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Paradox Games II

A coffee shop for those who like to discuss art, music, books, movies, TV, each other's own works, and existential angst.

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Baltican Union
Envoy
 
Posts: 334
Founded: Mar 13, 2014
Ex-Nation

Postby Baltican Union » Mon Jun 16, 2014 7:58 am

So you guys have steam (the games thing)
H.

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Constaniana
Postmaster of the Fleet
 
Posts: 25813
Founded: Mar 10, 2012
Democratic Socialists

Postby Constaniana » Mon Jun 16, 2014 7:59 am

Baltican Union wrote:So you guys have steam (the games thing)

I think it automatically comes with the game. At least, it did for me when I got a physical copy for EUIV.
Join Elementals 3, one of P2TM's oldest high fantasy roleplays, full of adventure, humour, and saving the world. Winner of the Best High Fantasy RP of P2TM twice in a row Choo Choo
Pro: Jesus Christ, Distributism, The Shire, House Atreides
Anti: The Antichrist, Communism, Mordor, House Harkonnen
Ameriganastan wrote:I work hard to think of those ludicrous Eric adventure stories, but I don't think I'd have come up with rescuing a three armed alchemist from goblin-monkeys in a million years.

Kudos.

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Herargon
Negotiator
 
Posts: 7472
Founded: Apr 21, 2014
Ex-Nation

Postby Herargon » Mon Jun 16, 2014 8:00 am

Emilio Aguinaldo wrote:
Lunas Legion wrote:
The one with 3 anti-popes, since you need the AI to make one.
Get two other friends?

Ah yes, this indeed sounds like fun. You always could start in the 1066 scenario (there is already one antipope I thought) and then you need to make another. Then you can get it.. Or something like dat.
Pro: tolerance, individualism, technocratism, democratism, freedom, freedom of speech and moderate religious expression, the ban on hate speech, constitutional monarchism, the Rhine model
Against: intolerance, radicalism, strong discrimination, populism, fascism, nazism, communism, totalitarianism, authoritarianism, absolutarianism, fundamentalism, strong religious expression, strong nationalism, police states

If you like philosophy, then here you can see what your own philosophical alignements are.

Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.
How scifi alliances actually work.

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Glasgia
Negotiator
 
Posts: 5665
Founded: Jul 28, 2011
Ex-Nation

Postby Glasgia » Mon Jun 16, 2014 8:06 am

Does anyone know how to implement proper Socialism into Vicky? You know, actually have the workers own factories/RGOs? I messed around with it a while ago, creating alternative templates and changing the owners but the game then just starts with a random mix of different owners. I don't know how to A) ensure the game starts with entirely aristocrat/capitalist owned economies B) how to make the game switch to Socialism eventually.

And, yes, this is because I'm a Socialist and I want to act out my wet dreams :p
Today's Featured Nation
Call me Glas, or Glasgia. Or just "mate".
Pal would work too.
Yeah, just call me whatever the fuck you want.




Market Socialist. Economic -8.12 Social -6.21
PRO: SNP, (Corbynite/Brownite/Footite) Labour Party, SSP, Sinn Féin, SDLP
ANTI: Blairite "New Labour", Tories, UKIP, DUP

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The Jonathanian States
Postmaster-General
 
Posts: 13692
Founded: Nov 29, 2012
Ex-Nation

Postby The Jonathanian States » Mon Jun 16, 2014 8:07 am

Lord Paramount Robb Stark just got approached by Queen Maega 'The Honorable' of the Iron Throne. Who is his Daughter-In-Law! :blink:
EDIT: I let Robb commit suicide, now letting his son rule both the North and the Vale. To prevent Robb's son from getting more Targaryen Children from his Marriage with the Queen, I let him divorce her. A few days later she requests to marry his bastard brother.

Sometimes I think I managed to see the end of the CK2 Weirdness, and then it always surprises me again.... *shakes head*
Last edited by The Jonathanian States on Mon Jun 16, 2014 8:24 am, edited 1 time in total.
Returned Nationstater -- You can leave Nationstates but Nationstates won't leave you.
Call me Jon, John, or Johnny, Jonathan or Jonnyboy, tJS and Jonathanian, with "states" or without.
This nation doesn't really represent my views and sarcasm is awesome.

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Herargon
Negotiator
 
Posts: 7472
Founded: Apr 21, 2014
Ex-Nation

Postby Herargon » Mon Jun 16, 2014 8:19 am

Glasgia wrote:Does anyone know how to implement proper Socialism into Vicky? You know, actually have the workers own factories/RGOs? I messed around with it a while ago, creating alternative templates and changing the owners but the game then just starts with a random mix of different owners. I don't know how to A) ensure the game starts with entirely aristocrat/capitalist owned economies B) how to make the game switch to Socialism eventually.

And, yes, this is because I'm a Socialist and I want to act out my wet dreams :p


Edit the ruling _party_socialist modifiers "people can open factories"
"Can destroy factories" . That's a way to make people in your nation truly socialist.

Warning: i haven't played vic2 for a long time. Maybe its wrong, but it just popped out of my head.
Pro: tolerance, individualism, technocratism, democratism, freedom, freedom of speech and moderate religious expression, the ban on hate speech, constitutional monarchism, the Rhine model
Against: intolerance, radicalism, strong discrimination, populism, fascism, nazism, communism, totalitarianism, authoritarianism, absolutarianism, fundamentalism, strong religious expression, strong nationalism, police states

If you like philosophy, then here you can see what your own philosophical alignements are.

Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.
How scifi alliances actually work.

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Baltican Union
Envoy
 
Posts: 334
Founded: Mar 13, 2014
Ex-Nation

Postby Baltican Union » Mon Jun 16, 2014 8:41 am

My name is EmpireJucumsVacieties in steam you can add me no worries.
Last edited by Baltican Union on Mon Jun 16, 2014 8:43 am, edited 1 time in total.
H.

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Ulfr-Reich
Minister
 
Posts: 2408
Founded: Aug 14, 2012
Ex-Nation

Postby Ulfr-Reich » Mon Jun 16, 2014 9:15 am

In my Byzantine playthrough (back when I was on a laptop with a mostly dead desktop), I took a hint from that whole "KebabBgone" meme (No offense to Turkish folks on here, the Ottomans' were badasses who conquered with impunity; so I've got nothing but respect for them):

The glory of Rome partially restored; with Gyros' for everybody!


It's funny, because I actually cannot stand Rome due to the shit it did in the ancient past (More of an Arminius and Vercingetorix guy all things considered), they make Stalin seem like a humanitarian aid organizer.
Asatruar (bloody-well proud of it) | Ethnogeography & Migratory Anthropology/Linguistics Researcher (In my spare time) | Actual Jarlist| And yes, I am vehemently anti-pony/brony | Borderline FanT/NightmareT, very Norse/Proto-Germanic/Gothic| Æþalatsheim = http://www.nationstates.net/nation=aethal.

RIP Rhoderberg
14/9/2013 - 15/8/2015
May your spirit live on in FALhalla.

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Glasgia
Negotiator
 
Posts: 5665
Founded: Jul 28, 2011
Ex-Nation

Postby Glasgia » Mon Jun 16, 2014 9:25 am

Herargon wrote:
Glasgia wrote:Does anyone know how to implement proper Socialism into Vicky? You know, actually have the workers own factories/RGOs? I messed around with it a while ago, creating alternative templates and changing the owners but the game then just starts with a random mix of different owners. I don't know how to A) ensure the game starts with entirely aristocrat/capitalist owned economies B) how to make the game switch to Socialism eventually.

And, yes, this is because I'm a Socialist and I want to act out my wet dreams :p


Edit the ruling _party_socialist modifiers "people can open factories"
"Can destroy factories" . That's a way to make people in your nation truly socialist.

Warning: i haven't played vic2 for a long time. Maybe its wrong, but it just popped out of my head.


That just means Capitalists can open/close factories
Today's Featured Nation
Call me Glas, or Glasgia. Or just "mate".
Pal would work too.
Yeah, just call me whatever the fuck you want.




Market Socialist. Economic -8.12 Social -6.21
PRO: SNP, (Corbynite/Brownite/Footite) Labour Party, SSP, Sinn Féin, SDLP
ANTI: Blairite "New Labour", Tories, UKIP, DUP

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Lunas Legion
Post Czar
 
Posts: 30812
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Jun 16, 2014 9:28 am

Glasgia wrote:
Herargon wrote:
Edit the ruling _party_socialist modifiers "people can open factories"
"Can destroy factories" . That's a way to make people in your nation truly socialist.

Warning: i haven't played vic2 for a long time. Maybe its wrong, but it just popped out of my head.


Maybe copy the coding that allows capitalists to own factories but change it so craftsmen can own them as well?

That just means Capitalists can open/close factories
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Herargon
Negotiator
 
Posts: 7472
Founded: Apr 21, 2014
Ex-Nation

Postby Herargon » Mon Jun 16, 2014 11:49 am

Lunas Legion wrote:
Glasgia wrote:
Maybe copy the coding that allows capitalists to own factories but change it so craftsmen can own them as well?

That just means Capitalists can open/close factories



Holy, you edited this 35 times :shock:

And by the way, then you should go into those folders and edit it (AGAIN, I don't exactly know how you should do it, but basically like this):

can_open factories
capitalists = YES
aristocrats = YES
ETC...
ETC...

into:

can_open factories
capitalists = YES
aristocrats = YES
workers = YES
etc, all yes

Or if you'd like to have the socialists truly ruling, you could do it so that only the workers have 'workers = YES'.

By the way, I am just suggesting this too. i'm gonna look into the folders rait nao.
Last edited by Herargon on Mon Jun 16, 2014 12:12 pm, edited 1 time in total.
Pro: tolerance, individualism, technocratism, democratism, freedom, freedom of speech and moderate religious expression, the ban on hate speech, constitutional monarchism, the Rhine model
Against: intolerance, radicalism, strong discrimination, populism, fascism, nazism, communism, totalitarianism, authoritarianism, absolutarianism, fundamentalism, strong religious expression, strong nationalism, police states

If you like philosophy, then here you can see what your own philosophical alignements are.

Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.
How scifi alliances actually work.

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Glasgia
Negotiator
 
Posts: 5665
Founded: Jul 28, 2011
Ex-Nation

Postby Glasgia » Mon Jun 16, 2014 11:52 am

Hmmm....

The thing is though, it needs to be done so workers can only open factories when Socialist/Communist parties are in power and so they actually profit from them - As opposed to making the poor strata sink money into factories which then produce profits for the rich strata.
Today's Featured Nation
Call me Glas, or Glasgia. Or just "mate".
Pal would work too.
Yeah, just call me whatever the fuck you want.




Market Socialist. Economic -8.12 Social -6.21
PRO: SNP, (Corbynite/Brownite/Footite) Labour Party, SSP, Sinn Féin, SDLP
ANTI: Blairite "New Labour", Tories, UKIP, DUP

User avatar
Herargon
Negotiator
 
Posts: 7472
Founded: Apr 21, 2014
Ex-Nation

Postby Herargon » Mon Jun 16, 2014 11:57 am

Glasgia wrote:Hmmm....

The thing is though, it needs to be done so workers can only open factories when Socialist/Communist parties are in power and so they actually profit from them - As opposed to making the poor strata sink money into factories which then produce profits for the rich strata.


If ruling_party is either SOCIALIST or COMMUNIST:

can_open factories
capitalist = yes
aristocrat = yes
workers = no

(other = NO)


becomes:

can_open factories
capitalist = no
aristocrat = no
workers = yes
Pro: tolerance, individualism, technocratism, democratism, freedom, freedom of speech and moderate religious expression, the ban on hate speech, constitutional monarchism, the Rhine model
Against: intolerance, radicalism, strong discrimination, populism, fascism, nazism, communism, totalitarianism, authoritarianism, absolutarianism, fundamentalism, strong religious expression, strong nationalism, police states

If you like philosophy, then here you can see what your own philosophical alignements are.

Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.
How scifi alliances actually work.

User avatar
Shaggai
Powerbroker
 
Posts: 9342
Founded: Mar 27, 2013
Ex-Nation

Postby Shaggai » Mon Jun 16, 2014 12:26 pm

Herargon wrote:Holy, you edited this 35 times :shock:

Look closer. It's part of his sig.
piss

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Herargon
Negotiator
 
Posts: 7472
Founded: Apr 21, 2014
Ex-Nation

Postby Herargon » Mon Jun 16, 2014 12:26 pm

Shaggai wrote:
Herargon wrote:Holy, you edited this 35 times :shock:

Look closer. It's part of his sig.


Oh. That was dumb of me. :lol2:
Pro: tolerance, individualism, technocratism, democratism, freedom, freedom of speech and moderate religious expression, the ban on hate speech, constitutional monarchism, the Rhine model
Against: intolerance, radicalism, strong discrimination, populism, fascism, nazism, communism, totalitarianism, authoritarianism, absolutarianism, fundamentalism, strong religious expression, strong nationalism, police states

If you like philosophy, then here you can see what your own philosophical alignements are.

Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.
How scifi alliances actually work.

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Glasgia
Negotiator
 
Posts: 5665
Founded: Jul 28, 2011
Ex-Nation

Postby Glasgia » Mon Jun 16, 2014 12:36 pm

Herargon wrote:
Glasgia wrote:Hmmm....

The thing is though, it needs to be done so workers can only open factories when Socialist/Communist parties are in power and so they actually profit from them - As opposed to making the poor strata sink money into factories which then produce profits for the rich strata.


If ruling_party is either SOCIALIST or COMMUNIST:

can_open factories
capitalist = yes
aristocrat = yes
workers = no

(other = NO)


becomes:

can_open factories
capitalist = no
aristocrat = no
workers = yes


Which file are you looking at?
Today's Featured Nation
Call me Glas, or Glasgia. Or just "mate".
Pal would work too.
Yeah, just call me whatever the fuck you want.




Market Socialist. Economic -8.12 Social -6.21
PRO: SNP, (Corbynite/Brownite/Footite) Labour Party, SSP, Sinn Féin, SDLP
ANTI: Blairite "New Labour", Tories, UKIP, DUP

User avatar
Herargon
Negotiator
 
Posts: 7472
Founded: Apr 21, 2014
Ex-Nation

Postby Herargon » Tue Jun 17, 2014 10:58 am

Glasgia wrote:
Herargon wrote:
If ruling_party is either SOCIALIST or COMMUNIST:

can_open factories
capitalist = yes
aristocrat = yes
workers = no

(other = NO)


becomes:

can_open factories
capitalist = no
aristocrat = no
workers = yes


Which file are you looking at?


None, actually. I even don't know how I would do it. I haven't played victoria 2 for a long time and this is how I would imagine it.

Problem is...

Yesterday, I looked up in the Vic2 maps. And it's so big and full of subfolders, my goodness! >:(

Do you have Vic2 + AHD or just Victoria 2? Maybe it depends on this.
Last edited by Herargon on Tue Jun 17, 2014 10:58 am, edited 2 times in total.
Pro: tolerance, individualism, technocratism, democratism, freedom, freedom of speech and moderate religious expression, the ban on hate speech, constitutional monarchism, the Rhine model
Against: intolerance, radicalism, strong discrimination, populism, fascism, nazism, communism, totalitarianism, authoritarianism, absolutarianism, fundamentalism, strong religious expression, strong nationalism, police states

If you like philosophy, then here you can see what your own philosophical alignements are.

Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.
How scifi alliances actually work.

User avatar
Glasgia
Negotiator
 
Posts: 5665
Founded: Jul 28, 2011
Ex-Nation

Postby Glasgia » Tue Jun 17, 2014 11:03 am

Herargon wrote:
Glasgia wrote:
Which file are you looking at?


None, actually. I even don't know how I would do it. I haven't played victoria 2 for a long time and this is how I would imagine it.

Problem is...

Yesterday, I looked up in the Vic2 maps. And it's so big and full of subfolders, my goodness! >:(

Do you have Vic2 + AHD or just Victoria 2? Maybe it depends on this.


You can't edit imaginary files or imaginary modifiers, I'm afraid :p I have vanilla Vicky 2, with PDM, so....

What I have found is pop_build_factories = yes/no for individual policies (yes for laissez faire, no for planned, etc.) and in poptypes Capitalists have can_build = yes. However, there are two problems - The former evidently only allows a general acceptance of pops building, as opposed to limiting it to only workers, while the latter only allows building - And not neccessarily profiting from built factories. I'm gonna continue searching for a solution, but it might not be possible.
Today's Featured Nation
Call me Glas, or Glasgia. Or just "mate".
Pal would work too.
Yeah, just call me whatever the fuck you want.




Market Socialist. Economic -8.12 Social -6.21
PRO: SNP, (Corbynite/Brownite/Footite) Labour Party, SSP, Sinn Féin, SDLP
ANTI: Blairite "New Labour", Tories, UKIP, DUP

User avatar
Herargon
Negotiator
 
Posts: 7472
Founded: Apr 21, 2014
Ex-Nation

Postby Herargon » Tue Jun 17, 2014 11:16 am

Glasgia wrote:
Herargon wrote:
None, actually. I even don't know how I would do it. I haven't played victoria 2 for a long time and this is how I would imagine it.

Problem is...

Yesterday, I looked up in the Vic2 maps. And it's so big and full of subfolders, my goodness! >:(

Do you have Vic2 + AHD or just Victoria 2? Maybe it depends on this.


You can't edit imaginary files or imaginary modifiers, I'm afraid :p I have vanilla Vicky 2, with PDM, so....

What I have found is pop_build_factories = yes/no for individual policies (yes for laissez faire, no for planned, etc.) and in poptypes Capitalists have can_build = yes. However, there are two problems - The former evidently only allows a general acceptance of pops building, as opposed to limiting it to only workers, while the latter only allows building - And not neccessarily profiting from built factories. I'm gonna continue searching for a solution, but it might not be possible.


That's very interesting...

Maybe you should just only do pop_build_factories = yes by 'Planned economy'.
Or you can do this AND do

can_build = yes by
Craftsmen
Laborers

These are the pop types that are poor and mostly resemble the ''workers of the world''.

But if it doesn't work, just accept that there are capitalists. :P Imagine they're the leaders of the collective farms.
Last edited by Herargon on Tue Jun 17, 2014 11:17 am, edited 1 time in total.
Pro: tolerance, individualism, technocratism, democratism, freedom, freedom of speech and moderate religious expression, the ban on hate speech, constitutional monarchism, the Rhine model
Against: intolerance, radicalism, strong discrimination, populism, fascism, nazism, communism, totalitarianism, authoritarianism, absolutarianism, fundamentalism, strong religious expression, strong nationalism, police states

If you like philosophy, then here you can see what your own philosophical alignements are.

Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.
How scifi alliances actually work.

User avatar
Glasgia
Negotiator
 
Posts: 5665
Founded: Jul 28, 2011
Ex-Nation

Postby Glasgia » Tue Jun 17, 2014 12:48 pm

Herargon wrote:
Glasgia wrote:
You can't edit imaginary files or imaginary modifiers, I'm afraid :p I have vanilla Vicky 2, with PDM, so....

What I have found is pop_build_factories = yes/no for individual policies (yes for laissez faire, no for planned, etc.) and in poptypes Capitalists have can_build = yes. However, there are two problems - The former evidently only allows a general acceptance of pops building, as opposed to limiting it to only workers, while the latter only allows building - And not neccessarily profiting from built factories. I'm gonna continue searching for a solution, but it might not be possible.


That's very interesting...

Maybe you should just only do pop_build_factories = yes by 'Planned economy'.
Or you can do this AND do

can_build = yes by
Craftsmen
Laborers

These are the pop types that are poor and mostly resemble the ''workers of the world''.

But if it doesn't work, just accept that there are capitalists. :P Imagine they're the leaders of the collective farms.


Warning: Lotta text

country_event = {
id = 919191
title = "Has the time come for Socialism?"
desc = "After many years under 'Socialist' rule, the workers of our nation hope to see their final dream realised - A world in which the means of production fall under their hands, a truly Socialist world."
picture = "Factoryattack"

trigger = {
is_ideology_enabled = socialist
civilized = yes
socialist = 50
ruling_party_ideology = socialist
trade_unions = all_trade_unions
}

mean_time_to_happen = {
months = 720
modifier = {
factor = 1
socialist = 55
}
modifier = {
factor = 1
socialist = 60
}
modifier = {
factor = 0.9
social_reform_want = 0.05
}
modifier = {
factor = 0.9
social_reform_want = 0.1
}
modifier = {
factor = -5
average_militancy = 4
}
modifier = {
factor = 1.5
economic_policy = socialism
}
modifier = {
factor = 2
NOT = { war = yes }
}
modifier = {
factor = -10
not = { average_consciousness = 3 }
}
modifier = {
factor = 1
average_consciousness = 5
}
modifier = {
factor = 1.5
average_consciousness = 7
}
modifier = {
factor = 2
average_consciousness = 9
}
}

option = {
name = "For the workers!"
craftsmen = {
militancy = -1
consciousness = 1
}
labourers = {
militancy = -1
consciousness = 1
}
middle_strata = {
consciousness = 2
}
rich_strata = {
militancy = 4
consciousness = -2
}
activate_building = aeroplane_soviet
activate_building = barrel_soviet
activate_building = automobile_soviet
activate_building = radio_soviet
activate_building = telephone_soviet
activate_building = electric_gear_soviet
activate_building = machine_parts_soviet
activate_building = synthetic_oil_soviet
activate_building = fuel_refinery_soviet
activate_building = steamer_shipyard_soviet
activate_building = luxury_clothes_soviet
activate_building = luxury_furniture_soviet
activate_building = steel_soviet
activate_building = artillery_soviet
activate_building = clipper_soviet
activate_building = small_arms_soviet
activate_building = furniture_soviet
activate_building = paper_soviet
activate_building = regular_clothes_soviet
activate_building = explosives_soviet
activate_building = ammunition_soviet
activate_building = canned_food_soviet
activate_building = dye_soviet
activate_building = liquor_soviet
activate_building = wine_soviet
activate_building = lumber_soviet
activate_building = fabric_soviet
activate_building = cement_soviet
activate_building = glass_soviet
activate_building = fertilizer_soviet
activate_building = fish_soviet
activate_building = oil_soviet
activate_building = coal_soviet
activate_building = baking_soviet
activate_building = fruit_canning_soviet
activate_building = gunpowder_soviet
activate_building = Cigar_soviet
activate_building = wool_soviet
activate_building = Cigarette_soviet
activate_building = rum_soviet
activate_building = pharmaceutical_soviet
activate_building = boot_soviet
activate_building = shoe_soviet
activate_building = stabling_soviet
activate_building = bronze_soviet
activate_building = iron_artillery_soviet
activate_building = bronze_artillery_soviet
activate_building = late_small_arms_soviet
activate_building = advanced_machine_parts_soviet
activate_building = synthetic_rubber_soviet
activate_building = tropical_lumber_soviet
activate_building = rubber_boot_soviet
activate_building = synthetic_fabric_soviet
activate_building = sugar_beet_soviet
activate_building = newspaper_soviet
activate_building = synthetic_silk_soviet
activate_building = cattle_soviet
activate_building = coal_soviet
activate_building = coffee_soviet
activate_building = copper_soviet
activate_building = cotton_soviet
activate_building = dye_soviet
activate_building = fishing_soviet
activate_building = grain_soviet
activate_building = iron_soviet
activate_building = lead_soviet
activate_building = oil_soviet
activate_building = opium_soviet
activate_building = fruit_soviet
activate_building = precious_metal_soviet
activate_building = rubber_soviet
activate_building = sheep_soviet
activate_building = silkworm_soviet
activate_building = spice_soviet
activate_building = sugar_soviet
activate_building = sulphur_soviet
activate_building = tea_soviet
activate_building = timber_soviet
activate_building = tobacco_soviet
activate_building = tropical_wood_soviet
}

option = {
name = "The proletariat are not yet ready"
craftsmen = {
militancy = 2
consciousness = -1
}
labourers = {
militancy = 2
consciousness = -1
}
middle_strata = {
militancy = -1
consciousness = 2
}
}
}
}


rum_soviet = {
template = socialist_cheap_factory_template
input_goods = {
sugar = 60
glass = 10
}
output_goods = liquor
value = 40
}

pharmaceutical_soviet = {
template = socialist_factory_template
input_goods = {
opium = 10
glass = 15
}
output_goods = pharmaceuticals
value = 35
}

aeroplane_soviet = {
template = socialist_modern_factory_template
input_goods = {
machine_parts = 20
electric_gear = 30
rubber = 50
}
output_goods = aeroplanes
value = 12
}


socialist_factory_template = {
efficiency = {
cement = 1 #if no coal, work at 75% efficiency
machine_parts = 0.1
}

owner =
{
poptype = craftsmen
effect = input
effect_multiplier = -1
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 2.0
amount = 0.2
}
}
type = factory
workforce = 10000
}

socialist_cheap_factory_template = {
efficiency = {
cement = 0.5 #if no coal, work at 75% efficiency
}

owner =
{
poptype = craftsmen
effect = input
effect_multiplier = -1
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 2.0
amount = 0.2
}
}
type = factory
workforce = 10000
}

socialist_modern_factory_template = {
efficiency = {
cement = 2 #if no cement, work at 75% efficiency
electric_power = 2.5
machine_parts = 0.3
financial_services = 0.5
}

owner =
{
poptype = craftsmen
effect = input
effect_multiplier = -1.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 2.0
amount = 0.2
}

}
type = factory
workforce = 10000
}


I've also messed around with adding "can_build" to craftsmen and created RGO soviets, though they're still randomnly selected upon load, so here it goes...
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The Jonathanian States
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Postby The Jonathanian States » Tue Jun 17, 2014 12:53 pm

Oh, wow.
That's..... awesome. You may have just convinced me to go socialist in my next V2 playthrough, whenever that'll be.
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Regenburg
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Postby Regenburg » Tue Jun 17, 2014 12:57 pm

Hey guys,I have been playing EU4 for like 300 hours and I want to try Victoria II,any tips for new players,and how to adapt to all these political things,also,what country is good for starters?
caps lock sucks
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The Jonathanian States
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Postby The Jonathanian States » Tue Jun 17, 2014 1:18 pm

Regenburg wrote:Hey guys,I have been playing EU4 for like 300 hours and I want to try Victoria II,any tips for new players,and how to adapt to all these political things,also,what country is good for starters?

Prussia - learn that sphereing game, as well as a bit of war.
Freedomland of 'murica - immigration and Manifest Destiny.
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Glasgia
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Founded: Jul 28, 2011
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Postby Glasgia » Tue Jun 17, 2014 1:58 pm

So, after a couple of testing:

1) Fuck, craftsmen help you industrialise quickly - They just fucking pour money into buildings. Might need to stop that from happening pre-Socialism and limit it a bit post-Socialism as not to make the system completely OP.

2) No soviets being created, just standard factories. So all that money ends up in Capitalist pockets.
Today's Featured Nation
Call me Glas, or Glasgia. Or just "mate".
Pal would work too.
Yeah, just call me whatever the fuck you want.




Market Socialist. Economic -8.12 Social -6.21
PRO: SNP, (Corbynite/Brownite/Footite) Labour Party, SSP, Sinn Féin, SDLP
ANTI: Blairite "New Labour", Tories, UKIP, DUP

User avatar
The Jonathanian States
Postmaster-General
 
Posts: 13692
Founded: Nov 29, 2012
Ex-Nation

Postby The Jonathanian States » Tue Jun 17, 2014 2:12 pm

Glasgia wrote:So, after a couple of testing:

1) Fuck, craftsmen help you industrialise quickly - They just fucking pour money into buildings. Might need to stop that from happening pre-Socialism and limit it a bit post-Socialism as not to make the system completely OP.

2) No soviets being created, just standard factories. So all that money ends up in Capitalist pockets.

I'm not a V2 modder (except for a few really minor tweaks in the files) so I don't know if that works, but maybe you could create a modifier that would be triggered by there being a socialist government.
Then, that modifier reduces the (chance for the) creation of normal factories, and possibly raises the Soviets.
Returned Nationstater -- You can leave Nationstates but Nationstates won't leave you.
Call me Jon, John, or Johnny, Jonathan or Jonnyboy, tJS and Jonathanian, with "states" or without.
This nation doesn't really represent my views and sarcasm is awesome.

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