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Thread: Quick questions / Quick answers Thread

  1. #321
    Thankyou newtype0083! Fantastic answers, extremely helpful! Everything you said makes perfect sense.

    Another question, How do I increase the amount of generals I have? I recently played as Hawaii, and at the beginning need to get a military score of 50 to get westernisation. The main way I was doing this was trying to get more generals and raise soldier pops. But it seemed like every time I recruited a general, another one would die, so that I couldn't have more than roughly 20 generals at a time. By the time I got a military score of 50 I had about 25 brigades, Jingoist govt and 20 generals or so. Took me AGES to get. So in addition to the generals thing, what's the best tactic for getting a military score of 50 with an unciv?

  2. #322
    if you are not china-japan westernization can be very difficult because of the demand of 50 military score.
    -recruict every brigade you can
    -create a lot of generals
    -military techs
    -build huge navy even if you don't need it
    -jingoist gov
    -be at war. It almost doubles your military score. Declare war on any tiny unciv, take what you want or white peace out. For some seconds after the war. (pause exactly the moment they accept peace) you will still have more warscore. Then westernize.

  3. #323
    what tech must i research to be able to annex (establish protectorate) to a 4-region unciv? I have researched nationalism and imperialism and all inventions and still i can't establish protectorate with my secondary power panjab.

  4. #324
    Another newbie question - playing with the papal states, I am attempting to declare war on people, only to see that the "conquest" war aim is not available. I know uncivs can't take lang from civs, but what's preventing me here? The last couple I looked at were Greece and Denmark.

  5. #325
    Indefatigable Psychotic tamius23's Avatar
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    You can't use conquest CB on countries with >1 state. You have to reduce them to one state first with Acquire State.

  6. #326
    Quote Originally Posted by tamius23 View Post
    You can't use conquest CB on countries with >1 state. You have to reduce them to one state first with Acquire State.
    Thanks so much.

  7. #327
    Colonel Demi Moderator Pallen's Avatar
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    Any way to change the files, so that rebels come more often? :X
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  8. #328
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    Pallen: One thing I've found that helps make rebels more successful when they agitate, is to open Victoria2/common/defines.lua in Notepad and modify the amount of militancy that they lose when they rise, and/or when they are defeated. When you open the file it's right near the bottom, and the way it works is essentially self-explanatory.

    The way I have it set up is

    MIL_TO_JOIN_REBEL = 6, -- Rebels over this will join a faction
    MIL_TO_JOIN_RISING = 7, -- Rebels over this will join a general rising
    MIL_TO_AUTORISE = 8, -- Rebels over this rise no matter what
    REDUCTION_AFTER_RISEING = 1.0, -- After a pop spawns a rebellion, its militancy will be reduced this much
    REDUCTION_AFTER_DEFEAT = 1.5, -- After a rebellion is being defeated in combat, its pop militancy will be divided by this number.

    The top three modifiers I have decreased each by 1. This makes rebels more likely to form brigades in the first place. The bottom two numbers I have decreased so that when a rebel brigade appears, the militancy of the rising POP only decreases by 1; this makes it so that if the factors which led to their militancy are not addressed they will more quickly rise again. The bottom modifier, reduction after defeat, is a divisor. I think in vanilla it's set to 3, so that after defeat the militancy of the rising POP decreases by 66%. Setting it to 2 would cut their militancy in half. I have it set at 1.5, so it decreases by 25% only.
    What I hope I have accomplished (I'm not sure how to test it, it's a broad change) is that nations which are unable to address the causes of their militancy will be dealing with rebellions more often, and if the causes continue it is likely that the risings will grow in strength over time, instead of backing down after one rising. On the other hand, if the causes for militancy are decreasing (war exhaustion decrease, or implementing reforms that they were agitating for) the rebellion will still cool off.

    Hope that helps, and if anybody here thinks what I have done is problematic or misguided please let me know!

  9. #329
    Second Lieutenant CromagnonX's Avatar
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    What are the factors in replenishing manpower (not org) from badly battered armies?
    Do forts help?
    Being on the province the unit is from?
    I have a few armies with 0 men, but are still a "unit"... the little soldier man in the display is white (not yellow or red), so does that mean eventually they will start to regenerate?
    Cheers,
    Cromagnon

  10. #330
    Captain Morpheus9's Avatar
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    One question on national stockpile:
    i am buing artillry on stockpile (2000) and as it seems from the budget screen selling as well (countries in sphere?). So is there a place to check if i am makin a profit out of this? Or how can i stop the selling and just build up stockpile.

    cheers
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  11. #331
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    CromagnonX: I think supply limit is the factor here, I've observed that units regenerate strength (soldiers) fastest in your own territory, decent in occupied territory, and poorly in enemy territory. When you mouse-over the yellow bar it tells you how many men will be replenished at the end of month, so we can observe if higher supply limit leads to higher regeneration (I'll check next time I'm playing and have a weakened regiment)

    Morpheus9: Your own government has priority over domestically produced goods, unless you are under somebody else's sphere (in which case they have priority, then you, then POPs, then world market). If you have stockpile set to 2000 and your supply is less than that, you should be buying it all. What I suspect is happening is you are sitting at 1,999 because each day you buy some to supply your armies/navies, then sell the rest, which is the best you can do. If you want to know if your artillery factory is profitable look at the artillery factory in the production screen. If the factory is making money it means the workers and capitalists related to it are making money and paying taxes. That's the best answer I can give you, not sure if I got your question correctly.

  12. #332
    Captain Morpheus9's Avatar
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    @KPJ: basically yes but i have just started with austrian campaign so still have no factories at all. I am just buying altillery from WM. In the national stockpile - expenses screen(budget screen) i can see what exactly is bought. What i cant really follow is why at same time i seem so sell my stockpile and to whom
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  13. #333
    What causes POPs to promote/demote? Is it just the money in their wallet?

  14. #334
    Captain newtype0083's Avatar
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    Quote Originally Posted by Mahrabal View Post
    What causes POPs to promote/demote? Is it just the money in their wallet?
    On the Population Screen (F5), if you select a POP by clicking on its icon, you can get a breakdown of what promotions/demotions are possible. If you hover your mouse over the %, it will give you a breakdown of the factors that influence promotion/demotion.

    Example: Farmers/Labourers promote/demote to Craftsmen is there is no work within your country for them (all your RGOs are full) and there is room in at least one of your factories. They tend to promote to Clergy when Education spending is high and their literacy is low.
    Nationality: Yankee
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    Ideology: Conservative
    Issues: Moralism / Laissez Faire
    Cash Reserves: $0.00
    Revolt Risk: 0.00%

    Militancy: 2 (+0.07)
    Conciousness: 8 (+0.10)

  15. #335
    Captain newtype0083's Avatar
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    Quote Originally Posted by CromagnonX View Post
    What are the factors in replenishing manpower (not org) from badly battered armies?
    Do forts help?
    Being on the province the unit is from?
    I have a few armies with 0 men, but are still a "unit"... the little soldier man in the display is white (not yellow or red), so does that mean eventually they will start to regenerate?
    As far as I know, forts don't have anything to do with Manpower replacement. Nor does the province of the unit's origin. Make sure your units are NOT taking attrition, which might be killing replacements as fast as they arrive.

    As long as the unit icon isn't red or yellow and they aren't taking attrition, the units should get reinforcements.
    Nationality: Yankee
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    Ideology: Conservative
    Issues: Moralism / Laissez Faire
    Cash Reserves: $0.00
    Revolt Risk: 0.00%

    Militancy: 2 (+0.07)
    Conciousness: 8 (+0.10)

  16. #336
    Captain Morpheus9's Avatar
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    How much % of bureaucrats, intellectuals and capitalists should i aim?
    I don't know half of you half as well as I should like, and I like less than half of you half as well as you deserve.

  17. #337
    Indefatigable Psychotic tamius23's Avatar
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    Quote Originally Posted by Morpheus9 View Post
    How much % of bureaucrats, intellectuals and capitalists should i aim?
    Look back two pages in this thread.

  18. #338
    Field Marshal Don_Quigleone's Avatar
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    I'm playing a one state nation, and I'm trying to get immigrants. When I mouse over my state's name under the "population" tab, it says I'm getting about 3000 immigrants a month. But when I look at the provinces themselves I'monly getting 100-300 a month.

    Why is there such a difference? What can I do to fix it?

  19. #339
    General KPJ's Avatar
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    Does Upper House policy follow Voting Rights policy? i.e. if it's based on population or 2-per-state, is that voting population (class and culture restrictions)?

  20. #340
    Does it make a difference having 2% Clergy in every province or having like 1% in most states and then 10% in your biggest state? Is it better to spread them out? Same thing with Bureaucrats. Does it matter about state populations or just national? And what does the Admin % per state do? What's the difference between per state admin % and the national % in the budget screen? Cheers!

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