Paradox Interactive games

The chance for this to happen is very, very low - but that's how random events work.
My brother once got rid of Stalin in our MP game - quite hillarious! :D

Removing Hitler or Stalin doesn't change any events, though - the game does not check for the actual head of the state.
 
Phew, well I'm glad that was nipped in the bud- presumably he just went back to painting awful paintings and life carried on as normal


On a completely unrelated note: So that's where 's Hertogenbosch is. The number of times I've built that city in civ and every time I've been like "what? really?"
 
"I can't get the stupid trees. Damn, I will kill everyone in the world!" - Adolf Hitler while painting.
 
I recently got Victoria II. I've transformed my country, Krakow, into a one-province Secondary Power by 1919, but there are still a lot of things I don't understand, so I have some questions:

- I started this game as the Ionian Islands, and spontaneously was annexed by Greece around 1853, even when reloading - that's when I moved to Krakow. I didn't have a chance to prevent this. It appeared that the same thing happened to the minor Italians awhile later when Italy appeared. Is there normally some control over this if you are a more powerful country? I thought it might be fun to play as the Papal States, but it would be less so if I got spontaneously annexed.

- How do you effectively control your economy when you have Free Trade, or to a lesser degree, Interventionism? A large part of my success has been due to building highly profitable factories while a Reactionary or Communist party was in power. While playing the demo as the USA, I felt pretty helpless when it came to the economy - I could build railroads, but that was about it.

- Are certain countries predisposed towards certain governments? I've noticed that I'm the only country that is either a Democracy or has a value of Liberty (and I'm both!) that has gone Communist, and sadly, the Socialists won the last election. I've also noticed that although my people's ideology is 75-80% Socialist, I have to work really hard to get them to vote Socialist or Communist - they tend to prefer to vote Conservative.

- Is there a reason I'm not listed as a top exporter of autos (etc.) even though I am? Prussia and Danzig are the only other producers listed on the trade screen, and even though I produce a lot more than Danzig, I am not listed. I want my bragging rights of one city being #2 in the world!

- How does support of military units work? I went to war once, sending my only regiment east towards the Urals to help fight China with my Tsarist friends. However, I then realized that 5/6 of my troops had died, and I failed at replenishing them, so the regiment disappeared entirely. It seems I had marched too far from my supply lines? How do I know how far I can safely march? Or did I just make the classic mistake of marching through Russia in the winter?

- I'm still rather puzzled about the economic picture, particularly figuring out what's steering your tax revenue and how quickly factories go kaput when demand falls. My tax revenue has varied a lot, and I don't always know why. Although it seems like with all my concentrated industry, my people have been dirt rich and revenue has been really good (is 200+ pounds/day/province a good profit?).
- I'm rather clueless as to setting tax revenues. I assume that if you are free trade, you don't want to tax capitalists too much since only they can build factories? I'm less sure of the effects if you aren't free trade, or on the lower classes. I assume it partially affects revolts if they can't afford their needs? I've been leaving it at 50% lately as that's the minimum for Communists and everyone seems really happy.
- I've got over 800,000 pounds sterling in the bank, and seemingly nothing to spend it on. What can I spend it on? My infrastructure/forts are maxed out, and I have more jobs in the factories than workers to fill them. Is that a lot of money or does it just seem like it since I only have one province?

- Is there a way to figure out how much of my population growth is from immigration? I'm gaining like 1% per month or something ridiculous like that. That seems way too high to be a natural increase, and it also went way up after I built a bunch of factories.
- Will it hurt my industrial ranking if I reduce the maximum work day (it's unlimited now)? I'll lose my Secondary Power status if my ranking falls, so I'm hesitant to do so. Thankfully they are happy with free healthcare and superb safety.

- What can I actually do as a Secondary Power that I hadn't been able to before? I think it lets me colonize, but I'm landlocked. What else?

Things I have learned:

- The bureaucracy expands to meet the needs of the expanding bureaucracy. I had 0% bureaucrats in 1854, so I set funding to the maximum of 100% (zero cost), and when I checked again in 1890 or so, I had about 8% bureaucrats, when I needed about 1.1%.

- Politics can be steered. Oddly, it seems that one of the best way to increase support for socialists and communists was never enacting reforms, even when they were in power. I'd kind of hoped that enacting a reform as them would increase their support.

- New industries can be really lucrative.

- It seems to be a lot more difficult to change ideology than votes (which is hard enough). It seems like the only ideologies my people follow at are are Socialism and Liberalism. I'd love to make some of them Communist, but haven't had a chance to do so. Whenever I get a few of them to be Reactionary, they revert back within a few years.

The politics is fun, and I'm looking forward to taking the controls of another country. But I want to have a better idea of what's going on, particularly if I am a free trade country without elections.
 
- I started this game as the Ionian Islands, and spontaneously was annexed by Greece around 1853, even when reloading - that's when I moved to Krakow. I didn't have a chance to prevent this. It appeared that the same thing happened to the minor Italians awhile later when Italy appeared. Is there normally some control over this if you are a more powerful country? I thought it might be fun to play as the Papal States, but it would be less so if I got spontaneously annexed.
I think Greece has an unique decision to annex the Ionian Islands. I think the only other nations that can be annexed via decisions are Hawaii and Madagascar. That being said, playing such a minor is MUCH harder than in other Paradox games. I would recommend to play as Belgium, Holland or a South American nation to get into the game.

- How do you effectively control your economy when you have Free Trade, or to a lesser degree, Interventionism? A large part of my success has been due to building highly profitable factories while a Reactionary or Communist party was in power. While playing the demo as the USA, I felt pretty helpless when it came to the economy - I could build railroads, but that was about it.
Free Trade doesn't affect your economy, so you probably mean Laissez-Faire.
In general there isn't much you can do yourself while L-F is active - because that's what L-F stands for. All you can do is setting industry national focus to make your capis more likely to build the stuff you desire. You can also close and raze undesired factories, so if they build something wrong, you can make them try again.

You do, however, receive a MASSIVE output bonus (20% iirc?), so your industry becomes a lot more competetive. In addition, all factories cost only half the regular amount, so your capis can build stuff like crazy.

L-F is in general a good policy for countries with a somewhat developled industry (so your capis can get the money to build new stuff) with good commerce techs (to make your industry competetive).

As for interventionism, you can at least subside the factories you really want and make foreign investments, but otherwise it acts like L-F (without the actual output or build discount bonus).

- Are certain countries predisposed towards certain governments? I've noticed that I'm the only country that is either a Democracy or has a value of Liberty (and I'm both!) that has gone Communist, and sadly, the Socialists won the last election. I've also noticed that although my people's ideology is 75-80% Socialist, I have to work really hard to get them to vote Socialist or Communist - they tend to prefer to vote Conservative.
National values can influence the chance of some events and inventions, but in general there is no natural "bias". Pop ideologies change depending on the actual situation.

As for the vote, pops vote by issue, not ideology. So if your socialist pops have different issues than your socialist party, they will pick the one that is best suited for them. Also, the more CON pops have, the more they become aware of what they actually want (and vote accordingly).


- Is there a reason I'm not listed as a top exporter of autos (etc.) even though I am? Prussia and Danzig are the only other producers listed on the trade screen, and even though I produce a lot more than Danzig, I am not listed. I want my bragging rights of one city being #2 in the world!
Do you actually produce and sell them on the world market?

- How does support of military units work? I went to war once, sending my only regiment east towards the Urals to help fight China with my Tsarist friends. However, I then realized that 5/6 of my troops had died, and I failed at replenishing them, so the regiment disappeared entirely. It seems I had marched too far from my supply lines? How do I know how far I can safely march? Or did I just make the classic mistake of marching through Russia in the winter?
Each province has a supply limit. If you have more units in the province, you will suffer up to 5% losses per months (also triggered when moving into a province). Your troops will reinforce up to 10% in your territory, but they need to be in supply to do that. To be in supply, you have just to buy their maintenance goods. This usually happens by auto-trade, which is part of the "National Stockpile" slider expense in your financial menu.

- I'm still rather puzzled about the economic picture, particularly figuring out what's steering your tax revenue and how quickly factories go kaput when demand falls. My tax revenue has varied a lot, and I don't always know why. Although it seems like with all my concentrated industry, my people have been dirt rich and revenue has been really good (is 200+ pounds/day/province a good profit?).
Tax income depends on pop income. So if your pops earn much money, they will pay you more back. This value is then modified by tax efficiency (so 100% tax slider is actually only about 30% tax in the early game) and administration efficiency.

Since the world marked is usually in flux, your tax values will vary as well. In addition, your pops might have savings - so if you increase taxes, you can milk your pops dry until they are out of cash. Once that happens, your tax income will fall. Also keep in mind that bureaucrats and clergymen are paid by YOU, so if your cut your education budged, you will also reduce your tax income from clergymen.


- I'm rather clueless as to setting tax revenues. I assume that if you are free trade, you don't want to tax capitalists too much since only they can build factories? I'm less sure of the effects if you aren't free trade, or on the lower classes. I assume it partially affects revolts if they can't afford their needs? I've been leaving it at 50% lately as that's the minimum for Communists and everyone seems really happy.
I usually go with max taxes for all pops and then first cut rich taxes (to boost building from my capis), then the mid strata (to make them more likely to promote to capis). During the late game, when you have a big economy and your capis are dirt rich, you can max their taxes (they will have enough left anyway) and reduce mid and low pop taxes accordingly.

In general you should be able to max-tax any pop without starving unless you have a REALLY poor and backwarded economy.


- I've got over 800,000 pounds sterling in the bank, and seemingly nothing to spend it on. What can I spend it on? My infrastructure/forts are maxed out, and I have more jobs in the factories than workers to fill them. Is that a lot of money or does it just seem like it since I only have one province?
You could start subsides (negative tarriffs) to boost your industry and pops until you even out the budged. Negative tarrifs will reduce the cost for goods, so your pops can consume more and your factories can get their ressources a bit cheaper.

HOWEVER, be wary that this can also result in your capis building an economy that requires subsides to run smoothly (because actually unprofitable factories can stay alive). So in general it is a good idea to both cut direct subsides in the industry menu and the negative tarrifs to see which factories cannot compete on the market. I usually have between -1% and -10% tariffs.
On the other hand, you should NEVER EVER impose tarrifs as an industrialized nation. Your factories have to pay extra on their imports, which devestates their profits. NEVER use positive tarrifs unless there is no other choise. Better cut all your spending before moving that slider to the right. If you only have RGO goods to sell (e.g. early game Russia), than you can do that. But NEVER EVER else.

- Is there a way to figure out how much of my population growth is from immigration? I'm gaining like 1% per month or something ridiculous like that. That seems way too high to be a natural increase, and it also went way up after I built a bunch of factories.
Go to your "Population" menu and move your cursor over the arrow in the upper left that shows the current national pop trend. You should receive a detailled tooltip about pop migrations.

- Will it hurt my industrial ranking if I reduce the maximum work day (it's unlimited now)? I'll lose my Secondary Power status if my ranking falls, so I'm hesitant to do so. Thankfully they are happy with free healthcare and superb safety.
You will lose a few IND points. HOWEVER, since you only lose throughput, your industry will actually not become less competetive. You just produce less goods.
You can compensate the point loss by building more troops or ships, or by gathering more prestige.

- What can I actually do as a Secondary Power that I hadn't been able to before? I think it lets me colonize, but I'm landlocked. What else?
If you play with the addon, you should also sell less ressources to the nation that sphered you (10% instead of 25% iirc). There are also some events that require you to be a secondary power (none of that too important, iirc).

- The bureaucracy expands to meet the needs of the expanding bureaucracy. I had 0% bureaucrats in 1854, so I set funding to the maximum of 100% (zero cost), and when I checked again in 1890 or so, I had about 8% bureaucrats, when I needed about 1.1%.
Slider settings in the financial menu increase the chance that your pops will convert to the related job. Lower admin spending to 50% to reduce growth. Also be aware that social reforms increase the % of bureaucrats you need.

- Politics can be steered. Oddly, it seems that one of the best way to increase support for socialists and communists was never enacting reforms, even when they were in power. I'd kind of hoped that enacting a reform as them would increase their support.
Ruling parties only bestow their issue effects (L-F vs. State Capitalism, Jingoism vs. Pacifism, etc.) on you. Otherwise they are more or less unimportant. In general pops turn socialist when there is reform want, so the more you delay reforms the more support socialists will get. On the other hand once you have passed all reforms, your pops become conservative again (which makes sense, considering that conservatives want to maintain the Status Quo).

- New industries can be really lucrative.
Yes, especially the electric and automotive industry.

- It seems to be a lot more difficult to change ideology than votes (which is hard enough). It seems like the only ideologies my people follow at are are Socialism and Liberalism. I'd love to make some of them Communist, but haven't had a chance to do so. Whenever I get a few of them to be Reactionary, they revert back within a few years.
The player can influence votes by election events or party loyality (if you play with the AHD addon). Ideology is, however, the result of the circumstances. Because your pops are happy and well fed, they have no reason to become communists. If you want to make them red, you have to close all factories and cut all funding. After a few years the impovered masses should start to change their ideology. But again: That will stop and reverse once you are doing well again.


Anyway, if you are playing with AHD, I would highly recommend you the Pop Demand Mod (aka. "A Pop Divided"). It adds a TON of new stuff: New factories and goods, new inventions, new ideologies (Seperatist, Social-Liberal), more reforms (pollution, art subsides, child labour, education, draft, minority rights), a complete economy overhaul (MUCH better than vanilla) and many, many new options, decisions and events.
LINK

If you do not have AHD: Buy it.
As with many Paradox games, you will never want to go back to vanilla once you have played the expansion.
 
Thanks for all the answers! Definitely learned more a fair amount about what was going on!

I think Greece has an unique decision to annex the Ionian Islands. I think the only other nations that can be annexed via decisions are Hawaii and Madagascar. That being said, playing such a minor is MUCH harder than in other Paradox games. I would recommend to play as Belgium, Holland or a South American nation to get into the game.

Cool. Good to know what nations have that danger. I think France did annex Madagascar, and maybe Hawaii got annexed, too, not quite as sure. I might go with one of those options as an intermediate next step, and some military experience.

Free Trade doesn't affect your economy, so you probably mean Laissez-Faire.
In general there isn't much you can do yourself while L-F is active - because that's what L-F stands for. All you can do is setting industry national focus to make your capis more likely to build the stuff you desire. You can also close and raze undesired factories, so if they build something wrong, you can make them try again.

You do, however, receive a MASSIVE output bonus (20% iirc?), so your industry becomes a lot more competetive. In addition, all factories cost only half the regular amount, so your capis can build stuff like crazy.

L-F is in general a good policy for countries with a somewhat developled industry (so your capis can get the money to build new stuff) with good commerce techs (to make your industry competetive).

As for interventionism, you can at least subside the factories you really want and make foreign investments, but otherwise it acts like L-F (without the actual output or build discount bonus).

Thanks for the intro. I didn't realize there was an output bonus, and didn't realize there was such a thing as foreign investment. Where can you make foreign investment, or find out how much you are getting?

It does make more sense now how laissez-faire can be beneficial (and that was what I meant).

National values can influence the chance of some events and inventions, but in general there is no natural "bias". Pop ideologies change depending on the actual situation.

As for the vote, pops vote by issue, not ideology. So if your socialist pops have different issues than your socialist party, they will pick the one that is best suited for them. Also, the more CON pops have, the more they become aware of what they actually want (and vote accordingly).

Hmm, interesting. I'd noticed some events seemed to be happening more than others, but I wasn't sure if it was just luck. May have been some of each.

Also interesting that ideology doesn't affect votes. I knew they tended to vote by issue, but I'd figured that ideology still had at least some influence. It sounds like perhaps I want more consciousness since I'm leaning socialist/communist? It's pretty low right now I think - 4.15.

Do you actually produce and sell them on the world market?

I think so? It says I'm selling them (in the upper-left, for example), and my factories are making boatloads of money from them. The one thing I'm not sure about is if they are only reaching the "common market", and exactly how that works. IIRC I'm in the sphere of influence of Russia, so perhaps Russia and the others in their sphere are buying them all up?

For example, in Aeroplanes, when I hover over the Trade summary, it says I am exporting 9.79 Aeroplanes. In the Trade details, Prussia is first with 68.63 airplanes, and the USA is second with 0.66, and the Netherlands is third with 0.16. It does say in the lower-right that 10 are exported in the "Common Market" area. Does this not count towards Top Producers? Although it also says I've exported 6.46K Coal there, while I only make 184 Coal per day. So I'm not sure quite what's up with that.

Each province has a supply limit. If you have more units in the province, you will suffer up to 5% losses per months (also triggered when moving into a province). Your troops will reinforce up to 10% in your territory, but they need to be in supply to do that. To be in supply, you have just to buy their maintenance goods. This usually happens by auto-trade, which is part of the "National Stockpile" slider expense in your financial menu.

Hmm, there's a few reasons they may have gone kaput, then. First, I might have set the stockpile slider to zero or near-zero. Second, my troops weren't in my territory anymore, they were around the Urals. Pretty sure I still had all military goods on auto-trade. I'll have to keep the National Stockpile in mind for the military in the future.

Tax income depends on pop income. So if your pops earn much money, they will pay you more back. This value is then modified by tax efficiency (so 100% tax slider is actually only about 30% tax in the early game) and administration efficiency.

Since the world marked is usually in flux, your tax values will vary as well. In addition, your pops might have savings - so if you increase taxes, you can milk your pops dry until they are out of cash. Once that happens, your tax income will fall. Also keep in mind that bureaucrats and clergymen are paid by YOU, so if your cut your education budged, you will also reduce your tax income from clergymen.

That helps explain some of it. I suppose that mostly all makes sense logically, although the milking the savings I wasn't really thinking of. I'm glad my people are currently loaded, even the poor ones.

I usually go with max taxes for all pops and then first cut rich taxes (to boost building from my capis), then the mid strata (to make them more likely to promote to capis). During the late game, when you have a big economy and your capis are dirt rich, you can max their taxes (they will have enough left anyway) and reduce mid and low pop taxes accordingly.

In general you should be able to max-tax any pop without starving unless you have a REALLY poor and backwarded economy.

Oh, interesting. I'd expected that maximum (100%) taxes for extended periods of times would cause issues. Apparently I've been pretty lenient with taxes. Perhaps I'll be more flexible with increasing taxes in the future.

You could start subsides (negative tarriffs) to boost your industry and pops until you even out the budged. Negative tarrifs will reduce the cost for goods, so your pops can consume more and your factories can get their ressources a bit cheaper.

HOWEVER, be wary that this can also result in your capis building an economy that requires subsides to run smoothly (because actually unprofitable factories can stay alive). So in general it is a good idea to both cut direct subsides in the industry menu and the negative tarrifs to see which factories cannot compete on the market. I usually have between -1% and -10% tariffs.
On the other hand, you should NEVER EVER impose tarrifs as an industrialized nation. Your factories have to pay extra on their imports, which devestates their profits. NEVER use positive tarrifs unless there is no other choise. Better cut all your spending before moving that slider to the right. If you only have RGO goods to sell (e.g. early game Russia), than you can do that. But NEVER EVER else.

Interesting. I hadn't really used negative tariffs. I might experiment with this when I'm more laissez-faire.

I have been using tariffs - right now they are 10%. It hasn't proven too bad since my factories are gushing cash (1000 pounds/day profit). But the tariffs are only brining in 5.85 pounds/day in taxes out of 220+ profit. So they aren't helping much anyway.

Go to your "Population" menu and move your cursor over the arrow in the upper left that shows the current national pop trend. You should receive a detailled tooltip about pop migrations.

Thanks! Funny, I'm actually losing a very small number to emigration. Natural growth of 2000/month with 360,000 to start with... that seems really high. 6.66% annual growth?

Let's see... 1.44 million total people. If there are 360,000 adult males and 360,000 adult females, that leaves 720,000 non-adults. Which means one-fifteenth of my non-adults become adults each year - and thus the median age is 15. Which is exactly equal to the current median in Uganda, the country with the lowest median age in the world. So I guess it's possible, but there must be a huge baby boom going on.


You will lose a few IND points. HOWEVER, since you only lose throughput, your industry will actually not become less competetive. You just produce less goods.
You can compensate the point loss by building more troops or ships, or by gathering more prestige.

Makes sense. Unfortunately, I cannot currently build any more troops (because I'm at the limit of 2 for my country, and am spending as much on military as my Pacifist socialists will allow), and can't build any more ships because I'm landlocked. I'm not sure how to gather prestige other than cultural techs and occasional events (like hosting the Olympics, which I've done twice). And Sweden is only 5 points back.

So, the workers will continue working all the time for the glory of our worker's paradise!

If you play with the addon, you should also sell less ressources to the nation that sphered you (10% instead of 25% iirc). There are also some events that require you to be a secondary power (none of that too important, iirc).

Hmm, sounds less exciting than I'd hoped. I don't have the addon, if you mean AHD. I'll keep an eye out for potentially useful events in the likely short time that I'm a secondary power.


Slider settings in the financial menu increase the chance that your pops will convert to the related job. Lower admin spending to 50% to reduce growth. Also be aware that social reforms increase the % of bureaucrats you need.

Already did that, and in combination with reforms, I'm now right about where I ought to be!

Ruling parties only bestow their issue effects (L-F vs. State Capitalism, Jingoism vs. Pacifism, etc.) on you. Otherwise they are more or less unimportant. In general pops turn socialist when there is reform want, so the more you delay reforms the more support socialists will get. On the other hand once you have passed all reforms, your pops become conservative again (which makes sense, considering that conservatives want to maintain the Status Quo).

That makes sense thought of that way. Though I somewhat like the idea that a happy socialist population would like to remain socialist. But if "conservative" de facto is socialist (many pro-socialist reforms)... makes some sense.

Yes, especially the electric and automotive industry.

They are two of my favorites. I didn't build electric at first, but started to after I realized I couldn't buy enough of it to supply my other industries.

The player can influence votes by election events or party loyality (if you play with the AHD addon). Ideology is, however, the result of the circumstances. Because your pops are happy and well fed, they have no reason to become communists. If you want to make them red, you have to close all factories and cut all funding. After a few years the impovered masses should start to change their ideology. But again: That will stop and reverse once you are doing well again.


Anyway, if you are playing with AHD, I would highly recommend you the Pop Demand Mod (aka. "A Pop Divided"). It adds a TON of new stuff: New factories and goods, new inventions, new ideologies (Seperatist, Social-Liberal), more reforms (pollution, art subsides, child labour, education, draft, minority rights), a complete economy overhaul (MUCH better than vanilla) and many, many new options, decisions and events.
LINK

If you do not have AHD: Buy it.
As with many Paradox games, you will never want to go back to vanilla once you have played the expansion.

Hmm... I'm not sure it's worth making the population so unhappy just to make them Communists, especially since it's already going so fantastically. I'll probably pursue other goals like a million pounds sterling and settle for socialism in one country instead.

I don't have AHD yet, but plan to get it before too long when it's on sale. I'll check out that mod once I have it, too. Sounds like a good assortment of additions.
 
Sorry, I missed your last post somehow. Here are a few more answers:

Thanks for the intro. I didn't realize there was an output bonus, and didn't realize there was such a thing as foreign investment. Where can you make foreign investment, or find out how much you are getting?
Go to your factory overview ("production"). There should be a "foreign investment" tab. (Requires the AHD addon. Again: If you don't have AHD: GET IT! Playing without it is like using a b/w TV for watching HD)

Hmm, interesting. I'd noticed some events seemed to be happening more than others, but I wasn't sure if it was just luck. May have been some of each.
The MTTH (mean time to happen) of events can be GREATLY influenced by circumstances. There are also country-scoped events and province scoped events, the latter are hapening a LOT more in big countries, because each province has a chance to trigger them seperately (e.g. the "in them old cotton fields" event can trigger in every cotton province of yours, so if you have 10 cotton provinces you have 10 chances when the game processes MTTH).

Also interesting that ideology doesn't affect votes. I knew they tended to vote by issue, but I'd figured that ideology still had at least some influence. It sounds like perhaps I want more consciousness since I'm leaning socialist/communist? It's pretty low right now I think - 4.15.
In general: If you want to play progressive (pass reforms), you should ALWAYS strife for max CON. If you want to stay an absolute monarchy, you have to keep it low (and your pops ignorant -> LIT low). The "APD" mod provides a few more choises and benefits for the authorian style (like faster Casus Belli generation which is GREAT for warmongers).

I think so? It says I'm selling them (in the upper-left, for example), and my factories are making boatloads of money from them. The one thing I'm not sure about is if they are only reaching the "common market", and exactly how that works. IIRC I'm in the sphere of influence of Russia, so perhaps Russia and the others in their sphere are buying them all up?
To check you sold goods from the factories, go the production menu and place the mouse on the green or red money display for each factory, that will give you a detailed list. Move the mouse over the required goods to see a list for efficiency (input, output, throughput). There is not really a "common marked" in Vicky 2 (one of the biggest economic flaws). Basicially all your goods go to the world marked, but since AHD your sphering nation can get a share (50 to 20% iirc) before any other nation. The "common marked" tab just shows (iirc) how much goods your pops buy from your own production (after your sphere master got his share?). Tbh. I don't really know... Just one thing is important: There are no common markets you can shield, so tariffs are useless.

Hmm, there's a few reasons they may have gone kaput, then. First, I might have set the stockpile slider to zero or near-zero. Second, my troops weren't in my territory anymore, they were around the Urals. Pretty sure I still had all military goods on auto-trade. I'll have to keep the National Stockpile in mind for the military in the future.
Mountains have very low supply limits, esp. during the early game. Territory that is not owned by you (neutral) has 1/2 supply limit, hostile 1/5th (iirc) and uncolonized 1/10th or something. So, yes, don't move troops through unsettled areas. ;)

Oh, interesting. I'd expected that maximum (100%) taxes for extended periods of times would cause issues. Apparently I've been pretty lenient with taxes. Perhaps I'll be more flexible with increasing taxes in the future.
You can check effective tax efficiency when placing your mouse on one of the tax sliders.

Interesting. I hadn't really used negative tariffs. I might experiment with this when I'm more laissez-faire.
I personally think -10% is a good setting. This will balance small tech or pop advantages from other nations (your % of capis in a province reduces factory input, while your local clerk % increases output), bypass the changes on the world marked but doesn't grow a vastly unprofitable industry. You have to remove subsides from time to time to balance your workers and close bad factories, but overall it works fine for me. :)

I have been using tariffs - right now they are 10%. It hasn't proven too bad since my factories are gushing cash (1000 pounds/day profit). But the tariffs are only brining in 5.85 pounds/day in taxes out of 220+ profit. So they aren't helping much anyway.
Never, ever use positive tariffs. They VASTLY hurt your factories. +10% tariffs means your industry has to compensate like tech inventions. Unless you subside, you will KILL your factories.

Thanks! Funny, I'm actually losing a very small number to emigration. Natural growth of 2000/month with 360,000 to start with... that seems really high. 6.66% annual growth?
Sounds like either an event modified local growth or you get some emigration but a LOT more immigration.

Let's see... 1.44 million total people. If there are 360,000 adult males and 360,000 adult females, that leaves 720,000 non-adults. Which means one-fifteenth of my non-adults become adults each year - and thus the median age is 15. Which is exactly equal to the current median in Uganda, the country with the lowest median age in the world. So I guess it's possible, but there must be a huge baby boom going on.
I think it's just adult males in service age for the military (known as "manpower") in other Paradox games. The game just uses a multiplier (adult x 4 = total). Don't give to much thought about it.

Makes sense. Unfortunately, I cannot currently build any more troops (because I'm at the limit of 2 for my country, and am spending as much on military as my Pacifist socialists will allow), and can't build any more ships because I'm landlocked. I'm not sure how to gather prestige other than cultural techs and occasional events (like hosting the Olympics, which I've done twice). And Sweden is only 5 points back.
Colonies are a BIG prestige thing in vanilla. You can get thousands of prestige from colonizing africa - but as a landlocked nation, you will have to get the "Build Suez Canal" mission to do that (I actually managed that as Bavaria once - ACH JA! Bavarian Africa, with Weißwurst and Oktoberfest! :D).

Hmm, sounds less exciting than I'd hoped. I don't have the addon, if you mean AHD. I'll keep an eye out for potentially useful events in the likely short time that I'm a secondary power.
As I stated above: GET AHD! NOW!!

That makes sense thought of that way. Though I somewhat like the idea that a happy socialist population would like to remain socialist. But if "conservative" de facto is socialist (many pro-socialist reforms)... makes some sense.
Yep, in Vicky II "conservative" is basicially "Preserve Status Quo".

They are two of my favorites. I didn't build electric at first, but started to after I realized I couldn't buy enough of it to supply my other industries.
If you want to run a profitable late game industry you have to grab a few tropical wood provinces (they will turn into rubber, which has an EXTREMLY limited supply, because the unmodded game doesn't give you a synthetic rubber factory).

Hmm... I'm not sure it's worth making the population so unhappy just to make them Communists, especially since it's already going so fantastically. I'll probably pursue other goals like a million pounds sterling and settle for socialism in one country instead.
Yep. And once things lighten up, your pops would become conservative again anyway. Btw, neither of the communist or fascist governments is really stable if you have high literacy. CON will increase and you will get regular uprisings. Since killing rebels will alse effectively reduce your pops from that province, Vicky II is actually one of the game where rebellions can have long-term impacts by changing your pop sizes. :)

And: Happy Holidays. :)
 
Ohai guys

I was going to start playing EU3 but ran into some confusing things.
First of all, i should probably start playing EU3 as a first paradox game right ?
Second, there's about hundreds of expansions and/or DLCs for EU3 some seem to be standalone, some seem to require the previous version, some just seem to add a new period of time.
So confused.
Isn't there an EU3 "All the Things" Edition or something ? If not - with what should i start ?
 
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