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Krylov Rocks

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Italian Unification can be achieved if another Italian minor gets overrun by redshirts (pan-italians rebels). Once the rebels enforce their demands, Sardinia gets an event to unify Italy, and if you're a great power, there's a 50-50 chance for you to get the event. But, if you're not part of the big 8, there's really nothing you can do. You can still do it the old way tho (some wars in the conquest of northern Italy). Good luck :p
 
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Aardvark Bellay

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Italian Unification can be achieved if another Italian minor gets overrun by redshirts (pan-italians rebels). Once the rebels enforce their demands, Sardinia gets an event to unify Italy, and if you're a great power, there's a 50-50 chance for you to get the event. But, if you're not part of the big 8, there's really nothing you can do. You can still do it the old way tho (some wars in the conquest of northern Italy). Good luck :p

Bugger all.

Well, thanks for the explanation. I could easily conquer the northern Italy rump state, but I'd still just be the Papal States. No Italy for me. Though I'm the #7 world power at this point, and "Italy" is in my Sphere! :O
 

Zavvnao

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I noticed that when I want to form a satellite, I can form ones from non-core provinces that seem randomly generated.

Can anyone explain the mechanics behind this and the random accepted cultures with these nations?

And example is why there is an option to release Angola, or I can release a large part of Asia as Baluchistan, but the primary culture is Bengali.
 

austrianemporer

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I noticed that when I want to form a satellite, I can form ones from non-core provinces that seem randomly generated.

Can anyone explain the mechanics behind this and the random accepted cultures with these nations?

And example is why there is an option to release Angola, or I can release a large part of Asia as Baluchistan, but the primary culture is Bengali.
Those are dynamic colonial dominions. The cultures aren't exactly random but they aren't great.
 
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austrianemporer

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Bugger all.

Well, thanks for the explanation. I could easily conquer the northern Italy rump state, but I'd still just be the Papal States. No Italy for me. Though I'm the #7 world power at this point, and "Italy" is in my Sphere! :O
You have to eat quickly and eat S-P especially quickly.
 
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Nerva

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On the Budget tab under Daily Income, there are pie charts for the three economic groups showing what needs are being met, and when I hover on the pie slices, the tooltip tells me "16.9% are getting their Luxury Needs", and then under that it lists "168.22k Artisans 71.51%" and "23.07k Clergymen 1.90%". I think I understand the first entry about the % that are getting their LN, but I don't understand what the latter two lines are telling me. When I hover over the Artisans and Clergymen, the tooltips both say that 0% are getting their Luxury Needs.
 

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When offering an Alliance, I see the tooltip sometimes says there is a "Distance" penalty -- as USA, I see there is a -12 distance penalty for an alliance with France and -50 for an alliance with Bengal. I'm curious, how is "distance" calculated? In the case of Bengal, I actually own the colony of Bihar that borders them... so apparently colonial territory doesn't count? If I owned a state near them, would that work? Or is it simply calculated based on the distance between capitals, and there's nothing I can do to change the distance penalty?
 

austrianemporer

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On the Budget tab under Daily Income, there are pie charts for the three economic groups showing what needs are being met, and when I hover on the pie slices, the tooltip tells me "16.9% are getting their Luxury Needs", and then under that it lists "168.22k Artisans 71.51%" and "23.07k Clergymen 1.90%". I think I understand the first entry about the % that are getting their LN, but I don't understand what the latter two lines are telling me. When I hover over the Artisans and Clergymen, the tooltips both say that 0% are getting their Luxury Needs.
I think it means that 16.9% of all artisans in the country, which is 168.22k, are getting their life needs.

I'm not sure though.

IDK about distance penality.
 

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Is there anything to be done about getting hit with endless Flu Pandemics? In my Japan game I'm now on my 5th one in the span of about 10 years. I looked at the event file after the first one and the trigger line for the event implies that it only happens if your poor strata has life needs below 90%, but every time it's happened only like 4% of my poor strata has been at partial life needs, so I have no clue what to make of that.
 

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When offering an Alliance, I see the tooltip sometimes says there is a "Distance" penalty -- as USA, I see there is a -12 distance penalty for an alliance with France and -50 for an alliance with Bengal. I'm curious, how is "distance" calculated? In the case of Bengal, I actually own the colony of Bihar that borders them... so apparently colonial territory doesn't count? If I owned a state near them, would that work? Or is it simply calculated based on the distance between capitals, and there's nothing I can do to change the distance penalty?

It's based off of capitals.
 

austrianemporer

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Is there anything to be done about getting hit with endless Flu Pandemics? In my Japan game I'm now on my 5th one in the span of about 10 years. I looked at the event file after the first one and the trigger line for the event implies that it only happens if your poor strata has life needs below 90%, but every time it's happened only like 4% of my poor strata has been at partial life needs, so I have no clue what to make of that.
Get Medicine.
 

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Is there anything to be done about getting hit with endless Flu Pandemics? In my Japan game I'm now on my 5th one in the span of about 10 years. I looked at the event file after the first one and the trigger line for the event implies that it only happens if your poor strata has life needs below 90%, but every time it's happened only like 4% of my poor strata has been at partial life needs, so I have no clue what to make of that.
Code:
mean_time_to_happen = {
		months = 3000
		modifier = {
			factor = 0.9
			NOT = { poor_strata_everyday_needs = 0.9 }
		}
		modifier = {
			factor = 0.9
			NOT = { poor_strata_life_needs = 0.8 }
		}
		modifier = {
			factor = 0.9
			NOT = {
				organic_chemistry = 1
			}
		}
		modifier = {
			factor = 1.5
			organic_chemistry = 1
So essentially, make sure the poor have their needs (impossibly hard), and get Organic Chemistry quickly (the modifier means it's 10% more likely to occur without it researched, and 50% less likely to occur once you have it).
Side note: Medicine only seems to affect the disease events associated with the "liberal rising" thing that most European countries get. Those disease events are pretty tame compared to the normal ones. Still, rushing Medicine should always be a priority anyway.
 

austrianemporer

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Code:
mean_time_to_happen = {
        months = 3000
        modifier = {
            factor = 0.9
            NOT = { poor_strata_everyday_needs = 0.9 }
        }
        modifier = {
            factor = 0.9
            NOT = { poor_strata_life_needs = 0.8 }
        }
        modifier = {
            factor = 0.9
            NOT = {
                organic_chemistry = 1
            }
        }
        modifier = {
            factor = 1.5
            organic_chemistry = 1
So essentially, make sure the poor have their needs (impossibly hard), and get Organic Chemistry quickly (the modifier means it's 10% more likely to occur without it researched, and 50% less likely to occur once you have it).
Side note: Medicine only seems to affect the disease events associated with the "liberal rising" thing that most European countries get. Those disease events are pretty tame compared to the normal ones. Still, rushing Medicine should always be a priority anyway.
Ah, thank you.

Yes, supply limit is always important because you can field larger armies in a single province meaning you win more battles because you have more men.
 

General WVPM

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Ah, thank you.

Yes, supply limit is always important because you can field larger armies in a single province meaning you win more battles because you have more men.
During battles units don't take attrition, thus you can pile them up after a battle started.
 

austrianemporer

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During battles units don't take attrition, thus you can pile them up after a battle started.
Yeah but an initial roll is very important and piling in troops breaks the army composition as artillery from the old army get shuffled to the front while new infantry pile into the back.
 

DesNibelungen

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How do I know when a factory does not need constant babysitting (subsidizing)? Right now, I keep all my factories on permanent full subsidies (bad strategy?), because if I don't, it seems like several of them close whenever my economy hits a rough patch, which takes them all the way back to level 1 and undoes all the work I did on them. I don't necessarily want to lose everything just because there's a temporary problem in a supply chain, or a war, or whatever. Is there a way to determine that a factory is "safe" from losing all its progress, so I can turn off the subsidies? Or any advice related to this would be appreciated....
 

brifbates

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How do I know when a factory does not need constant babysitting (subsidizing)? Right now, I keep all my factories on permanent full subsidies (bad strategy?), because if I don't, it seems like several of them close whenever my economy hits a rough patch, which takes them all the way back to level 1 and undoes all the work I did on them. I don't necessarily want to lose everything just because there's a temporary problem in a supply chain, or a war, or whatever. Is there a way to determine that a factory is "safe" from losing all its progress, so I can turn off the subsidies? Or any advice related to this would be appreciated....

There's not really any reason to turn off subsidies, ever, if you are allowed to use them. They won't come into play until they are actually needed and it is a lot less hassle to just click and forget than to try and keep checking.
 
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