Victoria empire under the sun patch 1.03




















All other factors being equal, a clerk is more efficient than a craftsman. Their exact efficiency is based on your literacy rating and is calculated as:. Craftsmen : 0. Also, you can have a maximum of 2 clerks per factory level. Clerks are more beneficial to you than craftsmen so you should aim the highest number of clerks possible this is true for both the number of clerk pops and the number of population clerks contain.

The problem is that you are limited in the number of clerks that can work, whereas you are not limited in the number of craftsmen, as long as you have free slots left of course. The first rule is that you cannot add a clerk pop to the factory if there is not more craftsmen pops than clerk pops already. For example, the first pop you add must be craftsmen. The second pop can be either one, but if you have an unemployed clerk it will usually be used first.

The third pop must be craftsmen, if you added a clerk second, or may be either one if you added craftsmen and so on.

The number of craftsmen pops must be bigger by at least one for you to be able to add a clerk pop. If you cannot add a newly promoted clerk to the factory this is propably the reason. During the course of the game it may happen that craftsmen pops in the factory merge, leaving you with more clerk pops than craftsmen pops.

This is WAD, you won't be able to add more clerks unless the first rule allows you to do so. The second rule is that you cannot have more than two clerk pops per factory level hence the ratio advices. For example if you have a level 2 factory and ten pops to work in it, you can have a maximum of four clerk pops in addition to the six craftsmen pops. This is not the most efficient setup possible because you do can get five clerk pops out of your ten pops working there.

You just need to overexpand the factory to level 3. This way the benefits of having clerks are maximized. Answering the question, the best possible ratio is although there may be reasons - like controling migrations - to avoid having open slots.

This means that if you have several factories in a state, make sure to fill up your most important factories first, before the less important ones. It's supposed to be hard. Machine parts are the key to industrialization and your strategy for getting them is one of the more important things you need to decide in the game. For more information, take a look at Machine Parts Machine parts are less important in revolutions as Capitalists can industrialise your nation.

Sometimes its easier to promote capitalists than buy machine parts. The base rule is that the larger the POP, the more it contributes to production. However, Victoria uses a tiered system to represent this:. POPs that aren't of one of your state cultures contribute half as much to production as the POPs that belong to one of your state cultures. Capitalists may contribute to the efficiency of factories in the state they're located in. The exact contribution depends on a variety of factors, but rule of thumb is that you'll need a capitalist headcount of more than to notice any difference.

It applies to all factories in a state, not just one of them. Note that the culture of the capitalists doesn't matter, and that the bonus depends on the total number of people in capitalist POPs, not the number of capitalist POPs.

There are a number of things that need to be in order for your factory to produce stuff. If your factory isn't producing anything, maybe it is caused by one of these things:.

Also note that factories take some time one or two years to be built, so don't expect factories to start producing once you construct them; easily missed in the heat of the moment. To get a colony, you first have to build colonial buildings. You can only place colonial buildings in unclaimed areas, that are one or more of the following:. If its inaccessible, when you hover over the "build" button it will say "you do not have access to this province".

Your units aren't involved in colonization unless you are doing it by "stealing" other nations' colonial buildings , so you don't need convoys available or any army in or navy next to areas you wish to build colonial buildings in.

The tooltip for the "build"-buttons will tell you what you're lacking if anything. Note that contrary to what is the case for e. There can only be one building per province. So if someone already has a building there you cannot build in it. And if someone is in the process of building a colonial building, you cannot build one there, either. To actually claim a colony and turn it into "regular" provinces , there are a few approaches that might or might not apply to any given colony:.

Note that whenever you click on a province in an unclaimed colony, you first get the "state"-view of the entire colony. Click on any province in that colony to get to the province view, where you should see the assorted colonial buildings and their "build"-buttons. In revolutions you need to have a port within a range to get colonists. The bigger the port the larger its range. You also need to be able to colonise provinces with that life rating.

Machine guns and medicine help lower the life rating which you can colonise. In addition, you may see more immigration and less emmigration from a province when it is part of a colony than what it would have as part of a state. At one point patch 1. However, the scenarios weren't updated to reflect this with an increase in the soldier POPs to weigh up for this, resulting in most nations starting with negative manpower. If you encounter the negative manpower problem during the game you may be doing something wrong.

Also maintenance and defence sliders affect both the manpower limit and regeneration so you can go negative by setting them too low. When your manpower is negative you get no manpower regeneration. If your manpower is negative with both sliders maxed you need to convert more POPs into soldiers or disband existing units. Peter Ebbesen has written an excellent FAQ on land units' morale and organization , that should be considered mandatory reading for anyone who wants to understand the combat system in Victoria.

It's written for 1. Yes, the FAQ forum contains such an overview. If you are interested in 1. You'll also find one overview here. In the army overview screen, you have a small fist-icon in the upper right corner. Clicking it will reinforce the entire army, provided you have the manpower to do so. If you lack manpower, it will start at the top and reinforce as many divisions as possible till your available manpower is spent.

This is an easy impression to get. In other words, assigning a leader with just a few negative modifers is significantly better than not assigning a leader at all.

On the other hand, a "yellow incompetent" and similar leaders is probably best kept away from any of your troops. In addition to your standing army, you can have a backup force to call on in times of need. Whenever you deem it necessary, you can call upon this backup force, and 3 months later, you'll have a number of plain infantry divisions to use in whatever way you like.

In your military overview screen, you'll find "increase mobilization" and "decrease mobilization" buttons in the bottom right corner. Which one is used for which should be fairly self-explanatory. It costs 40 canned food and 40 small arms to increase your mobilization pool by 4 divisions, and after doing it you'll have to wait another 6 months before you can increase it further. Decreasing it doesn't cost anything and you can decrease your mobilization pool as often as you like as long as you have anything left in it, of course.

There is a limit to how large your mobilization pool can be, based on the size of your population. You'll see this limit when hovering your mouse over the "increase mobilization"-button. Only civilized nations are allowed to have mobilization pools. You're stuck with your wool-armed irregulars. It may not display this or other websites correctly. You should upgrade or use an alternative browser. Lukandi Sergeant. Nov 22, 77 0 Visit site.

My patches no more available because there are some others. Last edited: Nov 18, Schnee0 Duke 20 Badges. Sep 12, 0. Thank you, works fine. Oct 31, 2. Thanks for putting this together. Nov 17, 1. Good work, Lukandi. Sep 28, 40 0 Visit site.

Thank you very much. Oct 14, 19 0 Visit site. Grosshaus Minister of Peace for Europe 42 Badges. May 14, Lukandi said:. Click to expand Sep 21, 6. Top notch stuff! New Time Limits You're welcome and thanks for motivating replies!

Grosshaus, thank you for explanation. I've added three more "No" Time Limit patches: 1. You control your country's military, political shape, technological development and forge the nation's destiny. It all sounds like fun. Only, it isn't. The game has issues; huge, massive issues with bells on. The most obvious is the lack of tutorials. We played Hearts Of Iron to death and still found Victoria incomprehensible for the first few hours, despite the fact they share the same game engine. What chance does a new gamer have?

But just in case you are, your efforts are going to be further thwarted by regular crashes to the desktop - a problem not resolved despite various patches.

Victoria also attempts to overdose you with information. Take resources: in Hearts Of Iron, it was simple. Oil, steel, coal and rubber were the raw materials you needed and they were enough to make it interesting without being OTT. However, Victoria has 12 options ranging from the obvious -wood, steel and coal - through to luxury goods to keep the people happy as well as explosives and small arms to load up the troops. The main problem here is that it's impossible to see at a glance which resources you're short of at any time, which can hamper your building plans no end.



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