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Kaiser Andreas

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Hey there! Have around 1000 hours in CK2, over 1300 hours in EU4 and around 300 in HOI4. Decided to get Victoria II because the h-core community (which I guess I am a part of) loves it. However, I am having a hard time figuring out the more intricate parts of the game. What should I focus my national focuses on, and when to change the focuses? How should I build a great army as France, Prussia or others? Just deeper or general tips for how to play. Also, when influencing others states, is there a maximum of states I should be influencing at once, or does that mean that I influence them all slower? Should I ally the states in my sphere of influence? Is there a cap on allies I should have as in EU4?
 
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Lemony Nelson

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The NF order i recommend (for most situations):
  1. Clergy to 3% - 3.50% (4% is cap at which literacy cannot improve faster. Don't go over it or you'll have useless clergy mucking about).
  2. Craftsmen to 16% (only if above 30% literacy - there is a big POP promotion to craftsmen malus if the POP's literacy is below that threshold)
  3. Clerks to 4% (only if above 50% - like craftsmen there is a POP promotion malus if below 50%)
Do each numbered rule in your states from most populous to least (though feel free to ignore states with very low population) before preceding to the next. Do keep in mind that this order is not set in stone and should not be followed as such however.

Good army composition is 4 infantry/5 artillery/1 hussar. Later in the game supply limits grow larger you can double this.

Influence is generated daily and growth improves with a tech in the commerce branch. You assign "shares" to countries in the Diplomacy screen (up to a maximum 3 per country) from which your distribution of influence is determined (before modifiers). There is no limit to the amount of shares you can assign, though the more you do so the more "diluted" your influence will be.

Lets say I generate 1.5 influence points daily.
  • Example A: I assign 1 share just to Brazil. That means Brazil will get 1.5 points of influence per day.
  • Example B: I assign 1 share to Brazil and 1 share to Argentina. Brazil will get 0.75 points of influence per day, as will Argentina.
  • Example C: I assign 2 shares to Brazil and 1 share to Argentina. Brazil will get 1 point of influence per day and Argentina will get 0.5 points per day.
I personally prefer focusing all my influence into one country at a given time - it cuts down on micro and gets the sphereling I want faster.

You can ally your spherelings pretty easily. Just don't expect the epitome of military performance from them if they ever get in a war.

There is no hard cap to alliances in V2 except for alliances between Great Powers. Great Powers can ally 1 other GP.

You can hold research points for up to a year. Memorize the dates at which important techs are unlocked (RP techs especially) and save up so that you can unlock them quicker.

Do you have both expansions for V2? Vanilla V2 is pretty shitty.
 

Kaiser Andreas

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Thanks for the great reply! Yes, I have all expansions. It's quite a big step away from EU4 etc, so I appreciate the help :) As of now, I find the game to lack proper information about many aspects. For example, what changes when I upgrade a colony to a state? How much infamy can I accumulate before other Great Powers wants to give me a trashing? Why is my military thingy larger than it says it can be, for example 66/55 (for France when the game begins).
 

Lemony Nelson

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Main difference between a state and a colony is that you can build a factory in the former but not the latter.

Containment wars can be declared on you if you exceeded 25 infamy.
 

Kovax

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I mostly agree with Lemony Nelson's post about NF points, but it may pay to spend the first couple of years boosting Bureaucrats, until your national income is secure. I generally try to bring my major regions up to at least 80% effectiveness, and then switch over to promoting Clergy (either to 2% or 4%, depending on starting Literacy - less need for 4% if your Literacy is already high). The various techs and gradual improvements over time will usually push that 80% Administration up to 100% in another decade or two anyway, and you don't want to have to pay a lot of excess Bureaucrats for the rest of the game, because they provide no additional benefit over 100%. Once the colonization race begins in the 1870s, you'll want every last NF point to grab land before the other countries get it.

Building a "great army" involves having surplus population that can't find work in their current fields, so they join the army. Soldiers are a "demotion" class pop, where those who can't afford their needs in their current line of work end up, rather than a promotion class where those who are doing well go willingly. If your pops are too rich, it can be difficult to recruit, and you may not have enough soldier pops to replace losses in your existing units, much less recruit new ones, resulting in numbers like 50/45 (50 units out of a max of 45 that can be supported), with some military units showing in yellow or red to indicate slower replacement, or even net losses over time. Researching a few techs that increase RGO efficiency while reducing the maximum that they can employ can result in a wave of unemployed farmers and miners switching occupations. Higher tax rates mean less to spend on needs and wants, and typically more demotions to the army. If your military pay slider is set to something even moderately high, you may find yourself with a growing army pool, turning into a massive influx of new recruits. Thanks to the wonky way that soldiers, administrators, and clergy are paid, you have no control over their hiring: if they want the job, you have no choice but to allow them to swell the ranks of citizens on the public payroll. It can bankrupt the country if you don't drastically reduce military pay or otherwise put the brakes on the process. Be careful of how high you set your government pay sliders, and be aware that any changes may take a year or three to show any significant effect, and then take equally long to stop.

Colonies also potentially grow by "flooding" them with migrants from your other provinces, in many cases giving you a large base of your own pops to start with. Once they become states, the migration slows or stops, but some of the native pops will generally assimilate into your own culture's groups, if they already exist. I recall colonizing a region in China, and after a couple of decades, one province had drawn enough immigrants from my homeland to bring their percentage up well into double digits. Another two had developed small pops of my culture in the "few percent" range. The remaining two had ZERO pops of my culture. After the region was assimilated into statehood, the ones with my pops continued to increase their proportions through gradual assimilation, while the ones without never assimilated a single pop because there were no "target groups" to assimilate into.
 

Kaiser Andreas

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Awesome, thank you so much! So what about spheres? What do sphering someone actually do? Am I better off puppeting Spain than sphereing it, for example? And why cant i always justify puppeting someone?
 

Kovax

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Sphering a country is similar to puppeting, giving them access to your market and resources and you to theirs, before going to the world market. That means you can sphere several minor countries with Rubber or Oil, gaining the first chance to buy it (as the most prestigious country in your own sphere) and denying it to the other majors. While puppets must join any wars that their master calls them into, spherelings are not required to join, but are forbidden to war against their sphere leader other than to break free. Puppeting is a considerably more drastic action, diplomatically, but doesn't confer all that much more benefit as long as the sphere leader can keep rivals from prying the sphered countries loose with Influence. Puppets take a war to liberate.

As a Western GP, the usual procedure is to sphere European minors, and annex or take "colonial concessions" from the rest of the world.