caffran said:
what the hell are RGO's??
Resource Gathering Operations - where raw materials are produced for your economy for consumption by POPs or use to produce manufactured goods. They are the bedrock of your economy until you become a fully industrialized nation.
what does pluracy have to do with anything?
Per Vickywiki :
Plurality is essentially defined as your population’s demand of and desire for social reforms and democracy. Think about it: even the name itself implies the meaning—the higher the level of personal input into a society, the higher the level of personal expectation from the government. This value—a percent visible in your country’s political screen—can be thought to stand for how Liberal your country is becoming.
Basically its the change in attitude of you population from being subjects of a ruler to citizens of a state, with all the expectations of rights and support from the state in exchange for loyalty to the state that modern concepts of citizenship implies.
why do i never have enough 'pops' (wtf are pops??) to fully man my factories?
POPs are your country's workforce population. A POP represents 4 people in raw numbers (basically the male head of household in a famliy with wife and 2 children).
You employ POPs for various tasks - produce raw materials (farmers/laborers/slaves/aristocrats), produce industrial goods (craftsmen/clerks/capitalists), provide military power for your nation (officers/soldiers) or spiritual uplift and moral grounding (clergymen)
Just like in a real nation the number of POPs grows over time through either natural increase (provided they get the minimum life needs to sustain themselves) or immigration.
As you transform your economy from primarily raw-material based production to industrial production, you shift POPs from one segment of the economy to another. If you industrialize beyond the number of POPs that you have, you'll end up with a labor shortage that might be fillable with immigration or might sit unfulfilled until your population growth matches your industrial expansion.
when do i grant statehood to various nations to make it worthwhile?
Statehood makes territories full part of you nation. That means they no longer can be conquered in colonial wars by hostile powers, but it also means the POPs living in the new state will expect the same degree of services and rights that those in other states have. This can be costly if you have lots of social reforms (which only go to POPs living in states IIRC, not colonies). Plus in elections voters in states that meet your voting qualifications have the vote - there is no vote from the colonies. So making a territory a state is worthwhile if you want to ensure it can not be grabbed in a colonial war - it's a geopolitical decision more than anything else.
why when i'm at war do i need two seperate armies, one to fight on the front lines and one to hold/subdue/occupy the territory i've ALREADY conquored?? how the f*$k can the US constantly build divisions when i've captured virtually any province worth anything?
You've not conquered the territory, only occupied the territory. You have the risk of needing to deal with partisans behind the lines, and the ability of the nation you are fighting to try and keep up the struggle by sabatoging you behind the lines.
and most importantly, WHY THE HELL CAN'T YOU BLOCKADE SOMEBODY'S PORT'S???
someone please explain this to me. that was how the British Empire ruled the world, because they could cut off all supplies to the aggressor nation. you simply can't do it in this game.
it's annoying as hell.
One of the biggest missing things in Victoria, agreed. While I was not part of the original development team, I can think of a couple of reasons why they might not be included
1 - it would add yet another level of complication to military matters in a game that is not about warfare and military conquest, but rather about internal management and economic transformation. Victoria is the mirror opposite of HoI, where the emphasis is on the military at the expense of the internal society. In HoI you can fight a war without nary a concern about what your home population is thinking or doing. In Victoria, going to war without your home society being stable and happy, or fighting a war for decades, will land you in heaps of internal unhappiness from your POPs. In the end, Victoria is not a war game. In fact, you can win in Victoria with some countries without ever having to fight a war against another nation if you so choose - just focus on economic development and building up a strong military deterrent.
2 - how do you define access to the world market. If you are ENG fighting GER, you can have a naval blockade, but GER borders neutral nations, with whom the rules of war in theory allow trade to continue with both sides in a conflict. So how do you render the restriction of access of supplies in the world market to reflect the fact that while GER's ports might be blockaded (and here you can blockade access to colonial production by stationing ships in the seazones along the coast of colonies) GER is still going to be able to import some, perhaps even most of the goods it needs from the World Market via neutral nations. And how much additional processing power would be needed to run all the calcualtions necessary to do the math to figure out percent access, in a game that is already numbers heavy and had a minimum requirement of only a 450 MHz processor and 128 MB RAM (keep in mind, Victoria was developed in 2002-2003, when computing power was much less than the average home computer today).
Now, hopefully with the source code released for Victoria to third party development, this is something that can be worked on and improved in whatever expansion packs might result.