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LordOfBlood

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Hi, i bought Vi-Rev for about 1 week ago, and playing for 7/24:)

I tried Belgium, too boring, Ottomans, Too hard, China Too big. And i decided to play As Japan.

I read in Wiki, and some other information, but although it helped me on events it is too general.
Can you give me strategies, hints, advices and all thing, in detail please?

Thans for helping.
 

LordOfBlood

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Also, What does Literacy do? İncreases Research speed?
And Also Research points, how can i use them?
Also i cannot maintain a good budget, always usings "cash" what can i do about it?
 

Eärendil

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Literacy speeds up research and also provides a a bonus to production efficiency IIRC.

Research points are used to research techs. Each tech costs between 9 and 15 research points and if you are producing research points faster than you can spend them (each tech has a time limit) you can use the excess points to buy techs from other countries.

As for the budget, keep education spending at max, set crime fighting to zero and make sure you don't import anything unless you really need it. If you don't plan to go to war, lower army and navy maintenance to the lowest. Set taxes for low and middle class to 50%. Then, if you are laissez-faire or interventionism the capitalists will build railroads and factories for you, so make sure they build up cash reserves. This can be done by lowering rich taxes and tariffs. Remember though, if you don't need the capis to build for you, set tariffs at the highest as it will generate quite a lot of money from the other classes.
 

ohms_law

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and if you are producing research points faster than you can spend them (each tech has a time limit) you can use the excess points to buy techs from other countries.
You can actually purchase research any time that you're research points are not negative. Your RP's can go negative, though.

Set taxes for low and middle class to 50%.
49.9% is safer...
 

Orm

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Eärendil

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ohms_law said:
You can actually purchase research any time that you're research points are not negative. Your RP's can go negative, though.

Yeah, but there's pretty much no use in trading for techs if you don't have surplus research points. You will have to wait for the points to go back to 0 before you can start researching the next tech and you also have to give something up to get the tech (money, land, techs or colony buildings). If you sell a tech to the AI, they also don't have to pay for it with research points. The same goes for you when they AI offers to sell a tech to you.
 

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beowulf said:
Yeah, it's 0.1% safer.
The way I understand things, having 50% or greater tax on a class can cause them to devolve. It's not the only thing, but It's a prerequisite...
Anyway, the advice for... well, forever, has been to never increase your tax above 49.9% on middle or wealthy class.

Eärendil said:
Yeah, but there's pretty much no use in trading for techs if you don't have surplus research points. You will have to wait for the points to go back to 0 before you can start researching the next tech and you also have to give something up to get the tech (money, land, techs or colony buildings). If you sell a tech to the AI, they also don't have to pay for it with research points. The same goes for you when they AI offers to sell a tech to you.
I don't know about there being no benefit to going negative. Granted, doing so stops your "production" on your current research until you're positive again, but you still gain the tech's at basically half price. I do it all the time, but I also time the deals so that I trade for techs immediately after finishing research on the current tech.
 

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ohms_law said:
The way I understand things, having 50% or greater tax on a class can cause them to devolve. It's not the only thing, but It's a prerequisite...
Anyway, the advice for... well, forever, has been to never increase your tax above 49.9% on middle or wealthy class.

They devolve when they can no longer afford 100% of their life needs in my experience. I recently did a trial run with Sweden in the '81 scenario, and I could go up to 90+% taxes on the middle class before anyone devolved. It varies a lot with time and techs and national income, but just assuming the limit is 49.9% is pretty poor advice.
 

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ohms_law said:
I don't know about there being no benefit to going negative. Granted, doing so stops your "production" on your current research until you're positive again, but you still gain the tech's at basically half price. I do it all the time, but I also time the deals so that I trade for techs immediately after finishing research on the current tech.

What do you mean by half price?

And about the 49.9%, I believe there was something in the earlier versions of Vicky, something about militancy or consciousness about that limit, but I believe it was removed for V:R.
 

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Eärendil said:
What do you mean by half price?
The RP cost of received techs is half of the cost of fully researching them yourself.

Also, keep in mind that There are two aspects to research: RP and time. You need to put in the RP toward the tech, but even after the research point allowance is "full", it still takes time to finish researching the tech. By mid game, your scientists can often fill the current tech with RP before the time that it takes to finish the research, which means that you're accumulating unused RP's anyway.
Trading for techs also completely removes the time aspect of researching the tech yourself as well. Much cheaper.

And about the 49.9%, I believe there was something in the earlier versions of Vicky, something about militancy or consciousness about that limit, but I believe it was removed for V:R.
Maybe... honestly, I'm not completely sure.
Like I said above though, the advice has always been not to raise taxes to or above 50%. I don't see how advising a new player to raise taxes to 50% is a good idea, when it's just as easy to say 49%. That extra .9% - .1% in taxation isn't worth anything significant in terms of state revenue, anyway.
 

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ohms_law said:
The RP cost of received techs is half of the cost of fully researching them yourself.

That is not true I'm afraid. The RP cost is the same for techs bought and techs you research yourself. I just loaded up a game and bought a tech that would've cost me 9 RP and I got -9 RP when buying it.
 

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You're positive? I'm fairly positive that I've had cases where I've traded for a tech (several at a time, actually) and the total RP cost was less then the sum cost of all of the techs.
 

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I'm positive. I did another test and traded for 3 military techs and 2 commercial techs. Since my national value is order, the military techs would cost me 9 RP each and the commercial 10 each for me to research.

3*9 + 2*10 = 47

The tech deal also gave me -47 RP so there's no bonus in buying techs.

I don't know about earlier versions though.
 

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ohms_law said:
Maybe... honestly, I'm not completely sure.
Like I said above though, the advice has always been not to raise taxes to or above 50%. I don't see how advising a new player to raise taxes to 50% is a good idea, when it's just as easy to say 49%. That extra .9% - .1% in taxation isn't worth anything significant in terms of state revenue, anyway.

True, but isn't it better to tell a new player why POPs devolve instead of saying 49.9% is an absolute maximum? It's like telling a kid that the kitchen oven is full of evil pixies instead of telling them why it's not a good idea to go there.
 

LordOfBlood

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What is national value, and how can i learn, whatdoes my nation's national value?
Also i am in 1890, cause i play on easy, i managed to become a great power, in a war with russia, they attacked on Korea, i dig in there, and invaded petersburg, with a navy, they gave me eastern Siberia, east coast of upper korea. and i bought many tech from English.
However, still their armies are more powerful, 1000/56 to 1000/87 etc. how can i build a more powerful army?
 

truth is life

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If you press F1 while playing the game, you can see the current list of national rankings (with the top 8 powers in order, then you if you're not among them).

EDIT: Also, who exactly are you playing? Korea? China? If you're playing one of them, you should have noticed that you research techs very veeerrry slowly. This is because you are considered 'uncivilized' by the game. If you civilize (a process which is detailed in the wiki), then you will be much more powerful. By this point it might be a little late if you haven't already, though.

EDIT2: Ah, Japan. That'll teach me for not reading thread titles. :eek:o Anyways, the best ways to get a more powerful army are:
1. Build a bigger army. Unfortunately, you have to pay for an army, so you can't just build 200 divisions as USCA.
2. Build a better army. That is, do army research. Most of the techs there increase your army organization or your infantry's firepower or defense, all of which help you win wars.
 
Last edited:

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Because it's usually not worth the money. The only negative effects are crime buildings (which usually are quite harmless) and slightly increased revolt risk. If you manage your country well you should do well without crime fighting until you've improved your production efficiency enough to be able to afford it.
 

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beowulf said:
True, but isn't it better to tell a new player why POPs devolve instead of saying 49.9% is an absolute maximum?
Yes... which, you did... after I brought the subject up.
:)

Eärendil said:
Because it's usually not worth the money. The only negative effects are crime buildings (which usually are quite harmless) and slightly increased revolt risk. If you manage your country well you should do well without crime fighting until you've improved your production efficiency enough to be able to afford it.
This is good advice. Generally, don't be too afraid of the negative things... just don't let them build up too much. I fairly consistently check my pop lists in the ledger, where if you mouse over the militancy and consciousness columns you can see what's affecting your pops.
For me, crime fighting is usually either an all or nothing affair. If I can afford it, I'll pay 100%. Otherwise, just set it to 0.