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Hi OHG,

Vicky is my all time fave game. Even so, after I first tried VIP there is just no going back to vanilla. For this reason I have held back on purchasing V:R. With the release of a new compatible VIP there's just no excuse for me to not buy Revolutions. Thanks for all the hard work you and the rest of the VIP crew do for us. I'll be following this aar with interest. Cheers. :)

*Heads of to the Paradox e-shop*
 
náraiC said:
Are there events in which Britain annexes British india or does the player have to take a hand.

I'm just asking because it could provide significant extra difficulty if Britain could call on the masses of indian manpower.

there is a b-choice in the 1858 event regarding crown rule that allows the human ENG player to choose to assume direct control. this is however ai_chance = 0 so the AI will not choose it IIRC.

Only other time is if either IND has lost control over much of its territory in a war, leading the British to assume direct control, or if IND breaks alliance IIRC 3 times by leaving wars early. but those are very rare occurrences in game.
 
OHgamer said:
there is a b-choice in the 1858 event regarding crown rule that allows the human ENG player to choose to assume direct control. this is however ai_chance = 0 so the AI will not choose it IIRC.

Only other time is if either IND has lost control over much of its territory in a war, leading the British to assume direct control, or if IND breaks alliance IIRC 3 times by leaving wars early. but those are very rare occurrences in game.

Thanks, now if that doesn't happen let Germany rule the world
 
Garuda said:
Hi OHG,

Vicky is my all time fave game. Even so, after I first tried VIP there is just no going back to vanilla. For this reason I have held back on purchasing V:R. With the release of a new compatible VIP there's just no excuse for me to not buy Revolutions. Thanks for all the hard work you and the rest of the VIP crew do for us. I'll be following this aar with interest. Cheers. :)

*Heads of to the Paradox e-shop*

Hah, exactly my thoughts! I ordered V:R earlier today and now I can't wait to try out the new VIP.
 
January 1836 : Starting Off On The Right Foot
(a guide to getting started in VIP:R 0.1 with Prussia)​

To start I've decided to give a blow-by-blow description of the things I do in the first month as Prussia to get my economy off the ground and stable. So bear with me for this, it may seem elementary but never hurts to review the basic ideas.

Before I start the scenario, I always set up the following

1) choose which tech to research first
2) a preliminary tax-tariff and spending budget for the first month
3) setup factories to maximize production in some compared to others

So first off, choosing what to research first



Left: My choices for the first tech to research. Right : Making my choice to begin with Market Research

Prussia starts with Traditional-Academic research establishment, which for starting off is fine with me. Looking at the choices, I could go with Early Railroad. While tempting, there is a good reason NOT to choose that. Capitalists have a specific order of preference when building railways. If you complete research on a higher level of railway before they finish railroading your provinces with the lower tech level, the capitalists will start applying the higher level railway first before completing the construction of lower-level railways in all provinces. This means if you research rail too quickly, some regions of your nation may not get any railways for ages. Of course it all depends on what country you play, but I personally prefer to hold off railway research until my capis are nearly done finishing a level of railroad construction in all provinces. This ensure uniform improvements of infra all around and a more balanced (I think) development of factories. So instead I choose market research, which will give me a small boost in tax and tariff efficiency - free money in effect.

Second Initial Budget Settings


Basically for the first month my goal is to get a positive budget flow without overly burdening my POPs, capitalists in particular. With Prussia I usually go with low 40s% tax for low and middle and 0% tax for high to start, high tariffs, education spending to produce 0.5 RP/month, full defense spending but very low army and navy spending. While this shot show this as negative, this is before the game actually begins, and within a week once exports start going I'm bringing in approx 25/day income. Considering that I am planning to let the capis do most of the heavy lifting for the economy, that is quite reasonable to start with and leaves room to fiddle once I get the economy actually stabilized.

Some important things to remember :

1) tariffs do not produce the increase in consciousness that taxes do, so the more you can depend on tariffs for income the better for keeping your POPs consciousness low

2) low taxes below ~33% produce decreases in both militancy and consciousness so the more you can use tariffs to generate income the better your ability to maintain low militancy and keep POP con low.

3) POPs that can get their everyday needs have a constant -0.05 MIL reduction for as long as they can afford them. POPs that can get their luxury goods get an additional -0.03 MIL reduction on top of that.

4) when it comes to manpower generation, defense spending is more important than army maintenance in terms of numbers of manpower generated. At the rates set above, this is my manpower generation :


Current Manpower Generation and Appointing First Leader

I also get my leaders before I start, just to have them available if the need arises. This one, he's quite good. I'll not appoint him, yet, but nice to have in the bullpen for later, likely in Saarbrucken to strengthen border defense with France. I'll start moving my divisions once I set the game going.

Third : Optimizing Factory Production

Finally before starting I do some tweaking of the employment in factories for those states that have more than one factory. this is more something that you pick up after you play a country a few times, but here is my advice for Prussia.

Four states have more than one factory at the start

Rhineland has fabric and winery
Saxony has cement and small arms
Brandenburg has Ammunition and Glass
Silesia has a level 2 fabric and a level 1 regular clothes

Another thing to keep in mind is that in VIP:R the POP files have been set up so that for each factory in a state at the start, you have 4 craftsmen and 1 clerk POP.

However in some cases it is better to try and maximize production in one factory over another. Case In Point, Rhineland



Left: Reorganizing Employment in Rhineland. Right : Maximizing Wine Production in Rhineland for the Export Market

Rhineland has a fabric factory and a winery. As I also have a level-2 fabric factory in Silesia, I should have enough fabric for my Regular Clothes factory, so it makes sense to maximize production of Wine for the export market. Hence for now my 2 clerks and 3 largest craftsmen POPs in Rhineland will be assigned to the Winery, and the remaining craftsmen to the fabric factory. I can convert more to clerks later. Right now the goal is to maximize exports so that capis can build, and wine is a good that is a POP need, so will have decent demand.

In the other states, similar choices to make. In Saxony I have cement and small arms. With Capi building not needing material inputs to build railways, just cash, cement isn't all that crucial in V:R, while early in game small arms are gonna be in high demand as AI nations try to build stockpiles. So put both Saxon clerks in small arms, none in cement, for now.

In Brandenburg, i have ammunition and glass. With my maximizing the small arms factory, anything to reduce the amount of ammo I need to input will reduce cost to the treasury, though need to make sure I produce enough glass to keep the winery going - though glass isn't nearly as expensive so if I have to import a bit of glass it won't be the end of the world. 2 Brandenburg clerks in the Ammo factory, none in the glass factory.


Reorganizing Workers In The Silesia Factories

Finally in Silesia, we have 3 clerks since the fabric factory is level 2, so it makes the most sense to maximize regular clothes production for the export market by putting the 3 largest craftsmen and 2 largest clerk POPs into it, and everyone else into the fabric factory.

Last thing to do is set the levels of import/export for the various materials you produce or need to maintain production. After you play a nation a few times you'll know from practice what you need, but if you are just starting out take a moment to see what your factories need to run and if any of those things are not produced in your nation. For Prussia, this means that cotton, dye and wool are needed for fabric and clothes production, and sulphur for ammo production, so set those to buy at least 5 to start with, then you can adjust up and down. Coal, Timber, Iron, Cattle, Fish and Fruit are also used in our factories, but we also produce them. After a couple days check and see if you are producing more than you use. If you are then you can set the sell levels down so that you can maximize exports.

As far as manufactured goods go, we need steel and ammo for the small arms, glass for the winery, and fabric for the regular clothes. Glass and fabric we are probably going to have a bit extra from what we use to export, check after a few days to see what your production levels are. Steel and ammo, though, are likely gonna be short so set those to buy at least one (and as our steel stockpile is at 25, set to buy at 25 so that we don't lose our stockpile). Other goods, like fertilizer, canned food, cement, wine and lumber, are not currently inputs for factories in Prussia, so we can start exporting them now. I usually like to keep a minimum quantity of 1-2 above what I need to keep my factories running in my stockpile for all goods (or whatever the stockpile we start with is if the stockpile starts > 0) to have in case I need it, otherwise export production and get your POPs earning money.

Now we are ready to start the scenario. It will take about 6 days for the AI production for the world market to stabilize, so check your import/export levels on 7 January to see if you need to import more or have extra of resources to sell. Remember, we recommend VIP:R be run at no faster than above normal speed, and at normal/normal difficulty-aggresiveness levels, and save and reload from save once every 2 years minimum to ensure the game engine does not go "Brian Dead" and start missing events or event commands.

Part 2 to follow..things to do in the first month of gameplay
 
You want to go liberal and you're holding off on ideological thought?

If going liberal I always get it early to waste the plurality - and maximise plurality plusses.

Does VIP get rid of the increasing demand with commerce techs? The market structure would put quite a hole in Capitalist income as it goes to paying for extra goods with very little return. Or does VIP change this?

Be carefull with tariffs it takes money from Capitalists and thus slows industrialisation. But prussia is usually vibrant enough that you shouldn't have to worry about this too much.

If it wasn't for the event giving RP points I'd slightly critiscise your education budget but I'll let that pass.
 
náraiC said:
You want to go liberal and you're holding off on ideological thought?

If going liberal I always get it early to waste the plurality - and maximise plurality plusses.

Does VIP get rid of the increasing demand with commerce techs? The market structure would put quite a hole in Capitalist income as it goes to paying for extra goods with very little return. Or does VIP change this?

Be carefull with tariffs it takes money from Capitalists and thus slows industrialisation. But prussia is usually vibrant enough that you shouldn't have to worry about this too much.

If it wasn't for the event giving RP points I'd slightly critiscise your education budget but I'll let that pass.

I have played Prussia a bit, I'm not a complete noob when it comes to the country ;) (hence the reason I'm playing it in this AI, its one of the countries I feel most comfortable with).

I'm not planning to go liberal until after unification, so I'm not gonna jump on it now, it'll be there. For now I want to stay conservative, and possibly even try to maintain conservative majority for elections post-unification - we'll see. Interventionism combined with the new industry support events VIP adds (more in the next update) is a powerful combination so one does not have to completely coddle the capitalists either as is often needed in base Victoria.

The increase demand per commerce/industry tech is in the .exe so we can not change it - and actually I like it in principle, the difficulty is when you have 2 very expensive lux goods coming available about the same time (autos and airplanes).

And another point I'm going to make in this is that industrialization should not be sped up too fast - esp for Prussia which can go through its labor pool very quickly if you let capis go too fast. Slow and steady is important here, gung ho industrialization early as Prussia really does not make a huge amouont of sense.
 
Starting Off On The Right Foot, Part 2
A New Factor in the Question of Industrialization Arises

So the game has begun, and a bit more than a week into January 1836 this event, a new addition to VIP, pops up for Prussia :


Now, these events to use state funds to build various factories exist for most nations that have even remote potentials to industrialize. They fire based on a nation's prestige, military size, literacy rate, and possession of certain technologies.

Looking at my situation, I've got over 19,000 in reserves. The factory would cost 2500, and would be built in Silesia where I have plenty of surplus national labor to convert to craftsmen. If I accept it, it will affect political views for a small bit of the population, raise consciousness a bit and increase my plurality by 0.5 (the text says 0 but it actually is 0.5). To say no will change the issues affected a bit but other than not spend money, the impact is similar.

Currently I produce 0.23 steel/day and use 0.40/day to keep my small arms plant running. A second steel plant would likely let me produce more than I need, meaning I'd not only no longer import steel, I'd export it, and steel has good profitability.

So I choose to build, and voila I get the steel factory in Silesia, ready for employment. Now I have to find employment for my new factory - not that there is any lack of that in Silesia.


converting POPs and reallocating labor in the factories of Silesia after gaining a steel factory

I decide to convert 2 40,000 POPs and a 19,000 POP from farmers to labourers. While in V:R one can only convert POPs >40K so I can't right now split my new 40K craftsmen POPs, I will be able to on 1 Feb, so I'll be patient. The 19K POP was done for two reasons. POPs <20K cost less than full amount to convert to craftsmen due to the way the game engine works, and you get a production boost when a pop changes first crosses the 20K mark, which will not be too far down the road with a 19K pop.

Now that I've converted the POPs I need to decide how to employ them. I have 3 clerk POPs so I can have at least one working in each factory, which will help. I'll put the largest clerk in the steel factory, second largest in the clothes factory and the smallest in the fabric factory. Now as regular clothes are good exports, what I'll do is put one 40K craftsmen in clothing and one in steel, then the next three largest craftsmen pops in Steel so that we hopefully go from being a steel importer to a steel exporter. The next three craftsmen then go to the clothes factory, and everyone else in the fabric factory. Come 1 February I'll be able to split my 40K craftsmen POPs and the currently empty 2 slots in the fabric factory will be filled. A quick check to make sure lowering employment in the fabric factory does not force me to import fabric to keep the clothes factory running (it does not, by a 0.06/day margin for export)

Now some may be wondering how am I able to specify which size clerk and craftsmen POPs are employed in specific factories. The trick is to remove all workers from the factories. You then assign each POP one at a time, the largest POP in size will be the first employed. Just rotate between the various factories as you assign different worker POPs their jobs so you have the right sizes of POPs for each factory. Some might say its a bit too much micromanagement, but it does allow you a degree of control over which goods you maximize production in a state with more than one factory.

Now, having put my workers to work and got my steel factory up and running, need to make sure I'm not using more inputs than I produce or am importing and see if I can export steel. Iron, which I had an export surplus of about 0.2/day, is now in deficit by about 0.5/day, so will need to change the order on that from sell to buy.


Adjusting buy and sell levels for iron and steel to reflect impact of new steel factory now in production

And checking the steel production, we now have moved from a net importer of steel to a net exporter (by 0.08/day) of steel, and so time to make a bit of money on that extra, for now.

With the steel factory now up and running time to take a look again at the budget and see if we can help our lower and middle class POPs out a bit with their tax burdens. By now I'm clearing 25-30/day to my treasury, and I think perhaps a bit of a reduction for the lower classes might be fine.


A bit of a tax break for the lower and middle classes

Not quite low enough to start getting a negative MIL bonus for my pops from having low taxes, but close. But I wonder, having the rich pay 0 seems a bit unfair, how are my capis doing on their reserve building now that the economy is going?


Capitalist income growth over in two day in Jan 1836

This 7K capitalist in Berlin is making 4.28/day in reserve growth under the current budget conditions. That is very strong reserve growth, and actually I don't have a problem slowing it down just a touch to help out my treasury so that when they do begin to build factories, I'll have the money to convert POPs to craftsmen and clerks. Never mind that the aristocrats are currently getting a free ride. So we raise taxes on the rich to 10%, check the reserve growth for this capi pop now, and its 3.86/day. I'll leave it there.
 

Well with that added in, the first day ended up a bit lower, but the average was running 12-17/day depending on who was buying luxury goods that day. I can live with that for now, and rest knowing I'm not giving the rich a complete break. ;)

So at the end of January I've got my economy stabilized and exporting around 215/day in raw materials and manufactured goods. I'm making in the mid-teens/day income, and capis should begin building by the end of 1837/start of 1838 at their current rate of capital formation. (In VIP the base rate for capi construction under interventionist is 900, so by the time you factor in the various elements the game engine uses, the first railways or factories should be built ~1800 to 2200 in reserves).

Now to start actually dealing with the world around me, and begin to make Prussia's potenital power felt in the world.
 
OHgamer said:
Now, having put my workers to work and got my steel factory up and running, need to make sure I'm not using more inputs than I produce or am importing and see if I can export steel. Iron, which I had an export surplus of about 0.2/day, is now in deficit by about 0.5/day, so will need to change the order on that from sell to buy.


Adjusting buy and sell levels for iron and steel to reflect impact of new steel factory now in production
I might be seeing things, but it looks like you're still running a surplus of iron by 0.07 a day.
 
dublish said:
I might be seeing things, but it looks like you're still running a surplus of iron by 0.07 a day.

Actually no, that was taken before I started the game back up after filling the steel factory. My iron is actually now deficit.

However, it may not be for very long. ;)
 
Excellent aar OHG, very informative. I for one am really glad you like to micro-manage because this aar will help serve as a tutorial for players like me who feel they've achieved something just by holding on to world power status when I play one of the potential 'big boys'. :eek:o
 
Some quick questions OH, as a player used to V:R, but maybe missing some of the intricacies of the VIP version:
- Why not max your education? It will a) get you your inventions quicker, i.m.o. I can always find a useful invention, even those that don't affect my POPs.. and b) it allows me to trade techs for other stuff with friendly neighbours...
- I noticed your ammo import was limited at 1. Why this? Given the fact you need the ammo for other goods, wouldnt it be better to create a larger stockpile ?
- In general I notice your stockpiles are very limited. You feel prices will go down in the long run? Or is there another theory behind it.

All in all I agree with the other commentors: very informative, giving us a detailed view on a very thorough player :)

Scrunch
 
OHgamer said:
......in V:R one can only convert POPs >40K .....

I don't have V:R, waiting for it to arrive. So just to clarify, do you mean you can't split POPS >40K? I presume so as you stated in the previous sentence that you converted 2 x40K and 1 x19K POPS.

I'm not trying to be pedantic. I just want to make sure I understand correctly. :)


EDIT: You mention a prduction bonus as the POP crosses the 20K size threshold. Could also kindly inform me what the size thresholds for POPS are?And is the bonus a one-off or a permanent bonus?

Thanks in advance.
 
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I think what he meant was that you can't split pops smaller than 40k.
 
OHgamer said:
I have played Prussia a bit, I'm not a complete noob when it comes to the country ;) (hence the reason I'm playing it in this AI, its one of the countries I feel most comfortable with).

Do you mean AAR not AI?

Oh and by the way I do this questioning because it helps me as a player. You see if I say what Id do differently and find out why you're not doing that I learn something or maybe you learn something as there is so many way to play this game that I might have something you haven't noticed.

Its not that I think you're a noob, I swear.

By the way if you dont mind I'll weigh in on others questions on game play and that may save you some time

- Why not max your education?
I think this is because Prussia gets an event giving RP early and that means that he can save some money. Same thing happens in revolutions.


- In general I notice your stockpiles are very limited. You feel prices will go down in the long run? Or is there another theory behind it.

Minimal stockpiles is worth it since Revolutions the goal is to lowly gear your economy especially as prussia. That means maximum income with minimum taxes. That means the absolute minimum millitancy for the liberal revolution turning a nasty event into something survivable.

The income gained from drawing down stockpiles goes to you and your capitalists meaning mores rails will be built. Whats the point of stockpiles especially os stuff that you overproduce like fruit or coal.
 
Nikolai said:
I think what he meant was that you can't split pops smaller than 40k.
Correct - that should have been can not split pops under 40K

The POP files set up for VIP have been designed to try and maximize production from the start, so the largest POPs you will find among the workers in civilized countries, and most uncivs, are 40K or just slightly more. Then you will find a bunch of 19K pops and then maybe a smaller fragment or a pop in the low 20s K. The reason this is done is that 19K pops increase production when they turn to 20K, which is a nice boost to most nations in the early part of the game. Also tried to avoid having too many <10K worker pops because of the issues of POP merging when you convert a pop from one labor force to another. So the attempt was made to keep farmer/labourer fragments either above 10K or, if there was a smaller fragment after the original POP data had created a 40K and some 19K pops, add it to a 19K POP to create something in the mid-20sK.

We weren't able to do this everywhere, due to the base population sizes or caps on intial RGO size (at start the largest RGOs allowed by the game engine are level 6. Civilized nations can expand that further, but uncivs can't. To ensure there were not masses of unemployed in China and India, this meant having to keep many of the POPs much larger than 40K.) But hopefully players will find these new POP setups to be efficient.