Politics are the governing principles of the nation. Through laws and how you use them, you affect your nations path.
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Dang it. Back to very short video length, no in-depth explanations and hard to understand voice.
The previous 3 videos done by PartyElite were wonderful and I already miss him.
Well explained, though I think she should have taken (been given?) a bit more time for e.g. which issues are typically, if not necessarily always, supported by whom - not because it isn't obvious to many of us but because if we'Re talking a tutorial, that seems like good information to have.
The effects of the various laws could've definitively been covered as well!
I had trouble making out what she was saying enough to need to enable subtitles. Too often a few quickly spoken words melted together into something unintelligible.Longer/more in depth videos would be nice, but her voice isn't at all hard to understand? The video's really clear. Weird complaint.
In that case youre screwed and need to change production methods of Barracks to irregulars, unless you establish new trade or get really lucky. Which is fine. There's no reason that nations without either a domestic arms industry or stable arms imports from multiple countries should necessarily be able to beat a country that does have those things in open conflict. It also means that seeking the protection of a Great Power is a viable player strategy, instead of saying "I'm the player and thats for NPCs".i admire the nice gui the devs created and some suggestive tooltip information like this may escalate in a war.
Will be waiting to see how chosen option of army model plays out; as stated out before there might be some granularity here lacking.
As you should always be able to field a mixture of low and elite troops in case you prefer, not to mention elite only and having stockpile, oops there is no stockpile.
I will be waiting to see how this is reflected in game by the money, what happens if you have no national arms industry, and all trade get cuts of? Prime example of problem no stockpile, plz someone come with a realistic alternative what to do in this case (building hastely own arms industries doesn't count, who know you have no iron).
In that case youre screwed and need to change production methods of Barracks to irregulars, unless you establish new trade or get really lucky. Which is fine. There's no reason that nations without either a domestic arms industry or stable arms imports from multiple countries should necessarily be able to beat a country that does have those things in open conflict. It also means that seeking the protection of a Great Power is a viable player strategy, instead of saying "I'm the player and thats for NPCs".
The strategy instead would be to join the customs union of a larger market, use access to their goods to build your own industrial base and diversify your economy and develop your nation enough to have enough diplo capacity to start trade agreements and improve relations with other nations. Then when youre ready, declare independence.
Not for me - I didn't even need to reduce speed here to understand her clearly as a non-native English speaker (which I needed to do for the ones of PartyElite, while I had to mute Ezekiel Cohen and relied on subtitles). I guess its just subjective; everyone does a vid different and everyone listening/viewing has different preferences - and despite formentioned differences I'm thankful to all of the three that they do these videos, which help to shorten the waiting timeI had trouble making out what she was saying enough to need to enable subtitles. Too often a few quickly spoken words melted together into something unintelligible.
sorry but either you are paid by prdx to defend current game design or simply fail to grasp that having no stockpiles at all is is not the same as the attrition modifiers you mention. Because when two identical nations a and b separated from each other end up in a war of attrrition they will have equal attrition modifier which simply not the same as one of them is better prepared eg. has higher stockpile levels.@SvenskaSuper Of course you are limited in how you play. A game is a game instead of imagination or just interactive software because it is made of limitations. Limitations are only bad when theyre arbitrary and unfun.
The existence of stockpiles is already implied by certain parts of the game, e.g. when food becomes unavailable due to trade deficit, your pops dont all immediately starve in 2 weeks. When guns are no longer produced or imported, the efficacy of armies declines at a steady rate until its severely declined but not entirely gone, implying the existence of stockpiles that are being depleted at a certain rate. And then you can switch to Irregular PM for Barracks, suggesting scraping the bottom of the barrel and rationing the scraps to still put up some kind of fight.
Stockpiling is just not currently an interactive, player-directed part of gameplay. Right now you are arguing that it should be in the game because its absence makes it impossible to use a strategy from Vicky2. You need to instead demonstrate that it was common enough to the era to actively stockpile goods without selling or consuming them when theyre available, which I personally have no idea about, and then argue that this is important to represent in game.
I have no opinion about the removal or reimplementation of stockpiles eithet way.
Yes I am being paid, but if you want to negotiate a bit I will consider accepting your money instead to support the addition of stockpiles.sorry but either you are paid by prdx to defend current game design or simply fail to grasp that having no stockpiles at all is is not the same as the attrition modifiers you mention. Because when two identical nations a and b separated from each other end up in a war of attrrition they will have equal attrition modifier which simply not the same as one of them is better prepared eg. has higher stockpile levels.
Pops not dying immediately is a good attrition modifier to maskerade their personal stock levels but im not aiming to granularity on a pop stock level but for more broad meta metrics where strategical economic and investment is more reflected unfortunately for some hard to understand simple but again stupid concept of a stockpile.
Eg. a steel factory complex needs coal to keep doing its work.
Forget about vic2 the imbalance there because of stockpiling could be altered by a tiny change. But as you want to argue so hard and determined i can tell you that the i probably will not be the only player who doesnt like the absence of this game mechanic.
In that case thank you for your supportive quenching of a player voice
At least you admit, i cant afford you i think..Yes I am being paid, but if you want to negotiate a bit I will consider accepting your money instead to support the addition of stockpiles.
Check out "The Great War" creators with their series on WW1 on youtube - nations didn't have huge weapons stockpiles even when they were actively seeking war, because they expected any war wouldn't be more costly than the last - but unless it was just a skirmish it were.sorry but either you are paid by prdx to defend current game design or simply fail to grasp that having no stockpiles at all is is not the same as the attrition modifiers you mention. Because when two identical nations a and b separated from each other end up in a war of attrrition they will have equal attrition modifier which simply not the same as one of them is better prepared eg. has higher stockpile levels.
Pops not dying immediately is a good attrition modifier to maskerade their personal stock levels but im not aiming to granularity on a pop stock level but for more broad meta metrics where strategical economic and investment is more reflected unfortunately for some hard to understand simple but again stupid concept of a stockpile.
Eg. a steel factory complex needs coal to keep doing its work.
Forget about vic2 the imbalance there because of stockpiling could be altered by a tiny change. But as you want to argue so hard and determined i can tell you that the i probably will not be the only player who doesnt like the absence of this game mechanic.
In that case thank you for your supportive quenching of a player voice
I appreciate it that you see an ability to integrate stockpiles!Check out "The Great War" creators with their series on WW1 on youtube - nations didn't have huge weapons stockpiles even when they were actively seeking war, because they expected any war wouldn't be more costly than the last - but unless it was just a skirmish it were.
So adding the ability to stockpile weapons should defo be added as a law that's popular with jingoists but gives your nation infamy. (Since gathering that large stockpiles are an extremely warmongering act, akin to mobilizing - plus large parts of your country might prefer to see less guns and more butter.)
It seems concievable that there would be a mod adding buildings just called "Stockpile", and when prices get sufficiently low they consume a portion of different types of goods (military, food, raw material) depending on the production method activated. Im not sure if its possible to stop a building from immediately outputting, but if so the idea would be that when prices get prohibitively high, the stockpile sells them at the 0% rate instead of the current price.At least you admit, i cant afford you i think..
Ok anyway for now lets see what happens, maybe against all the odds a mod
It seems concievable that there would be a mod adding buildings just called "Stockpile", and when prices get sufficiently low they consume a portion of different types of goods (military, food, raw material) depending on the production method activated. Im not sure if its possible to stop a building from immediately outputting, but if so the idea would be that when prices get prohibitively high, the stockpile sells them at the 0% rate instead of the current price.
No idea if this is possible. Might make more sense to mod stockpiling as a capacity, with Stockpile buildings increasing stockpiling capacity by consuming amounts of money that match the 0% price of military goods. The higher the capacity, the lower the attrition penalties for not having a type of good. But this would be a very weird and probably messy intervention in the existing economic sim.