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@Johan, speaking of buildings you want to build everywhere, have Settlements been updated to have alternate production methods? I really hope Wild Game can't be the only food resource needed to set them up.
 
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Has there been a colour change for the labour pop type? Can you show all the pop types plus their colours?

Labourers = grey
Burgers = orange
Nobles = blue
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I think they made the laborers' clothing color match the colored square next to their name. The others were already matching, laborers were the only one not doing so, hence the change. I think the others will stay the same they were.
 
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When it says that a building is available in e.g. the Age of Reformation, does that mean that every country gains access to it the exact moment the age changes, since you wrote in the Ages and Institutions TT that ages were global? That wouldn't really make a lot sense.
Or does it just mean that the building is unlocked by a technology in that age?
Or does it mean that you have to have all the institution of that age unlocked before you gain access to that building?
 
Please @Johan, for certain regions/cultures add possibility (unique building or construction option) to build charcoal kiln using clay, not masonry.
At least for East Slavic cultures, others feel free to suggest.

In our lands in Ukraine they used to be built using clay (have a look at the Ostriv game as a good example :) ):

Otherwise new building information layout is far more readable!
But not so sure about production methods, looks quite asymmetrical.
Indeed, the one-time-use charcoal piles were the method used until last century, so way after the PC timespan, also in Sweden and Finland, so the pile should be present in some way (either base level building or how you get charcoal from forests even without any buildings at all)
 
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Could the Supreme Court give different benefits when places outside the capital? There are countries that have the 3 different branches of power in different locations, to try and keep them more independent from each other.
 
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I know it’s WIP but these numbers for the production method are a bit tiny and harder to read

Good to see Life Expectancy modifier is clarified to be Character Life Expectancy now though!
 
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The Supreme Court seems way anachronistic for the Age of Reformation, it should come later, sometime towards the end of the Age of Absolutism or the beginning of the last age. Historically it's more of a concept of the Enlightenment, the various supreme courts in existence today first all sprung up towards the very end of the 18th century, and the 'theory' behind them is based on English constitutionalism which inspired Montesquieu which in turn inspired the framers of the US constitution.

As others have said, the Supreme Court feels weird as an idea. The UK for instance didn't have one until 2009 (unless you consider the old HoL in which case that is much older). It very much feels like a product of constitutionalism and the Reformation is far too early for it.

Counterpoint: see Polish-Lithuanian Crown/Lithuanian Tribunals from the XVI century.
 
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Please @Johan, for certain regions/cultures add possibility (unique building or construction option) to build charcoal kiln using clay, not masonry.

masonry is made from either clay, stone or wood in PC.
 
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There's a lot of capital only buildings in this game, I hope the capital will get extra building slots to accommodate them or the capital will have a worse economy than every other city.

yes they do.
 
Here is a building for rural locations in forest, woods or jungles that requires laborers.

View attachment 1280068
Interesting, up to this point I assumed that the coal good would be specifically for the rock, but it makes sense - coke and charcoal have roughly the same caloric density and they can be used mostly interchangeably, it's just that getting coal out of the ground ended up being much more scalable and cheaper compared to chopping down forests.

The UI says that this building can have multiple levels - is there a limit? Can forests have more than woods? You definitely shouldn't be able to build unlimited amounts of these in a single location... that's the one limiting factor for charcoal.

Oh also, isn't the wood consumption kind of superfluous when the building is already limited to forested locations? It's not like you're importing wood from the market to then burn in your forest - you're taking the local supply.
I'd say the building should only have a small tools input and produce a moderate amount of coal. That would represent the limited industrial capacities of pre-Industrial economies, before access to large amounts of coal.

Will coal be used as fuel in all appropriate buildings? We've seen some that should use it, like the Tools Workshop and the Cannon Maker not actually have any fuel inputs...
I'd expect these types of production to use a small amount of coal as fuel (and a larger amount for the industrial building), which would mostly be satisfied by charcoal until the steam engine appears:
  • Glassmaking
  • Metal production (iron, copper, etc.) - these are just RGOs so I guess not
  • Toolmaking
  • Weaponsmithing
  • Salt production - again it's just an RGO
  • Beermaking
  • Fish smoking
  • Liquor production
  • Cannon casting
  • Pottery/Porcelain
 
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Can healthcare building also offer some health benefits to surrounding locations? Even nowadays many villages depend on cities for some health services, so it feels weird that peasants living on a village wouldn't go to the nearby town if suffering from some illness.

Not saying the benefits should be the same as in the locations itself, perhaps it could degrade based in proximity, so the better the conexion between the locations the more health benefits are transmited between them.
 
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