Victoria 3

Victoria 3

Shattered World (Decentralized Edition) [outdated]
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Hi all,

I'm going to start this by stating I'm not good at this game. However, I've done over 30 runs on this mod so far and after countless restarts, I've formed a basic strategy for the first 70 years or so.

This only involves conquering one or two provinces.

Tips;
- Build farms and ranches in a 1 to 1 ratio. This will allow you to produce fertilizer from ranches, and use the fertilizer to boost farm production with level 2 production methods.

- Do not max out your arable land. Build to about halfway, then build a fertilizer factory. After build the required resources for the fertilizer factory [Iron & Sulphur?] (since demand is needed for the supply to make money)

- Built clothing factories. Lots of them. You'll be making fabric from ranches, but have nothing that uses it, leaving you with a super cheap raw resource. Clothing factories will use this and increase SoL without costing you a penny.

- Do not waste Wood. Wood has become the most important resource for [especially European] nations in shattered world. You won't be able to make furniture and tools to support your industry in one region, so be prepared to have a relatively low SoL until you get more Wood.

- Delete the AI factories. They always spam build worthless crap. The only thing to keep is farms and ranches, but you should move them around to match your first province too. Then build the province from scratch to have a heft economy earlier.

- GET RID OF CONSUMER TAX MODEL AND MOVE TO CAPITA ASAP. I cannot stress this one enough. Consumer tax, whilst neat early, will ruin your SoL. Capita tax is far superior, and generates money on all pops, not just the ones who use the products you tax.

- Always set early tax to the lowest sum. This promotes early growth and prevents revolution spam from agitators.

- More than 40 units is overkill if you have increase troop quality by even one tier. Line infantry and 1st cannons will batter the AI all the way to 1936.

- Try to use production methods over spam. You can usually balance the cost by changing multiple buildings in one go, rather than one at a time.