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dharper

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When Victoria first came out I gave it a shot - several, really - and found it far too complicated and unrealistic. I read OHgamer's helpful AAR, Power by Production, bought Revolutions, downloaded VIP:R 0.2 and used the AAR as a walkthrough to understand the game mechanics that kept me so puzzled. So far I'm still finding it a steep learning curve - I've had to restart three times so far - but it's just barely manageable.

So, from the perspective of a new player, I have a couple of suggestions to improve the game. If there are simple solutions I've missed, by all means point them out to me! I know Revolutions isn't likely to be patched, but I understand there are teams working on improving it with access to the source code, so you never know. :)

1. In the trade window, make the "trades" column easier to see at a glance whether a commodity is being bought or sold. The >50 <50 difference is not great and easy to miss. Making the color yellow or blue depending on direction, for example, would help a great deal.

2. In the trade window, allow commodities to be sorted by "red dot" status - bringing all commodities needed but lacking to the top. This is the main use I have for this screen and it would be a nice touch and save time.

3. It would be nice to be able to set the population at which a POP splits automatically.

4. In the ledger, the population screen is very useful, but it would be far more useful if clicking on a POP took you to that POP, or at the least that province. I find it hard to remember where the POPs I want are located (and sometimes hard to find them, especially in large countries). If that is not possible, mentioning which state the province is in would be extremely useful! As it is, I am not sure how to find a particular province, so I spend a great deal of time trying to track down a province with a particular POP to split. Already in the game, sorry.

5. The production screen would be far more useful to me if it included production down to one-hundredth of a unit, since so much of my early-game production is positive but under 0.5 units per day.

6. The production screen would also be much more helpful if it also showed consumption - that is, negative production (in red). This would make it much easier to determine your country's industrial needs (and imperialistic aims) at a glance. As it is now, the only way to tell if a good is being used by your country's factories is indirectly - to check if your stockpiles are going down, to survey each factory and remember what it needs (remember, beginner here!) or wait until you get a warning that your factories cannot continue for lack of supplies.

7. As a new feature, it would be nice to have a way to subsidize migration to a particular state or province (temporarily increasing its life rating). This has some historical precedents and would make it easier to move POPs from one province to another in your empire, rather than risking unemployed POPs deciding to leave your country rather than move to a state with empty factories. Not sure if this is what happens, but regardless, it's a slow process and annoying to see a POP sit there and do nothing as its cash reserves drop.

8. In the country states screen a total POP count is shown along with a tooltip which breaks it down into employment. However, it does not seem to show unemployed POPs; this would be nice.

9. Trying to maximize production of my most valuable exports, I clicked 'close' on a factory, then clicked 'open' again...or tried to. The mouse moved by accident and I clicked on 'delete' instead. There was no warning or "are you sure?" window, it simply erased the factory; this kind of second chance would be nice, given how valuable even a single factory can be in the early (or unmodded) game. Another option could be to have a short period of a few months in which the factory is being demolished where the player could change his mind and restore it for a nominal fee.

10. On the map, it would be helpful to see state borders shown in addition to province and national borders.

11. On the map, it would be helpful to have a "find province" button.

12. It's trivial, but I'd love to have a tooltip when you hovered over your power status, industrial power and military power rankings that broke it down for you a little more, e.g. "Military Power 32: 10 from technology, 5 from our leadership, 10 from infantry, 2 from our navy and 5 from our cavalry."
 
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OHgamer

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bookmarked for future reference ;)

note that currently some of the ideas you have are covered in the various ledger pages (unemployment on p.6, daily consumption of goods on p. 11 or 12, can't remember which). Not that they are the most intiutive places to look and draw conclusions about data but the info is there.
 

RELee

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Remember to try right-clicking and double-clicking when in the ledger. Sometimes, wonderful things happen.

Wonderful, marvelous things!

hugs-for-you.jpg
 

dharper

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OHgamer said:
bookmarked for future reference ;)

note that currently some of the ideas you have are covered in the various ledger pages (unemployment on p.6, daily consumption of goods on p. 11 or 12, can't remember which). Not that they are the most intiutive places to look and draw conclusions about data but the info is there.
Thanks; I'm just getting used to the ledger; so far I find it useful but there's too much chaff amidst the wheat. I will definitely be looking up the consumption page, though! :)

13. For modders, it would be nice to have a $STRING$ that could call up the current market price of a particular commodity in an event text (e.g. $PRICE_LUMBER$ would show up as "24.23". Here I'm thinking of the VIP events which allow you to build a factory; since the game pauses for events and will not let me check province population or even the value of a good, I have to rely on memory and common sense when deciding whether to build one and if so, where. This would at least make it a little clearer to beginners such as myself.
 

dharper

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RELee said:
Remember to try right-clicking and double-clicking when in the ledger. Sometimes, wonderful things happen.

Wonderful, marvelous things!
I see! I tried, but apparently not in the right spots or the right pages...I'll try again. :)
 

RELee

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An example that comes to mind.

Page 6 of the ledger. Clicking the column header for the size column will sort the pops by their size. Click once and get sort by ascending size, click a second time to get sort by descending size (or reverse, whatever).

Find a pop over 40k, double-click it. Voila! You may now split the pop.

Assuming you're not using the pop-splitter utility.

Which you should.

In my opinion.
 

dharper

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14. I find myself often changing taxes by very small amounts to enable my POPs to meet their needs while I meet mine. This can be frustrating since even moving the mouse very slightly can result in a huge jump in tax rates; it could be improved by adding buttons to increase or decrease taxes (tariffs, educational spending, etc.) by one "point" right or left (as far as I can tell it only changes in 0.79% increments, which is fine but strange).

15. When looking at POPs in a given province, it would be nice if they were sortable (largest to smallest, most militant to least militant, richest to poorest).

16. For the production and trade screens, clicking on a column header organizes the chart under that header...but always from largest to smallest. It would be nice if clicking on the same header again would reorganize it from smallest to largest rather than scrolling down to see the bottom.

17. The production and trade screens do not remember the order they were last in; it would save me a few clicks if they did.

18. Similarly, it would be nice (but perhaps impractical) if you could say "repeat last offer" in the diplomatic screen. It's frustrating when you spend 5 minutes arranging a deal with 89% chance of success, only to have it fall apart.

19. When looking at your political parties, the one in power is not indicated except by being unable to either ban it or set it as the ruling party (neither of which applies to some governments). It would be nice if it were always the one on top of the list, or indicated in some way such as colored text, a border or an icon.
 
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Draigh

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10) If you click on a province for the first time, where you get the state screen, the state will be outlined in a darker colour than the rest of the map, while selecting a single province is done in an even darker colour. However, I agree that this is hard to see and it would be nice to have it even without clicking your way through all states.

11) There is one in all Paradox games: it's done by a button right next to either your right shift or enter button, depending on what keyboard you have. Mash the buttons there until a window pops up.

16) Isn't that already the case? :confused:
 

unmerged(112237)

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16) It did for me in Vicky, but I installed Revs recently and it seems to have stopped. Not sure if my mouse is sticky or something stupid, but it does seem to only organise largest to smallest.
 

unmerged(5023)

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As a mostly-Ricky-newbie, I like some of these suggestions...especially:
1) being able to sort the pops in a provence after you open it, sorted on
things like size, militancy, etc - make it easier to find who needs
"attention" there.

2) Production showing "flows", what's not being produced enough to meet
needs easier to see, etc...and trade better showing what's importing.


But there's one thing I've been particularly bamboozled by :p I figure I must
have an "options" setting hosed or something, since I just can't believe the
game wouldnt' have this...but I can't find it IN options.....ok -- you're at war,
and someone drops 50,000 soldiers off a ship into your land...shouldn't
SOMEONE be complaining about this? :p A popup of "hey -- help over here!"
would be kinda nice, eh? :D I get notified when the provence is captured,
but not when the enemy moves into it and begins sieging....wtf?
 

dharper

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20. During combat, the icons shown at the bottom indicating combat bonuses are nice, but it would be even better if they were positioned under the country they are affecting most; perhaps there could be three boxes, one for each country and one for both. It's a cosmetic thing, to be sure, but would be nice.

21. I prefer using counters over sprites, but so far it has not always been clear that a counter is in combat by looking at the map. Having the counter show its combat status somehow (I'd suggest tilting its angle, if possible, or adding an off-color/black stripe) would be nice.

22. Leader bonuses are shown only some of the time, which is maddening. I can't see them when I hover my mouse over an assigned general, for example. Far worse than this is when you choose to replace a general: you can now hover your mouse over any alternative general to see his bonuses...but not the one currently commanding the unit! The only way to see his (that I have found so far) is to relieve him of command, then check. This makes it a nightmare to determine which commander is best for a particular unit. As a novice player, I don't really know what all the bonuses do, so seeing "gifted administrator" or "cartographer" doesn't really help - I also need to see hard numbers.

23. The tooltip for "reinforce to maximum strength" for a single division states that reinforcing it may result in a loss of organization. This appears to be wrong - morale falls to 0, but organization never dips even slightly. Either the effect or the tooltip is wrong.

24. I may be wrong, but it seems that whenever I select "reinforce to full strength" at an army level, all affected units drop to 0 morale...but when I select "reinforce to full strength" at a division level, morale drops proportionately to the number of reinforcements (or at least not to 0). This makes it far more attractive to go through each division one at a time to reinforce them...which rewards micromanagement, something the game already has enough of. Could the two reinforce buttons have the same effect, please?My mistake - everything seems to be working properly.

25. When a province is controlled by an enemy country, you cannot mobilize units based in that province...but when a province is controlled by rebels, you can. That can't be right. (I saw this playing Bolivia in VIP:R, when I created a new division based in Lima, only to have Lima fall to rebels during the Peruvian-Bolivian Confederation war before the division was ready).

26. Could there be some way to manually promote a POP to a capitalist, or at least to encourage them to invest in your country? Playing Bolivia in Revolutions is quite hard despite your relative wealth and civilization.

27. The militancy changes from social programs is misleading. After introducing limited health care (at great expense), I checked a farmer POP and saw that his militancy was increasing due to "health care reforms". In a later game I realized that this was true but misleading - POPs start with a penalty that gradually decreases and then becomes a bonus as reforms are strengthened. It would be nice if this could be changed visually - make it something like "0.10 from social problems" and then have any reforms show a positive effect: "-0.00 from health care". That way you'd at least know you were having an effect!

28. When dividing units, the player must remember unit stats - all but the name and picture disappear. This has caused me quite a lot of frustration when trying to remember which units to pull out of my main army and slows down the game for me. Yes, I have a bad memory, but even so - it shouldn't be THAT hard to include a quick "10000 men" line.

29. Again, it would be nice to see decimals shown in event tooltips; I often get an invention which does something like "raise efficiency of lumber yards by +0%", which sounds useless but probably isn't. Saying "+0.25%" would be much clearer.

30. When making a diplomatic deal, I would find it a little easier if the game showed me the weight the AI puts on their and my side of the deal. Right now I may ask for something and have no idea whether adding 1,000 pounds will make any difference at all.

31. There is no popup explaining that you cannot change farmers to soldiers in peacetime with anti-war party in power.

32. As a new player it would be extremely helpful if I could hover my mouse over a party attribute and get a popup explaining its game effects. It took me the longest time to figure out what some of them did. It would have been incredibly useful to know ahead of time which parties would allow me to introduce social reforms, convert POPs to soldiers, and upgrade wrong-culture POPs to craftsmen, and which would limit my tariff income...I am still finding hidden effects, like free trade making imports cheaper, jingoism making it impossible to change a soldier into another POP, etc.

33. When looking at factories in a state, would it be possible to order them from most profitable to least? As it is now, I often find myself reorganizing my factory workers in a state to maximize exports, and this would help slightly.
 
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Draigh said:
11) There is one in all Paradox games: it's done by a button right next to either your right shift or enter button, depending on what keyboard you have. Mash the buttons there until a window pops up.
Found it, thanks! :) It's my \ button. I didn't think of looking for a hidden keyboard shortcut; I wonder how many more there are waiting to be found?
 

Draigh

Mister Iceberg
47 Badges
Jun 22, 2006
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dharper said:
Found it, thanks! :) It's my \ button. I didn't think of looking for a hidden keyboard shortcut; I wonder how many more there are waiting to be found?

Quite a lot, probably, every now and then there's a thread by someone who thinks he just invented hot water. :p


For example, in almost every Paradox game holding ctrl, shift or both while clicking on a numbers button (like when offering money in trades, or setting sliders in HOI) will multiply the base number so that you don't need to click a thousand times to offer £100,000. Or, you don't have to keep clicking to pay off debts, just holding the mouse will do. That kind of stuff.