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slugo

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i'll try to answer a couple.
1 i wish. there was one that worked on the early vanilla files, but it's been abandoned, and as far as i know, nothing has taken it's place.

2 the world market isn't really a market where you can buy and sell things. it's like the supermarket of the world. you can try to control what products your industry needs by finding out which countries produce the right raw materials and sphere them.

3 your cappis should build the late game tech factories as they become known, so i don't know why yours aren't sometimes they take a while to fire after getting the main research finished. check the bottom left side of the tech window to see what techs you have that haven't fired yet.

4 those are good strategies. also, have really good relations, like +200, with the gp in question and have a bigger gp as an ally

5-7 i have no idea
 

AledlePieux

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Thanks for the answers.

1) Thanks and sad :(

2) I thought about making profits by buying things when they are low, taking a huge chunk of it, which would raise the prices and then sell again... so just pure speculation to raise money for my own expansion. No way to do that?

3) My capitalists stop at 6/8 factories per state and do not get above. So I have to switch to a type of government under which I can build myself the remaining 2 factories. It's a bug or it's a feature?

4) Thanks.

Additional question:

8) Regarding trade and production, is there any way to figure out quickly what is the production split of a certain product? (for example I do 30% of the cars but where are the 70% remaining?) Especially regarding sphering because it is nice to go after country with a specific raw material but depending on their pops and techs they will have a very different part of the world output.
 

shierholzer

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6) Edit: just red above, I do not understand the closed factory in the same state under a commie government... have not played a commie government enough probably. What does it do?
Communist governments tend to use the Planned Economy economic policy - Capitalists are defacto disabled on that policy. As you might know, having a steel factory in a state producing steamer convoys will boost the throughput efficiency of that steamer convoy factory. Having coal and or iron in that state will boost that of the steel factory. This bonus doesn't depend on the actual production of that factory, so a closed steel factory will deliver the same bonuses to factories depending on steel than a lvl99 factory producing 80% of the worlds steel supply. Since Germany eg has no coal/iron in coastal states, it can be useful to produce the steel where coal/iron is produced, and place a closed lvl1 steel factory in the state tasked with steamer convoys, to yield that bonus.

1) Is there any mod or tools that can gather statistics in the game to produce a graph over the 100 years period?
No. However, it's possibly to do such a tool, with monthly measurements.

2) How to you speculate with trade? I have try to sell and buy with my government money to make more money (when you take Bavaria and you want to defeat Prussia, you usually need money on top of allies and money gives allies also :)). Is there any tip or tricks to do some nice government speculation? (what product, what approach etc...)
Well, it's speculating ;)
Best way is to create the situations you speculate with: Build a factory, delivering a significant bunch (>7%) of the worlds supply of that good. Slowly buy the maximum of that good, wait some months, close the factory, wait a week and sell.

3) How do you force the capitalists to use the last two slots of factories? I thought it would automatically unlock when you have every possible factories tech (which is a long way into the game and I would have preferred to built all 8 and then destroy some) but it does not always work... did I miss something in the options?
The last two slots are only to be filled with the new factories appearing with oil and rubber. Even if you can build all factories, there will be no fabric factory in slot 7.

any other tips (the last one being rather annoying to achieve)?.
Well, the three things you described are the three easy ones. The advanced way is to provoke a successful revolution in the GP or the target - that will reset alliances.

5) What should be a endgame population ratio in an industrial state? I was aiming at 40% craftsmen / 10% clerks and switching NF to obtain this balance but it might be totally stupid...
Depends on your country. UK will usually never get further than 80% farmers (all that Indians), while Belgium can end up with >80% craftsmen/clerks.
There's no 'ideal' ratio.

7) Edit again: is there also downloadable scenarios / savefiles to replay some specific moments like the AHD alternative start date allows you to? (especially WWI or just before)
Apart from the saves you'll find in the bug reports section - no.
 

Orko80

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T

2) I thought about making profits by buying things when they are low, taking a huge chunk of it, which would raise the prices and then sell again... so just pure speculation to raise money for my own expansion. No way to do that?

In general you can keep an eye on the prices of high valued good's. The most fluctuation goods are all war materials. the other only raise significant if the producing provinces are captured and stop producing.
In general if a good is in the red color wave line they are cheap and can be picked up. the mere aktion of buyn hughe ammounts of it will raise market prices some. than it's waiting for some major bottelneck in the production lines to break and the price skyrocket. But that takes month's.

Or check the top producers of good's and keep a look out for war's they are in. If they mobilize their prduktion drop's immens for several months and if they are on the loosing end and get occupied all their production stops.
Buying that good on the start of the war might be an investment.
 

Fizzydog

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Is there any way to stop this godawful lag? I don't have THAT bad of a computer, in fact the first 40 years run smooth, but my god, after 1870 for some reason, the game becomes literally unplayable. At first it's just the occasional bump in the road for the first two years, but towards the end of the decade every 2-10 days I experience a three minute period where the game is entirely frozen. Why is this? I really want to play into the Great War years, but it's just not possible.
 

shierholzer

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Is there any way to stop this godawful lag?
Buy a better computer. Driven by extremely expanding populations, the world's armies and navies grow exponential, which will place extreme load on the CPU. For Clausewitz Engine based games, CPU power is the deciding factor - that's where most lower- to middle-class gaming computers are weak. Usually CPU isn't that important for gamers, that's why only upper-class gaming computers or middle class office computers can properly run games like Victoria 2.
 

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Level 3 naval base and construction of ironclads/monitors becomes available with the naval doctrine tech "Blue and Brown water schools" in 1880. Does this mean that countries not starting with a level 3 base can't have ironclads until at least 1882?
 

Avindian

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Level 3 naval base and construction of ironclads/monitors becomes available with the naval doctrine tech "Blue and Brown water schools" in 1880. Does this mean that countries not starting with a level 3 base can't have ironclads until at least 1882?

Correct.
 

AledlePieux

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Thanks a lot for all the answers.

Regarding 2, I had the oil factories, but the spot 7 and 8 were empty... maybe I needed to wait for both oil and rubber.
For Fizzydog, there is a way to improve computer capabilities by "editing" the game: just massively increase assimilation rate and conversion rate in the pop_types.txt files in the common folder.
If you increase assimilation, the pop will keep growing but they would be less numerous group of pops to manage and it will greatly improve performance.
Side effects are as follow: amazing boosts of power for multi-confessional weak countries (Austria, Ottoman Empire...), potential devastating impact on English literacy (India becomes state), strong drop in crisis and other nationality related issues...

I still have an unanswered questions and few additional questions :)oo sorry)

8) Regarding trade and production, is there any way to figure out quickly what is the production split of a certain product? (for example I do 30% of the cars but where are the 70% remaining?) Especially regarding sphering because it is nice to go after country with a specific raw material but depending on their pops and techs they will have a very different part of the world output.

9) If I form Great Germany as Austria, do I lose all my non-German territories as it is the case when I form it with Prussia (Austria lose all its non "core German" territories) ?

10) How long does it take for a soldier unit to fully recover when the corresponding budget bar is raised to maximum? It seems the update happens only at the beginning of the month, but does the jump happen in two or three monthly "ticks" if you switch from 20% to 100% at the end of the month? Never managed to obtain the right result...

11) What do you think of the "starving farmer tariffs strategy"? (high tariffs and subsidies at the same time to force all your farmer down and develop your factories) I get lots of revolts doing it but also massive volume of new craftsmens. What are the potential other impacts on other non-subsidized population? Can high eduction and administration spendings counteract some of the problem? What does happen to craftsmen wages when the factory are not making any profits and you do not have minimum wage?

12) Does tax efficiency become irrelevant at some point? I am never researching the latest techs when my budget is balanced / profitable without reaching 100% taxes (before technologies applied). Or does it have an impact on pops contentment when the official tax rate is lower? (I thought only the applied tax rate mattered)

Many thanks again for all your answers and help.
 

AledlePieux

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It's simple, you change the following :
assimilation_chance =
{
factor = XX
And you replace XX by a high two digits number (you can even try higher but there is a high probability of bugs), for example 60 or 70 would be good.

And the same to the following one:
conversion_chance =
{
factor = XX

It will make XX% of your population convert or assimilate every month (I think?), therefore reducing the number of pops to manage. If you are willing to try, you can put 150 instead of 60 or 70 and (if there is no bug) all your pops will convert in one month (even where cores are mixed), it means the computer will have to manage 12 POPs per province instead of the usual 60 to 70 after a bit of migrations.
 

indalecio248

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Back to playing Transvaal again. I manage to conquer Oranj, but even with my population doubled, my army can only support 2. I understand it propbably has more to do with my Soldier population, but I'm not sure how I can increase that. Also, should I build multiple cavalry, or a Cavalry and an Artillery and an Infantry?
 

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When using a "Liberate Country" wargoal in order to liberate a country with cores on the target country's capital (for example, Papal States and Italy), will the liberated country gain the cores on that capital, or will they only gain the cores that are not part of the capital region? (ie, would the Papal States acquire Rome if liberated from Italy?)
 

shierholzer

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It will make XX% of your population convert or assimilate every month (I think?)
Not that easy, but a pretty good rule of thumb. However, there's also to say, that pop's need a same type pop of your primary culture in their province (not state) to be allowed to assimilate, and that a pop will never assimiliate if the province it's living in has a core of a country with it's culture as primary culture.

When using a "Liberate Country" wargoal in order to liberate a country with cores on the target country's capital (for example, Papal States and Italy), will the liberated country gain the cores on that capital, or will they only gain the cores that are not part of the capital region? (ie, would the Papal States acquire Rome if liberated from Italy?)
Liberate Country liberates all cores (including other countries capitals) - and deletes the cores of the loosing country. After that, Italy will more or less never control Rome again, since the infamy cost of reconquest is usually to high (it's at 22, unless you've luck or win a free conquest cb).
 

Typical_Name

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What happens to Italy's capital after this? Does it move to a specific region (ie, the old capital of Two Sicilies), to its most populous region, or does it just disappear entirely, allowing me to annex the entire Italian peninsula (I don't mind the infamy hit from annexing the Papal States, I just don't think I can seize all of Italy's colonies within the time limit)?
 

faati

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what is immigrant attraction?

if it is high, foreigner immigrants will move to my country, or my colonies?
or immigrants from my country will move to my colonies?
 

Orko80

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what is immigrant attraction?

if it is high, foreigner immigrants will move to my country, or my colonies?
or immigrants from my country will move to my colonies?

it's the likely hood of emmigration and immigration to happen. The higher the less move away and the more likely they even move to your country.
For colony there is a extra internal modifier. Ithink it's even called colony immigration attraction called. or something like that. You can find it in the cultural research tab for increases.