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Which candidates should VIP assign the last three open tags for (choose 3)

  • Japanese Revolter

    Votes: 82 51,3%
  • Yucatan Revolter

    Votes: 70 43,8%
  • Newfoundland

    Votes: 45 28,1%
  • One Additional African Native State

    Votes: 27 16,9%
  • Iraq/Mesopotamia Revolter

    Votes: 71 44,4%
  • Ryukyu Islands

    Votes: 21 13,1%
  • An Independent State In The South Pacific

    Votes: 19 11,9%
  • Kurdistan Revolter

    Votes: 65 40,6%
  • One Additional Native American State In North America

    Votes: 18 11,3%
  • Czechoslovakia Revolter

    Votes: 43 26,9%

  • Total voters
    160
  • Poll closed .
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Kagernaut

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Colonization in VIP

Previously, before I installed VIP, I simply colonized areas by overflowing my RGOs and force the population to migrate---but this seems more difficult to do as pops have been decreased for nations with large enough populations for colonizing.

So, now I have a problem---how do I colonize now? How can I convince those silly pops to move where I please?

Or is it impossible......?

Really, is it even worth it ya think?
 

Mishgan

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It's not worth it. The idea of turning colonies into states died with Revolutions, simply because you can no longer do what you want with non-national pops, unless you have Full Citizenship party in power. As such, before the expansion, nations could use colonial pops as additional manpower for factories within the colonies. Under the old system, it offered certain advantages. But, I have to say, this kind of went against the historic reality, as colonies were used to funnel raw materials back into the metropoly, where locals often had no choice but to go work in the manufactures.

With Revolutions and, furthermore, VIP:R, the "realism" has been kind of restored. Now colonies are just what they were supposed to be: raw material production sites. As such, better keep your national pops at home and use them as craftsmen/clerks. The technologic advances give important boosts to production, so in the end, even non-national colonial pops will produce enough to feed your factories and exports.

In some of my games, I often had 0 pops in some of the less valuable RGOs (like grain) in my metropolitan provinces, having turned them into craftsmen and clerks. I did not notice any important penalties and in fact my national pops were quite happy. Because, unlike some far away colonial peasants, they were actually making money :eek:

Right now, the only usefullness I see from State status for colonies is that they cannot be attacked in Colonial wars and that States supposedly count towards your mobilisation pool.

If you absolutely want to spread your culture, then wait for the turn of the century. By that time, European provinces will often have reached maximum pop numbers for RGOs (unless you expand) and will become available for overflowing. In such a case, a good way of optimising the overflow is to, for example, Pause the game, split a 41k pop, turn the 30k into labourer (if farmer) or farmer (if labourer), go to the RGO, add workers (this will toss in the 10k pop) and then watch your 30k pop feed the migration.
 
Last edited:

Mishgan

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An industrialised and Germanised Africa. Now THAT would be a sight :rofl:
 

shasla6

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Behold Deutsch Sud Afrika:

ScreenSave0-1.jpg


Note the pie chart. Not bad if I do say so myself. Afrikaner is a culture I created to prevent an unsightly mixing of north and south German.
 

shasla6

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Mishgan is right; the practical benefits are unfortunately now negligible, given that the concept of excess population is not modeled. But I still do it quite often for the fun and satisfaction of remaking a colony in your image, so to speak. Especially if there's a historical precedent, like in Algeria.
 
Last edited:

unmerged(95647)

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It is so hard for uncivilized in VIP

It is so hard for uncivilized in VIP
Can't change tech with my land
have no machine parts,no cements
I have to convert the pop to cleargymen in order to increase the LIT while furniture is extremely expensive
How do u guys deal with that? :cool:
 
Last edited:

shasla6

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Andrewhl said:
It is so hard to be civilized in VIP
Can't change tech with my land
have no machine parts,no cements
I have to convert the pop to cleargymen in order to increase the LIT while furniture is extremely expensive
How do u guys deal with that? :cool:

I think you mean uncivilized.
 

Wenceslaus II

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Long LEE said:
That's now quite what I ment.

When you're on your rampage across Africa, and once you've got a 100% war score, is it better then to "puppet" them, as opposed to annexing?

That's what I meant. But I thought you meant puppet them after they were annexed. Keep them anyway, with the 100% warscore ie annex. You conquer, than satellite??? Now does that not spell something wrong to the plebs, wondering what is our gov. doing now?
 
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End game time....

Can one mod the end game time in the saved game file, or is it not that easy?
I'm just getting my killer navy built up (with new ships) and I want to have a go at Britons massive fleet, but I'm running out of time.....
 

Eärendil

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Well, you can get a few hints from my AAR (see my sig) where I play Tibet. I've yet to reach civilized status yet, but I'm well on my way.

By the way, are you playing VIP:R or just VIP?
 

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shasla6 said:
Mishgan is right; the practical benefits are unfortunately now negligible, given that the concept of excess population is not modeled. But I still do it quite often for the fun and satisfaction of remaking a colony in your image, so to speak. Especially if there's a historical precedent, like in Algeria.

Algeria is a precedent, to a point. The European population never reached more than 12% of the total population, and the majority Arab & Berber Muslim population were almost completely disenfranchised from access to the local political system. Which is not really what a State equals to in Victoria, since voting rights in States are NOT tied to citizenship policy IIRC, but rather social class.
 

OHgamer

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you would most likely need a no time limit mod, and we at VIP do not do any testing with those for compatability.
 

OHgamer

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If you are playing VIP:R it is challenging but can be done. It will take time though. Most players in testing had China civilized by 1900-1910, Siam by the 1890s, and even Sokoto before the European colonial onrush of the late 1890s.

So yes it is possible, but it is a long, slow process given the new requirements dependent on technologies and inventions. But at least with VIP:R 0.1 much of the malus to RP generation for uncivs has been reduced, so that as your literacy increases, your RP generation increases as well (up to a max of 70% of the level of civilized nations).
 

Mishgan

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Afrikaner AND Boer together, but separate :rofl: Fun!

Reminds me of a Russian game with an industrialised Greater Alaska. Apparently, in VIP, it is much cheaper to ferry coal from Mother Russia to Alaska to turn into cement and glass than to use the locally produced lumber in mills :eek:
 
May 29, 2007
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Why do we need two event files for each country ?

There is one thing i do not understand about VIP: why do you guys separate events between so called "vanilla_events" and "VIP events" ? IF the vanilla events would have been vanilla events, i could try to understand - but as far as my game experience reaches, many of the event files that should be "vanilla" (=inaltered) have been tweaked with events removed or changed. So this just doesn't make sense anymore: as a result, if one wants to track back an event that didn't work properly, or if he just wants to add/remove an event, he has to search trough 2 files at once, for each country. So why not just merge those two files ?

qwerkus

PS: where is the file that contains the country-event numbers correspondence table, ie 47XX = PRU and so on ?
 

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qwerkus said:
There is one thing i do not understand about VIP: why do you guys separate events between so called "vanilla_events" and "VIP events" ? IF the vanilla events would have been vanilla events, i could try to understand - but as far as my game experience reaches, many of the event files that should be "vanilla" (=inaltered) have been tweaked with events removed or changed. So this just doesn't make sense anymore: as a result, if one wants to track back an event that didn't work properly, or if he just wants to add/remove an event, he has to search trough 2 files at once, for each country. So why not just merge those two files ?

qwerkus

PS: where is the file that contains the country-event numbers correspondence table, ie 47XX = PRU and so on ?

It was decided at the start to keep all the vanilla events that VIP tweaked in their vanilla files, though the rule was not 100% followed over the years. Decision was made before I joined the VIP team, so dunno the debate over it. It's just the way it is. IIRC CORE is the same way, or at least CORE-1 was.

For the vanilla events, I don't think there is a file, but the list is up at Vickywiki

As for VIP events, the master list can be found at the CORE-VIP website.
 

Mishgan

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Sep 4, 2005
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I find that in VIP:R, it is easier to civilize with small nations. Indeed, the previous industrial and military (especially that one) score requirements meant dreadful times for many of the smaller-sized and populated nations. The endless queues of ships and native divs (if you're lucky, irregular if you're not) that just don't count for anything, then the need to staff those factories... Plus the non-VIP:R POP conversion costs...

So, it is not simple, but I find it to be simpler than before. At least if you're not China and its 400 million starting population >.>
 
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