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我们非常推荐入门玩家先选择一个欧洲国家来进行初次的游戏,因为 | 我们非常推荐入门玩家先选择一个欧洲国家来进行初次的游戏, 这是 因为 其 拥有更好的经济 状况 ,实现工业化 的难度不大 。 | ||
# 地理环境。紧凑的沿海小国是很适合新手的国家选择, 除了因为游戏中的港口比较容易建设,同时还支持玩家之后进行贸易和殖民. | # 地理环境。紧凑的沿海小国是很适合新手的国家选择, 除了因为游戏中的港口比较容易建设,同时还支持玩家之后进行贸易和殖民. |
2022年11月25日 (五) 22:07的版本
我们非常推荐入门玩家先选择一个欧洲国家来进行初次的游戏,这是因为其拥有更好的经济状况,实现工业化的难度不大。
- 地理环境。紧凑的沿海小国是很适合新手的国家选择, 除了因为游戏中的港口比较容易建设,同时还支持玩家之后进行贸易和殖民.
- 外交。邻近国家较多。
- 资源:建立你的工业需要木头和铁这两种关键资源,而煤炭是推动和稳固你的经济的重要资源。另外食物资源也很重要。
- 识字率和政治发展程度。
推荐的国家:
瑞典:地处欧洲边缘,拥有良好的经济和较高的识字率,使其在上手难度上更加宽容。
比利时:它是一个位于东欧地段,与普鲁士、卢森堡、法国以及荷兰接壤的小国。它是了解游戏基本玩法的不错选择。虽然有但只有荷兰是比利时的天敌,不过玩家可以通过和英国进行外交来击败它。这个国家的省份不多,因此玩家学习游戏经济和国家管理的难度不大,也能分出精力来学习外交内容,以避免国家被普鲁士和法国吞并,甚至可以等普鲁士和法国打起来,而玩家只需坐山观虎斗。
智利:智利是一个南美独立国家,Chile is an independent country in South America, with Europe, compact, close to colonization, religious dynamics
开普勒殖民地:Cape Colony protected by Britain, close to colonization, great resources
兰芳:Lanfang is a one province minor on the island of Borneo. It starts with a Presidential Republic, over 30% literacy and a gold mine. The neighbors on Borneo can easily be conquered right at the start to give access to iron, coal and sulfur mining as well as several valuable agricultural crops. It starts as part of the Great Quin market, so goods can be easily bought and sold. The European colonials are easy to get along with, too. An outstanding choice for a new player in Asia.
Tips
Production
- The production of Trade goods is how the vast majority of the wealth in Victoria 3 is created. Wealth is not just money, but a developed country inhabited by an industrious and happy populace.
- Goods are produced in Buildings
- Buildings are built by the player per state. They cost which is provided by all Construction Sector-"Buildings" in the country. The construction also costs money. The upkeep also costs money.
- Production requires raw materials (a certain group of goods like e.g. Wood, Hardwood, Iron, Steels, Coal, Tools, etc.)
- Buildings require Infrastructure (to achieve a high "market access")
- Production requires workers maybe even skilled (i.e. educated) workers
- Production creates jobs, and pays wages to the employees. That income allows people to consume those goods they need or desire.
- Buildings adjust their wages over time in order to achieve full employment with minimal wage costs.
- Buildings won’t increase wages if this would cause them to go into deficit, so there’s little point to expanding industries beyond the point where they’re profitable.
- Particularly in small economies, expanding production will drop the price of the output good (due to increased supply) so much, the building is not profitable anymore and will lay-off workers to a level where it becomes profitable again. Only sufficient demand in the market can get a building to full employment.
- Employ all pops. Unlike pops employed in subsistence industries, unemployed pops do not contribute to the economy, generate unrest, and consume welfare payments. Pops in subsistence farms are not great either, but they tend to be able to support themselves enough to not cause a lot of problems. When you get the chance later it is beneficial to use up arable land to reduce the size of the subsistence economy.
- Specialize your provinces. Economic growth during the Victorian era was fueled by economies of scale. Few large factories out-produce many smaller factories.
- Goods are produced in Buildings
Taxation
Taxation capacity only affects pop taxes so it's not as useful for countries with consumption-based taxation laws. While it might be tempting to build more government administrations to fully tax your population, lack of qualifications, undeveloped paper industries and government wages will make it very inefficient. It can be helpful to build them to elimitate small shortages, but in cases of massive taxation capacity shortages it's advisable to focus on creation industry base, before unlocking more efficient production methods for your administration. Building government centers can be deferred to create goods producing buildings unless needed to maintain your institutions.
Laws
Your currently enacted Laws are very important.
E.g. as Russia starting in 1836.1.1, the Education System policy is set to "No education". You want to change this ASAP to any of the alternatives: Religious Schools, Private Schools or Public Schools. But you can’t, as you do not meet the requirements! Your current Labour Rights policy (or law) is set to "Serfdom", that excludes both "Religious Schools" and "Public Schools". Additionaly you current Church and State-policy "State religion" excludes "Private Schools" again and additionaly exludes "Private Schools". To change Labour Rights policy from "Serfdom" to "Serfdom Abolished", the new policy needs support from the government. The more the better. You need to reform your government and include an interest group with an endorsment or a strong endorsement of "Serfdom Abolished". You might want to remove "interest groups" with endorsement of "Serfdom" from government (and move them into the opposition). But this new government might have legitimacy problems!
Many laws will automatically create the first level of an institution. So before you institute health care, police or access to education, make sure you have enough bureaucracy. Bureaucracy is a constant resource. Each incorparated state will require a certain amount depending on their population and how many institutions you are running. Getting below the required amount will hurt your taxes! You can increase your available bureaucracy by building government administrations.
Diplomatic Plays
Diplomatic plays are access by clicking the diplomatic lens at the bottom of the screen. Under diplomatic plays are a variety of options such as conquer state, establish dominion, treaty port, etc.
When undergoing a diplomatic play, it will begin a countdown broken up into three stages (Opening Moves, Escalation, Preparation for War).
For nearly all diplomatic plays you will incur some infamy, it is key to check what you infamy level is in your country page before undergoing large diplomatic plays so you can stay under 100 infamy points. Going over may have some serious consequences in the international community!
Additionally, any country with an interest in the region of your diplomatic play can take a side. Notably, any rivals of your country in the area are highly likely to join the opposing side. There are multiple strategies to place yourself in the best chance for success in a diplomatic play:
- Engage in plays in regions your allies also have interests. Just like your enemies allies are likely to side with them, your allies are more likely to join and sway to your side during escalation phases.
- Engage in plays when your rival is already either in a play or at war. Both players and AI are much less likely to have the resources to intervene or even notice if they are currently tied up in more important affairs
- Be prepared to give in order to get. Any non swayed power can be offered a war goal to take your side. This is impacted both by how much they like you and how desirable the war goal is. Adding additional war goals also pauses the escalation timer. This gives time for the opposing side to respond, likely adding rivals of your new supporter!
Initial Steps
"Before you try building trains and guns, why not feed your pops." - Paul Depre, QA Manager at Paradox Games
The best place to start generating wealth for your nation is by focusing on the need of your own market.
Your pops will always be there through the game and always need to be fed, clothed, and entertained. As such meeting their demands and the demand of your local industry is key to having a solid foundation for which to expand your operations and trade to foreign markets.
- Balance Supply and Demand.
- Trade is the fastest way to balance; however, this might stunt the growth of your industries.
- Use your Political Capacities to Expand your Economy.
- Use bureaucracy to favor interest groups and activate their bonuses, create trade routes to balance resources, or
- Use authority to modify high producing states or to activate consumption taxes to expand your budget.
- Use your budget to expand your construction industry, create .
- Specialize your province at the start
- Identify provinces with good resource potentials and develop the province
- Automate expansion, and let the game do the balancing