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Thread: Any guides out there for Victoria: Revolutions?

  1. #1
    Dayman's Avatar Romesick
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    Default Any guides out there for Victoria: Revolutions?

    I've always wanted to get into it, but something doesn't click.

    The "spanking new players" guide doesn't apply to ricky.

    Unless John wants to write a new one for newbs

  2. #2
    John I Tzimisces's Avatar Get born again.
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    Default Re: Any guides out there for Victoria: Revolutions?

    For christ's sake, just bug me on MSN

    Though I guess one of these day's I'll write up a guide.

    Which will certainly be enough for anyone to get the ropes, unless you want to do ridiculous and gamey population transfers.

  3. #3
    Dayman's Avatar Romesick
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    Default Re: Any guides out there for Victoria: Revolutions?

    Well I'm waiting for it to...erm...reinstall.

    There are like three or four things that are really not getting through my skull. The concept of POPs, the whole industrializing thing, armies and their composition and support, and politics.

    I figure I'll grasp trade because I get it in HoI 2.

  4. #4

    Default Re: Any guides out there for Victoria: Revolutions?

    Yeah write a guide please, my Vichy complete is just sitting on my shelf since i bought it

  5. #5
    Dayman's Avatar Romesick
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    Default Re: Any guides out there for Victoria: Revolutions?

    I need to learn to play it. I'm aiming to do a EU:Rome (if it's worth playing with patches and the expansion) -> CK->EUIII (or EUII) -> Ricky -> HoI 2 DD campaign of sorts.

  6. #6
    John I Tzimisces's Avatar Get born again.
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    Default Re: Any guides out there for Victoria: Revolutions?

    Ok, so basically, you don't get pops

    Pops have to do with pretty much everything.

    A pop is just an abstraction of a distinct unit of society living in a region. One pop might be turkish muslim, and the next greek orthodox, or greek muslim. Religion has no purpose in Victoria except as a means to keep pops distinct, or for purposes of assimilation (if you're catholic, it's easier to make a catholic pop of another culture become your culture), so pay no heed to that.

    Every province has an RGO. An RGO is the natural resource produced in that province. Stuff like gold, oil, silk, grain, fish, whatever. Unprocessed goods.
    Pops work in the RGO. Without taking anything else into account, how much resource is produced is based on how many individual pop units are working in an RGO. IMPORTANT: One pop of size 90,000 in an RGO produces as much as one pop of 5000 (I believe).

    RGOs can thus be expanded, and pops over the size of 40K can be split. Whenever your split a pop, a new pop is created a quarter of the size of the one you just selected "split pop" with. More pops working in RGOs = more resources to produce = more money = more doing stuff.

    Now as you probably can guess, unprocessed goods generally suck for making money. Unless it's gold/precious metals/whatever it's called. That is good .

    Along comes factories. Factories work slightly different and use the "state" as opposed to the province. Every province is in a state. The state of Thrace for instance is made up of (don't shoot me if I'm wrong, if any it's the first one) Kavala, Alexandroupolis, and Edirne. Pops from any of those provinces can potentially work in a factory in the state of Thrace (er, provided you control those provinces. If you're greece and have kavala and alexandroupolis, while the ottomans have edirne, edirne doesn't contribute in any way to your industry.).

    Craftsmen and Clerks work in factories. Clerks are one of the most important pops in the game. They are middle class, and contribute greatly to research points. (i'm not sure, but all middle class pops might serve that purpose. I believe that includes clergy...which will early game be responsible for most of your research points, depending on your nation)
    Now, what you could do, if you were lazy and cheap, might be filling up factories with just craftsmen. Well, that works. You can do that. However, for every craftsmen pop you have in a factory, you can also have a clerk. Clerks really increase the efficiency of a factory (IE you'll produce more from less, I think. Either that or you'll produce more and need a little more too...I might be confusing myself, mr. coffee isn't done yet, so sue me) and have the aforementioned benefit of contributing to research points.

    Bear in mind that factories start out with 5 pop slots. that means at most you can have 2 clerks working there (remember: one for every craftsman pop.). Now, like the humble RGO, a factory can be expanded. Thus with an even numbered slot factory (it goes from 5 to 10) you can even up the number of clerks to craftsmen and have very efficient factories.

    On it's surface you are already familiar with the military aspect of victoria. Looking deeper, it's, well, a lot deeper than any other paradox game. You can very potentially wipe out large percentages of your population in going to war.
    Going to war is A. fun, and B. often profitable, but where do soldiers come from? Pops. You will generally start out with some soldier pops. Unlike in RGOs and factories, the numbers of people in a single pop matters when it comes to soldiers (and officers and clerks and capitalists....ehm). 10K people in a pop = 10 manpower = what you need in order to raise a single no frills attached unit (be it infantry, dragoons, or cavalry), along with guns and canned food and money. (guns and canned food you can either make in factories, or buy on the global market. Be warned, guns are twice as expensive as canned food. At least early in the game 1 unit of guns is at least 100 money.)

    Here's the easy part. How does one make soldiers? Well, click any farmer, laborer (same thing as far as anyone's concerned, they and slaves are the only ones who work in RGOs), clerk, or craftsman pop, and click convert to soldier. Now you have soldiers. Good job. I am absolutely loathe to convert craftsmen and clerks to soldiers. They're the money makers. Better to take tough country types and give them guns

    What's good to bear in mind is soldiers don't do anything but contribute to manpower. You can convert them back to laborers/farmers manually, but asides from that I don't believe soldiers are taxed.

    Your manpower is on the top leftish part of the bar on the top of your screen. It's a little soldier-y icon thing. Hold your mouse over it. You will see something like this 10/14 Brazilian. What does this mean? It means you have enough people in your country who are soldiers to support 14 land units but only have 10.

    It's good to not go over the manpower limit. If you do, even if you raise defense spending and land expense completely, you will gain a very limited amount of manpower slowly. If you are below that limit, you will have a higher rate of manpower gain. Manpower gain translates to making new units and reinforcing existing ones.

    Now, on your military screen (just click around, you'll find it) you may have noticed something akin to "mobilization table". Basically, what mobilization is, is preparing for war without making new soldiers. For every 40 guns and canned goods you put into mobilization, you gain 4 reserve divisions. All this without making more soldiers pops which means more people working and making you moolah. On top of this, when you mobilize, you immediately get a ton of manpower, for reinforcing your divisions and recovering from losses.

    Drawbacks are huge for this. When you mobilize, it costs money. Depends on how big your mobilization is (you have no control over this. when you mobilize the army, you mobilize the entire reserve). Mobilization also converts laborers/farmers, craftsmen, and clerks into soldiers temporarily. You can see where I'm going: it can tank your economy.

    Does it get worse? yes.
    When you fight, your soldiers die. I mean your soldier pops. This may not be noticeable very early in the game, but machine guns aren't that far off.
    When you mobilize, ordinary folks go off to war in along with your standing army. Suffer horrible casualties among your reserves and your post-war economy will be much worse than it was beforehand (and that's not even taking into account debt. you'll be glad to know the annoying inflation/loans thing from EU is out).

    I'm taking a break. that coffee is waiting for me.

  7. #7
    Dayman's Avatar Romesick
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    Default Re: Any guides out there for Victoria: Revolutions?

    Brazilian coffee?

  8. #8
    John I Tzimisces's Avatar Get born again.
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    Default Re: Any guides out there for Victoria: Revolutions?

    Ok, coffee and cigarette and I'm ready to go.

    Politics, here we go.

    When you start out, your nation is controlled by a certain party, depending on your nation. Depending on your nations constitution (either a Monarchy, Constitution monarchy, or Democracy. Other forms of government are proletarian and presidential dictatorships, but I don't think anyone starts as those) you will have any number of various parties. What most nations start out with to select from are Conservative, Liberal, Reactionary, and Anarcho-liberal parties. The first two are GOOD. the last two are generally BAD, as they are radical parties that will suspend your constitution and institute a presidential dictatorship.
    Later on, fascist, socialist, and communist parties will become available. Fascists and Communists will also suspend the constitution and institute president and proletarian dicatorships respectively.

    Pops like it when a party that is their political alignment is in power. It lowers their militancy. They don't like it when radical parties are in charge. They really don't like it when that parties on the opposite end of their beliefs are in charge (IE, conservatives aren't happy when liberal parties are in control, and really don't like anarcho-liberal parties. And vice versa.).

    If your country has voting rights, you'll have elections. Unless you're playing VIP, like I do, pops at first vote primarily based on what their party is (IE, conservative, socialist, liberal, whatever). It's not incredibly dynamic. Voting rights can change. You can either have none, and thus have no elections (constitutional monarchies and democracies cannot have this), or have voting rights based on land-ownership, wealth, or plain old universal suffrage.

    Later on you can change the way people vote, in that they'll vote based on issues as opposed to broad party ideology, which makes things both more dynamic and allows you to manipulate elections with greater ease. That is to say, if you get an event which changes the issue pops care about (IE, religious tolerance election event comes up, select the option "to each their own faith" or whatever to that effect, and their primary issue will become pluralism, and thus they'll be inclined to vote for a party that believes in religious pluralism. If the minority rights election event comes up, you can choose a nativist/residence, limited citizenship, or full citizenship response, and so on and so forth.)

    VIP mod automatically makes it so that people vote based on issue rather than party ideology. I really really like that.

    Issues are a lot more important than ideology. A Laissez-faire party will not allow you to create or expand factories manually, or build railroads, or tax your people more than 50 percent. An interventionist party won't allow you to build factories manually, but you can expand them, build railroads, and tax your people however much you want.
    State capitalist and Planned economies let you build factories and railroads whereever the hell you want, but you will have to do it mostly manually. Planned economies have a MINIMUM tax of 50 percent on all classes.

    A moralist party will not let you turn clergy into laborers or officers, any other religious issue party will. An anti-military or pacifist party will not let you make new soldier pops, and put a cap on defense spending and your mobilization. Pro-military parties have no defense spending cap and have a higher mobilization cap. Jingoistic parties will not let you turn soldiers into laborers/farmers (which is annoying) and have a very high mobilization cap (which is good. Usually.).

    Hence you can see issues are important.
    Want a laissez-faire government? Choose election events that make your pops like laissez-faire parties (or, if you haven't got the event that lets you choose to have your pops favor issue over ideology, liberal governments are generally laissez-fair)

    That's the bare bones of it.

    There's also consciousness and plurality which will almost inevitably rise over the course of the game. Consciousness is per pop, plurality applies to your entire country. They both augment each other. Consciousness is basically how politically aware your people are. The more conscious a pop is the more likely they'll vote for who represents them best. The less conscious a pop is they're more likely to vote the same party that won last election in again. A few events and clergy (clergy lower lower class consciousness) in particular lower consciousness, hence the lower classes tend to be less politically conscious than the upper class. Plurality has to do with what social and political reforms your people demand. If you don't institute reforms you will raise consciousness and they'll become unhappy.

    Plurality has a much more direct effect on the game, however. Monarchies and dictatorships of any kind beware, plurality raises militancy considerably. Democracies rejoice, the more pluralistic a society is the lower militancy will be. It has no effect on constitutional monarchies.
    THIS is why becoming a dictatorship after being a constitutional monarchy or democracy can really really piss off the people and there is basically nothing you can do to lower it, short of events. You can compensate by having lots of social reforms (as your list of political reforms are limited if you want to stay a dictatorship) but social reforms are expensive.

    All in all, a quick observation, plurality adds a very realistic touch to the game. The united states starts out with fairly high plurality (maybe around 30-50 percent). If you become a dictatorship things get tricky and your people may be very pissed unless you can lower plurality. This is primarily done by researching the tech "ideological thought". You'll get a bunch of inventions to trigger such as "paternalism" which lower plurality and make your population more conservative.

    I think I'm done for tonight.

    and no it's columbian. blagh, where's my vienna brew...

  9. #9

    Default Re: Any guides out there for Victoria: Revolutions?



    Liberté est un privilège à moins qu'elle soit appréciée par une ou plusieurs

  10. #10

    Default Re: Any guides out there for Victoria: Revolutions?

    find vicky wiki, google should give it, and do the brazillian walkthrough. Its used often as a tutorial for the game since its so descriptive and good in that manner. That is how I learned how to play, south american nations are also very fun to play in the game. You should control the entire continent by 1936 easily.
    Swear filters are for sites run by immature children.

  11. #11
    Carach's Avatar Dux Limitis
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    Default Re: Any guides out there for Victoria: Revolutions?

    thought id throw something in here: On the singleplayer screen, how do i change to the flags that are across the top that are kind of darkened? i really need to get on like every country and sort them out because this eu3>vicky convert went all tits up, but i cant get access to like half a dozen rather important countries. They arent on the list from the dropdown list u get if u right click ur own flag

    cant remember how to sort this problem out

  12. #12
    John I Tzimisces's Avatar Get born again.
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    Default Re: Any guides out there for Victoria: Revolutions?

    Quote Originally Posted by Carach View Post
    thought id throw something in here: On the singleplayer screen, how do i change to the flags that are across the top that are kind of darkened? i really need to get on like every country and sort them out because this eu3>vicky convert went all tits up, but i cant get access to like half a dozen rather important countries. They arent on the list from the dropdown list u get if u right click ur own flag

    cant remember how to sort this problem out
    go into your save.
    scroll down past the random numbers

    you'll see something that looks like this:
    ETH = { desc = "" countrytactics = "" playername = "Abyssinia : JOHNS-COMPUTER" }
    FRA = { desc = "" countrytactics = "" playername = "France : " }
    GRE = { desc = "" countrytactics = "" playername = "Greece : " }
    ENG = { desc = "" countrytactics = "" playername = "United Kingdom : " }
    POR = { desc = "" countrytactics = "" playername = "Portugal : " }
    SCO = { desc = "" countrytactics = "" playername = "Scotland : " }
    SWE = { desc = "" countrytactics = "" playername = "Sweden : " }
    LIB = { desc = "" countrytactics = "" playername = "Liberia : " }
    SIA = { desc = "" countrytactics = "" playername = "Siam : " }

    Delete all but the first one (IE: ETH = { desc = "" countrytactics = "" playername = "Abyssinia : JOHNS-COMPUTER" }). back up your save to make sure you did it right.

  13. #13
    Carach's Avatar Dux Limitis
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    Default Re: Any guides out there for Victoria: Revolutions?

    cheers

  14. #14
    Raglan's Avatar ~~~
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    Default Re: Any guides out there for Victoria: Revolutions?

    Quote Originally Posted by John I Tzimisces View Post
    Every province has an RGO. An RGO is the natural resource produced in that province. Stuff like gold, oil, silk, grain, fish, whatever. Unprocessed goods.
    Pops work in the RGO. Without taking anything else into account, how much resource is produced is based on how many individual pop units are working in an RGO. IMPORTANT: One pop of size 90,000 in an RGO produces as much as one pop of 5000 (I believe).
    no this is wrong - its scaled so that larger POPs do give extra bonuses

    i'm not sure of the exact figures but i do remember that 100% efficiency (forgeting other modifiers) is at 50,000

  15. #15
    John I Tzimisces's Avatar Get born again.
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    Default Re: Any guides out there for Victoria: Revolutions?

    Quote Originally Posted by LordRaglan View Post
    no this is wrong - its scaled so that larger POPs do give extra bonuses

    i'm not sure of the exact figures but i do remember that 100% efficiency (forgeting other modifiers) is at 50,000
    Thanks for pointing this out, shortly after I wrote this I was paging through the vickywiki and discovered this myself. I think the lowest efficiency is with pops at less than 15,000, then from 15,000 to 50,000, and then 50,000-90K.

  16. #16
    Raglan's Avatar ~~~
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    Default Re: Any guides out there for Victoria: Revolutions?

    yeah - it's a balancing act, on one hand having lots of split POPs give you the ability to fill loads of factorys - but you also want effiecent factories

    i tend to find that i end up stuck between the two - typical paradox, it's never possible to have the 'perfect' game

  17. #17
    Carach's Avatar Dux Limitis
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    Default Re: Any guides out there for Victoria: Revolutions?

    learn something new every day, should of known it wasnt as simple as i thought lol..this is vicky afterall

  18. #18

    Default Re: Any guides out there for Victoria: Revolutions?

    This is the perfect tutorial for Ricky noobs btw.

    http://forum.paradoxplaza.com/forum/...d.php?t=305484

  19. #19
    Jingles's Avatar Praefectus
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    Default Re: Any guides out there for Victoria: Revolutions?

    There's a good user made tutorial scenario you can download for ricky floating around on the official forums.

    Edit: Can has Linky! http://forum.paradoxplaza.com/forum/...d.php?t=386083
    Last edited by Jingles; June 26, 2009 at 11:54 AM.

  20. #20
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    Default Re: Any guides out there for Victoria: Revolutions?


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