Victoria 2 strategy guide pdf

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Here is a link to the Victoria 2 strategy guide (I think its an official Paradox one) it's a fantastic Here is a direct link to the pdf download version. I am trying to download the guide since yesterday but it always gets aborted at some point, propably due to a timeout of my login in the forum. These pages represent the collective wisdom of the Vicky gaming community. Help ensure that in-depth strategy discussions from the Vicky 2.

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Victoria 2 Strategy Guide Pdf

Victoria 2 Walkthrough IGN presents a guide for Victoria 2 courtesy Paradox If your browser is set to automatically open PDF files and you wish to Download file - Strategy Guide Download file - Technology Guide Preview. Victoria 2 Strategy Guide – a detailed guide, written by Ed Hanks (Rensslaer on .. Strategy Guide, or in a separate downloadable PDF on the Paradox Forum. STRATEGY GUIDE CONTENT RATED BY “It is an extraordinary era in which we live. Victoria 2 is doubtless going to be a great, and well-regarded game.

Discussion in ' Victoria 2 ' started by Thjan , Jan 4, Paradox Interactive Forums. Get ready to party! Our official website is now live and tickets will go on sale May 7th! Mark your calendar folks, it will be EPIC! Read more! Enter the night!

Again, do a quick assessment of your neighbours too. Most likely to want to stomp on? If not you, then who? Does your neighbour have powerful neighbours of its own that might keep it from paying too much attention to you? Do you have any Straits you could take military advantage of or could you seize them in war, to improve your strategic situation?

Who are your likely rivals in the Golonisation race? Potential Targets If you intend to play aggressively - either in a military sense, or through Golonisation - you need to think through how to expand your empire.

Using the same methods as shown above, cross-reference the kinds of Inputs you currently need, or the kinds of Goods you will need as you enact your Factory plan, and see where you might be able to meet your needs. Do you need to increase your Population in order to Recruit more Soldiers?

Think like a chess player - for each target you identify, see who or what might foil your plans for that target. Eog of War: There could be an army hiding behind the Fog of War, just one province from your border. This works both ways. One way to examine the possibilities is to check the Ledger to see how many brigades they have. Take their total number of brigades, subtract those which you can see, and you know that somewhere under that Fog of War there are that many brigades.

Play Styles Pick what works for you. There are also very careful, meticulous players who move only when they are assured of success. Each of these play styles can succeed if played well.

Strategy guides - Victoria 2 Wiki

Help them be happy, which means allowing them to fulfill their Needs. Atthe same time, you want them to make you happy too - their country i. Usually this means they need to make a profit for themselves and their employers so that you can Tax that income, or get a cut of their imports through Tariffs. At other times, getting them to do what you want means being mean to them - keeping them from making a living so they will want to change to a different job that you want filled.

For that matter, who do you want your POPs to be? You can influence this through the National Focus Points, but also through your management of Tax and Tariff rates, and even Education policy and Administrative or Military Spending. This has the effect of forcing those extra Labourers and Larmers into Unemployment, prodding them to Migrate, Demote or Devolve.

What this often means is that the POPs who had been employed in the countryside, working the land, instead become Draftsmen and work in the Lactories.

Toward the late period of the game, you will see a shift between the proportion of Labourer and Larmer POPs versus those types which work in the Lactories. RGO sizes for different types of RGO will also change - some growing larger, and others becoming smaller and unable to employ as many Larmers. When you Mobilise for a big war, these are the POPs who end up trading pitchforks and pickaxes for guns.

Lrom a purely gameplay perspective, this may be desirable depending on your circumstances. The same can be true of Revolts, when these POPs become Rebels, their Population will drop in ratio to the casualties taken. When Slaves are freed - either through a Reform action or as you conquer States which allowed Slaves - they will become Labourers and Larmers. This may be a good thing - maybe you need the extra labour - or it could just send them into Unemployment.

Soldiers for war, etc. There are strategies for this discussed later on, but start thinking now about how these guys will be the core of your strategy. Need more soldier or capitalist POPs? Spend a national focus point and select a POP type you would like to encourage their growth in a particular state. If you have a Factory with lower ratios, it might be worth placing a National Focus to encourage Clerk Migration or Promotion.

Another reason to encourage Clerks is because these educated POPs contribute to your Research Points, which are very important in Victoria 2. As such, they are very valuable to any country, most especially to non-Industrialised countries, as they are often the only internal means of producing Manufactured Goods. Unfortunately, Artisans often have difficulty making a profit because they do not benefit from the same Efficiencies Gapitalists provide for Factories. Because of this, and because of natural independent tendencies.

Artisans are often unhappy high Militancy and can tend toward being Fascist. Nevertheless, they are good additions to any economy. You can encourage them by keeping Middle Glass Taxes low. If the Manufactured Goods they choose to produce require any Goods not available on your Internal Market, Tariffs may also be a hindrance for them. Artisans pick from all the possible Manufactured Goods those their country has the Tech ability to produce , tending toward items which are most profitable.

But play a game as the U SCA and you suddenly have a use for them. Over time, since Artisans do not benefit from increased Efficiency from Technology, they will be priced out of certain Industrialised markets and must move to something new.

Artisan production is reduced if they are not able to download their Fife and Everyday Needs. They are limited to those Goods their country has the Technology to produce, except that they can produce every type of Good that is typically available in the early game - small arms, explosives, fabric, etc.

You may build up to a maximum, but unless you take steps to encourage Migration or Promotion to Soldiers, you will always be stuck with that maximum limit unless you add new territory, with new Soldier POPs. Encourage more Soldiers by increasing Military Spending. The best time to encourage Officers is before you need them. Officers are very important, because they provide your Feadership Points, which provide your competent headers. If your rate of gain is too low, you may have to go to war with no headers, or too few.

Both criteria must be addressed to encourage Officers properly. Keep in mind that combat casualties are reflected to some degree in the Population of the Soldier POPs. After a bloody war you may have to encourage more Soldiers just to get back to the level where you were. States where there are few Bureaucrats are not run very efficiently, will collect a smaller proportion of Taxes, and may suffer from a lot of Grime and Corruption. Fow Middle Class Taxes may also help.

Fow Administrative Spending may cause Bureaucrats to decide to leave the profession and become something else. Capitalists decrease input, you get the same output for less input.

Craftsmen increase throughput so that you get more output, but you need more input too. For this reason, you should always strive to have at least 1. However, they also increase Literacy, which may ultimately cause higher Consciousness. The benefit of Clergy for all-important Research Points is through two avenues - the increased Literacy they create adds to RPs, and the Clergy themselves also contribute RPs directly.

You can encourage Clergy by keeping Education Spending above 40 percent, and by high Literacy and Consciousness. Low Middle Class Taxes may also help. In countries which have some forms of Economic Policy, they are the only way of getting Lactories or Railroads built. Capitalists contribute to the Production Efficiency of any Lactories in the State where they reside.

They also do raise Money to pay for, and download necessary Goods for, construction of Lactories and Rai Iways. Either Gapitalists or Aristocrats may be encouraged by National Locus, though only Capitalists are really worth the trouble.

Promotion and continued residency can be encouraged by keeping Taxes low, which serves a double effect of allowing the Capitalists to have enough available Money capital that they can invest in Projects or National Banks.

Most societies which have Slaves must decide what to do with them as the country becomes more Liberal. This generally means freeing them to become regular worker POP Types, though this may cause some disruption in the labour pool. Unemployment, etc.

Your rights when you use health services in Victoria

In most societies, it will also be the cause of political unrest, affecting either Consciousness or Militancy of the rest of the Population. Are you losing Population in one State? Are you growing elsewhere? Are your citizens moving from State to State, or from your country to another country?

What direction are Promotions taking people? Is that consistent in all States, or just in some? Knowing how one State is operating may take more time to understand than a general average over your country. But it will allow you insight to better understand not just what is happening, but why, and will allow you to take steps to adjust things if you can. Do you need to move a National Locus to a State in order to counteract Unemployment, or a lack of Clergy, or whatever? By viewing your POPs not just nationally, but subdividing by State, you can also see if your policies are going to affect one State more than another.

Then you must ask yourself if it is worth aiding or rejecting that one State or several versus the rest of your country. Generally, only your largest POPs will have enough influence over what happens in your country to make much of a difference.

There are some key exceptions, though. The most important things you can check through the Population Interface include these, which are most easily seen by using the sortable columns and scrolling to see the information you need if you use sort, usually the very top of your list will show those things you most need to see.

If Em gonna promote a POP before getting freedom of trade [an important tech for development], it will most likely be clergy. An example of this is when you want some of them to demote, either because they are currently more trou' ble than they are worth in their current job or because you need more people doing the job they demote to.

You can increase your soldiers POPs by cuddling the army with military spending and making it an attractive place to be but you can also tax the poor till they bleed and slap high tariffs on all imports and see them join the army out of poverty once they start to starve - assuming that your poor are poor enough that they cannot cover their life needs.

What will that mean for you? Are you politically able to respond, if they demand Reform? Is one set of POPs concentrating on a particular Issue? Look at your changing Population Demographic, as shown in the Workforce pie chart.

Is your Population of Craftsmen growing? What about Clerks? These categories growing shows that you are changing from a rural, agrarian culture to an Industrialised one which in game terms is good! One last thing -one necessary viewfor the management of your POPs is most easily seen in the Budget Interface.

If the colours are not blue, then POPs in that Class may be having difficulty remember - let the game run a couple weeks before checking, so you can get reliable data from these charts.

Consciousness is a two-edged sword. It can be very helpful for many societies, and at the same time can utterly destroy others. Consciousness is always a difficult matter in Authoritarian societies. Consciousness can be dangerous in these countries, because these governments will do things without regard to what the POPs want. However, an Absolute Monarchy with an appointed Upper House will usually have the ability to keep their POPs in line, even if they do increase in Consciousness.

In a strong Authoritarian country with tight internal controls you can allow your POPs high Consciousness and reap the benefits. This can be a somewhat dangerous balancing act, and relies on keeping Militancy low, but it is one of the ways to succeed with an Authoritarian country. But more democratic governments will actually want to promote Consciousness, through Taxation policies which allow increased CON, and through increased Literacy.

If you want more CCN you can increase your Education Spending, which indirectly increases Literacy the Clergy have a downward trend on Consciousness, though the Literacy they promote ultimately increases Consciousness. There are also Technologies which increase Plurality, which gradually increases Consciousness.

That said, the other effects which increase CCN most particularly Events tend to affect mostly the lower classes, and so these effects may cancel out. Gbviously, an opposite trend must be attempted by those governments who want to prevent increased Consciousness - prevent Luxury Needs from being affordable which may involve high Taxes, but could also mean exceptionally high Tariffs, which are a more targeted means to affect Goods availability , do the anti-Plurality Techs, and lower Education spending to prevent the Clergy from increasing Population and teaching ultimately these last two recommendations will place a cap on your ability to Research as fast as other countries - this is the fate of backward countries.

Some players may be tempted to try to increase Consciousness and thereby the important Plurality without using Clergy. This is not likely to work very effectively, because of the way Education Spending and Literacy interact. Your best bet is to fund Education Spending which increases Clergy and allow the Literacy to overcome the downward trend of the Clergy on Consciousness. Consciousness is not always a desired thing, even for free, democratic countries. Having weighted universal or universal suffrage prevents the liberal revolution from starting in your country You could try to pre-empt those revolutionaries by incre- asing the militancy in your country to enact those reforms ahead of time, but this is a very difficult feat to accomplish.

This may eventually lead to the American Civil War other countries may face similar tensions based on different issues. Some players may want to avoid the Civil War, others may want to rush it, and others to delay it. Depending on your chosen strategy, you may find increased Consciousness complicates your strategy. To use an example from modern history which everyone will be familiar with. Imperial Germany and Weimar Germany were one of the most advanced societies in all of Europe before the s - German culture, science, literature and virtually everything else set the standard for Europe and the world.

When the Nazi authoritarians came to power, it served their purposes to reduce the Consciousness of the people. That did not permanently eliminate the societal accomplishments and traditions that had made German society great. However, when Consciousness is reduced, the level of Plurality stays the same, so that pressure still exists for CON to increase again.

Plurality itself can be reduced or increased by Technologies in the Culture category. Plurality will increase as your average Consciousness increases. This contribution, fortunately, is not reduced merely by lowered Consciousness, but is only impaired if you intentionally reduce your Plurality values. There are times when you may hold back on Reform, in order to cause more Militancy, just in order to enable yourself to Reform more quickly. If allowed to simmer and fester.

Militancy ends in a Revolt - small or large, depending on the circumstances. When the percentage of Clergy in your Population reaches its optimal point check Tooltips to show you what this value is, because it may change you are at the upper limit of what can do any good. POPs develop and agitate for preferred Issues according to their situation.

POPs who are Unemployed, for instance, may find a special attachment to the concept of Unemployment Benefits. Soldiers tend to be Pro-Military. Capitalists tend to be Liberal in the sense of wanting more freedom for their business dealings. Persecution in the form of Events, or whatever tends to make POPs both, more Militant and more interested in Assimilating.

But under others, e. This is expressed as Nationalism, which produces increased Militancy which will subside over the course of years. Conquered Provinces which are not Cores of the conquering power will exhibit an increased Militancy influencer called Nationalism, which will subside gradually over the course of a number of years.

POPs can also Demote, which in some circumstances may be preferable for your government, even if the POP may not be that happy about it. POPs are looking for more Money and better jobs, typically. POPs will want to Promote if there are better-paying and higher status jobs available, such as Earmers wanting to Promote to Craftsmen or Bureaucrats. POPs are more likely to be able to Promote if their Literacy is higher. However, in other circumstances, a POP may Promote out of desperation - say, if they are out of work as a Labourer, or cannot save any Money because of over-taxation, and they think they can do better as a Craftsman.

The higher the pay offered, and the 18 Typical continental travel in the mids. Gradually, this influence bias will shift toward the United States rather than toward other American countries. There is also a further bias introduced to influence which country they will Emigrate to, which shifts every month.

Victoria II Heart of Darkness_Manual.pdf

The National Eocus is another useful way to influence these things, but it cannot overcome the primary principle of getting Money to the POPs.

Emigrating POPs will also prefer to go to a Democracy, where their opinions will be respected.

This can be one way, besides offering jobs, to attract Immigrants. These countries are also more likely to keep their POPs. Make jobs, then they will come. If you want more of them, you can increase their Budget line item.

Other POPs - all the rest except for Slaves - depend on the state of your economy, one way or another. They must be able to sell the Goods they produce in order to make Money, or they must be able to find jobs so they are not Unemployed. The British Empire had outlawed slavery in Among the American Founders, some had opposed slavery in general, while others disliked the practice, even while owning their own slaves. Many believed slavery would become increasingly unprofitable, and would eventually go away on its own.

But the invention of the Cotton Gin reinvigorated the cotton industry, and slaves remained an important part of the southern economy. Even some who were pro-slavery began to consider emancipation in order to avoid slave revolts and violence.

Throughout the s into the s, anti-slavery politicians favoured accommodation and containment toward slavery - regulate it, and keep it in the south. Much legislation in the s was aimed at stopping the spread to newly admitted states, often maintaining a balance of votes in the Senate by admitting slave and free states on a one-to-one basis. Tensions over slavery were growing because of westward expansion, through settlement, treaty and conquest - anti-slavery factions in Congress wanted to keep slavery out of the new territory altogether.

Anti-slavery votes destroyed the American Whig Party, and split the Democrats, as the emergent Republican Party became the anti-slavery party.

A four-way race in elected anti-slavery Abraham Lincoln, and that was the last straw for the South. States began to secede, and the American Civil War began. The southern Confederate States of America CSA was immediately advantaged by the proportion of talented generals who were from those states. Despite a brilliant campaign waged in northern Virginia by Gen. Robert E. Lee, his attempt to invade Pennsylvania was stopped at Antietam and Gettysburg, and the Confederacy never again made a substantial move into Union territory.

Ulysses S. As the new Union commander, he fenced with Lee in a series of battles of attrition which the South could not hope to win. William Tecumseh Sherman delivered the death blow to the CSA by marching and burning his way through Georgia, destroying much of the industrial capacity and will to resist in the South. Peace, in , brought freedom for the slaves, and a lingering period of bitterness between North and South, still. Up to that limit, you may increase the Production of the RGO through building or attracting more Population from elsewhere.

Other Techs may actually decrease the size of your RGO, causing you to lose workers, though these Techs also increase your Production Efficiency for those same Goods, so the net effect will always be upward.

Since unemployment is bad, you should do your best to avoid this happening in the first place or, failing that, do your best to make the surplus farmers or labourers promote or demote into new jobs before you have a rebel problem on your hands.

Only workers who reside inside your own borders may work in your Factory. Factories have their own internal economy which depends on profit. The workers are paid by the Factory from the income generated by selling its Goods. If either labour or Input Goods are not available in quantity to meet the total need, then the Factory will produce at reduced output. Technology can also improve your Gost Efficiency or Production Efficiency. Gost Efficiency will reduce the amount of and cost of Input Goods needed to produce the same amount of Manufactured Goods.

Once you start to get Graftsmen to work in your Factories - about the first 1, - it almost immediately pays to start finding Glerks for that Factory.

There are two ways to influence this. The first is easy - encourage Graftsmen to Promote to Glerks by reducing Middle Glass Taxes a good, profitable Factory may not even require this. The other way would be to use a National Focus, though that may be considered overkill for this purpose. Its efficacy is improved if you can stand to micromanage the Focus - leave it in one State long enough to reach a 4: Some long-term planning with Factories may be useful.

You have a maximum of 8 factories in each State, though each can be of any level. You can also set Priorities on Factories, sending your limited supplies of Input Goods and labour to the most important Factories.

The government sets Priorities if they are Interventionist, or more strongly into state control. However, while Laissez Faire governments cannot set Priorities for their Factories, the Priority is automatically set to 1 for new Factories those with less than 1, workers in order to help them grow.

Closing a Factory can throw workers into Unemployment, which is hopefully very temporary. Usually, this is the whole point of Closing the Factory. If you have either a State Capitalism or Planned Economy policy as your Economic Policy, you may destroy cancel Eactories which are currently under construction.

Often, it depends on status and strategy.

But whatever is meaningful needs to be protected, either financially or militarily. Without Factories, they have little use for Raw Materials used by industrial countries, except to sell them to those countries. Even military Goods may not be as in-demand by these countries, because their ability to build modern armies of great size may be limited.

Major industrial countries have a heavier emphasis on need for Raw Materials, as well as for cement and machine parts - the Goods needed to Maintain their Factories. Iron begets steel. In industrial countries, a strategic Good may include anything within its chain of production - Goods which factor into the production of other Goods in its Factories.

For Great Powers, Second Tier Powers, and anybody else whose survival depends on a strong, modernised military, strategic Goods must also include military Goods which allow it to construct such fleets and armies. Strategic Goods are often worth Stockpiling in larger quantities, because Production Efficiency will suffer if you run out, and also because in case of war you may face shortages.

During long wars this could be a concern. This is especially true of Factories making strategic Goods, such as national security industries. Other times, you will find that a Factory will become more profitable if you remove the government Subsidies. How could this be?

The Capitalists who run the Factory may avoid making necessary cuts if they know the Government will cover them - they may decide not to cut workers, or not to reduce Production to match available Inputs your Government is covering Inputs - why cut Production?

If you remove the Subsidy, the Capitalists will start to make those tough business decisions that will start turning a profit, even if it also has drawbacks, such as Unemployment, which hopefully will be temporary. To determine whether Subsidies are really necessary you could remove them for a week or a few, and see if the Factory starts turning a profit, perhaps even without laying off workers. If you choose to only Subsidise certain Factories, your choices should lean toward strategic Goods Factories and those Factories which are most frequently going out of business i.

A Subsidy guarantees two things - the Factory will continue producing whatever it produces, and it will continue employing whoever it employs. Either can be a desired condition, depending on the desperation of your situation, or your personal preferences. If you still need to rescue it to keep it from failing, then you can renew the Subsidy and nothing is lost except a little production and a temporary heartache for the workers. Subsidies can kill your industry too.

A non- Subsidized Factory might, on the other hand, make cuts to workforce and costs when business is slow, which causes temporary Unemployment, but may have a higher likelihood of resulting in later profits.

Subsidies are not allowed under a Laissez Faire Economic Policy, where Eactories are also removed destroyed if they continuously fail to show a profit. Eor this reason, it may be worth choosing a different Economic Policy for a time in order to rescue the Eactory through Subsidies. Building an Industrial Economy The more you can build Railroads or encourage their construction , the more efficiently your Eactories will operate. In a properly diversified industrial economy, some of your Eactories will exist to make strategic Goods, others will exist to make a profit, while yet others will exist in order to support the other industries.

When you build Eactories out of your Treasury, you should take care to choose locations to best benefit you. But keep an eye on things to see if you might need to temporarily intervene to make something necessary happen. Gertain Eactories Lumber Eactories, Steel Eactories may only be built in certain Provinces which support their industry, so take this into account when watching over your development.

A Eactory needs workers, and so your earliest Eactories should really have the support of your National Locus to bring in workers. Ideally, your first Eactory will be something that will make Money, because you need those early profits to build up your Treasury, and also to attract good workers from Promotion or Immigration.

Profit means good, attractive incomes! If you have two RGOs producing wool or cotton, it makes sense to make a Eabric Eactory, for instance. Not all profit-making Eactories can exclusively use Goods from your Internal Market.

This may seem silly, to respond to current Unemployment by building a Factory that may take years to put into business, but there is a good likelihood that the same cycle of Unemployment will continue until things are addressed by another Factory. You do not want an important strategic Goods Factory near where the enemy can strike at it. Some smaller countries do not have a choice in where to place them, but if a choice can be made think strategically where is most defensible.

A rough idea of the profitability of a Factory type can be had by considering its selling price versus the selling price of the required Inputs. So we see that paper is a profitable Factory, whereas lumber is not.

Flowever, lumber can be profitable as part of a chain of production. Turning unprofitable lumber into furniture brings in a 4: Steamers, obviously, are better. Liquor and wine Factories are good bets for quick cash, especially if you produce grain or fruit internally and most countries do. Either luxury item - clothing or furniture - will do well for profit, although warfare could stymie your access to those necessary Input Goods.

Furniture can make a good profit on its own, besides being a stepping-stone to luxury furniture. Regular clothes are variable - check current rates for dye. Military Goods are usually in high demand throughout the game, and are also useful for your own building needs, but the profit they turn is dampened by high production costs.

Useful late-game Factories will generally be on the cutting edge of your Technology. But Queen Victoria herself saw her first steam-driven train in , and soon she had commissioned one to travel between destinations in her realm as shown below. A ship which was state-of-the-art in would become obsolete mere decades later because of changes in armament, protection and, most especially, propulsion. Coal-fired steam engines transformed naval warfare, just as it did world trade and even land-based transportation and factories.

What the steam engine accomplished at sea was replicated on land, with steam-driven locomotives carrying trains of cargo and passenger cars along rails into the far frontiers, and even into great mountain ranges. Along with the later invention of the telegraph, these new technologies enabled more rapid communication and transport, enabling sizeable migrations and encouraging the nationalisation of government control.

Railroads Railroads are a must for a serious industrial economy, and they double as speedy routes to and fro across your empire for your armies to meet military threats. The movement speed of your Brigades is increased by the percentage Level of Infrastructure in the Province.

Use wisdom in deciding where to do this. Because every country has some sort of economy, you can expand your own economy by annexing their States. If you can capture industrialised Provinces, then your economic benefit will be even better. Picking up new Factories along with their workers is often the quickest way to increase your Industrial Score.

Balances must be found in order to make your Budgets consistent. Both Education Spending and Administrative Spending pay for themselves in the early game. Administrative Spending equals better Efficiency in controlling administrative costs, which means your Taxation and Tariff collection will pay off better in the end.

The more Money you spend in this category, up to a point, the more Money you have coming into your Budget. Corruption or saturation may interfere with this seemingly perfect arrangement - having too many Bureaucrats or Clergy may actually cost you more than it helps.

Keep in mind that these values do not remain static. Each slider pays a segment of your society. Taxation Policy Many players prefer to set high Taxation policies from the very beginning of the game, and will continue them throughout. This results in relatively high amounts of Money to spend through the national Treasury.

There are consequences to this, however. PCPs who have little Money of their own to spend will have difficulty getting their Life and Everyday Needs met, which means they will probably gain Militancy, and they will also be less likely to Promote to a more useful PCP Type.

They may even Demote. These things can actually crash your economy, or at least retard it so that it never really develops to its full potential. A balance must be struck between the needs of your PCPs versus your needs as a government, which may or may not be in danger of conquest by rivals. Taxation Policy must be carefully managed to ensure that your PCPs have enough Money to spend on their own Needs, just as the government has enough Money to spend on what it needs.

Urgency is an important consideration when setting the balance between PCP and government needs. In order to Promote, they often need spare cash, which they are less likely to have if they are being aggressively T axed. Aggressive Taxation is a problem with the Rich Class, too. Secondly, this shows a desire to get them to play a role different from the one they should really be doing.

The Rich should be funding your economic expansion, by means of constructing Eactory and Railroad Projects. High Taxes make this increasingly difficult for them, to the point where eventually they will be unable to do Projects at all.

It is well recommended that Taxes for the Rich to be kept below the Taxes for the other Classes, so that they are free to use more of their Money for investments that will benefit you in the long run. The Taxes you set for the Lower Class are the forms of Tax mostly paid through the industry of those who work to make a profit from their own labours.

The Taxes you set for the Middle Class largely fall upon those who you pay through the public Treasury i. So if you reduce Taxes on the Middle Class, you could probably reduce Spending for Education and Administration Spending and achieve somewhat of the same attraction for POPs to Promote to those jobs and remain there. This not only allows them extra income which is Taxable, itself , but it allows you to take Loans from your own Bank, rather than from a foreign country which may get you in trouble.

Certain Economic Policies affect your ability to set your preferred Tax Policy. Tariffs A Tariff is a Tax on the download of Goods, like a sales tax, except that it is only applied to imports, not to locally produced Goods. Tariffs only add to Goods from the World Market, and anything produced and sold within your Internal Market will not have the additional price.

This has the effect of preferring the Internal Market, as your POPs will download those cheaper products from there first, before looking elsewhere for the more expensive Goods the ones being taxed by the Tariff.

You should let your mercantilist freak flag run high.

High tariffs allow your own industries to develop and low taxes allow your people to build and download more. Home Discussions Workshop Market Broadcasts. Change language. Install Steam.

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Sign up to the mailing list and you'll be able to download tickets before everyone else! Sort posts by: No sort Helpful Agree Respectfully Disagree. Blog Entries: Dec 7, Messages: I am trying to download the guide since yesterday but it always gets aborted at some point, propably due to a timeout of my login in the forum. The forum is really slow sometimes too.

Am I the only one with these problems? The damn download got aborted again while writing this. Last edited: Jan 4,

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