watched so much complicated videos about the game, that i doenst understand what to do. Your Video is on of the best i ever as. Its tells me what to do instead of explainen how the game works. As an Apprentece you also need to know what to do first, before you can work to understand how things running. Very good Video A+
Thank you so much! I am very critical of myself and thinking “nobody wants to see this” so your words are important for me. Good to hear! I love Vick and want to keep it alive!
The best video explained so much. I've put about 20 hours in and have no idea how it all really worked. I just upgraded and hoped for the best but this has helped me so much, great job, great video and really clear delivery 😊
I think it would be cool to have a layer that makes cultures more impactful than they are now. I suppose the game only runs for a century or so as it is, but it would be cool if pops of a culture producing a good for a decade or so made them better at producing that good. That way we could get things like Cornish miners being valuable immigrants to attract and things like that.
That is a really neat idea! Specialization is definitely something that is historical and is not adressed properly. Paradox made a meager attempt with the introduction of "companies" but this did very little to distinguish you any other nation making the same clothes, furniture or explosives. Swedish steel, American cars or Danish meat could become famous. Maybe certain goods can get "famous" in the world so other countries are willing to pay a premium if you export it. Something like that and/or your suggestion would really add to the game.
I think army composition, when to start investing and how to get the best modifiers! Perhaps the differences between laws and their impact at the time of a war.@@thetechnocrat6763
Just finished the video, it was really helpful. For me personally, it would be interesting to know, what each of those does, and maybe what the optimal setup could look like. But I dont know, if it is relevant for other viewers
considering what is more/less important in the long haul would it be more important to have as many people working rather then efficiency? for example Russia has a large pop and massive lumber potential around Moscow and limited tool production, would it be better to invest tools into iron mines and construction to get tool industry moving for self sufficiency? i imagine capitalists would come up quick just by building anything that uses wood
So that is basically what efficiency is, how quickly can I get my pops a real job. Yes you want to go into iron mines, tools and coal mines but not until you have atmospheric engines. You are better of importing iron until that point. From there, do a tools, lumbermill, iron and coal mix until you reach steel.
@@thetechnocrat6763 i thought you meant industrial efficiency, so it's more important to operate on industrial efficiency then to get more pop into a real job? every time you upgrade process you lose labourers and get some higher strata people, but the peasants would have a easier time getting labourer jobs so cutting out tools from sawmills means they move more pop to labourer and free up tools for mines which use tools and labour at it's lowest levels and your expanding sawmills anyway and increasing production i'm not sure what i'm missing
@@ScreamingSturmovik Ok so in the early game, CONSTRUCTION efficiency is the most important, as in, the most gdp created per construction used. Using tools in lumber camps, as in the sawmill production method, does not decrease the amount of laborers it employes, it makes it use 5 tools to increase output by 100%. So huge net profits. Which means it is one of the best buildings to give pops a real job. Hence you do not lose laborers. The PM “simple forestry” is so inefficient it is worth building tools in tangent with sawmills. Or did I misunderstand you?
@@thetechnocrat6763 i started playing a game after last comment and there IS a reduction in labours but they are replaced by machinists (lvl 1 SF 4500 labours/lvl 1 SM 4000 labours, 500 machinists) each lvl will need more of each (pulled numbers from V3 wiki) IF you stay with SF while expanding (easiest to build right?) it WILL produce less lumber per lvl vs SM BUT should bring in more low skill pops (peasents-->labourer) freeing up tools for construction and mines (both require tools) possibly also building other factories like paper mills to employ higher skilled labourers IF there is a surplus of timber so that brings me back to the core of my question, is it more important to maximize material produced OR maximize pop employment, my example was Russia which has massive timber benefits around Moscow but is short on iron and tools with a huge amounts of tools going to forestry so maybe choosing between a shortage of tools (hard to expand) or lumber (easy to expand)
Thank you! Yeah military depends greatly on what your goals are and what your opponents are. You will however spend forever and a lot of money building barracks if you don't have an atleast decent construction sector, so get some basic economy down like sawmills.
Are you Tebix? Is there anyway I could get your workshop mods outside of steam? I don’t have a copy of vic on steam. The amount of effort I have to do to get mods outside of steam is insane.
You should listen to Generalist Gaming a bit more, especially if you are using his spreadsheet. Getting rid of peasants by almost any means is a positive. Sending them to farms is fine but there are better options out there. You soent a full monute saying NOT to build farms at all.
I like this video. I have to add that you could put some functions on the screen. If you are implicitly talking about opportunity costs or incremental costs, that needs to be taken out of the second row of the spreadsheet you are presenting. You could add to the content of the video by entering the calculations in front of the audience. If it is a general negative in game mechanics, you could name it and also note it. same thing with positives, goals, milestones ect.
Sorry for asking a really stupid question but why is mining gold important? I think they are good jobs/profitable when you are in an area that has them, but why are they so important to get in the late game?
That is no stupid question at all! You are correct that gold is not "important" in that sense since gold is not an important input for anything, but it gives you so much money it gives you a lot of flexibility. Lower taxes to pass laws and stronger economy. Finance your wars. Increase construction even more. In the mid to lage game you looking for colonies and expansion and gold is a good reason to choose that particular state.
Authority is really important in thee early game and also kinda important in the late game so intelligentsia is not that great tbh :D(In multiplayer as in singleplayer you have way more states). i agree with the industrialsts which is also why wood buildings are so important. Also Slavery is kinda based as Brazil :D
I just wish aristocrats would build rice farms, opium or cotton+silk instead of fucking banana plantations everywhere. My god dude it's so frustrating. and wow that's not even the half of it, seeing this. Hopefully they will stop that in the coming update. deleting arable land is nice information though. Is that why they don't go back to subsistence while being unemployed? I subsistence just disappeared when they left. I didn't know that's what was happening, but was wondering why. I was looking for this answer. I couldn't build fast enough to give them jobs.
It is often one of the reasons yes! Building farms deletes subsistence farms. If you are running a really prosperous, big nation these population booms can be an issue. This is a good issue to have though. Dont be afraid to deficit spend a bit, increase that construction sector, and build "cheep" buildings first like logging camps or mines. In your colonies you don't really care about aristocrats or unemployment so build stuff like plantations, especially opium, use that money to fuel the construction sector at home.
@@thetechnocrat6763 You are not the first to suggest this. I've seen disaster saves with a big population unemployment problem. I know it's a common mistake to not build enough. I tried deficit spending, but it didn't work at first. I failed several times because I went to hard, I couldn't stick the landing. I could not outpace the interest yet as a minor power. Until I let the private investment build increasing the economy until they were empty and I focused on becoming a major power by building military, then recognized and then on construction goods. I have the hang of it now, I can outpace the interest and other costs easily. 1 big populated state is now fully employed. The private investment built 17 bananas though... almost half the state agriculture potential...
watched so much complicated videos about the game, that i doenst understand what to do. Your Video is on of the best i ever as. Its tells me what to do instead of explainen how the game works. As an Apprentece you also need to know what to do first, before you can work to understand how things running. Very good Video A+
Thank you so much. This is exactly what I was aiming at achieve, to reach out, so I take this as a huge compliment!
I think we should have a small recap🤣
The best and most comprehensive video on Victoria 3 I have seen to date - great work! This game has really been growing on me recently.
Thank you so much! I am very critical of myself and thinking “nobody wants to see this” so your words are important for me.
Good to hear! I love Vick and want to keep it alive!
The best video explained so much. I've put about 20 hours in and have no idea how it all really worked. I just upgraded and hoped for the best but this has helped me so much, great job, great video and really clear delivery 😊
Honesly a really good summary of all the wisdom generealist has imparted upon us, this was really nice!
Thank you that is a great compliment! I am student of his teachings and am happy to pass them on!
Ck3 : get domains = money
Vic 3 :
Haha, kind off!
Reverse is true for dynastic mechanics
I think it would be cool to have a layer that makes cultures more impactful than they are now. I suppose the game only runs for a century or so as it is, but it would be cool if pops of a culture producing a good for a decade or so made them better at producing that good. That way we could get things like Cornish miners being valuable immigrants to attract and things like that.
That is a really neat idea! Specialization is definitely something that is historical and is not adressed properly. Paradox made a meager attempt with the introduction of "companies" but this did very little to distinguish you any other nation making the same clothes, furniture or explosives.
Swedish steel, American cars or Danish meat could become famous. Maybe certain goods can get "famous" in the world so other countries are willing to pay a premium if you export it. Something like that and/or your suggestion would really add to the game.
Thanks for the explanation! I was missing a video like this
If you make a video about war and expansion in Victoria III you assured my like haha
That is good to hear! You are welcome
@@aleistotelesWhat specifically about war and expansion do you feel like needs elaboration?
I think army composition, when to start investing and how to get the best modifiers! Perhaps the differences between laws and their impact at the time of a war.@@thetechnocrat6763
So late game get rubber and oil. Got it. Thanks
Yes but remember that the bulk of your economy should be factories with PMs that has A lot of automation!
The best video about any strategy game I've ever seen
That is to much of a praise friend, thank you so much.
Great video. I'd love to see some lets plays. By the sound of it you sould like a good fit for a Sweden run... xD
great video
Thank you!
Can you do a video about the laws you should focus on to buid a strong economy? I struggle to understand what some of them do
I have considered it! I touch on it briefly in this video, you feel you need a deeper look?
Just finished the video, it was really helpful. For me personally, it would be interesting to know, what each of those does, and maybe what the optimal setup could look like. But I dont know, if it is relevant for other viewers
considering what is more/less important in the long haul would it be more important to have as many people working rather then efficiency? for example Russia has a large pop and massive lumber potential around Moscow and limited tool production, would it be better to invest tools into iron mines and construction to get tool industry moving for self sufficiency? i imagine capitalists would come up quick just by building anything that uses wood
So that is basically what efficiency is, how quickly can I get my pops a real job. Yes you want to go into iron mines, tools and coal mines but not until you have atmospheric engines. You are better of importing iron until that point. From there, do a tools, lumbermill, iron and coal mix until you reach steel.
With the emphasis on sawmills still.
@@thetechnocrat6763 i thought you meant industrial efficiency, so it's more important to operate on industrial efficiency then to get more pop into a real job? every time you upgrade process you lose labourers and get some higher strata people, but the peasants would have a easier time getting labourer jobs
so cutting out tools from sawmills means they move more pop to labourer and free up tools for mines which use tools and labour at it's lowest levels and your expanding sawmills anyway and increasing production
i'm not sure what i'm missing
@@ScreamingSturmovik Ok so in the early game, CONSTRUCTION efficiency is the most important, as in, the most gdp created per construction used. Using tools in lumber camps, as in the sawmill production method, does not decrease the amount of laborers it employes, it makes it use 5 tools to increase output by 100%. So huge net profits.
Which means it is one of the best buildings to give pops a real job. Hence you do not lose laborers. The PM “simple forestry” is so inefficient it is worth building tools in tangent with sawmills.
Or did I misunderstand you?
@@thetechnocrat6763 i started playing a game after last comment and there IS a reduction in labours but they are replaced by machinists (lvl 1 SF 4500 labours/lvl 1 SM 4000 labours, 500 machinists) each lvl will need more of each (pulled numbers from V3 wiki)
IF you stay with SF while expanding (easiest to build right?) it WILL produce less lumber per lvl vs SM BUT should bring in more low skill pops (peasents-->labourer) freeing up tools for construction and mines (both require tools)
possibly also building other factories like paper mills to employ higher skilled labourers IF there is a surplus of timber
so that brings me back to the core of my question, is it more important to maximize material produced OR maximize pop employment, my example was Russia which has massive timber benefits around Moscow but is short on iron and tools with a huge amounts of tools going to forestry so maybe choosing between a shortage of tools (hard to expand) or lumber (easy to expand)
Great video! At what point do you prioritize building up your military?
I would say the moment that you see that you will be going against Great powers. It generally depends on what country you're playing
Thank you! Yeah military depends greatly on what your goals are and what your opponents are. You will however spend forever and a lot of money building barracks if you don't have an atleast decent construction sector, so get some basic economy down like sawmills.
Where can I find the spreadsheet??
Very useful video, byw
Thank you! You can find it in the description!
Are you Tebix? Is there anyway I could get your workshop mods outside of steam? I don’t have a copy of vic on steam. The amount of effort I have to do to get mods outside of steam is insane.
You should listen to Generalist Gaming a bit more, especially if you are using his spreadsheet. Getting rid of peasants by almost any means is a positive. Sending them to farms is fine but there are better options out there. You soent a full monute saying NOT to build farms at all.
P sure he's just saying not to do it in the early game so you have the opportunity to get out of shitty laws
learned a ton... this is a hard game for me
@@espesq it is a complicated game! Stick to it and keep playing
what mod are you using that shows that info at the bottom of the state screen?
This is vanilla and I am not using any mods. I might have run the fame in debug mode for that video.
@@thetechnocrat6763 oops, my bad
I like this video.
I have to add that you could put some functions on the screen.
If you are implicitly talking about opportunity costs or incremental costs, that needs to be taken out of the second row of the spreadsheet you are presenting. You could add to the content of the video by entering the calculations in front of the audience.
If it is a general negative in game mechanics, you could name it and also note it. same thing with positives, goals, milestones ect.
All good suggestions! Thank you
Can you please share link your document showing?
It's in the video description!
@@thetechnocrat6763 ow, thanks, btw which sheet? i see it different with you showing
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Tack så mycket!
Sorry for asking a really stupid question but why is mining gold important? I think they are good jobs/profitable when you are in an area that has them, but why are they so important to get in the late game?
That is no stupid question at all! You are correct that gold is not "important" in that sense since gold is not an important input for anything, but it gives you so much money it gives you a lot of flexibility.
Lower taxes to pass laws and stronger economy.
Finance your wars.
Increase construction even more.
In the mid to lage game you looking for colonies and expansion and gold is a good reason to choose that particular state.
@@thetechnocrat6763 Thanks!
Authority is really important in thee early game and also kinda important in the late game so intelligentsia is not that great tbh :D(In multiplayer as in singleplayer you have way more states). i agree with the industrialsts which is also why wood buildings are so important. Also Slavery is kinda based as Brazil :D
That's a swedish accent.
You are correct!
I just wish aristocrats would build rice farms, opium or cotton+silk instead of fucking banana plantations everywhere. My god dude it's so frustrating. and wow that's not even the half of it, seeing this. Hopefully they will stop that in the coming update.
deleting arable land is nice information though. Is that why they don't go back to subsistence while being unemployed? I subsistence just disappeared when they left. I didn't know that's what was happening, but was wondering why. I was looking for this answer. I couldn't build fast enough to give them jobs.
It is often one of the reasons yes! Building farms deletes subsistence farms. If you are running a really prosperous, big nation these population booms can be an issue. This is a good issue to have though. Dont be afraid to deficit spend a bit, increase that construction sector, and build "cheep" buildings first like logging camps or mines. In your colonies you don't really care about aristocrats or unemployment so build stuff like plantations, especially opium, use that money to fuel the construction sector at home.
@@thetechnocrat6763 You are not the first to suggest this. I've seen disaster saves with a big population unemployment problem. I know it's a common mistake to not build enough. I tried deficit spending, but it didn't work at first. I failed several times because I went to hard, I couldn't stick the landing. I could not outpace the interest yet as a minor power. Until I let the private investment build increasing the economy until they were empty and I focused on becoming a major power by building military, then recognized and then on construction goods.
I have the hang of it now, I can outpace the interest and other costs easily. 1 big populated state is now fully employed. The private investment built 17 bananas though... almost half the state agriculture potential...