Please remind me why 100% spendings towards education are no longer a no-brainer? I've forgotte what other drawback (apart from higher costs, which was already an issue in Vicky) it has...
Others have covered main reasons, but one additional reason is that the higher your spending, the more people will look to careers in the educational field, the higher your costs become as you have to provide incomes to more and more people (as educators/clergy gain all their income for purchasing needs from the State in the form of education spending). Build up too much and you'll soon have a huge interest group that will have fits if you need to slash spending for some other budgetary reason....
OHG, just one quick question. Not about AAR, but perhaps you would know an answer:
How, techniccly, National Focus works? For instance is there in a save game section called Natinal Focus where you can find something like: "capitalist_growth = 0.1"
Or perhaps it works completly different?
National focuses are in a text file that can be easily modded by players to change the nature of what the focus point does and, I'd assume, allow the creation of new national focus points to add to the gameplay mix. As with all Clausewitz engine games, V2 is very, very modder friendly, providing a lot of moddability for things that, in V1, would definitely have been hardcoded.
I am a bit puzzled by the long time required for research. I understand that the population will be low on clerks and clergy, but with such a high starting literacy I would think research would go faster.
One thing to note is that I'm researching a level-3 tech, and the number of research points needed to complete research increases with each level you rise. Also, as your population grows, the amount of research points you produce each day (and yes that was an error when I said
per month in the AAR) will slowly rise, so you'll produce more RPs per day as you go along, meaning later in the game other level 3 techs will take me less time to research
Which is true right off the bat for France, as French-Canadian is a Primary Culture, by the looks of things.
No, it is not, there are no French-Canadian pops in the French empire. (St Pierre & Miquelon is French culture)
Like I said, the matter's settled (it's your design, not mine). I don't think reveling in your historical ignorance is all that impressive, though.
Having worked with Balor, aka Johan, for a number of years now, I can guarantee you that historical ignorance is not a malady he suffers from, and find your comment highly inapprorpiate for this thread. The developers, for various reasons they have provided, have decided to model African societies in a certain way, and those who believe it should be modelled a different way are more than free to mod it for themselves. I will not, however see this thread hijacked any further on the issue.
@ OH
Apologies if this has been covered but on the military issue, can we custom name regiments and/or does the game do this for us or is it churning out the tired old '1st infantry regiment, 2nd infantry regiment etc etc etc?'.
Yes you can custom name in the course of the game, as I did for the units I garrisoned my colonies with.