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Greatly appreciate your work! But I will continue to rumble about devastation (specifically mortality part of it) needing a rebalance. It causes pop decline at as low as 15% already, which, with very slow devastation decay, means that near full devastation will drain pops for over a decade. More than once I saw countries losing as much as 95% of their population due to a single war. This isn't right on many levels.
How much the state is losing people from deaths vs emigration?
 
Probably a stupid question, but how did they found a solution for Oil to work?
I mean, sure, oil is a replacement for heating but it only becomes profitable when you change other industries PMs to use Oil (instead of coal, in many cases).
Because whatever they did for Oil could work here for electricity.
Oil isn't as big a problem now because it can be traded on the World Market. So when you spike your demand it suddenly makes the whalers around the world more profitable as Oil finds a buyer. Plus the Vacuum Canning PM takes Oil and is fairly easy to get early, even earlier than Pumpjacks, so you're relying on and building up the whaling industry for background supply well before you get into the heavy Oil consumption stuff.

Electricity's whole problem really began when it became a local non-tradable good.
 
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Apart from the regional HQ bug, there is another strange thing going on.

When EIC gets deleted all building ownership transfers to local pops. So all buildings that GBR built in India up to that point get transfered to india. That feels wrong. Imo it would be generally more sensible to transfer ownership for deleted companies to the state where the HQ was or all homeland states for the main culture.

My bad if you already fixed this but I didnt saw it in the notes.
 
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Clearly didn't read the feedback left for the beta on the discord. So I will gladly leave this here. "Now with the prestiege goods changes. Sol is even higher so birth rates get depressed even further than before. The late 1800's had a massive boost to pop growth as a result of increased medical technology and improvements to food saftey. Either mortality reductions needs to be boosted for sol or birth rate decline needs to be nerfed."
 
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Clearly didn't read the feedback left for the beta on the discord. So I will gladly leave this here. "Now with the prestiege goods changes. Sol is even higher so birth rates get depressed even further than before. The late 1800's had a massive boost to pop growth as a result of increased medical technology and improvements to food saftey. Either mortality reductions needs to be boosted for sol or birth rate decline needs to be nerfed."
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 :)
 
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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 :)
Don't mean to bug, but would you care to explain the reasoning behind the 60 migration controls restriction as well? I left a bug report about it, but it turns out the design change was intentional - nothing ever really came up related to my subsequent discussion or suggestion threads about this topic. Back when 1.8 had its numerous beta versions I left similar threads in the discord too, seemingly without any real notice.


I just really wanted to know the reasoning for this change, since it worked differently pre-1.8 and really looks like an oversight. Without mods or enacting cultural exclusion ahistorically early, it leads to all Latin American states in particular being super underpopulated (since religious acceptance isn't factored in to mass migrations). It's just a little frustrating since it feels so unintended yet the only tangible feedback I've seen is that its WAD.
 
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Don't mean to bug, but would you care to explain the reasoning behind the 60 migration controls restriction as well? I left a bug report about it, but it turns out the design change was intentional - nothing ever really came up related to my subsequent discussion or suggestion threads about this topic. Back when 1.8 had its numerous beta versions I left similar threads in the discord too, seemingly without any real notice.


I just really wanted to know the reasoning for this change, since it worked differently pre-1.8 and really looks like an oversight. Without mods or enacting cultural exclusion ahistorically early, it leads to all Latin American states in particular being super underpopulated (since religious acceptance isn't factored in to mass migrations). It's just a little frustrating since it feels so unintended yet the only tangible feedback I've seen is that its WAD.
I've replied.
 
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Don't mean to bug, but would you care to explain the reasoning behind the 60 migration controls restriction as well? I left a bug report about it, but it turns out the design change was intentional - nothing ever really came up related to my subsequent discussion or suggestion threads about this topic. Back when 1.8 had its numerous beta versions I left similar threads in the discord too, seemingly without any real notice.


I just really wanted to know the reasoning for this change, since it worked differently pre-1.8 and really looks like an oversight. Without mods or enacting cultural exclusion ahistorically early, it leads to all Latin American states in particular being super underpopulated (since religious acceptance isn't factored in to mass migrations). It's just a little frustrating since it feels so unintended yet the only tangible feedback I've seen is that its WAD.
I think it‘s rather too permissive, myself. Canada is Indian Hindu/Sunni by 1870 in more games than not.
 
I think it‘s rather too permissive, myself. Canada is Indian Hindu/Sunni by 1870 in more games than not.
That's not an issue with migration controls, that's an issue with no migration controls. The Canadian/Australian states all start without any, and they always get flooded with Indian immigration from the princely states because of it (the princely states do have migration controls, but since their primary cultures are accepted, their pops are considered accepted and can thus leave).

There's a couple ways you can fix that, either you can mod the princely states to all have closed borders, or you can mod the Canadian/Australian states to all start with migration controls. The latter has the same issue I mentioned above though, where it leads to you getting no mass migrations.

Here's the mod I personally use, it fixes both the Indian Canada/Australia issue as well as the lack of mass migrations: https://steamcommunity.com/sharedfiles/filedetails/?id=3510059647
 
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That's not an issue with migration controls, that's an issue with no migration controls. The Canadian/Australian states all start without any, and they always get flooded with Indian immigration from the princely states because of it (the princely states do have migration controls, but since their primary cultures are accepted, their pops are considered accepted and can thus leave).

There's a couple ways you can fix that, either you can mod the princely states to all have closed borders, or you can mod the Canadian/Australian states to all start with migration controls. The latter has the same issue I mentioned above though, where it leads to you getting no mass migrations.

Here's the mod I personally use, it fixes both the Indian Canada/Australia issue as well as the lack of mass migrations: https://steamcommunity.com/sharedfiles/filedetails/?id=3510059647
Fair. Those are two distinct issues.
 
No bonus Law Commitment is just wrong. I like playing as Russia, sue me. Fine, remove law commitment, but at least remove this ridiculous requirement to have mass mobilisation law for great reforms.
 
No bonus Law Commitment is just wrong. I like playing as Russia, sue me. Fine, remove law commitment, but at least remove this ridiculous requirement to have mass mobilisation law for great reforms.
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.
 
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