Advertisement

by Constaniana » Mon Jun 16, 2014 7:59 am
Baltican Union wrote:So you guys have steam (the games thing)
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.

by Herargon » Mon Jun 16, 2014 8:00 am
How scifi alliances actually work.Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.

by Glasgia » Mon Jun 16, 2014 8:06 am


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


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

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

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

by 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
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.

by 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

by Herargon » Mon Jun 16, 2014 11:49 am
How scifi alliances actually work.Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.

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

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

by Herargon » Mon Jun 16, 2014 12:26 pm
How scifi alliances actually work.Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.

by 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

by Herargon » Tue Jun 17, 2014 10:58 am
How scifi alliances actually work.Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.

by 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.
I have vanilla Vicky 2, with PDM, so....
by 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 afraidI 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.
Imagine they're the leaders of the collective farms.How scifi alliances actually work.Ifreann wrote:That would certainly save the local regiment of American troops the trouble of plugging your head in ye olde shittere.

by Glasgia » Tue Jun 17, 2014 12:48 pm
Herargon wrote:Glasgia wrote:
You can't edit imaginary files or imaginary modifiers, I'm afraidI 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.Imagine they're the leaders of the collective farms.

by The Jonathanian States » Tue Jun 17, 2014 12:53 pm

by Regenburg » Tue Jun 17, 2014 12:57 pm

by 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?

by Glasgia » Tue Jun 17, 2014 1:58 pm

by 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.
Advertisement
Users browsing this forum: No registered users
Advertisement