get enough fabric. All other slots you combine is some manner that provides interlinked industry bonus, for example steel, tools, small arms, ammunition and some other shit.
About to try and play some tall Germany game. Should I attack the UK (currently my ally) for some dye colonies? Year is 1843 and formed Germany less than a year ago.
In 7 years you're gonna get access to synthetic dye factory (input is just coal), so there's no reason to. If you want colonies go after Indochina, Gabon and Belgian and French Congos for that sweet, sweet rubber.
Oh, you're playing vanilla. In that case you still don't need it, just spam liquor factories in every state and you'll be good.
GROSSGERMANIUMZ or regular cuckmany? Cuz if former you can get good bonuses from Slovenia cotton RGOs and even nab Bulgaria from Turks to get profitable Fabric industry going.
Germany has literally every RGO for giga war industry too, and really only lacks Rubber which if you only get a few key African colonies you can get enough pop surplus to go there to make states and build factories there if you really wanted. GROSgermany is also good since it gets you the oil in Galicia which spawns first and gives a shit load of output for the rest of the game.
Choose to produce goods that are in high demand or will be. Keep your tarrifs at 0 once you have a moderate industry. Choose to produce goods from resources you have access to. Invade or sphere nations that have resource you need. Build factories in states with the resource already there. If its mp i would suggest building military goods regardless of anything else i posted as you need a local supply to keep supporting your military.
>breaucrats to properly administer your provinces >clergy to increase literacy >artisans make your resources until you have the techs to make factories more efficient than artisabs at around 1870 >hope libtards arent in power >build factories to carry your future industry, based on what resources are available to you >capitalists and by the 20th century you should have an industry able to sustaine itself
1. Raise tariffs, Build machine parts, cement, fertilizers, and lumber during early game.
2. Railroads
3. Use national focus to encourage craftsman until employment is full.
4. Begin encouraging capitalists with national focus till their 1% of your most populated state.
5. Return back to crafting national focus, but at the same time funding projects made by your capitalists, any factory earning less than 15 shut it down, and repeatedly expand full factories yourself till capitalist have enough in savings for investing
6. Expand to another state till 15% pop is craftsman
7. Filter out the undesirable factories by cutting off subsidies nationwide every end of the decade. Filter period should be atleast half a month long but I tend to do a whole month.
8. You have single handily created an industrial economy.
Also don't tax the rich, they don't pay that much anyway and it slows down the natural promotion. Make sure to remove bamkrupt factories because that's just a waste of space.
TLDR segment: build up the basic goods to construct, then build up a workforce so that you can have investors to build factories for you so you can manage it from the sideline
Okay, but how do you deal with the possibility of "too big to fail" factories that would completely frick over half the craftsmen in a province if they closed down? Also I noticed that basically every indistry becomes unprofitable once you expand it a few too many times.
True, hence the great filter period I mentioned in 7. I've done it most with the CWE mod where there is too many craftsman that it's a necessity to build any factory in a province.
The key is you make sure every end of the decade factories which can finance themselves without subsidies are your most profitable. The ones that bankrupt immeditally after subsidies are taken off are at that point just parasites. Although it can be good to have factories that are relient on subsidies in order to give craftsman an income, you really don't want that to make up the majority of economy, because they are most elastic to price changes - thus more vulnerable to bankruptcy.
A good industry should be self efficient from subsidies, and resilient to changes in the market.
An economic crash and crisis is historical and what makes late game intersting.
A good resolution to Vic2 is when you look at the great powers and go like "man, shits gonna gow down in '39."
You shouldn't let a level 23 clipper factory using 2k in subsidies every day exist in the first place. Shift-clicking in the factory window is large-scale planned economy or state capitalism factory management, but you need to check the industry tab sometimes and cut off factories that are grossly unprofitable and also not strategically valuable.
You can gradually get rid of these giant subsidy hogs if you're not already LF by expanding all the other factories in the state and then removing subsidies to the unprofitable factory so it loses a few levels, then re-add the subsidies. Next year when the factories are expanded, do it again. Eventually you'll get it down to a small enough size that you can just close it and demolish it, or if it's an input problem then making it small enough will make it profitable anyway.
Even if you just get the full system shock of going straight to LF, it's still not the end of the world. If you're playing a big enough nation that you didn't notice one or more massive factories sucking down subsidies for decades, having a few (hundred?) thousand people unemployed for a couple years isn't going to matter. Some will emigrate, some will move to other provinces, your industrial score will drop a little, but a few years later the only difference will be that you're not hemorrhaging money on a pointless factory.
Other things to look for are factories taking all the inputs so other factories end up on subsidies. For example, if you're exporting a ton of glass but your steamer factories can't produce because of no coal (and therefore require subsidies), it's not the steamer factories that are the problem. Strategically closing a few glass factories will reduce your coal consumption and free it up to be used in the steamer factories which might make them profitable because now they have enough inputs to function.
>You should be saving and reloading every year to ensure that the economy is properly balanced for all countries
GigaChads restart the game every month, with monthly auto saves
Build stuff like steel mills, cement factory and machine parts in provinces with high pops and those rgos then just take a look at the profitability prediction when building new factories. As your industry tanks your budget mid-late game cancel subsidies and let natural selection happen to your factories and give the capitalists more option for factory building whilst keeping core and important factories subsidised by you so they don't close down.
>the AI builds for profit... by not knowing how to measure profit
I'm not sure if this explains why the AI constantly defaults or if this is why the AI doesn't default more.
>do NOT let your steel factories expand too much
redpill me on this
Steel factories are profitable and important but if you make them so big they consume more iron than is available to you then you'll have to start pouring in subsidies to keep them active and they'll suck up all the iron from your other industries which will then require subsidies as well and also not produce anything because they don't have any iron.
"Don't let them expand too much" is not meaningful since it implies that a factory could potentially expand beyond its profitability without your consent, which is impossible. Better to say "don't expand them too much".
Could you check your export list and not expand if your internal economy is sated? Or is that not how import/export works?
USA Canada and Australia look so fricking ridiculous with their straight lines everywhere
It's called no-one lives near the border so no-one can argue, using natural geographic features, where their property line ends and their neighbour's begins.
You get plenty of RP from the natural literacy increase and clergy being at 2-4% anyway. The clerk percentage can also be maintained with the RGO strat. Emigration isn't even a big deal 95% of the time and militancy affects that more than anything from my experience.
>you get plenty of RP from literacy and clergy
Trying to do the maths, don't you research 5 techs for every 4 techs a country without clerks does? Not that you can deliberately avoid getting clerks as I thought the other middle class roles have very low % soft caps.
It balances out because the nations with the largest pops are gonna have the hardest time getting high literacy and good clerk percentages while smaller ones will have an easier time and they need the tech advantage more. Obsessing over clerk percentages isn't really major unless you're playing a small country that needs to minmax everything.
I played my first Vic 2 game as Brazil a couple weeks ago and you get so much money with electric stuff it's unreal (Electric gear + Telephone + Automobile + Planes).
Specially if you have also colonized most of the parts of Africa that also get rubber in the late game.
By the last third of the game you will be drowning in millions of pound and spamming big boy iron boats just to get more military power. It's almost ridiculous.
>lazy fairy bad >don't tax the rich
Fricking lelled at these morons taxing the people who actually buy the goods because capitalists apparently can't pay for literally everything by themselves
Lazy fairy in vanilla is meh, I agree, but if you're not playing with at least HPM and it's 75% reduction on import costs compared to interventionism you're literally throwing money away
Also keeping positive tariffs for too long kills your industry and negative tariffs' only negative is the cost because of how the market in vicky works
>taxing the people who actually buy the goods
You can (should) tax the lower and middle classes because their needs are so small that they can amass enormous fortunes in the bank even if they're buying everything available on the market. They can't spend enough money by themselves so you need to take it from them in order for it to be spent.
Build factories in states with RGOs that give boosts to their production and build subsequent factories that require produced RGOs in those provinces later >Example: Steel factory in state with Iron, then Machine Parts factory in that state since it gets a boost from Steel
Build a factory in every state but only build a lot in states with good RGOs >Steel, Coal, Sulphur, Cotton, Rubber, Oil
That way eventually all your states will start promoting craftsmen once literacy is high enough. But you want to keep generic states that just have fruit, wheat, cattle or fish to just canned food, liquor and wineries. That way the excess from the those states will move to states with open positions in the states with good RGOs. These will be where you're producing your war industry.
Max out the taxes branch of commerce and corner a few highly profitable goods to keep eco afloat but the majority of your industry should be supporting your Army and Navy. Having lots of Steamers, Artillery, Canned food, Liquor, Small Arms and Ammunition will be crucial to this end and will be how you win because at the end of the day without a good military you don't have much.
>Build factories in states with RGOs that give boosts to their production and build subsequent factories that require produced RGOs in those provinces later
Don't do this. Industrial score is based on workers, and less industrial throughput equals more workers. More workers equals fewer artisans and unemployed laborers/farmers. The RGO/factory synergy throughput bonus is the only one you can realistically avoid, you shouldn't take it on purpose.
>muh score
I'm more concerned with actually having more money and a bigger army to do stuff. If I want a higher score I'll just take the best industry provinces from an ai or some shit. Score is meaningless if you can't back it up.
is this in consideration of a tight great power placement race or something?
more synergy would simply mean you can shove the same amount of workers you could get into more factories wouldnt it? or do you just outstrip demand too easily that way?
>muh score
I'm more concerned with actually having more money and a bigger army to do stuff. If I want a higher score I'll just take the best industry provinces from an ai or some shit. Score is meaningless if you can't back it up.
or yeah just shunt the extra workers into a fat arms industry and do an imperialism instead
>or do you just outstrip demand too easily that way?
Most mods people use these days have you too easily outstrip raw material supply. You wind up subsidizing factories that should be profitable, they just don't have enough raw materials because all your other subsidized factories are using them.
>muh score
I'm more concerned with actually having more money and a bigger army to do stuff. If I want a higher score I'll just take the best industry provinces from an ai or some shit. Score is meaningless if you can't back it up.
>Score is meaningless if you can't back it up.
Clerk % directly translates to extra RP which directly translates to actual military and economic power. I'd rather make the same amount of goods with more craftsmen and clerks because it means fewer people emigrating because their RGO is full, more highly-paid factory workers to tax and consume factory goods, and more clerks as previously stated.
You get plenty of RP from the natural literacy increase and clergy being at 2-4% anyway. The clerk percentage can also be maintained with the RGO strat. Emigration isn't even a big deal 95% of the time and militancy affects that more than anything from my experience.
Don't listen to any of the nerds in this thread. All you have to do is raise all taxes and tarrifs to 100%+subsidize all factories from the start and you don't have to look at the budget tab again
Here's how to have a good industry:
Install Crimeamod
Take the "Kill all the israelites and Black person and turks and smelly lazy brown people" decision
Boom, now your entire population is hard working deutsche volk just like my ancestors
How to force clercs to appear and work? I had a few successful games already and they are practically extinct in my country. If I try to boost them for that sweet buff I get almost no clercs at all. Those which spawn are INCREDIBLY poor. Literately worse than fricking farmers. They try to convert back as soon as possible. In the end I just gave up and now I only force craftmen 24/7. >inb4 literacy and taxes
Doesn't work even on germs with low taxation for me.
honestly git gut at the game. Protip: laissez-faire is the end-game desired policy, you just have to know how to get there. Godspeed anon this game is a hidden gem
As far as I know, you only need high literacy, avalaible work for clerks and factory workers meeting a % of their luxury needs. I think the biggest factor is if there is enough avaliable work, if there's not, the chances of a factory worker becoming clerks drop by a lot
In the mods everyone plays with today you won't overproduce and ruin the value of the product, you'll just consume all the available raw materials (assuming you're subsidizing).
Why is this happening? My factories either can't afford their daily inputs, or there isn't enough input resource on the market to meet their daily needs.
New to the game, playing as Belgium. I was in UK's sphere, but in the early 1840's France pulled me out of UK's sphere and now my economy is completely fricked. What am I supposed to do?
Learn from your mistakes, learn the game. I'm not gonna rob you of that sweet moment where everything clicks. If you want tips: yes, there isn't enough of resource in the market, which is a usual occurence, and why you want colonies. Nothing you can do about lack of fish, sulphur or cotton, but glass in V2 is made of coal on which you, as Belgium are sitting. As for iron, why would you want to produce shitty, expensive, useless stainless steel when pig iron in this game has many more uses?
I see. Is there any better way to keep track of RGOs than to just use the RGO map mode and look around my country? Also wtf do you mean there's nothing I can do about not enough cotton, I can't just simp for slavery and have the confederates want to trade with me?
Not as a secondary power. Or even a great power not willing to sacrifice most of its citizens in a major war agianst very angry americans every 5 years. If you want cotton so much you could try sphering (sphereing?) Egypt.
Indochina specifically Vietnam has Cotton and you could go for it at the start of the game
Lots of resources like oil and rubber only become available later in game btw
>As for iron, why would you want to produce shitty, expensive, useless stainless steel when pig iron in this game has many more uses?
Plus iron can become more expensive than steel often
It is even possible to get a good industry in South America? Even if you get colonies, it feels like the lack of key resources is way too big. Even the biggest countries like Argentina or Gran Colombia feel like this
no, quite the opposite, get rid of them asap since the bonus they give is completely irrelevant. for RGO most important is techs that give extreme boosts, just make sure you get those that you produce a lot. only few coal provinces might make you from struggling to very rich just with few mining techs.
Anybody has some tip for a top-tier industry?
I have been playing as secondary powers but even when I take into accout everything (RGO, coal & iron, encourage craftsmen, etc) my industry always stagnates around 8-11 in the global ranking.
>some tip for a top-tier industry
Have large population and be self-sufficient or reliant on your sphere leader for raw materials.
That's it, if you're playing as Finland you're never gonna beat the GPs to industry.
Industry score is just a simple function of pops employed in your industry. Compare your mainland pops to the mainland pops of any other gp and you'll see why you'll always be at a distadvantage as meme nations like Scandi.
And don't blob colonially, it's not good for you.
I see. I have however seen some playthoughs in Youtube as Scandinavia that had rank 2 in industrial power both in Vanilla and HPM. >And don't blob colonially, it's not good for you.
Too late
Why not?
Seconding this. I can't think of any beside being worried about labourer emigration to colonies, a minor research point deficit, and unaccepted cultures just being another factor to elections.
remember you are a secondary power. Without cheesing or blobbing, you can't possibly hope to compete with the UK, France, Germany, Japan, USA, or Russia economically.
How heavily should you industrialise population regions with high coal/iron production like Belgium, the Rhine, and Bohemia? Is the bonus to factory output worth the reduction in RGO output you get from having your miners turn into labourers?
>How heavily should you industrialise population regions with high coal/iron production like Belgium, the Rhine, and Bohemia?
Not at all. I like to put factories with war goods there (small arms, artillery, etc.) to wienerblock capitalists from establishing any real industry there. Belgium is special case because your entire country is one big coal/iron mine but even then I prefer to keep all my industry in Flanders.
I have 650 hours and I still don't know,
doesn't help that the AI does everything in its power (both in your country and outside) to frick with your industry, and everything you do besides growing your population and industrial base also fricks with your industry.
And then there's the market....
>managing the economy of an entire nation isn't easy and the game is dynamic so you have to actually react to the changing situation rather than just doing the Meta(tm) and sitting back while it plays itself
Boo hoo.
having high score
liquor (beverages)
>small arms
>wait for a war to start
>make cash
is always my go to
this too
Bruh, just subsidize everything
he asked about good industry, not about sunk cost fallacy industry
You will lose more money on libtards closing factories when you load a save and the artisan goods disappear than you ever will on subsidies. Just don't build useless factories.
you don't lose money in this game, you choose between militant socialists working on subsidized factories for minimal wage and sucking out money from everyone else via taxes/tariffs just to inflate industrial score and happy workers of low tax economy built by capitalists who close every underperforming factory, where people instead of giving their money to useless part of society, spend them on goods and increase your domestic demand
Capitalists would be better if they actually built useful factories instead of filling every slot with garbage
if its garbage then they will collapse and keep building until something useful remains
Or you can just build something useful yourself right away instead of waiting for the invisible moron of the market to coin toss its way into building a liquor factory in a coal and wheat province.
When you're big enough it doesn't matter so long as you have the relevant primary/secondary/tertiary industry to match the RGOs in the state, which most nations can manage when socialists magically start existing.
>match the RGOs in the state
Noob trap. The vast majority of economic/factory complaints are that there just aren't enough basic raw materials (coal/iron/wood) to support all the craftsmen that the player would like to employ. Deliberately taking on a throughput bonus just makes this worse.
>but the throughput bonus is only 25% maximum, it's barely anything compared to all the other throughput bonuses you're going to get by the end of the game
If it's not a big deal, why put so much effort into seeking it out?
The better answer is that it is a relatively big deal at the start of the game, which is why it's stupid to seek out a bonus that makes unprofitable factories turn raw materials into finished goods at an even higher rate. At the end of the game you won't notice the effect either way so there's no point in worrying about it then, either.
>it's a negligible difference
>the difference will cause problems!
I'm not entirely sure I understand your point.
How about a different question, are aristocrats pointless?
It is a big deal at the start of the game, which is when your factories are operating closest to the base productivity such that the simple in->out conversion could be inherently unprofitable due to price changes. Getting that synergy throughput bonus just makes your subsidies higher because you have to buy more inputs, and reduces the amount of workers you can have before your factories start producing nothing due to no inputs.
Industrial score is based on workers, not production, so overall it makes the sense to avoid factory throughput bonuses when possible. Most are unavoidable because the other associated bonuses are too important to miss out on, but "not intentionally getting the synergy throughput bonus" by definition takes zero effort and still achieves a better outcome than picking across the map with the RGO mode and planning out production chains.
>you choose between militant socialists
You don't choose militant socialists, they choose you.
>just to inflate industrial score
It's almost like "inflating" your industrial score is one of the most important aspects of the game.
>built by capitalists who close every underperforming factory
You mean the same guys who built every underperforming factory in the first place? Also imagine thinking you need to run tariffs or tax middle/upper class at all just to subsidize 5% of your factories that are actually in the red year-round, instead of one week when the market spergs out which is all it takes for it to close. LF is objectively shit in vicky 2, it only "works" in countries where the world is already your oyster and any economic policy would work well.
You're a moron who doesn't actually play with LF, every time you reload your game it recalculates the whole economy so very profitable factories might end up closing because they had to spend all of their savings in the first few months while the game tried to figure out who should be getting what resources. And do you know what happens when you reopen a factory? It defaults to a lvl 1 factory. So that lvl 8 electric gear factory employing 80k pops and making 2k profit you had when you saved your game last night? It's now lvl 1 and can only employ 10k, it'll take 7 years of instant expansion for them to get back to lvl 8, while that happens frick 70k clerks and craftsmen who once worked there. This is specially catastrophic if you're playing in like China or India where 5% craftsmen in a state is already hard to manage because 8 factory slots and 1/2 years upgrade time cannot handle that kind of population.
homies be like
>help I don't know why economy is collapsing
But they got the green checkmark
Not being Belgium, for one. Subsidize everything, aim for consumer product chains (glass -> liquor/wine, fabric -> clothes). The "X factory in the same state" efficiency bonus doesn't require that factory to be doing great or upgraded beyond level 1, abuse that. Since you're Belgium your army is too small for your MIC to pop off. Decide if you wanna subject yourself to market availability on stuff like cement/machine parts/military goods or maintain your own dead-end small industry for internal needs. Since you're a small country you might be able to survive on the scraps left on the table after the big boys had their turn. Later on you can make gigabucks by rushing car and plane factories since AI is bad at that.
Whatever makes profit.
build your own factories
make production chains
prioritize luxury goods and late game goods
get access to large raw resource markets (sphere, get sphered or colonize)
do NOT let your steel factories expand too much
switch to lazy fairy if you have constant access to goods and can switch parties whenever you want
>do NOT let your steel factories expand too much
redpill me on this
Steel factories are profitable and important but if you make them so big they consume more iron than is available to you then you'll have to start pouring in subsidies to keep them active and they'll suck up all the iron from your other industries which will then require subsidies as well and also not produce anything because they don't have any iron.
"Don't let them expand too much" is not meaningful since it implies that a factory could potentially expand beyond its profitability without your consent, which is impossible. Better to say "don't expand them too much".
just use state capitalism to get a few profitable factories. once u get enough capitalists and they have money, switch to laissez faire
Make high value goods in your most populous states (luxury and electric stuff) and disregard the chain throughput bonus (noob trap). Start with liquor, furniture and clothes in your most populous states and don't over-subsidize factories (subsidies are good for stability, but don't abuse them). When you're all set and good, switch to laisezz faire and don't forget to have in your sphere raw resources.
step one: play as Russia
step two: build a lot of factories early on
to exploit cratsman assimilation bug
step three: conquer Palestine and form Israel, then play as Israel
step four: get crown from the gutter and form grossgermania with Ashkenazi primary culture
step five: profit
wat
I was going to type out a whole thing about how this wouldn't work but I double checked and Ashkenazi is in the German culture group so they would be able to form Germany lmao wtf absolute state
https://vic2.paradoxwikis.com/Culture
lmao
anyone ever try this?
Liquor, furniture and clothes are the basics every state should have. Clothes are the trickiest, because without conquering some dye province UK is gonna hog all the dye in the world and you are not going to get enough fabric. All other slots you combine is some manner that provides interlinked industry bonus, for example steel, tools, small arms, ammunition and some other shit.
About to try and play some tall Germany game. Should I attack the UK (currently my ally) for some dye colonies? Year is 1843 and formed Germany less than a year ago.
In 7 years you're gonna get access to synthetic dye factory (input is just coal), so there's no reason to. If you want colonies go after Indochina, Gabon and Belgian and French Congos for that sweet, sweet rubber.
7 years? Don't you mean 27?
Since it is available thanks to organic chemistry (1870)
Oh, you're playing vanilla. In that case you still don't need it, just spam liquor factories in every state and you'll be good.
>Oh, you're playing vanilla.
You didn't notice when he said he formed Germany in ~1842?
GROSSGERMANIUMZ or regular cuckmany? Cuz if former you can get good bonuses from Slovenia cotton RGOs and even nab Bulgaria from Turks to get profitable Fabric industry going.
Germany has literally every RGO for giga war industry too, and really only lacks Rubber which if you only get a few key African colonies you can get enough pop surplus to go there to make states and build factories there if you really wanted. GROSgermany is also good since it gets you the oil in Galicia which spawns first and gives a shit load of output for the rest of the game.
Domestic demand and state production efficiency
Choose to produce goods that are in high demand or will be. Keep your tarrifs at 0 once you have a moderate industry. Choose to produce goods from resources you have access to. Invade or sphere nations that have resource you need. Build factories in states with the resource already there. If its mp i would suggest building military goods regardless of anything else i posted as you need a local supply to keep supporting your military.
>breaucrats to properly administer your provinces
>clergy to increase literacy
>artisans make your resources until you have the techs to make factories more efficient than artisabs at around 1870
>hope libtards arent in power
>build factories to carry your future industry, based on what resources are available to you
>capitalists and by the 20th century you should have an industry able to sustaine itself
>homie not aware that libtards back then WERE the capitalists
even in game files capitalist pops have a 20% modifier of choosing liberal as ideology
What does that have to do with anything?
1. Raise tariffs, Build machine parts, cement, fertilizers, and lumber during early game.
2. Railroads
3. Use national focus to encourage craftsman until employment is full.
4. Begin encouraging capitalists with national focus till their 1% of your most populated state.
5. Return back to crafting national focus, but at the same time funding projects made by your capitalists, any factory earning less than 15 shut it down, and repeatedly expand full factories yourself till capitalist have enough in savings for investing
6. Expand to another state till 15% pop is craftsman
7. Filter out the undesirable factories by cutting off subsidies nationwide every end of the decade. Filter period should be atleast half a month long but I tend to do a whole month.
8. You have single handily created an industrial economy.
Also don't tax the rich, they don't pay that much anyway and it slows down the natural promotion. Make sure to remove bamkrupt factories because that's just a waste of space.
TLDR segment: build up the basic goods to construct, then build up a workforce so that you can have investors to build factories for you so you can manage it from the sideline
Okay, but how do you deal with the possibility of "too big to fail" factories that would completely frick over half the craftsmen in a province if they closed down? Also I noticed that basically every indistry becomes unprofitable once you expand it a few too many times.
True, hence the great filter period I mentioned in 7. I've done it most with the CWE mod where there is too many craftsman that it's a necessity to build any factory in a province.
The key is you make sure every end of the decade factories which can finance themselves without subsidies are your most profitable. The ones that bankrupt immeditally after subsidies are taken off are at that point just parasites. Although it can be good to have factories that are relient on subsidies in order to give craftsman an income, you really don't want that to make up the majority of economy, because they are most elastic to price changes - thus more vulnerable to bankruptcy.
A good industry should be self efficient from subsidies, and resilient to changes in the market.
An economic crash and crisis is historical and what makes late game intersting.
A good resolution to Vic2 is when you look at the great powers and go like "man, shits gonna gow down in '39."
>lazy fairy apologists are playing bad on purpose
At least it makes more sense now
You shouldn't let a level 23 clipper factory using 2k in subsidies every day exist in the first place. Shift-clicking in the factory window is large-scale planned economy or state capitalism factory management, but you need to check the industry tab sometimes and cut off factories that are grossly unprofitable and also not strategically valuable.
You can gradually get rid of these giant subsidy hogs if you're not already LF by expanding all the other factories in the state and then removing subsidies to the unprofitable factory so it loses a few levels, then re-add the subsidies. Next year when the factories are expanded, do it again. Eventually you'll get it down to a small enough size that you can just close it and demolish it, or if it's an input problem then making it small enough will make it profitable anyway.
Even if you just get the full system shock of going straight to LF, it's still not the end of the world. If you're playing a big enough nation that you didn't notice one or more massive factories sucking down subsidies for decades, having a few (hundred?) thousand people unemployed for a couple years isn't going to matter. Some will emigrate, some will move to other provinces, your industrial score will drop a little, but a few years later the only difference will be that you're not hemorrhaging money on a pointless factory.
Other things to look for are factories taking all the inputs so other factories end up on subsidies. For example, if you're exporting a ton of glass but your steamer factories can't produce because of no coal (and therefore require subsidies), it's not the steamer factories that are the problem. Strategically closing a few glass factories will reduce your coal consumption and free it up to be used in the steamer factories which might make them profitable because now they have enough inputs to function.
Commerce techs and clerks.
You should be saving and reloading every year to ensure that the economy is properly balanced for all countries
>You should be saving and reloading every year to ensure that the economy is properly balanced for all countries
GigaChads restart the game every month, with monthly auto saves
Build stuff like steel mills, cement factory and machine parts in provinces with high pops and those rgos then just take a look at the profitability prediction when building new factories. As your industry tanks your budget mid-late game cancel subsidies and let natural selection happen to your factories and give the capitalists more option for factory building whilst keeping core and important factories subsidised by you so they don't close down.
Why are those fairies so lazy, anyway?
cool
>the AI builds for profit... by not knowing how to measure profit
I'm not sure if this explains why the AI constantly defaults or if this is why the AI doesn't default more.
Could you check your export list and not expand if your internal economy is sated? Or is that not how import/export works?
It's called no-one lives near the border so no-one can argue, using natural geographic features, where their property line ends and their neighbour's begins.
>you get plenty of RP from literacy and clergy
Trying to do the maths, don't you research 5 techs for every 4 techs a country without clerks does? Not that you can deliberately avoid getting clerks as I thought the other middle class roles have very low % soft caps.
It balances out because the nations with the largest pops are gonna have the hardest time getting high literacy and good clerk percentages while smaller ones will have an easier time and they need the tech advantage more. Obsessing over clerk percentages isn't really major unless you're playing a small country that needs to minmax everything.
Thanks
I still don't get the economy but I'll just follow the screenshot
Up until now I just built whatever factory got the throughput bonus
I played my first Vic 2 game as Brazil a couple weeks ago and you get so much money with electric stuff it's unreal (Electric gear + Telephone + Automobile + Planes).
Specially if you have also colonized most of the parts of Africa that also get rubber in the late game.
By the last third of the game you will be drowning in millions of pound and spamming big boy iron boats just to get more military power. It's almost ridiculous.
has any game ever come close to having a functioning global market like vicky 2 did?
meiou and taxes
mayo and taxes trannies hate europe though
europe is a shithole compared to literally any other place in the world because le dark ages
Turning Europe from a shithole into the beating heart of the global economy is where the fun's at
>lazy fairy bad
>don't tax the rich
Fricking lelled at these morons taxing the people who actually buy the goods because capitalists apparently can't pay for literally everything by themselves
Lazy fairy in vanilla is meh, I agree, but if you're not playing with at least HPM and it's 75% reduction on import costs compared to interventionism you're literally throwing money away
Also keeping positive tariffs for too long kills your industry and negative tariffs' only negative is the cost because of how the market in vicky works
>taxing the people who actually buy the goods
You can (should) tax the lower and middle classes because their needs are so small that they can amass enormous fortunes in the bank even if they're buying everything available on the market. They can't spend enough money by themselves so you need to take it from them in order for it to be spent.
Build factories in states with RGOs that give boosts to their production and build subsequent factories that require produced RGOs in those provinces later
>Example: Steel factory in state with Iron, then Machine Parts factory in that state since it gets a boost from Steel
Build a factory in every state but only build a lot in states with good RGOs
>Steel, Coal, Sulphur, Cotton, Rubber, Oil
That way eventually all your states will start promoting craftsmen once literacy is high enough. But you want to keep generic states that just have fruit, wheat, cattle or fish to just canned food, liquor and wineries. That way the excess from the those states will move to states with open positions in the states with good RGOs. These will be where you're producing your war industry.
Max out the taxes branch of commerce and corner a few highly profitable goods to keep eco afloat but the majority of your industry should be supporting your Army and Navy. Having lots of Steamers, Artillery, Canned food, Liquor, Small Arms and Ammunition will be crucial to this end and will be how you win because at the end of the day without a good military you don't have much.
>t. kinda a pro
USA Canada and Australia look so fricking ridiculous with their straight lines everywhere
tbh it's everyone else who looks ridiculous
>Build factories in states with RGOs that give boosts to their production and build subsequent factories that require produced RGOs in those provinces later
Don't do this. Industrial score is based on workers, and less industrial throughput equals more workers. More workers equals fewer artisans and unemployed laborers/farmers. The RGO/factory synergy throughput bonus is the only one you can realistically avoid, you shouldn't take it on purpose.
>muh score
I'm more concerned with actually having more money and a bigger army to do stuff. If I want a higher score I'll just take the best industry provinces from an ai or some shit. Score is meaningless if you can't back it up.
is this in consideration of a tight great power placement race or something?
more synergy would simply mean you can shove the same amount of workers you could get into more factories wouldnt it? or do you just outstrip demand too easily that way?
or yeah just shunt the extra workers into a fat arms industry and do an imperialism instead
>or do you just outstrip demand too easily that way?
Most mods people use these days have you too easily outstrip raw material supply. You wind up subsidizing factories that should be profitable, they just don't have enough raw materials because all your other subsidized factories are using them.
>Score is meaningless if you can't back it up.
Clerk % directly translates to extra RP which directly translates to actual military and economic power. I'd rather make the same amount of goods with more craftsmen and clerks because it means fewer people emigrating because their RGO is full, more highly-paid factory workers to tax and consume factory goods, and more clerks as previously stated.
You get plenty of RP from the natural literacy increase and clergy being at 2-4% anyway. The clerk percentage can also be maintained with the RGO strat. Emigration isn't even a big deal 95% of the time and militancy affects that more than anything from my experience.
Don't listen to any of the nerds in this thread. All you have to do is raise all taxes and tarrifs to 100%+subsidize all factories from the start and you don't have to look at the budget tab again
That only works if you're population is huge and have a bunch of different rgos
>tfw EvW will never be finished
Here's how to have a good industry:
Install Crimeamod
Take the "Kill all the israelites and Black person and turks and smelly lazy brown people" decision
Boom, now your entire population is hard working deutsche volk just like my ancestors
yall b needin more liqqa up in that mf
I miss napoopan
How to force clercs to appear and work? I had a few successful games already and they are practically extinct in my country. If I try to boost them for that sweet buff I get almost no clercs at all. Those which spawn are INCREDIBLY poor. Literately worse than fricking farmers. They try to convert back as soon as possible. In the end I just gave up and now I only force craftmen 24/7.
>inb4 literacy and taxes
Doesn't work even on germs with low taxation for me.
honestly git gut at the game. Protip: laissez-faire is the end-game desired policy, you just have to know how to get there. Godspeed anon this game is a hidden gem
You can click on POPs and see who can they promote/demote to with corresponding percentage to find out if some modifiers is hampering them.
As far as I know, you only need high literacy, avalaible work for clerks and factory workers meeting a % of their luxury needs. I think the biggest factor is if there is enough avaliable work, if there's not, the chances of a factory worker becoming clerks drop by a lot
When should I start building factories?
when you have some tech that increases production and are sure you will outproduce artistans but not overshoot demand that you crash the good
In the mods everyone plays with today you won't overproduce and ruin the value of the product, you'll just consume all the available raw materials (assuming you're subsidizing).
>noooo, wtf, the evil economy is preventing me from playing my game Risk, save meeee Victoria Universalis devs, fix thiiiis
Why is this happening? My factories either can't afford their daily inputs, or there isn't enough input resource on the market to meet their daily needs.
New to the game, playing as Belgium. I was in UK's sphere, but in the early 1840's France pulled me out of UK's sphere and now my economy is completely fricked. What am I supposed to do?
And now a couple months later everything is more or less fine, except for cotton. What the frick? Am I being filtered?
Learn from your mistakes, learn the game. I'm not gonna rob you of that sweet moment where everything clicks. If you want tips: yes, there isn't enough of resource in the market, which is a usual occurence, and why you want colonies. Nothing you can do about lack of fish, sulphur or cotton, but glass in V2 is made of coal on which you, as Belgium are sitting. As for iron, why would you want to produce shitty, expensive, useless stainless steel when pig iron in this game has many more uses?
I see. Is there any better way to keep track of RGOs than to just use the RGO map mode and look around my country? Also wtf do you mean there's nothing I can do about not enough cotton, I can't just simp for slavery and have the confederates want to trade with me?
Not as a secondary power. Or even a great power not willing to sacrifice most of its citizens in a major war agianst very angry americans every 5 years. If you want cotton so much you could try sphering (sphereing?) Egypt.
Indochina specifically Vietnam has Cotton and you could go for it at the start of the game
Lots of resources like oil and rubber only become available later in game btw
Nice
>As for iron, why would you want to produce shitty, expensive, useless stainless steel when pig iron in this game has many more uses?
Plus iron can become more expensive than steel often
wallonia has wood? i never knew that
It does in vanilla but its only an insignificant amount and most mods change it to coal or something else.
>always stay on state capitalism
>build random factories
>click all the pluses when possible
>profit
It is even possible to get a good industry in South America? Even if you get colonies, it feels like the lack of key resources is way too big. Even the biggest countries like Argentina or Gran Colombia feel like this
you can do it if you spam prestige
>industrializing
lol, lmao even
>agrarian socialist utopia
>below 50% literacy in 1906
Misc Pot looks up from hell and sheds a single bloody tear.
Is it worth promoting aristocrats for bonus RGO?
the bonus is like 2% max so not really, although the increased demand for luxury items might prove useful
its better to promote capitalists for that, aristocrats hoard all the money they earn
no, quite the opposite, get rid of them asap since the bonus they give is completely irrelevant. for RGO most important is techs that give extreme boosts, just make sure you get those that you produce a lot. only few coal provinces might make you from struggling to very rich just with few mining techs.
growing industry is a trap, all money should go into army and conquests
Anyone got the link to the Vic3 leak?
magnet:?xt=urn:btih:A544AD2FC36E3F5011CF025B2A39CBAE34E329FF&dn=Victoria+3+-+Beta+%28leak%29&tr=udp%3A%2F%2Ftracker.opentrackr.org%3A1337%2Fannounce&tr=udp%3A%2F%2Fopen.tracker.cl%3A1337%2Fannounce&tr=udp%3A%2F%2F9.rarbg.com%3A2810%2Fannounce&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A6969%2Fannounce&tr=http%3A%2F%2Ftracker.openbittorrent.com%3A80%2Fannounce&tr=udp%3A%2F%2Fopentracker.i2p.rocks%3A6969%2Fannounce&tr=https%3A%2F%2Fopentracker.i2p.rocks%3A443%2Fannounce&tr=udp%3A%2F%2Fwww.torrent.eu.org%3A451%2Fannounce&tr=udp%3A%2F%2Ftracker.torrent.eu.org%3A451%2Fannounce&tr=udp%3A%2F%2Fopen.stealth.si%3A80%2Fannounce&tr=udp%3A%2F%2Fexodus.desync.com%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.tiny-vps.com%3A6969%2Fannounce&tr=udp%3A%2F%2Fipv4.tracker.harry.lu%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker4.itzmx.com%3A2710%2Fannounce&tr=udp%3A%2F%2Ftracker.opentrackr.org%3A1337%2Fannounce&tr=http%3A%2F%2Ftracker.openbittorrent.com%3A80%2Fannounce&tr=udp%3A%2F%2Fopentracker.i2p.rocks%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.internetwarriors.net%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.leechers-paradise.org%3A6969%2Fannounce&tr=udp%3A%2F%2Fcoppersurfer.tk%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.zer0day.to%3A1337%2Fannounce
forgot quote. from 1337x to if you dont trust my random link
Anybody has some tip for a top-tier industry?
I have been playing as secondary powers but even when I take into accout everything (RGO, coal & iron, encourage craftsmen, etc) my industry always stagnates around 8-11 in the global ranking.
>some tip for a top-tier industry
Have large population and be self-sufficient or reliant on your sphere leader for raw materials.
That's it, if you're playing as Finland you're never gonna beat the GPs to industry.
I'm playing as Scandinavia in but I just can't see to beat the other GPs in industria power even after taking 2/3 of Africa.
Industry score is just a simple function of pops employed in your industry. Compare your mainland pops to the mainland pops of any other gp and you'll see why you'll always be at a distadvantage as meme nations like Scandi.
And don't blob colonially, it's not good for you.
I see. I have however seen some playthoughs in Youtube as Scandinavia that had rank 2 in industrial power both in Vanilla and HPM.
>And don't blob colonially, it's not good for you.
Too late
Why not?
Seconding this. I can't think of any beside being worried about labourer emigration to colonies, a minor research point deficit, and unaccepted cultures just being another factor to elections.
build railroads and factories all over the world, foreign counts towards your score
foreign investment*
remember you are a secondary power. Without cheesing or blobbing, you can't possibly hope to compete with the UK, France, Germany, Japan, USA, or Russia economically.
can't get over how victoria universalis removed the economy and people play it
Not a war game
Not an economic game
Not a diplomatic game
How heavily should you industrialise population regions with high coal/iron production like Belgium, the Rhine, and Bohemia? Is the bonus to factory output worth the reduction in RGO output you get from having your miners turn into labourers?
>How heavily should you industrialise population regions with high coal/iron production like Belgium, the Rhine, and Bohemia?
Not at all. I like to put factories with war goods there (small arms, artillery, etc.) to wienerblock capitalists from establishing any real industry there. Belgium is special case because your entire country is one big coal/iron mine but even then I prefer to keep all my industry in Flanders.
VLAANDEREN BOVEN!
>What is the key to a good industry?
efficiency, more output with less input makes factories generate huge profits