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Brynjar

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I dont think the US could reach maximum extraction of coal and iron in 1936.
That's a self contradictory statement...
If they couldn't reach it, the maximum at the time was lower. Unless you think the maximun should be extracting all the coal instantly, which would turn Vic 3 into a sci-fi game.
 
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Vieras

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I think the main problem is that developers were afraid of making this game too hard because people would complain how 'litterally unplayable' it is. So they made it too easy and limits of growth are not what they are supposed to be.

There is no great depression, no serious famines, Germans are not melting church bells to make bombs. Instead Russian proletariat wants porcelain, every farm uses chemical fertilizers and every lumber mill is automated.
 
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PikeStance

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I think the main problem is that developers were afraid of making this game too hard because people would complain how 'litterally unplayable' it is. So they made it too easy and limits of growth are not what they are supposed to be.

There is no great depression, no serious famines, Germans are not melting church bells to make bombs. Instead Russian proletariat wants porcelain, every farm uses chemical fertilizers and every lumber mill is automated.

Paradox's Model is to create a simple base game. It is from that they had complexity. Giving a game simple and easy-to-understand mechanics is essential to building a strong player base. From there they had additional elements to make the game more challenging. Stellaris and HOI4 were exactly like this.

In every aspect of the game, it is simple. Technology is a hodgepodge of ideas. Moreover, you are bound to finish it before the end of the game.

There are a few mods that add banking. I personally think that this is something that will be added later.

some already complained that the interaction with IG is too unpredictable. To me, it is rather simplistic. I would like to see additional IS, like a women's interest group. This would add more complexity. IGs do not always join a single party. The game already has an event when IGs splinter into factions. Moreover, a Women's IG can have both progressive and traditional viewpoints. I suspect this level of complexity will eventually come, but this is the last thing you want if you want people to purchase the game. Get them hooked when the mechanics are oversimplified.

I don't think fear is the motivation, but a savvy model. I know I came into EUIV late, I manage to somewhat grasp the level of complexity, but then they added a bunch more stuff and I have been intimated ever since. If I was there on the ground floor, I probably would still be playing it. Anyway, I came to Paradox because of Vic2. So, I want to keep up LOL.
 
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0watcherinthewater0

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For some reason the devs decided wealthy pops should consume a million fancy chairs rather than transition any of their consumption to less resource-intensive services.

and also factories apparently just throw away resources the more advanced they get, contrary to all logic.
 
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Oktobermensch

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The finitude exists, but we have outpaced that with technology for the last 200 years. It's not a problem in the game's timeframe.
you're right, but to be pedantic, Malthusian economics does exist insofar as Malthus was a person who wrote a book about economics - it's just *wrong* about the looming finitude of resources
 

TSD

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limits of growth are not what they are supposed to be.
I don't know if they wanted to make it easier or they didn't play it enough themselves to realize how easy it is.

I mean 1BN GDP is a medium achievement. I got nearly 2BN my first playthrough not knowing what the hell I was doing. It also wasn't supposed to be a "map painting game" Like, lol what? Once you get your economy going map painting is a breeze. I was not nearly as willy nilly about exceeding the infamy cap in vicky 2 as 3. I actually feared the other GP's coming at me in containment wars if I flew too close to the sun. In this game? Ha. Come at me bro. The thing is you could get to that point in vicky 2 as well, but not typically as early as you can in this game, by like the 1850's if I start as a GP I don't care about infamy anymore and the extra radicals don't even matter if you rush your law enforcement and home affairs.
 
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Linusz

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I kept on playing a bit and the fun is just gone. I sit on a -40k lead deficit, no way to redeem this. With this situation, there really is no point in keep playing beyond 1880/90 with larger nations. Which is really sad, because it is only half the time span the game covers.
 

TSD

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I kept on playing a bit and the fun is just gone. I sit on a -40k lead deficit, no way to redeem this. With this situation, there really is no point in keep playing beyond 1880/90 with larger nations. Which is really sad, because it is only half the time span the game covers.
Did you conquer any territory outside Germany? On my current US playthrough I have a nearly 10 billion GDP in 1930 and my worst deficit is like 10k oil, but its barely impacting the price and there are still oil territories I can conquer. Literally other than oil I still have plenty of iron, coal, sulfur, wood, Lead etc. I can build.

I mean, thats kind of the point, you run out of a resource and you have the option of trading/conquest to get it. I mean looks like you said you expanded into china....but where else? Were you targeting areas that have resources you are thirsty for?
 
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iquabakaner

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Resources should be changed to use a soft-cap based on diminishing returns. e.g., a province with 25 wood could be built to 100, but each additional level above the cap is less productive. That would be more realistic than the linear increase with tiny hard caps we have now.
I like this idea. Perhaps each level above the soft cap would increase in cost like in many other paradox games.
 

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With this situation, there really is no point in keep playing beyond 1880/90 with larger nations.

While I would agree that there is something off about late game economies, playing past 1890 is perfectly feasible as Germany:


There's something complicated going on with AI economies that is causing some of the issues you are having.
 
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Bearjuden

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That's a self contradictory statement...
If they couldn't reach it, the maximum at the time was lower. Unless you think the maximun should be extracting all the coal instantly, which would turn Vic 3 into a sci-fi game.
If you know of ten mountains with coal in them, but it's most profitable for you to mine only four because demand doesn't exist for more, you're not extracting the most that you could. Despite having the tech, manpower, whatever, there's just no need; it would only harm profits so there's not more coal being mined.

That's not contradictory. Maximum extraction doesn't mean here the most you have taken; it's the most you could possibly take. The most the land itself has to offer. The US got nowhere near that limit for basically any resouce.
 
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PedroLuiz

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I feel historically Japan is the most extreme case of resource shortages.

In game resource shortages happen to every country, not just Japan though. Historically it was very rare for peak production in anything to happen in the late 1800s (whaling stands out). For example the wiki says that in the USA coal production doubled every decade until 1890.

In the Uk the data on coal production looks more like this (source https://www.gov.uk/government/stati...-coal-production-availability-and-consumption)
1853-186272
1863-1872106
1873-1882140
1883-1892173
1893-1902207
1903-1912258
1913-1922245
1923-1932237
1933-1942225
There was a small decline in UK coal production near the end of the game. However in another tab of that spreadsheet you can see that domestic consumption continued to rise until the 1950s (except for a minor dip from the great depression). Production only slowly fell because exports fell more than domestic demand increased. So the problem wasn't that there were no more coal to be mined, or that people in the UK wanted less coal. The problem was that other people started mining their own coal and didn't need to import British coal anymore.

British grain production did decrease during the middle of the time period, but that was due to imports from the USA rather than shortage of land (https://en.wikipedia.org/wiki/Great_Depression_of_British_Agriculture). In game you don't get enough convoys to do that kind of trade. I'm tempted to mod a large increase to the number of convoys per port (or decrease the number needed) to encourage more trade like that.
Please use value rather than ammount for comparison since it fits the games economy bettet
 

Linusz

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Did you conquer any territory outside Germany? On my current US playthrough I have a nearly 10 billion GDP in 1930 and my worst deficit is like 10k oil, but its barely impacting the price and there are still oil territories I can conquer. Literally other than oil I still have plenty of iron, coal, sulfur, wood, Lead etc. I can build.

I mean, thats kind of the point, you run out of a resource and you have the option of trading/conquest to get it. I mean looks like you said you expanded into china....but where else? Were you targeting areas that have resources you are thirsty for?
I own half of Afrcia and half of Indonesia. I started to conquer Chinese Lands to get the crops out. Did same in India. So far for all you can grow organically.

The problem is, one or more or even 5 provinces more of wood or lead are just like a water drop on lava. It evaporates. The growth exceeds everything what is available on the map. The only way I see one could attend this, despite touching growth (which is almost impossible how the game is designed) would be to remove all caps on raw production buildings. Just make it umlimited with more or less sever diminishing returns depending on the province to highlight historical very rish deposits.
 
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aclover

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I feel it'd be interesting if resource discovery chance applied to everything, and allowed you to expand your harvesting operations more as the time goes by.
 
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