well as GB i don't think you need armored trains in england.You saw it too.
Though it's clearly a BAN on armoured trains. Why anyone would ban such a thing is beyond me.
but you need them in south africa.
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well as GB i don't think you need armored trains in england.You saw it too.
Though it's clearly a BAN on armoured trains. Why anyone would ban such a thing is beyond me.
Yeah you're right for Vic 2 - given the way goods move around markets via infrastructure though, it sounds much more realistic this time. Historically the trans-continental railways were huge for opening up the west to goods and people - if we had to build a railroad for the entire province of Saskatchewan I'm pretty sure Canada would just as soon not build a railway across the country lol.There was no real reason to do that on Vic2 anyway, their effects were state wide.
Or was that not the case for military units? It's the only exception I can think of.
Ikr? I see at least 4 different UI elements that could have potentially been sliders.Buttons and ticket mana?! SMH the mobilification is getting out of hand.
Ikr? I see at least 4 different UI elements that could have potentially been sliders.
I am not sure that will happen. Investors give a large chunk of the profits to the investment fund. The Player decides how to change the investment fund.
This is what I think. Trains prioritise cargo = increased infrastructure, trains prioritise passengers = more transport services provided, trains prioritise military = more supply throughput/faster mobilization/movement/less susceptibility to unrest/rebelsNot to be a downer at all but the "armoured train" image might not actually be anything to do with armoured trains but just a visual of "trains for military purposes"
That is to say that could be all about trains a logistics supporting supplies and transportation of troops.
Cities seem to be very dynamic in Vic3 as well, if you look at one of the screenshots form the "Art of Vic3" thread, you can see how different Paris is from the cities around it.My only gripe with that screenshot is how small those cities look. I've been spoilt by how beautiful the Imperator cities are, and how they grow on the map in relation to the size of the population. This may well be the case here too, but if it's more like CK3 I fear the cities may feel less alive because of it.
View attachment 730246
Picture lifted from reddit from a google search, credit to someone called Reman
Look at the varying sizes of the cities, and how the higher the population, the bigger the city. In a time period like Victoria, this really needs to be a thing to show the influx of population to the metropolitan centres.
Edit: Added in a screenshot that shows the cities in a nicer way
View attachment 730247
Thank you for that. If cities do truly grow dynamically on the map with population (and the buildings that are built) then that's very good news for me.Cities seem to be very dynamic in Vic3 as well, if you look at one of the screenshots form the "Art of Vic3" thread, you can see how different Paris is from the cities around it.
View attachment 730396
And not only regarding the city sprawl, but it looks like there's a lot of information we can infer just by looking at the city.
Paris, Reims and Rouen have upper class pops in the center, in Paris especially.
Saint Quentin and Creil are rural villages.
Amiens looks more like an industrial city.
There seems to even be several specific buildings in Paris, but I can't tell for sure what they are.
People are complaining a lot about building sizes and whatnot but this looks pretty good to me at conveying info at a glance and making each city feel alive and unique.
In comparison, Imperator's cities look very nice, but there isn't a lot of info to take away form just looking at them besides number of pops, even buildings aren't that well represented on map, except for forts.
Obviously the slider slider should be a game option as part of the game option to control the number of sliders in the game options. The slider slider slider, if you will. Because whenever there's a minute disagreement among players the best solution is always making it a game option to please everyone with a wide variety of lackluster mediocrity instead of focusing to just one set feature and making it the best it can be. Because having hundreds of game options will surely result in perfect game balance when they interact with each other and won't break anything.Worse, they clearly neglected to add a slider at the top to control the number of sliders.
Can we have a slider to decide how far the slider slider slider can slide so we can cap the slider to a maximum amount of slide if we wish?Obviously the slider slider should be a game option as part of the game option to control the number of sliders in the game options. The slider slider slider, if you will. Because whenever there's a minute disagreement among players the best solution is always making it a game option to please everyone with a wide variety of lackluster mediocrity instead of focusing to just one set feature and making it the best it can be. Because having hundreds of game options will surely result in perfect game balance when they interact with each other and won't break anything.