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OHgamer said:
As Delegate says, stop building/expanding your Luxury Goods factories (the only ones in VIP that use silk and trop wood) and that will stop the growth in your imports. And if your tech and rail research are high enough, perhaps take some of the POPs currently working in those factories and put them to other uses. By the later part of the game the factories should be very profitable even with only one clerk and one craftsman working there. That will reduce the amount of imports you need for the currently operating factories.

Keep in mind though that so long as the factories are showing a profit, you are not causing yourself major economic harm provided your tax levels are approximately equal to covering the cost. It might cost you, say, 10/day to import the raw materials, but if the profit on that is say 50/day, and you are taxing your POPs 20%, then you are covering your import costs. Combine that with a 10% tariff on whatever your POPs buy from overseas, and you as the state will be making a profit on the whole transaction.

The problems occur when I have to pay for social schemes and my army. When I do not have to, it is fine. But currently I am stuck in continuous war and if I reduce my social spending the people revolt even more.

Thank you very much for the help.
 

Dagda

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OHgamer said:
Yes, best thing to do is convert a POP to capi (first convert to clerk) if you want a state that has no capis to have them.

Of course you could also choose the option not to build the factory if the locations end up in places you do not want the factory built in. The best we can offer is a random selection of up to 3 states, but it's the exe that determines where they go

Is there a way to fire this event manually through the console? I got the one for Luxury Good really early on, took the option to build it and then deleted it on accident when I only wanted to close it due to being unprofitable. 40 years later still no luxury goods factories :mad:
 

OHgamer

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Dagda said:
Is there a way to fire this event manually through the console? I got the one for Luxury Good really early on, took the option to build it and then deleted it on accident when I only wanted to close it due to being unprofitable. 40 years later still no luxury goods factories :mad:

if the event has already fired, then you would have to edit the savegame to remove the event ID from the list of events that have already fired so that when you go back into the game and hit F12, the event will fire. Once an event fires, unless it's a persistent event, that's it, and it goes in the record of all events that have fired (listed at the bottom of the savegame file).
 

OHgamer

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Dagda said:
I deleted the event from the savegame file, but how do I get it to fire again? Or do I just have to wait it out?

If you meet all the conditions for it listed in the trigger, then type F12 to bring up the console and then enter into the console

event ######

where ###### represents the event number

the event should then fire offering you the choices.

But you have to meet all of the trigger conditions for it to fire (which should be no problem as you said it already fired earlier, unless you've cut your military back heavily or lost prestige, both of which are elements of the trigger IIRC).
 

Dagda

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Whats the fastest way to build military power? I have 12 divisions, 6 ships and I"m still stuck at 1

pillepalle said:
In my recent game I was actually able to civilize faster than Meiji, i.e. by 1861 after taking the Dutch Letter. I was surprised, but I now think taking the Dutch Letter in VIP:R is actually the better option, as you'll earn much much more money early on, speading up your potential for RP generation and in turn leaving you in a much better position by the time Meiji would have fired. You'll already be fairly industrialized, have level 2 RR everywhere, safe up money and after ministerial government fires, you just churn out those cavalry and it doesn't matter if you go into debt a little, as you'll be civilized soon...

I went this route but my capitalist REFUSE to build any railroads, despite the fact that I have the 'modernisor party' in power which is laissez/free trade. 1859 and still not one RR, they just keep building liquor factories.
 
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Dark Scipio

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Questions - Capitalists, Religion, Minorities...

So finally I begun to play VIP 0.2 and I have some questions:

- Does it matter how large my capitalist populations are? Do they aquire more or less money if they are small or large? Do they build more or less?

- If I have unemployed craftsmen somewhere and spots in factories in my country too, can I be save my people go there and not emigrate?

- If I have full citizenship, do all Cultures count as national cultures?

- How do I get my people to vote the liberals?

- Why can I not buy tropical wood? There are ~36 units on the market, I am 9th in prestige (USCA) and want to buy a stock of 8 units. But nothing happens (VIP 0.2)
 

unmerged(67185)

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Dark Scipio said:
So finally I begun to play VIP 0.2 and I have some questions:

- Does it matter how large my capitalist populations are? Do they aquire more or less money if they are small or large? Do they build more or less?

- If I have unemployed craftsmen somewhere and spots in factories in my country too, can I be save my people go there and not emigrate?

- If I have full citizenship, do all Cultures count as national cultures?

- How do I get my people to vote the liberals?

- Why can I not buy tropical wood? There are ~36 units on the market, I am 9th in prestige (USCA) and want to buy a stock of 8 units. But nothing happens (VIP 0.2)

1 larger i think need more gods but the get money faster.

2 in a america they will atleast not migrate to other countries but you cannot know for sure.

3 Yes you can promote every pop to what you want!

4 Having wealth voting rights and promote a few clerks will help the liberals into power!

5 I do not know for sure why you cannot buy the wod sounds strange.
 

Meanmanturbo

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Dark Scipio said:
So finally I begun to play VIP 0.2 and I have some questions:

- Does it matter how large my capitalist populations are? Do they aquire more or less money if they are small or large? Do they build more or less?

- If I have unemployed craftsmen somewhere and spots in factories in my country too, can I be save my people go there and not emigrate?

- If I have full citizenship, do all Cultures count as national cultures?

- How do I get my people to vote the liberals?

- Why can I not buy tropical wood? There are ~36 units on the market, I am 9th in prestige (USCA) and want to buy a stock of 8 units. But nothing happens (VIP 0.2)


Welcome to the wonderfull world of VIP! Lets see if I can answer some...

1. Size matters. The larger the pop the more money. But beware, if you have to large a percent of pops as capis, there will not be enough money fore them to split betwen them, often causing economic stalemate late game. 10-15 k pops is balanced imo.

2. Unemployed pops will try to migrate internaly first I think. They need to be low on cash though, otherwise they will stay.

3. No. You can change them to any job except soldiers (sometimes you can, depending on military policies). But they are still only half as productive as national pops and recive less money.

4. Promoting lots of clerks and craftsmen. They are naturaly liberal. Craftsmen turn socialist if they get pissed off though. Also, chose ideology based voting in the state and government tech ( I think) to make sure they still vote according to ideology.

5. Unless there are others in front of you I am at a loss...
 

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Dark Scipio said:
So finally I begun to play VIP 0.2 and I have some questions:

1)- Does it matter how large my capitalist populations are? Do they aquire more or less money if they are small or large? Do they build more or less?

2)- If I have unemployed craftsmen somewhere and spots in factories in my country too, can I be save my people go there and not emigrate?

3)- If I have full citizenship, do all Cultures count as national cultures?

4)- How do I get my people to vote the liberals?

5)- Why can I not buy tropical wood? There are ~36 units on the market, I am 9th in prestige (USCA) and want to buy a stock of 8 units. But nothing happens (VIP 0.2)

1) Too many capitalist POPs will mean that they will not get enough money to be able to buy the stuff they want and still save up to building factories and rail.
2) They also have to be out of money to move, so it can be difficult later in the game.
3) Yes and no. They count as nationals as far as conversion to other POP types is concerned, but they still have lower production efficiency and earn less money.
4) The best way is to set voting rights to Wealth, that way only POP classes that are to a large extent naturally liberal will be allowed to vote.

5) I've never experienced a shortage of tropical wood, must be a VIP thing.
 

OHgamer

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Dark Scipio said:
So finally I begun to play VIP 0.2 and I have some questions:

- Does it matter how large my capitalist populations are? Do they aquire more or less money if they are small or large? Do they build more or less?

Larger capi pops will build reserves faster, but at the same time they will require larger amounts of needs, and that can cause major problems when automobiles come on the market and the cost may be higher than their daily income, which may result in you having to either dramatically expand exports to cover the cost or subsidize their imports rather than charge tariffs on imports. So it's a question of do you think your export economy will be large enough to deal with demand for expensive new luxury demands your capi pops will have later in game

- If I have unemployed craftsmen somewhere and spots in factories in my country too, can I be save my people go there and not emigrate?

it's tricky, POPs tend not to migrate from a province unless they have no reserves and there is no job for them. You are playing a nation in the Americas though so your national pops will be short range and not emigrate. However emigrants from Europe if they do arrive might not stay long and emigrate elsewhere.

- If I have full citizenship, do all Cultures count as national cultures?

No. You will be able to convert non-national cultures to other POP workforce types with a full-citizenship party in power, but they will not be your national culture, and will still experience the same production and income penalties (produce half as much, get 1/2 the cut of export income their national counterparts get).

- How do I get my people to vote the liberals?

with VIP having default elections set for vote on issue, during elections have POPs support issues your liberal party supports. As election events now affect 15% of the entire nation in VIP rather than just in one state, elections can now help shape POP opinions more than in vanilla.

Creating POPs that are default liberal (clerks, craftsmen, capitalists) and keeping their conscience high and militancy low will help as well

- Why can I not buy tropical wood? There are ~36 units on the market, I am 9th in prestige (USCA) and want to buy a stock of 8 units. But nothing happens (VIP 0.2)

In VIP it takes 5 units of TW to make 1 unit of lux goods, so it may very well be that those nations producing luxury goods are absorbing all or most of the poduction being placed on the market. At the same time, prestige alone does not determine access to WM goods, it's your overall ranking that does. Prestige helps build up your overall ranking, but it's only part of the score, and for getting goods, you're overall rank is what counts.
 

Dagda

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Boshin War

So is there any peace event to end this war or do i have to annex Tokugawa outright and take the 17 badboy hit? :confused: I"m sitting here with all their provinces occupied and their entire army defeated and nothing seems to fire.
 

Dagda

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Kamillentee said:
make sure you stay in line...

means first go for Edo until you get the event for liberating Edo
than go north (not before) until you get the event....
finally move to Hokkaido for the final event

I guess that was the problem. The Edo event never fired for me. Reloaded from the start of the War and went straight for Edo and that seemed to do the trick. Thanks!

One more question though, is there any reason why I didn't automatically turn into a constitutional monarchy after the war ended? I thought that was supposed to happen.
 

unmerged(52819)

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the Boshin War scenario

Dagda said:
I guess that was the problem. The Edo event never fired for me. Reloaded from the start of the War and went straight for Edo and that seemed to do the trick. Thanks!

One more question though, is there any reason why I didn't automatically turn into a constitutional monarchy after the war ended? I thought that was supposed to happen.

i've been so away from that scenario, but let me catch if there is a problem.

i set up the condition as historical, meaning;
-you should occupy surrounding provice of Edo (Edo didn't become the major battle ground except a small conflict)

-then Tokugawa should move their capital to the north (Fukushima?, i believe), that is the phase II when the northen alliance stands to fight against you. btw, i didn't check what will happen if you had already taken Fukushima, where should have been the new capital. it could cause a bug needs to be fixed in the next.

-the phase III is where remanents moved to Hokkaido where they 'sort of' established their own government. if Hakodate is fallen, you should have the end of Boshin War.
 
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non-national cultures aren't so bad. It allows you to convert your entire culture population into Clerks, turning you into a research powerhouse. Maybe a little gamey, but I'm building pre-dreadnoughts and trenches and I hadn't seen the A.I. build any of these yet! :eek: :rofl:
 
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