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grimkm

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'colonial migration' section, could this benefit from a small note on cored vs non cored colonial states and their ability to be turned into states relatively effortlessly towards the last 10-15 years of the game. They don't seem to require the 1% of home nation culture bureacrat pop to be converted. It may be tech related.
 

KeiranHal

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Non primary english speaker here (probably not the first here, though): it's a clear, concise guide well fitted for anyone who has played the game a few hours: a very instructive reading, useful if you want to micromanage industry while waging economic wars and managing your pop in hope to minmax your industrial output. It could use a fancier display, but that's nickpicking.

Also, you may want to write about POP conversion to a primary or accepted culture: as you say, they are essential to optimize your national focus strategy (more accepted pop=more national focus point, to a limit), and I think there are countries which could benefit from an optimised conversion in this view, especially when the factor:
  • Is not accepted culture
  • Continent is North America or South America or Oceania
is not in effect. If I suggest this, it's mainly because I tend to play Vic 2 with converted saves from EU IV, where my countries tends to have many non accepted cultures cultures. In Vanilla, I guess it's less of a problem, altough an Austrian run (8.84M POP, primary south german:20,3%, no accepted culture) could benefit from it.

Overall, an excellent guide.
 

Oriflamme

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Cool, I'll try Victoria II again with this guide. There are some things in the game that I just never understood.
 
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KevinG

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For single player, when you can always conquer the resources you need, trying to get max throughput by stacking factories with their inputs/outputs in the same state makes sense. If you're playing MP, or for whatever reason you can't just conquer a territory to get more of a rare good, wouldn't it be better to avoid raising throughput for factories that lack specific inputs?
 

Edungeon

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Thanks for the guide, I think you could expand the part about industry builds because it is very rare to have all the RGOs you need for the perfect build.

I would add that artisans are to keep an eye on because they are a good source of craftsman and clerks, and what they are producing is a good indicative of the way your industry could go (if artisans can make glass profitable, your industry should too, for example)
 

DuroSVK

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Thanks for the guide, I think you could expand the part about industry builds because it is very rare to have all the RGOs you need for the perfect build.

I would add that artisans are to keep an eye on because they are a good source of craftsman and clerks, and what they are producing is a good indicative of the way your industry could go (if artisans can make glass profitable, your industry should too, for example)
true, true