BEST Economic Laws in Victoria 3
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- čas přidán 2. 06. 2024
- Laissez-Faire vs Interventionism
• Interventionism is a T...
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0:00 Intro
1:18 Extracting Wealth (Background)
5:37 Investment Pool and Ownership (Background)
9:00 Economic System
22:59 Trade Policy
25:13 Taxation
30:24 Land Reform
34:44 Colonization
37:30 Policing
39:27 Schooling
43:35 Health System
47:22 Summary
Tags:
Strategy Games, Victoria 3, Interest Groups, Economics, Production Methods, Colonization, Playing Tall, Landowners, Industrialists, Armed Forces, Intelligentsia, Carthage, Hannibal Barca, Suez Canal, Ottoman Empire, France, Russia, Universities, Canning, Arms Manufacturing, Quinine, Malaria, Rifling, Tooling Industry, Clippers, Small Arms, Cannons, Timber, Iron, Soft Wood, Hard Wood, Migration, Encouraging Migration, Customs Union, North Africa, Multiculturalism, Mercantilism, Oligopoly, Hannibal Barca, Colonization, Greener Pastures Edict, Maps, Resources, Japan, Nippon, Shogunate, Automation, Revolution, Civil War
Starting Steps, How to, Starting a Game, Beginning - Hry
Corrections: As Pelayla pointed out, the per turmoil in militarized police is per turmoil level, not per turmoil, making it considerably more attractive.
As mattheieucastellan pointed out, the IP increase from Industry Banned is not a percentage free money modifier, but is instead a flat modifier, making the base IPT 35% and the max free money modifier 7% (for capitalists under LF cap is 9%). This, I believe, makes it considerably more attractive, and perhaps even good on EIC/Qing early.
He also pointed out that coop ownership that all employees are the owners - which (iirc) is not how it used to work, but does mean that you eliminate a larger share of money going to the IP which is preferable.
Dude. This game is just too complicated with no decent explanations to find anywhere. I don't want to spend hours of youtube before I can play a nation without crashing it.
how do I encourage gov construction? I have a large investment pool but nothing is being built
Notes: Industry Banned does not improve aristocrat contribution efficiency, it increases the base contribution from 10 to 35, which is very different and much stronger. Heavy Industries are those which have a tier 1 PM which is capitalist owned (steel, engines, explosives, etc.).
Oh shit, I double checked the wiki and you're right. That's interesting. I'm not sure if it's necessarily stronger since you're not getting a free money modifier? Or I forget if the landowners have it on their IG bonus
@@generalistgaming normal landlords IG have a contribution bonus
@@generalistgamingHere in China, I believe some Qing 1b speedrunners are exploiting this law to save up massive amounts of investment pool before switching to laissez-faire and spending it all on iron frame buildings. You'll have to diasble autonomous investment pools though, don't want all that money to go into farms and plantations.
@@generalistgaming Amish Playthrough when?
Laissez-Faire is good until private queue builds 20 power plants in the middle of nowhere exhausting all infra and causing great hunger.
Tbf it will do that under interventionism too
@@generalistgaming but you will be able to downscale
Right but I think the wasted construction is the bigger problem than the wasted infra@@romanmakarov4973
Small notes:
Under cooperative ownership, the shopkeeper are not the owners. Every worker of a building are owners.
So it’s not that much about how much the shopkeeper reinvest.
The 35% is trivial because the reinvestment will tank and most of their dividend will be spent in consumer goods anyway
On taxes, land based taxation has much less impact on economy than capita, as peasant dont buy real goods
Also we need a comprehensive breakdown of SOL :p
Oof, I believe it used to use the full 5%. The shopkeepers still contribute, but just their share it looks like. In either case, it's a similar effect, but more preferable. Proportionately farmers will have a much bigger share of the 5%. I put both these notes in the corrections
38:40 you've misunderstood the "per turmoil" part of the modifier, it's per turmoil level (like moderate, high, and extreme) , and even then it doesn't appear to reach a number higher than the 2%. i tested it in debug and even with 100 turmoil and level 5 it's only giving 1.5% mortality to the state
I put this note in the pinned comments!
Another thing worth noting with religious schools is that it gives hidden attraction modifier for pops to join the devout. So more devout pop attraction + % modifier makes them extremly powerful and a pain in the ass to get rid of, you will basically have to downgrade schooling institution and supress them for a while. Also if you're european you can go private schools for memes and still have 100% education access everywhere with ericsson company until devs fix it(if they will). Also as this is bonus from company, not institution, it works in unincorporated states lol
*laugh in Chinese devout and their broken ig bonus*
@equilintogo5378 yeah they're the only good devout. You can also roll social democrat and easily pass institutions you would normally pass with trade unions. You would still need to suppress them and downgrade schools if you want to go commie tho
Your guides so far are awesome and help my current tun a lot. I also love that you front load your points without filler BS but you guled me until the end with your quality analysis. My fav content on Vic3 by far. ❤
For private sector construction allocation, I think you can just pause the main queue and 100% goes to the private queue. This way you can drain the investment pool, no matter what..
Love it that you tell us what is best from the start, if we dont have the time to watch whole video :)
It has to be worse for my retention, but that's how I'd rather the video be if I was the viewer
I think mercantilism better
exept if you have trade-agreement, you are the only one who can build because you can forbid the import of consumer good
In some game, the great power market's prevent my to build
So with mercantilism you have a better commercial balance -> import nothing, export all
Serfdom also blocks some qualifications (e.g. machinists), in case you don't hate it enough
Why is a higher private construction allocation a good thing considering that the AI will often overbuild specific goods or start building stuff you've got no use for at the time (AI building wheat-producing farms in places with opium is my personal favorite) and then just tank your economy? I found the private construction to be so bad, I tend to play with the option turned off entirely, and any potential free money benefit is significantly weaker in my eyes than having the ability to build things you actually need a lot faster and being able to benefit from them earlier.
Private construction as a game option isn't supposed to be equal to full player control, the game is balanced around private construction being turned on as a way of hamstringing the player. In the context of this, having high private construction allocation is good as it makes it easier to get full value from your investment pool (ignoring the bug which currently exists where government funds can be used to spend on private construction - this isn't supposed to happen)
@@rabidfurify I get the gameplay aspect and I'm aware of the bug, but I still don't quite see how there's any change with the investment pool. If I'm on full player managed construction, I still spend the entirety of the pool rather easily and usually subsidize construction out of government funds as well. I also tend to keep the actual investment pool sum higher because I'm maximizing profit, as opposed to tanking it and reducing the investment made.
I'm not saying the theory is wrong, I just don't quite understand it.
The short answer is that if your investment pool is backed up it allows you to utilize more of it and get more construction w/ same gov spending and that if it isn't backed up the extra allocation doesn't do anything. If you have private construction off it's irrelevant. If you want an in depth explanation click on the video in the description.
Who plays an economy simulator with private construction off? lmao just play sim city at that point.
@@garak55 I do, and I couldn't care less what a doorknob like yourself thinks about that. Grow up.
Would Industry Banned ever be valid to push on a colony? That's the only circumstance I can think of where it might make sense. (Though it probably doesn't make a whole lot of sense to build Colonial Administrations anyway as opposed to just keeping them as unincorporated states.)
In my tests, with bugged investment and restricted migration, you get a faster early GDP growth with interventionism. Because of build speed and being able to delete buildings to create high productive states.
Hey does anyone know if they're going to fix investment pool bug in the nearest future? Or what was the last patch in which it wasn't present? This bug really makes me now want to play the game, I played regularly for like 3/4 months at one point an then they introduced and I haven't played since because it's just so annoying to me
We will probably find out in the next dev diary before 1.6 drops
If I don't want to go worker coop, maybe I want to do a monarchy or religion run, would it be more optimal to switch to interventionism once my economy reaches the ~900 mil mark, or should I stay on laissez-faire? I feel like i'm not understanding the investment pool malice entirely
Stay on Laissez Faire. It won't change ownership, so interventionism would just lose you the bonus. Switch off from publically traded to privately owned might be a slight benefit.
How exactly is the Private Construction Allocation thing broken? Is it that thing where it will build it anyway and just make you pay for it?
Yes
Hopefully it gets fixed soon, although they haven't mentioned it for 1.6 and I guess 1.7 will be accompanying Spheres of Influence. 🙏 @@generalistgaming
I feel like interventionism will become a lot better with the ownership rework. While currently nothing is known, it was mentioned that you will be "forced" to give up your shares under laissez-Faire. So perhaps interventionism will become a good choice if you want to be between command economy and laissez-faire (which is what it's supposed to be)
Def something to keep an eye on. Devs mentioned that they're getting rid of the malus too, so CE might be cracked
Would private health insurance be better under cooperative ownership due to high SoL among everybody?
No because it has 33% less pollution reduction and the SoL bump only applies to the upper strata, of which there is none in coop. Upper strata isn't a wealth level, it's a category of jobs.
Before pollution impact it was much more worthwhile to have private healthcare.
After 1.5 it really is no contest.
Did you private the video on the best states in 1.5? Ive thought about what the best capital states are and am getting stumped about it.
If you are going for the standard Intelligentsia opening, any state with wood and sulfur will do, with the best ones (theoretically) including dyes and coal. Just build universities, art, and bureaucracy after that.
I just cant get myself to pass an ownership that uses more than the minimum amount of pops.
So, its best Laisez feire -> command economy (till 800M PIB) -> colectivized?
No, start laissez faire and then cooperative ownership. Command economy takes really late tech and by then you will probably be ready for cooperative ownership
@@adamik2271 it's okay, But I like to play with small and technologically backward countries and make them grow, I find it boring to play with the great powers, everything is already done
LF into Collective yeah. But technically if your GDP is really small CE is best. Hard to be that small by the time you can pass it tho
You should make an industry banned run
It’s currently polling well on Patreon
great
How does brother always have such massive economy when paying out the ass in interest?
How in hell do you get over 500 construction buildings? I struggle with 20.
Idk, practice
@@generalistgaming I'm doing the US, have the best laws, and am pumping out building as fast as I can, but it's a struggle just to have 20 construction buildings. Trying to use rail or donkeys the program says I will lose more money, so I'm not using them. I've no idea what I'm doing wrong.
So I love command economy. and in almost every game I can't get close to the 400m gdp :(
Command Economy might be why your GDP stagnates
@@generalistgaming neh. the problem was workforce. trust me!
@@generalistgaming What is it like when you get money from your puppets? That doesn't come at the expense of your own economy.
No, that's just free money (for you, your subjects pay for it)@@Sonnia-dh8mr
Almost as if command economy was bad for your economy. Looking at the history of the 20th century, it feels like it should be a no brainer.
[nodding cat gif]
Play Norway when
idk bad idea its a puppet under sweden its better to play sweden and puppet dnemark and form scandinavia
I liked the video, but I'm sad because you spoiled the end of the Roman campaign. 😢😢
Tutorials: Spoilin runs since the beginning! :(
Disagree with coop in this game. Sure it's great for sol but it brings you from 12 sol right into the 20's. The grind it takes with a capitalist system is much more satisfying. And a but more stable for sol aswell.
czcams.com/video/Gj0ckKbkSJc/video.html
One thing that is often overlooked is that Rural Folk are eligible for Communist, Vanguardist, and Anarchist leaders. Homesteading is an early way to have a stab at Council Republic and Multiculturalism (via Anarchism). I find as the USA, this doubly powerful since the RF for them prefer universal suffrage. If you research Socialism, Anarchism, and Feminism early with the USA, you can get quite a progressive society very quickly.
I agree but also think that you'll want commercial agriculture before you'd want to go council if you're minmaxing, but if you want to go council specifically then yeah, it's a good look.