Victoria 3
23 มี.ค. 2023 @ 2: 15am
Patch 1.2.7 is now LIVE!
We just released patch 1.2.7 to address some issues in the current build of Victoria 3

ดูข้อมูลกิจกรรมแบบเต็มที่นี่:
https://steamcommunity.com/ogg/529340/announcements/detail/3699183438995099394
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กำลังแสดง 46-58 จาก 58 ความเห็น
Would Be nice if The AI autonomous Pool Fund didnt focus on Arts Building cause its always high value ......................................... but ppl starve or lack essential goods.
โพสต์ดั้งเดิมโดย CuissedeMouche:
Would Be nice if The AI autonomous Pool Fund didnt focus on Arts Building cause its always high value ......................................... but ppl starve or lack essential goods.
It's not even high value. It's mid. Fairly sure it being wayyy overly invested in is unintentional, I don't really know how this game is coded but my guess would be because that building uses an incredibly small amount of labor compared to other buildings despite making a small amount of value the game sees its value/labor ratio as being super high and puts heavy priority on building more arts academies cause of that.
So, when the game starts being good?
โพสต์ดั้งเดิมโดย ✡ Goldberg Shekelstein ✡:
So, when the game starts being good?
By the fifth DLC
- Fixed heirs being bald.

Kek
I wonder if alongside "reverse swaying" we could have an option to convince someone who already joined enemy side to leave it.
put it back in the oven, it's not yet done (some provinces doesnt have the malaria penalty from colonization btw)
Game stuttering and drops to 30fps on an 8 core processor should not happen(I tested the game and would like to buy it but not in this technical condition) Take care of optimizations. I played the most in crusader kings 3, at the request of a friend, he shared his version with me. It plays great at 60 fps. No matter how good a game you make, a huge amount of players will bounce back if it runs poorly and at low frame rates. Advice from an experienced strategy fan
Please, add to your list:
1. Ability to leave garnison on particular island (HQ). Often I know that enemy will make invasion in such land (because it is his wargoal), but I can't send my main generals to defend it until front will be formed here.
It's annoying because when front will created I need to wait my army traveled here + all enemy forces will be traveled here too (+ begin ticking wargoal score, even enemy control 1 small part of land). In most cases I won't destroy this front until all enemy army arrive. And we have situation - country with big land army and small navy can invade on unprotected island or land, and than transport easily all its land army here. If another side of conflict haven't big navy to destroy ALL supply lines, so we have stupid situation - country with small navy can make massive naval invasion and other side can't defend its land effective on beachcoast.

Also opposite situation - you invaded and full occupy island (or land wth have only naval path to capital), move your army from here (for example it was attacking general). And... You can't again send army here (or another defensive army) to protect this occupied island. Because it hasn't front. Enemy - go and take it with 1 battalion. Silly.

I think we should be able to create "garnisons" where you can assign some battalions and it won't be taken by generals.

2. Navy. And convoy war. Please add some more instruments to control it. Enemy could raid convoy in some node and you can't send to defend this node in straight way. You should use escort convoy feature... But, cmn, guess to which HQ you should send escort convoy mission to catch this bad boys. And even you guess (set different HQ until node will be protected) enemy can easily change raid node and avoid your intecept fleet. And you should guess one more. Or have a lot of fleets to defend all nodes. So we have situation - country with small and bad navy can effectively raid convoys in huge navy country. Defend much more difficult (and need more fleets) task than attack.
And even you catch this fleet and destroy it, it will be restored by weeks. So, sometimes you defend convoy node with big 50 flottila fleet, enemy has 30 flotilas, you catch him regulary, but he continues to raid (with less efectivness, but still effective) your supply lines.
Ships should be restored much longer. Or after big defeat, fleet ships should be repaired for long time (months). Not how it is now - defeated? No proplem, two weeks and I have full fleet again.
This It more realistic and logically. Something like in EU4 (land army restored fast, if you have manpower, ships - need years).

And you should be able to defend your supply lines from pirates.

P.s. I like this game. So developers - take my likes) But, I think, some critics can help to make better game too)
แก้ไขล่าสุดโดย Sentropy; 1 เม.ย. 2023 @ 5: 55am
Good job powering through all the hate. seems like you wanna fix the problems with the mane and i appreciate that :)
F U make a problem for free then sell the fix
傻逼吧,更新后我存档失效了
还我1.27版本‘
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กำลังแสดง 46-58 จาก 58 ความเห็น
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