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safferli

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Nope. I answered to your answer twice by now :)
It wasn't the thing I was talking about. I mean handy, fast click menu like the army one on the right hand side.
The overview screens are not handy, fast-clickable enough? You can also activate them with F1-F8.
 

unmerged(92284)

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I have a few Afro-American Capitalists xD
 
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The overview screens are not handy, fast-clickable enough? You can also activate them with F1-F8.

No, they aren't. If I am on the map I would like to be able to choose the state from the menu and have it opened in the left corner - exactly like it works when you select the state from the map. The way it was done in Vic 1 was very handy.
 

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Demo Has Some Issues

I know this is a first release for Vikki 2 and as usual Paradox will with time patch away all nagging bugs and improve the game to its optimum. I think though its important to bring some things to their attention already so that they can be incorporated into the upcoming patch. I like the game play and think the reworked world map and interface are positive changes that help the player to spend less time searching for things , and more on implementing their actions for their country. However there are some errors with the world map: 1. in South Africa there is one province called Swettenham, I think the right name ought to be Stellenbosh (since that matches with the real map and the fact that dutch speaking Boers settled the area), in Canada the topography of certain provinces needs changing, Edmonton should be steppe-plains not mountains, Saskatoon steppe-plains not forest, in short the Canadian praries ought to be rendered properly, Toronto London, Windsor ought to be farmland as they are not forests, also Rocky Mountains need to be extended from Northern BC into Alaska, they dont end in Atlin. Another issue i came across while playing the USA is that during peace negotiations, when I demand from Mexico that Texas be restored, nothing happens ( even though it says "they are likely to accept this offer"). Have played several times, with same results, hope this gets changed.;)
 

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I'm without my computer until Friday, so I can't play the demo - however, I downloaded it to see its localization archives etc, and I found no change of name for the Papal States. It was even more confirmed when I saw this screenshot in the Strange Sreenshots thread:



Papal States as a presidential dictatorship is exactly what I wanted to see in Victoria 2 - it's actually one of my objectives, to turn the Papal States in the Roman Republic and, then, unify Italy.
I'm very, *very* disappointed, however, that it didn't change its name to Roman Republic. Come on, Paradox, I can't believe you forgot to changePapal States name - there's nothing for any form of government, even if there's USA_absolute_monarchy as "Kingdom of America" and a few more... are the localization archives incomplete for the Demo?
I really hope so - ok, it's not an actual bug, but I really hope to see this updated in a patch, if it's not in the final game. It's much more awesome to discover and say "Wow, the Papal States suffered a republican revolution!" than to laugh "haha, it's called Papal States and is a Republic, even if the game has features to change it".

Other than that (and a very ugly mistake on brazilian rivers), I'm already fascinated just with the game archives - everything commented and clear to understand, with all these wonderful new concepts in clear text files... I never was that entertained with the internal archives of a game, :D.

Yes yes... why the name of RR is not an obvious "Roman Republic"? is simple i think.
 

safferli

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No, they aren't. If I am on the map I would like to be able to choose the state from the menu and have it opened in the left corner - exactly like it works when you select the state from the map. The way it was done in Vic 1 was very handy.
You can only click provinces, not states.

There is a region mapmode that might be what you're looking for.
 
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You can only click provinces, not states.

There is a region mapmode that might be what you're looking for.

Safferli, thanks a lot for your help but I am exaclty after what I have said: menu like the army one (or even more, like this one in Vic1). I used to find it very handy and I think it would be useful in game.

As I understand from this what you are saying it is not in the game at the moment. In this case I hope one of Devs will answer questions to let us know if it is going to be in patch. For instance, what I see on the screenhot, icons of units have been added (great idea btw).
 

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I know this is a first release for Vikki 2 and as usual Paradox will with time patch away all nagging bugs and improve the game to its optimum. I think though its important to bring some things to their attention already so that they can be incorporated into the upcoming patch. I like the game play and think the reworked world map and interface are positive changes that help the player to spend less time searching for things , and more on implementing their actions for their country. However there are some errors with the world map: 1. in South Africa there is one province called Swettenham, I think the right name ought to be Stellenbosh (since that matches with the real map and the fact that dutch speaking Boers settled the area), in Canada the topography of certain provinces needs changing, Edmonton should be steppe-plains not mountains, Saskatoon steppe-plains not forest, in short the Canadian praries ought to be rendered properly, Toronto London, Windsor ought to be farmland as they are not forests, also Rocky Mountains need to be extended from Northern BC into Alaska, they dont end in Atlin. Another issue i came across while playing the USA is that during peace negotiations, when I demand from Mexico that Texas be restored, nothing happens ( even though it says "they are likely to accept this offer"). Have played several times, with same results, hope this gets changed.;)

Map changes won't be done, says the devs.
 

unmerged(61650)

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When I start the war with Mexico I win , but after some time I start to loose a lot of troops and they dont recover very fast, and they beat me.
Is the capture at same speed with 10 troops or 30 troops ?
Thanks
 

safferli

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When I start the war with Mexico I win , but after some time I start to loose a lot of troops and they dont recover very fast, and they beat me.
Is the capture at same speed with 10 troops or 30 troops ?
Thanks
Occupying provinces depends on the reconnaissance value of the troops occupying. I think you also get a bonus to occupying cores (so land you "lost" in this war), not sure though.
 

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Having played the demo a little, it got me puzzled about a few design decisions that were made. I believe it was the intention to make states have about the same size (in provinces) as much as possible. Presumably that's why there's a state of New England, why several got merged into Massachuchets etc. I'm fine with that, but I don't understand why there's a 1-province state of District of Columbia and a 2 province-state of West Virginia then.

Something else that was an issue a while back was that the Alps got 'shortened' (ie there are no mountainous provinces in the western Alps). The stated reason was for game-balance, because province terrain affected RGO size. However, as far as I can tell RGO-size is simply determined by a 'province size' variable that can be filled in arbitrarily. All terrain does is affect supply, movement and combat. Hence I don't understand the decision to keep those "ugly" (King's own description ;)) Alps.
 
Last edited:

Colon

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Oh and thinking back on the Brazil AAR recently. I see it's possible to declare war to (re)attach provinces to the holder of the cores (for instance, to transfer El Paso to Texas). Wouldn't it be better that whenever a country declares a infamy-war on another country that has ratched up too much infamy, the object automatically would be "Free people" instead of "Cut down to size" as seemed to be the case in the AAR? But perhaps this has already been done. :)
 

safferli

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Something else that was an issue a while back was that the Alps got 'shortened' (ie there are no mountainous provinces in the western Alps). The stated reason was for game-balance, because province terrain affected RGO size. However, as far as I can tell RGO-size is simply determined by a 'province size' variable that can be filled in arbitrarily. All terrain does is affect supply, movement and combat. Hence I don't understand the decision to keep those "ugly" (King's own description ;)) Alps.
There is a terrain effect. Check a mountain RGO tooltip, I think it's -40% for mountains.
 

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Colon

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There is a terrain effect. Check a mountain RGO tooltip, I think it's -40% for mountains.

Well, there's no such mountain effect in my version of the demo. Perhaps you are confusing the technology effect for it?

vic2mountain.jpg
 

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Okay, so you just want them in the SOI so you can get first dibs on rare goods they produce, is that the gist of it? If they make guns, and demand outstrips supply, you want to get their guns directly. Does price on the world market get affected only by the amount of supply released to it, and thus not sold internally?

Are the prices the same internally as on the world market? Because if so, it doesn't seem like having stuff produced internally helps at all. Prices still go up because world demand outstrips world supply, so even if your pops get all the opium they want from china, they pay more and more for it because there's not enough supply in the world for everyone to get it? I'm just not really understanding how the whole thing works, I guess, as far as prices go and the value of buying internally if tariffs are 0.

Oh, one more question: Does it help your people in any way to have tariffs? Seems to me that it either has no effect at all, assuming you make enough to keep them happy, or it hurts everyone, if they have to buy some elsewhere. Unless there's a different internal and world market price, the only thing it would change is that your bottom line gets greener because your pops spend more to fulfill their needs.

Also, thanks for the Q&A time. I fancy myself an economic man, and understood most of Vicky 1's intricacies, but I can't seem to grasp how the new world market works, even after reading the manual.

Edit: Oh, and one more thing: Since it's built on ratios, wouldn't that mean that excess demand on the world market increases the speed that a price inflates? So if you put someone in your SoI, and your demands became internal, because there's lower supply and demand on the world market in the same amount, it speeds up the movement of the price. So if you put someone in your SoI, you'll actually end up paying more for a rare good than otherwise, although you might not have gotten it before. For example: You want 5 iron, GB wants 5 iron, and china makes 6 iron. If it were on the world market, you wouldn't get enough iron, but the ratio of demand:supply would be 10:6, or ~1.66. However, if you put them in your SoI, then the world demand is 5 iron from GB and the world supply is 1 iron from China, which is what gets out of your internal market, and thus the ratio is 5:1. As you can see, that example has a greatly increased speed of price change, and if the internal and world market prices are the same, has you paying way more for iron in the long run. Now in a real situation it wouldn't be as drastic, but lower volume with the same difference increases the ratio, with a limit of 0 for the supply.

I'd still really like an answer to these, if someone can give it.