Thanks Arch Mede, as usual your posts are very helpful!
I've got a question about becoming a GP in the PDM mod:
Playing as Brunswick (German Minor) I managed to climb onto the 8th rank, due to a massive about of prestige. I do own 4 regions.
I'm on the 8th rank for about a year now, but I didn't manage to become a GP yet. So do I have to leave Prussias sphere first? And wont they declare war on me for adding me to their sphere again?
Just after starting the game again and playing 1-2 more days I became a GP, shame on me :<
Not familiar with PDM; but in the normal game you have to have more than one state to be a Great Power.
Werewolf forum | Werewolf for Newbies | My Werewolf Statistics | My Inkwell | Current AARs: Shaybanid | Il-khanate
Hey, I'm playing as the Confederate States of America (released in early 1850's w/o civil war), and the year's 1863. I've been trying to get reactionaries in charge, because there are only laissez-faire parties (minus the reactionaries and socialists, who aren't very popular, despite 2 elections per year). I was wondering what's the best way to become a monarchy or presidential dictatorship? I understand I'd have to piss off a certain section of the populace (soldiers?) and get a revolution, but I'm not sure how. Any advice?
Also, in my USA game, w/ 2 elections per year, I still couldn't get the conservatives out of power into the year 1920... does the USA have some pro-conservative modifier or something?
Student
Religion: Atheist
Ideology: Radical (Anarchocapitalist/Liberal)
Issues: Laissez-faire/Pacifism/Free Trade/Full Citizenship/Atheism
Militancy: 9k+
Conciousness, 9k+
Revolt Risk: 100%












When will the citizens of free countries learn to stop supporting Dictators?
Check out my Vicky2 AAR: Last Tango in 1.3 - An Argentine AAR Favorite Gameplay AAR, Vicky1/2 2011 (Round 3) - Completed
Five for Fighting - A Canadian HoI3 AAR WritAAR of the Week (December 11th - December 18th, 2011) AAR Showcase Week of 6/17/12 - Completed
Strike The Earth!
Hey guys,
I'm confused about the different territories. I'm playing with Spain right now in 1873 and I've retaken all of the former Spanish colonies in South America and also Hispaniola... I took over parts of Africa and Southwest Asia too. My question is what is the difference between establishing a protectorate and conquering? Difference between Satellite and Dominion too? Also - how do I colonize somewhere? When I try to send my people from my African territory to colonize an area next to it, it tells me I need at least 20 life value in that prospective colony. Do I need to wait until the Scramble for Africa in the mid 1880s to happen ingame to be able to start taking parts of Africa other than my conquered Ethiopia and Egypt?
Thanks so much guys! Good to be on your site!
You need life value boosting techs (machine guns, Nationalism and Imperialism, and medicine).
Proctecterate conquers an unciv and turns it into colonies of yours for small amounts of infamy.
Conquest conquers a civ and turns it into a state of yours for large amounts of infamy.
What benefits do the other cavalry have over the original?
Ignored: Nuril, videonfan, Pandi
Well, specifically: Conquest conquers one-state civs, and uncivs up to four states, for 20 infamy. If you're civilized, then Protectorate lets you conquer one-state uncivs for 8 infamy, until you get N&I after which you can use Protectorate on uncivs up to four states in size.
Nothing scares infantry like tanks that can see them. Nothing scares tank crews like infantry they can't see.
If you think someone's trolling, PM a moderator.
And a question:
I'm China. It's 1880. Why are almost all Manchu POPs outside Manchuria military personnel? (Not that I'm complaining much, since it means there are provinces that can support 40 brigades of Guards...)
Last edited by grommile; 14-11-2011 at 23:39.
Nothing scares infantry like tanks that can see them. Nothing scares tank crews like infantry they can't see.
If you think someone's trolling, PM a moderator.
Please help me with this. What is the factor that influence the amount of raw goods from a RGO ? Does it tie to tech and autocrat only? Do increasing the numbers of laborer in a RGO help with increasing the output raw goods?
Is there a way to change the system of government? I went from HM Government to a Presidential Dictatorship in Spain and I can't change the upper house or the ruling party or anything. I heard it was supposed to get more democratic as time went on but when I was King I allowed full voting rights and then this new reactionary thing took over and now I am presidential dictator and it took away all the rights I gave the people..
Only as a consquence of revolts (Jacobins make the country more democratic if they win, and Fascists, Communists, Reactionaries, and Anarcho-Liberals take complete control of the political system) or enacting the Vote Franchise series of reforms.
Given that working in RGOs is for the most part an economically inefficient use of your POPs, it's better to think of it as "the output increases the number of labourers/farmers required"; total world output of a given RGO good is limited by total world demand, and most RGO goods have more total worldwide production capacity than they do total worldwide demand. (Especially as more countries develop RGO output techs.)
Last edited by grommile; 15-11-2011 at 02:46.
Nothing scares infantry like tanks that can see them. Nothing scares tank crews like infantry they can't see.
If you think someone's trolling, PM a moderator.
What's about some rare resources such as oil, dye or rubber? Especially in early game, England gobbles up all the dye in the world and I have trouble finding raw for my regular clothes factory.
New question: should I close down bankrupted factory or just leave it there?
Well, dye is not a resource ... you can build a factory to produce it. The others, oil and rubber, come later in the game when some of the provinces switch resoruces.
Regarding bankrupted factories, I usually leave them ... and only close them down and remove them when they get in my way. Sometimes, they can be useful and profitable, depending, what happens later in the game.
What do the factories build then, with the two paint cans that are tipped over?