Victoria 3 Economics with Paul Depre

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Balesir

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Can’t weight to conquer a numerically inferior nation, add the thirty percent of people who will placated to my gross happiness score then foment a rebellion that I will ruthlessly crush so the survivors have a net happiness score.
Shrug - if it's that easily gameable it's a flaw. I trust the designers will do a better job. Crushing rebellions and such doesn't generally kill all the population, it just makes everyone very, very unhappy/angry (even if kept subservient). Add to this the fact that zero-sum trades (generally intended to privilege specific groups) are a deadweight loss to the overall economy and it's clear why despotic government is always inferior to democracies which, while far from perfect, have mechanisms to ameliorate such things.
 
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I'm intrigued to know how the warning Paul gives us a minute in - that the money coming into the country will advantage and empower certain interest groups - actually plays out in the game. Money does buff their clout but I'm wondering how that money/clout is directed and if their having more money or raised clout has any effect on the game at present. Are there certain thresholds that buff the bonuses/maluses they give like estates in EU4?
I know atm I can't bribe them or interact with them in any way beyond picking for or against them in an event or two every decade, by putting them into or kicking them from governing (neither of which they mind in the least, which is odd), and by bolstering or suppressing their party, so I expect we'll get DLC filling this out a lot more. Has anyone seen them do anything beyond giving buffs and maluses when they hit certain thresholds in the game at the present? Can they spawn rebels or try to overthrow things?
 
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Well, this didn't age well. Too bad Vic3 economic gameplay is as dull and shallow as a mobile game. Nice video, though.

Granted, the economic system behind the economic game loop and gameplay is deep and interesting. But the actual player experience? They should have focussed on that and talked more about that. Because right now, it is hilariously simple: All you do is check the trade tab, then build the missing buildings, buy the missing resources, and repeat that over and over again. And eventually, after 40 years, my Australian GDP was higher than UK's. What a historical and realistic economic experience.

Maybe play other economy-based games instead, where the economic game loop is more fun to play? Because Vic3 is not fun to play as an economical building game. I am surprised that nobody at PDX noticed it? Those (currently) 65 % on Steam do not come from the horrible warfare system game design choice alone, right? The economic game loop is just not fun to play after a while because it is too simple for a PC game.
 
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Well, this didn't age well. Too bad Vic3 economic gameplay is as dull and shallow as a mobile game. Nice video, though.

Granted, the economic system behind the economic game loop and gameplay is deep and interesting. But the actual player experience? They should have focussed on that and talked more about that. Because right now, it is hilariously simple: All you do is check the trade tab, then build the missing buildings, buy the missing resources, and repeat that over and over again. And eventually, after 40 years, my Australian GDP was higher than UK's. What a historical and realistic economic experience.

Maybe play other economy-based games instead, where the economic game loop is more fun to play? Because Vic3 is not fun to play as an economical building game. I am surprised that nobody at PDX noticed it? Those (currently) 65 % on Steam do not come from the horrible warfare system game design choice alone, right? The economic game loop is just not fun to play after a while because it is too simple for a PC game.
Birtish market is quite easy to exploit, I recommend trying some minor nations that re not involved in big markets.

Playing any major nation just feels like cheating and is not fun to me.

America is fully broken, no wonder AI cannot unite it

Nothing to control spread of colonialism , its just click and wait.
quite many issues. but can be fun

6/10 Waiting for Patches and DLCs
Game needs one year in the oven, rushed release.
 
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I like to consider this an “early access”. The input of the player community is immeasurable compared to PDX own QA team.
 
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Unfortunately, an infinite-money-printing bug was created by the devs putting in a pricing error in the trading system which causes all trade routes to print money, even trading the same good back and forth in a loop. The underlying economic simulation is pretty solid but this deviation from it is game-breaking. The AI has already figured out how to abuse it... discussion of how to solve it by following the game's principles, making Convoys a normal good with a price, and making trade routes into normal factories, is at the following bug report.

 
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