Transoxthraxia wrote:The Jonathanian States wrote:Actually, not necessarily.
There's the 'Crown from the Gutter' Event. I got it, but choose to decline so I wouldn't be forced to give power to those pesky liberals.... But it's still an option without having to fight a great power.....
What specifically?
If its nothing specific I'd recommend look at a Let's play or two, and then just dive in for a try.
I've tried that. For some reason, I'm extremely good at bringing uncivilized nations into a civilized status, but once I'm there, I'm completely awful at the game. I can't industrialize at all (Can't manage POPs, really.), and I lose every military conflict I fight. And if I win, it's only because I outnumbered and outteched the enemy something like 3:1. So I suppose my weaknesses would be in combat and in industrializing.
Well I'll give you some quick tips, assuming your playing the most recent expansion of vic 2.
For the military, check your budget screen for supplies in the top right hand corner, 3rd and 4th slide it should be as high as you can afford. That was my problem for a bit and it irked me to no end. Also ensure you have a general in all your armies, even if it's not a very good one, if you scroll over an empty portrait you'll see what I mean. Also check your army makeup, cavalry isn't all that great and artillery has been changed to support, so you shouldn't have more than 4 units of artillery in your army (not including an engineer who gives a siege bonus) and maybe 2 units of cavalry for recon.
For industrialization, what you want is to go State capitalist to build your initial factories. To decide what to build where, click a province with a decent population and see what it produces in each of its regions-noting that each region has several provinces in it and its important to check each one. Build factories that use the products produced in your regions. Now you should keep in mind what you produce domestically as a whole, (which you find in your production screen) when building your factories as a single region is unlikely to have everything you need, but another might.
The way factories operate is that they'll seek the resources they need locally in the region first, then in your wider domestic market and finally in the world market. Each step is more expensive, obviously, so you want to keep the resources as domestic as possible to avoid having to compete with every other country in the world for the resources your factory needs.
This doesn't mean you should shy away from building factories that will rely on imported goods, only keep the expenses in mind. You' will have to build factories like that at some point, particularly if you lack one of the products for a factory but posses the other. Also pay attention to your top imported goods, if you produce Iron and coal but are importing a lot of steel there's a demand for a steel factory to meet in your nation.
Another thing to note is production bonuses, which you get from building the branch factories of a particular product.
For example, say you have a region that produces a lot of cotton. The logical thing to do there is build a fabric factory. After that, you'd want to build a regular clothes factory in the same region-it requires the cloth that your other factory produces and thus gets a bonus for being in the same region, maybe later you'd build a luxury clothes factory so it can get a bonus as the regular clothes it needs are produced in the region.
A final thing to note is that you shouldn't worry if the region you build a factory in doesn't have the resources, if the resources are produced in your nation elsewhere. For example the SE England province in the UK doesn't produce any cotton, but it can have a very successful fabric (and other such related) factory because a lot cotton is produced elsewhere in the British empire-it's shipped to the region and turned into fabric and then on. This is important to note with your colonies (which cannot build factories) and your home provinces. Sometimes a region that has ideal resources might be sparsely populated (ie: few workers) or just in a bad position, so you can put production elsewhere without suffering, provided you have the resources. Also keep in mind you need craftsmen and clerks to work in your factories (the former more than the later, but clerks are still important, especially for research) so you should encourage them along with Clerics to increase your literacy.
Hope that helps.






That was possible?