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OHgamer

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De_Genius said:
hm... another weird thing just happend. The capis actually built something after I discovered the explosive factory... could it be that they were actually trying to make that before, and just couldnt ?

possibly.

In general, the capis will begin building factories in Laissez-Faire when their reserves are in the 1000-2000 range, depending on the factory that the game engine decides needs to be built first.

Interventionist raises this range by 2x, State Capitalism by 4x, and remember that each factory you have adds 5 to the range for LF, 10 for Interventionist, 20 for SC.
 

OHgamer

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which nations are having them fire, I thought i had fixed all the African minors so the mobilization did not happen over and over in the course of a single war (note they will happen during separate wars).

as for civilizing, the final thing you need is the ministerial govt invention, since it is an invention it sometimes may be delayed if you are a nation with a low overall rating. try a save and reload and it might fire. Also note, that it does not start to fire until 1860, so if you are pre-1860 (which would be quite an accomplishment) it may not have fired for that reason.
 

De_Genius

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OHgamer said:
possibly.

In general, the capis will begin building factories in Laissez-Faire when their reserves are in the 1000-2000 range, depending on the factory that the game engine decides needs to be built first.

Interventionist raises this range by 2x, State Capitalism by 4x, and remember that each factory you have adds 5 to the range for LF, 10 for Interventionist, 20 for SC.

so the decision making regarding which factory to build actually does not include the factories actual available ? This is certainly something I hope someone with the source code for Vicky will solve, since it sucks big time.
 
Last edited:

TheFlemishDuck

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It was 1880. I had got the ministerial goverment already too, i checked for that.

the african mobilization only happens on reloading, if i play a whole game as an african minor withought reloading then it will not happen twice, but whenerver i reload it will happen an additional time, if im at war stratith away and if im at peace it will wait till im at war. It also refires for other african minors if it reloads.

Anyway, i think some thing's got wrong during my Vip installation maybe, and i need to reinstall it and make sure i do everything in correct order applying all fixes correctly. It has gotten complicated to install VIP.
 

LlywelynII

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Peace Offers in VIPeR

So I just spent a year and a half in game time (and what feels like longer irl) fighting off British India and its lackey the UK.

I take everything of India's except that province inside Punjab (since my bureaucrats can't handle two wars at the same time, I'd have to make peace with India and attack the ally, which would likely as not bring on the Indian war again - but without me being in control of their provinces) and since they refuse to allow me to expand around Goa, I accept a deal where they pay reparations, keep the allies of mine they've annexed, but become my satellite instead of England's.

The next day, they somehow dump the alliance, rejoin the UK, and DOW me again. :mad:

Then, after my campaign against the UK has netted me Malaysia and Ireland and I've ground the Home Army to meal on the Scottish border, I plug over to the UK to find out if I can release Wales as a vassal or not. Not only can't I, but Ireland doesn't seem to be an option as well... even in 1926!

So I suck it up and opt to forego any territory, in exchange for scuttling the #@$@ battleship fleet that made mincemeat of my dreadnoughts. So, peace in our time for military disarmament and some cash.

But nothing happens.

  • The cash eventually fires but looks like it's one to two months after the peace deal. Plus the cash runs out before the end of the peace treaty. What gives?
  • Is military disarmament just broken? Does it only affect conscription ability? does it not affect great powers? or what?
  • What is with the return-to-England event for India? It's not in the event files as far as I could tell. Is it hardcoded? Is there another tag for India to use to get it to work? or what's going on?
 

TheFlemishDuck

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Are you playing Punjab->Mughalistan or an other indian minor trying to form Mughalistan? or are you playing some outside power?

The indian minors will rejoin Englands Alliance iirc as long as they have a border with it. apture all the land around a brittish Indian minor and usually the qlliance goes obsolete.

You can exploit the Brittish india events a bit, it has an event where when % of BEIC territory is controled by another power then UK annexes Beic but the country that is at war with beic gets all the province's that it controls at the point of UK annexation. Technicly you can time taking control of BEIC territory's as such that you get near 100% control on the same day, triggeing the event and netting virtually the whole of India.

The cash eventually fires but looks like it's one to two months after the peace deal. Plus the cash runs out before the end of the peace treaty. What gives?

War immendity's do work, i know from war immenditying China every 5 years as certain uncivved country's. Very gamey but you can civilize a lot faster in Vip like that, though you need a land border afcourse.

Is military disarmament just broken? Does it only affect conscription ability? does it not affect great powers? or what?

Millitary disarmament Iirc has always been broken, or atleast the AI just replaces everything in no time. Virtually noone uses it iirc.

What is with the return-to-England event for India? It's not in the event files as far as I could tell. Is it hardcoded? Is there another tag for India to use to get it to work? or what's going on?

i'm not sure youre what youre talking about. Is that an event made for when brittain looses India to Mughalistan? i sure didn't have that event in my recent Mughal game but i did manage to capture the whole of India, though i got a lot from the UK annexation of BEIC, i think i only needed to take about 12 brittish owned prov's in India and that took a few colonial wars too. Better use colonial wars than regular wars though, so you can get a much higher warscore by just flooding india and Burma and some other colonies not to far, withought having to take London.

There are a few seperate files to check for events for this war. Some of the events for Mughalistan reside in the country even files of the minors, then there are some events wich can be found in Mughalistans own event files, some events in the Beic file and some in the Brittish file.
 

OHgamer

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De_Genius said:
so the decision making regarding which factory to build actually does not include the factories actual avaiable ? This is certainly something I hope someone with the source code for Vicky will solve, since it sucks big time.

it is being looked at. Unfortunately this is more a problem with VIP since the mod staggers ability to construct several factories for less developed nations based on researching early industry and commerce techs rather than making all the basic factories available from the start as it is in basic Revolutions, where this is bug does not seem to crop up. So it is a bug that was hidden until discovered by VIP later.

The important thing to note is that it is workaroundable, and in particular the workaround is very much a historical path of economic development with the state playing the leading role in building infrastructure and early factory construction as well, so in the end it is only the ahistorical players that have real issues with the bug for the first part of the game, and since VIP is in the end focusing on a historical environment, the bug actually is not a huge concern - we can live with it, though definitely one that hopefully will be fixed in the source code by outside developers.
 

OHgamer

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Only need four things

clean copy of Victoria : Revolutions - preferably a desktop copy of your root harddrive installation, so that when VIP installs you install it on the desktop copy.

Install VIP:R 0.1 on top of that

install VIP:R 0.2 on top of VIP:R 0.1

install VIP:R 0.2 Hotfix 2 on top of VIP:R 0.2

just make sure they all go into the same location when you install (preferably in a desktop copy of Victoria:Revolutions so that you don't have to remove & reinstall your root copy of Revolutions).
 

OHgamer

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indemnities are sent to the player once a month, as a certain fixed percent of whatever the balance the nation paying indemnities has in their current account. If they have a positive balance they'll send money. If they have a negative balance, you get nothing that month. And if you've been a war a very long time, it may very well be that Britain has huge loans to pay and may very well be running a deficit, hence you may not get any indemnity money until such time as ENG's treasury has positive income.

as for forced disarmament - that only has the nation abandon its mobilization pool. It does not strip a nation of currently existing units or prevent it from building future ones. It's always been this way in Victoria, and is something that should be looked at by the source code developers (getting notebook out as we speak)

As for IND returning to ENG fold, the events are IND182570-182574 in scenarios/vipscen/events/VIP_British_India.txt and ENG157122 and ENG157123 in scenarios/vipscen/events/VIP_England.txt. Basically the connection between ENG and IND will be restored if broken twice. The third time, and ENG will inherit IND.
 

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is this also the reason for the capis some loose money in the early game in V:R, as they are trying to build radio, automobile or plane factories ?
If so, then this is definately something that needs to be fixed.
 

OHgamer

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De_Genius said:
is this also the reason for the capis some loose money in the early game in V:R, as they are trying to build radio, automobile or plane factories ?
If so, then this is definately something that needs to be fixed.

Not late game factories, if it was them it would be seen in regular Revolutions as well, and it's not, but earlier game factories that you may not have the tech for as a less developed nation in VIP - things like explosives for example.
 

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TheFlemishDuck said:
Are you playing Punjab->Mughalistan or an other indian minor trying to form Mughalistan? or are you playing some outside power?
Uruguay. :p

Went ahead and added the Dutch East Indies since I had to invade Holland anyway to get ahold of Suriname (yeah - those cores make sense :p) and end the colonial presence in the Western Hemisphere; moved up to Burma just to keep a war going for the diplomats; and BEIC got spooked and DOWed.

Thanks for the prompt replies; they cleared that right up. Although even with autosave I think I'll just be doing some saved file editing to the Imperial fleet rather than replaying the entire last few months of the war.

And the Indian thing took me completely aback - I'm sure there's already been back and forth on the events, but there really should be some ingame explanation (perhaps an explanatory event that fires the first time war is declared with BEIC?) if the concensus was that occupying Calcutta, Bombay, and the entire subcontinent wouldn't allow the few thousand Civil Service to be replaced. Why three strikes and you're out? Why not just British occupation of the remaining region to stave off its surrender with an explanation to the character? MP concerns?
 

OHgamer

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Llywelyn said:
Why three strikes and you're out? Why not just British occupation of the remaining region to stave off its surrender with an explanation to the character? MP concerns?

Game balance, the AI can often break alliance for a host of reasons, so having three times gives a bit of a chance for those odd AI breaking allinace (like by not supporting ENG in a war for some reason) to not ruin the game for the human player of a third nation who'd otherwise end up having to deal with monster ENG with all the resources of IND at its disposal.
 

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Turning Spain into Great power

Well, the question is what are the common strategies for Spain to challenge great powers. I`m playing as Spain in VIP0.2, and feel that I`m stuck, for it seems the resourses to develop are very limited.

The current situation is that I have nice industry (steamer and hull shipyards, regular clothes and steel factories etc.) which provides me with 200p a day (all taxes are 20%, tariffs not maxed), I have 250,000 in treasury, 150 manpower, 40 divisions, 40 ships (but only 15 of them are "modern" warships). My home population is rather happy (except for Phillipines) with conservative interventionist party. I have South africa, Oman, Oceania, Chile, Dominican Republic, Haiti - either owned or satellited.

The main problem I see is that I don`t have enough people to staff my factories...

The complications are:
- I`m (alone!) in war with USA , wich doesn`t accept peace in spite of my occupation of Florida and killing millons of their soldiers (AI persisted in attacking Santiago de Cuba ignoring other possibilities... o_O). And I don`t think I have powers to fight them on their mainland;
- Noone wants to be my ally - France or UK have +200 relations with me at times, but that doesn`t work;
- Good targets like Portugal and Morocco are guaranteed by great powers.
- I cannot grant statehood to colonies due to impressive unwillingness of spaniards to live there + cant promote POPs there (ruling party doesn`t favor Full citizenship).

Once my long term goal was to restore spanish rule in SA (Venezuela in particular), but now I feel that country is stagnating, and I cannot find resource to fuel its development for the rest of the game. May be going liberal might be an option? Or taking the rest uncivs that France or Germany haven`t grabbed yet?

Also I noticed that wars between Great powers are very rare by 1900s - is that common experience?
 

De_Genius

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OHgamer said:
Not late game factories, if it was them it would be seen in regular Revolutions as well, and it's not, but earlier game factories that you may not have the tech for as a less developed nation in VIP - things like explosives for example.

but if you are right, then how does the capis descriminate between the "new" factories and the "traditional" ones ? It must somehow, unless the phenomena happends throughout a game.
 

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De_Genius said:
but if you are right, then how does the capis descriminate between the "new" factories and the "traditional" ones ? It must somehow, unless the phenomena happends throughout a game.

most likely there is code in the game engine dealing with this issue so that capis do not try to build an electrical factory from the start but only once a nation has the tech that allows construction.

Unfortunately all the rules for determining what a capi can and should build at any given time are all hardcoded, so until the source code is investigated it will remain that way.
 

De_Genius

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OHgamer said:
most likely there is code in the game engine dealing with this issue so that capis do not try to build an electrical factory from the start but only once a nation has the tech that allows construction.

Unfortunately all the rules for determining what a capi can and should build at any given time are all hardcoded, so until the source code is investigated it will remain that way.

it would be ace, especially for modders, if these rules could be altered by modders, like in VIP.

Guess, I have to build my own factories in the beginning, and then swich to capis, when I have discovered most of the factories ;)
 

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[VIP] Economy: How many laborers/farmers do you keep?

I haven't played Victoria in years, so here is a question that will probably make the more experienced players here groan:

During industrialization, I am gradually converting farmers and laborers to craftsmen and clerks. Is there any reason why I should not convert all of them? Does that pay off in the long run as factory-produced stuff creates so much extra value that I can easily pay for the imports? Or is it better to keep some to fulfill your resource needs? If it is the latter, how do you determine your future resource needs when making that choice? E.g. right now, I am producing gigantic amounts of coal as Prussia, so I could easily convert some of the coal miners. Yet, I wonder whether I might need more coal in the future and would then not be able to buy it. I could of course reconvert them in the future. Hmm... :confused:

I loaded as France and Britain and noticed that they convert basically all their farmers/laborers to craftsmen/clerks in the provinces that have much industry.
 

LlywelynII

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Cortes_R said:
Well, the question is what are the common strategies for Spain to challenge great powers. I`m playing as Spain in VIP0.2, and feel that I`m stuck, for it seems the resourses to develop are very limited.

The main problem I see is that I don`t have enough people to staff my factories...
Iirc, standard immigration (full citizenship liberal party in power + full voting rights &c. + maxed out, underfunded social programs) is kind of a waste of time for European nations since you're not going to pick up too many anyway. Better off fighting a war for a POP-rich province and waiting for its now unemployed POPs to migrate, then sell it back to the original owner.

With the uncivs, Africa and India are a waste of time for what you're talking about because they have short-range, nonmigrating POPs, but China can be a goldmine. Check out the list at Vickywiki and see who looks most attractive on the long-range list.

The complications are:
- I`m (alone!) in war with USA , wich doesn`t accept peace in spite of my occupation of Florida and killing millons of their soldiers (AI persisted in attacking Santiago de Cuba ignoring other possibilities... o_O). And I don`t think I have powers to fight them on their mainland;
If you can't fight them, why would they accept peace? :)

- Noone wants to be my ally - France or UK have +200 relations with me at times, but that doesn`t work;
Try again after the war is over. :D

- Good targets like Portugal and Morocco are guaranteed by great powers.
Heh. But those don't last forever. You can try waiting it out.

- I cannot grant statehood to colonies due to impressive unwillingness of spaniards to live there + cant promote POPs there (ruling party doesn`t favor Full citizenship).
That's bad if you're hurting for manpower. Change them.

Once my long term goal was to restore spanish rule in SA (Venezuela in particular), but now I feel that country is stagnating, and I cannot find resource to fuel its development for the rest of the game. May be going liberal might be an option? Or taking the rest uncivs that France or Germany haven`t grabbed yet?
Might could be.

Or simply building up your armed forces and whupping Uncle Sam's hide. Teddy'll never see it coming.

Also I noticed that wars between Great powers are very rare by 1900s - is that common experience?
That's not a bad thing, - they did pare down for a bit as the alliance system threatened MAD, - but depending on how the world is looking, it never hurts to give 'em a little nudge by loading as, say, France, DOWing Germany, loading as Russia and asking if France wants an ally.

Unless you're really into micromanaging, though, expect to see a few border changes and not much else before peace comes around.
 
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