Thank you for the videos! I Would love it if you make a separate playlist for intermediate/advanced tips. So much on youtube only cover the basics and some of yours stand out.
Theres a big mistake. Taxation capacity is only important with enough wealthy pops. If there are only thousands of peasants in the state, the expenses in form of the salaries of the beareucrats and paper costs will be higher than the additional tax income. It's therefore better to build up an economy before government buildings in these states. Its also important to know that taxation capacity only affects taxes directly from pops such as income tax. Consumption taxes aren't affected. So it's better with countries with a lot of peasants and low taxation capacity like Russia China or Japan to collect money with consumption taxes or tarrifs.
Yes. I agree 100% in the early days but I'll let you in on China's omega power spike, RUSH A SKYSCRAPER. You get even a level 10 skyscraper and you can incorporate the whole country. Do a level 20 or 30 you can max every institution. 40? Why not go anned south China? You have the beurocracy for it. Your taxes go INSANE when you full incorporate all of China and if you were focused on your eco up until the point of scraping sky you should be double 2nd places gdp by this point and have more taxes coming in than any other nation. Kinda nuts what tripling (or more) the effect of your gov admin buildings can do.
Oh additionally I usually swap back to no paper on my gov admin buildings when I do this so I save another 40k on supplies and you STILL have plenty of admin
I really don't think switching to no paper is worth it. It will most likely devalue your paper industry, and you probably need to build more gov admin buildings to make up for the slightly lower bureaucracy per building, as you DEFINITELY don't want to be in negative bureaucracy, which (coupled with the greatly reduced tax efficiency and unprofitability of paper) probably won't give you large or even any more income, BUT MOST IMPORTANTLY waste construction time/money on building more buildings you wouldn't have to build otherwise.
@@erfarkrasnobay Ok maybe I was more thinking about China in this case. Due to a huge unindustrialized population, it starts out with barely any pop paper use compared to gov admin paper use 250 for pops and 2800 for gov admin haha. I mean you can probably still trade away your excess paper and maybe even make a profit (except as Japan, then you can't trade), even with the negative bureaucracy you'll have then, but you'll probably just have to reactivate it later anyway when your population grows or you want to level up institutions. In China, that's 3600 bureaucracy per institution level at the start of the game haha.
About Market access and infrastructure, it can be tempting to set railways to auto-expand, in overseas territories if you are ever convoy raided it hits the market access which leads to railways being built infinitely, I nearly bankrupted the British Empire with 850k in subsidies that just weren't necessarily
To add a further suggestion to your points about checking the strain on the economy before upgrading military units, I’ve found that it’s better to selectively upgrade specific armies rather than upgrade all at once. If you can’t afford the cost to upgrade your entire military, upgrading your main army commanded by your best general can be a less costly and more effective method
Jumbo, can you make a guide about construction? Like, how it works, how the roads maintenece help, what are the caps to building mutiple buildings at same time, etc
Not mobilize your general is nice but sometimes you need your general bonus just to defend a front, or crushing 1 front quickly to change the tide of the war before it gets out of hand.
I think that the technology research point is actually a bit more nuanced. In general, it's better to finish the current tech era before beginning on a second; however, sometimes you might be pushing for a particular early advantage (for me, it might be quinine or something). If you build enough universities, and your literacy is high enough, you can get enough active weekly innovation to seriously offset the additional cost for jumping tech eras. In addition, I believe that the formula for calculating how long a tech will take to research considers the number of unresearched techs from the prior era as a penalty to research time. This means that, if you only have a couple of unresearched techs left, you might only be looking at 33% more time to research an advanced tech that could give you a significant short term advantage.
Naval bases are like barracks in that they build quickly, but they staff *very* slowly. So don't be fooled into thinking you can quickly build up a navy before a war. Sure, you'll be able to have the bases themselves in short order, but it'll take quite a while before it's staffed enough to give you even a single flotilla. Don't ignore naval power, navies are important in Vic 3 - naval invasion can be powerful, and more importantly they're how you get more declared interests, allowing you to; trade with more nations, colonize, and increase your power projection.
A very important intermediary tip about the military not mentioned here is that your troops consume 60% more military goods when mobilized! So it's always advantageous to overproduce armaments and export them in peacetime, so that when you mobilize the trade routes become automatically unprofitable or you manually cancel them to properly supply your troops. The only tech that makes this easier is Military Statistics, which reduces the mobilization increase in military goods by 20%.
One exception to the "no era jumping," for tech is pan-nationalism (or potentially nationalism) if you need it for nation formation. That is the ONLY time it is worth doing IMHO. That and maybe the odd military tech when playing a GP and prepping for a fight with another GP
You don't even have to mobilize your generals for their troops to defend their home HQ territory. You should only mobilize if you need the general's troops to defend another front line or to attack.
The raj is definitely amazing. I haven’t played them, but I stole bengal and centered my entire industry in bengal. Bengal ended as like a billion gdp with like 3 million peasants employed and like level 50+ for most factories. God I kinda wanna play the raj and min max every single state to see how big of a number you can make.
those barracks are only using that much construction cuz they only have a week left, and they dont need anymore than what they have. otherwise they would be teh same as the others.
Honestly I feel like the politics system is really anaemic. When I play as the United States and I can not only abolish slavery but end segregation and have a Native American President all before 1850 with essentially no significant repercussions, it just feels kinda pointless. I suppose a common issue among most of the mechanics in the game is that the systems don't really do anything on their own. I'd much prefer it if political movements and governments passed their own laws, with the focus being more on trying to nudge it one way or the other, rather than just providing some half-hearted limitations on what choices you can pick.
Try playing a poor backward nation then, you only have 50 years to reform and develop your country to become a great power and 50 years to take over the world
following my vic 2 inner voice i banned slaver in USin the first 10 y managed to avoid a civil war then i even got a black president around 1953 (not sure how that was my doing ) then ALL of America rebelled. I decided to go to bed and deal with this on the morning. Sadly by habit i picked new game and never found out how that game ended
One thing I don't understand is the trade laws. Every time I make a trade agreement, I lose money. And if I choose free trade, the economy is ruined in no time. So why do they exist at all?
I do not yet fully understand how trade works, but there is two important things I know: In the trade routes menu, you should find a list of goods with high import and export potential, and gerenally, there might be some profitable goods to import or export. But also under your current trade routes (unless you have free trade), you can choose between 3 options, a balanced one, one with high import tarifs and one with high export tarifs, and a balanced middle one. Usually switching them can generate you quite a bit of money.
You lose money because it’s free trade. However this means goods should cheaper, so your pops will like it. They may consume more. The same with exports, they sell cheaper so pops should buy more, boosting profits. This is true in general for taxes. If you have money then you must do something with it. If your pops have it, they will consume.
Love your Vic3 tutorials, keep them coming!
Thank you SO MUCH!! ❤️
Thank you for the videos! I Would love it if you make a separate playlist for intermediate/advanced tips. So much on youtube only cover the basics and some of yours stand out.
Thank you!!
Theres a big mistake. Taxation capacity is only important with enough wealthy pops. If there are only thousands of peasants in the state, the expenses in form of the salaries of the beareucrats and paper costs will be higher than the additional tax income. It's therefore better to build up an economy before government buildings in these states. Its also important to know that taxation capacity only affects taxes directly from pops such as income tax. Consumption taxes aren't affected. So it's better with countries with a lot of peasants and low taxation capacity like Russia China or Japan to collect money with consumption taxes or tarrifs.
Yes. I agree 100% in the early days but I'll let you in on China's omega power spike, RUSH A SKYSCRAPER. You get even a level 10 skyscraper and you can incorporate the whole country. Do a level 20 or 30 you can max every institution. 40? Why not go anned south China? You have the beurocracy for it. Your taxes go INSANE when you full incorporate all of China and if you were focused on your eco up until the point of scraping sky you should be double 2nd places gdp by this point and have more taxes coming in than any other nation. Kinda nuts what tripling (or more) the effect of your gov admin buildings can do.
Oh additionally I usually swap back to no paper on my gov admin buildings when I do this so I save another 40k on supplies and you STILL have plenty of admin
I really don't think switching to no paper is worth it.
It will most likely devalue your paper industry, and you probably need to build more gov admin buildings to make up for the slightly lower bureaucracy per building, as you DEFINITELY don't want to be in negative bureaucracy, which (coupled with the greatly reduced tax efficiency and unprofitability of paper) probably won't give you large or even any more income, BUT MOST IMPORTANTLY waste construction time/money on building more buildings you wouldn't have to build otherwise.
@@alexandererhard2516 pops also consume paper
@@erfarkrasnobay Ok maybe I was more thinking about China in this case.
Due to a huge unindustrialized population, it starts out with barely any pop paper use compared to gov admin paper use
250 for pops and 2800 for gov admin haha.
I mean you can probably still trade away your excess paper and maybe even make a profit (except as Japan, then you can't trade), even with the negative bureaucracy you'll have then, but you'll probably just have to reactivate it later anyway when your population grows or you want to level up institutions.
In China, that's 3600 bureaucracy per institution level at the start of the game haha.
About Market access and infrastructure, it can be tempting to set railways to auto-expand,
in overseas territories if you are ever convoy raided it hits the market access which leads to railways being built infinitely, I nearly bankrupted the British Empire with 850k in subsidies that just weren't necessarily
To add a further suggestion to your points about checking the strain on the economy before upgrading military units, I’ve found that it’s better to selectively upgrade specific armies rather than upgrade all at once. If you can’t afford the cost to upgrade your entire military, upgrading your main army commanded by your best general can be a less costly and more effective method
Jumbo, can you make a guide about construction? Like, how it works, how the roads maintenece help, what are the caps to building mutiple buildings at same time, etc
Not mobilize your general is nice but sometimes you need your general bonus just to defend a front, or crushing 1 front quickly to change the tide of the war before it gets out of hand.
I love these videos. Please make more of them. Thank you and take care
I think that the technology research point is actually a bit more nuanced. In general, it's better to finish the current tech era before beginning on a second; however, sometimes you might be pushing for a particular early advantage (for me, it might be quinine or something). If you build enough universities, and your literacy is high enough, you can get enough active weekly innovation to seriously offset the additional cost for jumping tech eras. In addition, I believe that the formula for calculating how long a tech will take to research considers the number of unresearched techs from the prior era as a penalty to research time. This means that, if you only have a couple of unresearched techs left, you might only be looking at 33% more time to research an advanced tech that could give you a significant short term advantage.
Naval bases are like barracks in that they build quickly, but they staff *very* slowly. So don't be fooled into thinking you can quickly build up a navy before a war. Sure, you'll be able to have the bases themselves in short order, but it'll take quite a while before it's staffed enough to give you even a single flotilla. Don't ignore naval power, navies are important in Vic 3 - naval invasion can be powerful, and more importantly they're how you get more declared interests, allowing you to; trade with more nations, colonize, and increase your power projection.
I'm gonna know so many useful tips whenever I eventually buy the game
don't buy it right now. Wait for dlc
@@LIANEGEE1 I'm gonna wait for Christmas sales probably, or black Friday
A very important intermediary tip about the military not mentioned here is that your troops consume 60% more military goods when mobilized!
So it's always advantageous to overproduce armaments and export them in peacetime, so that when you mobilize the trade routes become automatically unprofitable or you manually cancel them to properly supply your troops. The only tech that makes this easier is Military Statistics, which reduces the mobilization increase in military goods by 20%.
thanks!
One exception to the "no era jumping," for tech is pan-nationalism (or potentially nationalism) if you need it for nation formation. That is the ONLY time it is worth doing IMHO. That and maybe the odd military tech when playing a GP and prepping for a fight with another GP
You don't even have to mobilize your generals for their troops to defend their home HQ territory. You should only mobilize if you need the general's troops to defend another front line or to attack.
The raj is definitely amazing. I haven’t played them, but I stole bengal and centered my entire industry in bengal. Bengal ended as like a billion gdp with like 3 million peasants employed and like level 50+ for most factories. God I kinda wanna play the raj and min max every single state to see how big of a number you can make.
those barracks are only using that much construction cuz they only have a week left, and they dont need anymore than what they have. otherwise they would be teh same as the others.
yo pixel can you explain why Bahrain can't attack via land either of its 2 neighbors that share borders with it? im stumped. or maybe its just bugged?
The Ottoman Empire is extremely difficult to play lol. I have been paying the ottomans since the game was released now about 8 attempts lol
It takes time for soldiers to get into generals unit though.
Honestly I feel like the politics system is really anaemic. When I play as the United States and I can not only abolish slavery but end segregation and have a Native American President all before 1850 with essentially no significant repercussions, it just feels kinda pointless. I suppose a common issue among most of the mechanics in the game is that the systems don't really do anything on their own. I'd much prefer it if political movements and governments passed their own laws, with the focus being more on trying to nudge it one way or the other, rather than just providing some half-hearted limitations on what choices you can pick.
Depends on what country one places. China is a bit harder for passing certain laws.
Try playing a poor backward nation then, you only have 50 years to reform and develop your country to become a great power and 50 years to take over the world
When will u upload next Korea EP.
following my vic 2 inner voice i banned slaver in USin the first 10 y managed to avoid a civil war then i even got a black president around 1953 (not sure how that was my doing ) then ALL of America rebelled. I decided to go to bed and deal with this on the morning. Sadly by habit i picked new game and never found out how that game ended
wow
deserves an update. very outdated.
One thing I don't understand is the trade laws. Every time I make a trade agreement, I lose money. And if I choose free trade, the economy is ruined in no time. So why do they exist at all?
I do not yet fully understand how trade works, but there is two important things I know:
In the trade routes menu, you should find a list of goods with high import and export potential, and gerenally, there might be some profitable goods to import or export.
But also under your current trade routes (unless you have free trade),
you can choose between 3 options, a balanced one, one with high import tarifs and one with high export tarifs, and a balanced middle one.
Usually switching them can generate you quite a bit of money.
You lose money because it’s free trade. However this means goods should cheaper, so your pops will like it. They may consume more. The same with exports, they sell cheaper so pops should buy more, boosting profits.
This is true in general for taxes. If you have money then you must do something with it. If your pops have it, they will consume.
I thought these tips were more elaborate, they're more for beginners.
Beginners like you