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It's modeled on history. You can hold off on reforming out of peasant levies until he's on your throne, go mass conscription once he is (AF support it over peasant levies) and immediately thereafter professional army.

Also easy enough to change for a custom mod. Find the journal entry, law name and allow professional army to complete it, too.

Big Russia guy, too. Makes it harder without law commitments as you'll always be a GP, but it's possible. Got a few good rolls and was about to be free of serfdom, which means you've kinda won, before I stopped in the knowledge that 1.9.7 is around the corner. Maybe they'll tune it up a bit with 1.9.7.. 25% was certainly nuts, though.
Made a suggestion post about this a few days back - there's a few other bits of the Russia content that seem a little off.

Encouraging the player to avoid certain actions in anticipation of a future JE doesn't seem ideal (and certainly seems more an oversight than design, since the section about unit composition has a bunch of triggers that change the unit depending on the tech level); as @dteam1985 posted over in the suggestion thread, right now that particular JE seems to punish the player for reforming too early.
 
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@Mercy02

What about being able to select what type of industries to allow foreign investment in? Instead of having to pick a specific one of all the many available, filter it by category: all, urban, rural, and development. So if you just want someone to build railroads and ports then that is an option without having a foreign power mess up your industry/agriculture/mining industry.
 
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It's modeled on history. You can hold off on reforming out of peasant levies until he's on your throne, go mass conscription once he is (AF support it over peasant levies) and immediately thereafter professional army.

Also easy enough to change for a custom mod. Find the journal entry, law name and allow professional army to complete it, too.

Big Russia guy, too. Makes it harder without law commitments as you'll always be a GP, but it's possible. Got a few good rolls and was about to be free of serfdom, which means you've kinda won, before I stopped in the knowledge that 1.9.7 is around the corner. Maybe they'll tune it up a bit with 1.9.7.. 25% was certainly nuts, though.
Yeah I figured about holding off reforming - and I will probably do in an optimal run. But sometimes you wanna just relax and enjoy the game and things like this just feel like traps made up intentionally by developers. Historical or not it is just a game - so that could have modeled reforms as just not being on peasant levies.

Actually getting rid of serfdom is still fairly easy but throwing off traditionalism now pain. Problem is that game now deprives players from tools and makes it so it is almost impossible to advance faster without cheese. You have to basically wait for Nic I to die or hope to roll a right ig leader or a movement. Don't get me wrong Russia is still overpowered in the game but playing it is not fun anymore.
 
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Yeah I figured about holding off reforming - and I will probably do in an optimal run. But sometimes you wanna just relax and enjoy the game and things like this just feel like traps made up intentionally by developers. Historical or not it is just a game - so that could have modeled reforms as just not being on peasant levies.

Actually getting rid of serfdom is still fairly easy but throwing off traditionalism now pain. Problem is that game now deprives players from tools and makes it so it is almost impossible to advance faster without cheese. You have to basically wait for Nic I to die or hope to roll a right ig leader or a movement. Don't get me wrong Russia is still overpowered in the game but playing it is not fun anymore.
Fair. Would also think they should accept anything not peasant levies/national militia. But lots of Russian IG leaders are scripted (check the files) and you get a 50% at a gentry interventionist and market liberal as your first two successors.
We did read it and even had a meeting among designers just for this.
Some things just take a bit more time to get right. In this case, we've tasked a designer to pretty much rebalance all of pop growth to fix it since the problem goes deeper than what you describe.
Just because it's not in the patch notes, doesn't mean that we aren't aware of an issue :)
Any hint in which direction this might go? As it stands, 15 SoL seems very restrictive and punishing. I'm sure you've heard all the anecdotes and seen a lot of the numbers, so I'll spare you another.
 
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Is really no one else reacting to that in 1.9.6 442e, AI countries almost always have empty Government construction queues, and that they rely almost entirely on their Private construction queues? Earlier versions of 1.9 had the AI build too much of the wrong buildings, but as it is right now it is underinvesting in construction something extremely. Any human player who is continuously constructing new buildings will always easily outperform the AI economies, simply by being larger.

The higher GDP numbers which devs are reporting seeing are not because the AI in 1.9.6 has gotten better at construction priorities, it is simply not doing the same errors as before which was funneling workers into inefficient overexploited industries.

This can easily be seen by letting the game run in Observe mode for a decade and then jumping around between AI countries. Almost all won't have anything in their Government build queues, however large their economies are, and if they are full on savings they might squeeze in some Universities or Construction huts to throw money at, which won't give the positive financial feedback loop they need.

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P.s. I bet that if the dev statistics include "Number of constructed buildings" and show it globally/per country, especially if it can be filtered according to building type (agriculture, urban, development), 1.9.6 would show a huge dip in "agriculture" and "urban" buildings.
 
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Is really no one else reacting to that in 1.9.6 442e, AI countries almost always have empty Government construction queues, and that they rely almost entirely on their Private construction queues? Earlier versions of 1.9 had the AI build too much of the wrong buildings, but as it is right now it is underinvesting in construction something extremely. Any human player who is continuously constructing new buildings will always easily outperform the AI economies, simply by being larger.

The higher GDP numbers which devs are reporting seeing are not because the AI in 1.9.6 has gotten better at construction priorities, it is simply not doing the same errors as before which was funneling workers into inefficient overexploited industries.

This can easily be seen by letting the game run in Observe mode for a decade and then jumping around between AI countries. Almost all won't have anything in their Government build queues, however large their economies are, and if they are full on savings they might squeeze in some Universities or Construction huts to throw money at, which won't give the positive financial feedback loop they need.

---

P.s. I bet that if the dev statistics include "Number of constructed buildings" and show it globally/per country, especially if it can be filtered according to building type (agriculture, urban, development), 1.9.6 would show a huge dip in "agriculture" and "urban" buildings.
Another issue regarding AI construction is that as I gave them investment rights, they built too much in my country (highly profitable) but not as much in their own countries. I think it is better to put a %cap on it otherwise this is just a profitable exploit for the player that stuns the growth of the AI nations (i.e. potential competitors or targets).