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OriginalRafiki

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Hi people!

Ever noticed those hints you get at the start of a game? Having looked in the (English) text-file, I figured I could provide you with the complete list.

Why? I have 2 reasons. Firstly, it's nice to have a list so you don't have to click your way through it (it postpones getting the game started anyway ;)).

But secondly, and this is my main reason, the list as it is very short, and I imagine that it is possible to make it longer/better. Language-changes won't make it into the patches, but perhaps we could put together a mod containing an extended list, adapted to the changes made over the patches, that might unobfuscate some of the more "tricky" Victoria features? As far as I can tell, there is room for at least 97 hints, perhaps more.

What do you think?

EDIT: The updated list of hints and tips is maintained at http://victoria.nsen.ch/wiki/index.php/The_Help-Message_Mod

:) Rafiki
 
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Gwalcmai

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I would suggest the "age-old" ;) correction to "Double-clicking locks/unlocks the sliders" to mention right-clicking does it more effectively.

The tips should also include To claim a colony, all the provinces in it must have colonial buildings. If you control one of each of the diferent types of buildings possible, you may claim the colony regardless of who owns the remaining. If you don't, you must control all provinces. With the amount of times that question pops up around here, it would probably be quite a useful tip.
 
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OriginalRafiki

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That's the sort of thing I'm thinking about, Gwalcmai :)

If things are kept fairly Vicky-specific, even "experienced Paradox players" might get some good out of it ;) And if it can be of help for both old-timer and newbie, well, that would just make it better.

:) Rafiki
 

Sam Gamgee

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rafiki said:
That's the sort of thing I'm thinking about, Gwalcmai :)

If things are kept fairly Vicky-specific, even "experienced Paradox players" might get some good out of it ;) And if it can be of help for both old-timer and newbie, well, that would just make it better.

:) Rafiki

The absolute #1 hint should be:

For changes in the budget screen to be applied, you must first EXIT the budget screen by clicking another menu or the map. It is often useful to let the budget window run for 2-3 days to see if your new settings may run an unforeseen defecit.

Oh yeah, is there a character limit?
 
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Darkrenown

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How about:
"If you have negative manpower convert pops to soldiers. Having a high defence buget will give you more soldiers per conversion."
 

unmerged(24160)

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Some additional points (as seen by myself or seen in the forum):

Holding SHIFT or CTRL keys down will increase money by 1000 and 10.000 (respectively) in trade negotiations

Reinforcing armies can be done easily by pressing "fist"-icon in army data field (whatever it is called, me not know...)

Colonies and islands (states that are not connected to your country directly by land route) require convoys in order to produce anything. You can set convoys in State overview-tab (again, whatever the name is...)

Badboy-points can be seen by pressing "F12" and writing "badboy".

Wery good idea, Rafiki...
 

OriginalRafiki

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Sounds good :)

Here's my thoughts on how to do this:
  • We brainstorm a list. I'll modify my first post with what is suggested and modify it as we go along.
  • When we have a fairly decent list (no idea what "decent" would be yet ;)), we clean it up, categorize it (if need be) to have an English "master list".
  • When thats done, we start working to provide the mod in as many languages as we can.
What does it sound?

:) Rafiki
 

OriginalRafiki

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Okay, list is started. I've added some of my own:
  • Even though many leaders don't have positive modifiers to units' stats, they are still, in most cases, better than having no leader at all, which will give a unit a negative modifier in nearly all areas.
  • If you wish to load a savegame while playing, you need to first exit the current game to get back to the game's main menu, and then load it from there.
  • Clerks are more efficient in factories than craftsmen, but you must have at least as many craftsmen as you have clerks.
  • In order to grant statehood to a colony, it must either be on the same continent as your capital, or contain a province that has one of your state cultures as the largest culture.
:) Rafiki
 

Gwalcmai

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How about adding one about the effects of capitalists on industrial production? I would write it, but I'm not completely clear on the effect. I think it was "Capitalists in any province of a state double factory production for the whole state. This effect is not affected by size, nationality or religion." Could someone verify this?
 

OriginalRafiki

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According to Panther's production calculations, the formula for calculating the capitalist bonus is:
Code:
Capitalists = {1 + (0.1 * capitalist_bonus) * eff capitalists}
Where capitalist_bonus is taken from the savegame (e.g. 1.02 for Prussia at start of GC) and
eff capitalists is total headcount of capitalist POPs divided by 100000.

The resulting number is set to 1 (= no effect) if it's less than 1.

If my math isn't too much off, with a savegame-bonus of 1.02, you'll need just under 10000 capitalists to get a 1.01 multiplier to your factory efficiency. No idea how to express this in a hint, other than something along the lines of "The more capitalists, the merrier", tho'.

:) Rafiki
 

Gwalcmai

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Another proposed hint:

The new patch will be done when it's done

:D
 

OriginalRafiki

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I'll take that as a compliment :D

Other websites that should be mentioned? Perhaps something about these forums?

:) Rafiki
 

oxmonsta

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How about:

Hitting the "Shift" & "?" keys simultaneously will open a search box allowing you to search for any province or country on the map. Type in the province / country name, hit "Enter" and the map will centre on that province or country.

Also, to add to a previous one (number 17 in the list posted above):

Holding the SHIFT or CTRL keys down will increase money by £1000 and £10,000 (respectively) in trade negotiations. Holding the SHIFT and CTRL keys down simultaneously will increase money by £100,000 in trade negotiations.