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2- Use national focus to increase immigration to colonial states, and some technology increases colonial migration (the middle culture one, +10% education, +?% colonial migration). When you have a decent number of your culture in a colony (I find 5-10% is sufficient), switch your National Focus to promote Bureaucrats, I find they tend to come from your accepted culture. I used this strategy during my Boer game and it worked like a charm, took about 6-7 years total per colony to achieve statehood. I'm not sure if there are ways to get a new accepted culture, other than events (I noticed the USA started accepting Afro-American culture during the game, I assume this was caused by an event), but for statehood I think only your primary culture works. I'm sure if you're an Italian or German country that unifies you'll begin accepting the other parts (North German Prussia accepts South German, North Italian Sardinia accepts South Italians, etc.), though I haven't tested that.

I tried the immigration NF but it didn't work, but Iwill keep trying.
 
(...) I'm not sure if there are ways to get a new accepted culture, other than events (I noticed the USA started accepting Afro-American culture during the game, I assume this was caused by an event), but for statehood I think only your primary culture works. (...)

Unfortunately there is no way to get an extra accepted culture ingame, except by event.

For navies what does the hull rating do besides say how big the ship is?

Hulls are basically the "hit points" of the ship. Through tech you increase the "hull value" of the ship, meaning the ship can withstand more damage.
 
I tried the immigration NF but it didn't work, but Iwill keep trying.

Actually, you're right, I don't know what was different between my Transvaal game and my USCA game, but in my USCA game I recently took Puerto Rico from Spain and can't get an immigrant into the colony no matter what I try, national focus and all. It might be because my farmers and labourers are underpopulated, or overly content, and therefore have no drive to leave for the colony. We'll just have to hope somebody with a bit more experience can enlighten us on this!
 
Quick question I have for Residency/Limitied/Full. In Democratic governments influence who can vote. Lets use the US for example. Is it that only Yankee POPs can vote for Residency parties, or when they are in power, only Yanee POPs can vote until they leave? Same question with Limited, only including Dixie, Texan, Afro-American, and certian native POPs.
 
Quick question I have for Residency/Limitied/Full. In Democratic governments influence who can vote. Lets use the US for example. Is it that only Yankee POPs can vote for Residency parties, or when they are in power, only Yanee POPs can vote until they leave? Same question with Limited, only including Dixie, Texan, Afro-American, and certian native POPs.

The Current Ruling Party Citizenship Policy affects which pops are allowed to vote and affect the UH composition on account of their culture.
a) Residency - only primary culture can vote.
b) Limited Citizenship - primary and accepted cultures can vote.
c) Full Citizenship - all cultures can vote.

It doesn't affect which cultures vote for that party, so it can happen that people happily elect an party which in turn deprives them of voting rights.
 
Actually, you're right, I don't know what was different between my Transvaal game and my USCA game, but in my USCA game I recently took Puerto Rico from Spain and can't get an immigrant into the colony no matter what I try, national focus and all. It might be because my farmers and labourers are underpopulated, or overly content, and therefore have no drive to leave for the colony. We'll just have to hope somebody with a bit more experience can enlighten us on this!

There is a large penalty to migration if the POP in question lives in the Americas. As a result the US, USCA, Mexico, Brazil etc. all have a much harder time turning overseas colonies into states than the European powers.
 
how do i get to enact social reforms such as health care?



You need enough militancy to get the political parties to vote for reform. An easy way to do this is to declare war on a smalll country like atjeh with the humiliation CB and then white-peacing them, instantly rasing your militancy.



And a question of mine, does badboy factor into emmigration? Playng as the japanese on stereoids, much of the americas is populated by a japanese minority. I assume that militancy does this as well, but I was wondering if badboy does this also.

Btw, it would be sweet if someone could give a little information on what makes pop's leave.
 
There is a large penalty to migration if the POP in question lives in the Americas. As a result the US, USCA, Mexico, Brazil etc. all have a much harder time turning overseas colonies into states than the European powers.

Aha, thank you for the enlightenment ajm317. I think I'm going to lower that modifier (if I can find the text file). I don't see why an unstable or constantly warring dictatorship in Argentina or whatnot wouldn't send immigrants to a nice democratic country, if a European would emigrate under similar circumstances...
 
What kind of modifiers does experience add for troops? Would it be smart to keep a 5 star exp infantry around or should they be replaced with guards when possible?

Edit:Related question. Does everyone go thru a late 19th century dry spell where liquor is worth its weight in gold(demand is twice the supply)? I can hardly build and arty, engis, or guards because of this, this while being the second leading producer.
 
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Playing 1.4b with the USA up to early 1900s I got into a lot of trouble with rebels. I had communists spawning up every year in great numbers, sometimes accompanied by anarcho-liberals.

I thought I had played nicely, treating everyone fair, promoting moderately liberal values, had the Republican party in power for quite some time. But yet the amount of socialists and communists just kept on rising, and revolting. I enacted reforms whenever I could, I was making tons of money eventhough I had taxes set to 5% max, everyone was getting their needs fulfilled.

Any way to crush them rebellions before they even rise? I can't stand having to crush country-wide rebellions every other month. Or was I too generous? Should I have taxed them peasants until it hurt and they wouldn't have any time to think about their political views?

Another question would be, any way to "quick build" forts and naval bases? Takes forever if I have to just select and click each and every province to upgrade those.
 
How do I move my capital?

Unfortunately you don't.

There's no way to move the capital in-game yet.

Playing 1.4b with the USA up to early 1900s I got into a lot of trouble with rebels. I had communists spawning up every year in great numbers, sometimes accompanied by anarcho-liberals.

I thought I had played nicely, treating everyone fair, promoting moderately liberal values, had the Republican party in power for quite some time. But yet the amount of socialists and communists just kept on rising, and revolting. I enacted reforms whenever I could, I was making tons of money eventhough I had taxes set to 5% max, everyone was getting their needs fulfilled.

Any way to crush them rebellions before they even rise? I can't stand having to crush country-wide rebellions every other month. Or was I too generous? Should I have taxed them peasants until it hurt and they wouldn't have any time to think about their political views?

Another question would be, any way to "quick build" forts and naval bases? Takes forever if I have to just select and click each and every province to upgrade those.

For the first question, you need to check why militancy is increasing. Browse your POPs and check the factors that increase their militancy. It might not be due to reform desire that they're militant and revolting. It could be that, for example, your War Exhaustion is high, or you broke truces, etc. Passing reforms helps against militancy temporarily and ideally they would be calm for a while. I don't usually play with the USA, but I do hear often that it has some problems with rebellions. It usually has to do with high-militancy POPs in certain locations, while the average militancy isn't high enough to pass reforms.

As to the second question, I think there are hotkeys. I think Railroads are Shift-R, but I'm not sure if there are hotkeys for forts/naval bases. You'd still have to click on each province though...
 
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How to get craftsmen? Having taxes at max doesnt lower middle POPs' life needs at all to demote and lower POPs mass migrate to my SoI countries. Without an NF it's a wonder if I get 1 person to sign up for being a craftsman per day - and that one would be a soldier who would demote at 0% mil expenditure.. What am I missing? Is literacy/consciousness/reforms important for getting craftsmen? I think these just make POPs more likely to promote and given that I have HM's gvt for state capitalism when needed and gazillions of ducats I couldnt care less for clerks, capitalist, buraucrats or whatever.
 
Playing Austria want to go to Austria-Hungary but I can't seem to enact the decision, everything is green except for the first requirement. A have less than 80 prestige(I have more), or B German Empire does NOT exist(it doesn't). I meet the B criteria but I still can't enact the decision.
 
There's some confusion about "and"/"or" in the requirements. Both have to be true IIRC.

Great so I have to loose several hundred prestiged. :D

Ty for the reply.
 
I have NO bureaucrats, so crime is an issue. I changed my NF to Bureaucrats, and they started popping up, but NONE of their needs are being met even though I am making some of their needs IN MY OWN COUNTRY ! So they dissapear as quick as they came.
Even if I set taxes for the middle class to zero, bureaucrats keep going broke and demote. How to fix this ? I have Adm spending at 100% !

I am playing as Lucca on v1.2 by the way.
 
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