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A Guide for Victoria:Revolutions

Contents

A Guide for Victoria:Revolutions

Introduction and General

Seeing as there are a fair share of questions that get asked more than a few times about Revolutions, and specifically, about the changes that have been made to the game in Revolutions, I figured I'd take it upon myself to start putting together a collection of notes based primarily upon answers given to various questions asked in the Vicky General Discussions forum. In other words, much of this article can be attributed to the people of the forum who have taken the time to share their experiences and expertise about the game with the rest of us, and I'd like to say a collective "thank you" to everyone who has contributed the information that has been used here. In particular I’d like to thank the developers such as King and the beta testers including OHgamer, Kriegsspieler and Johnny Canuck, who have provided a lot of their time in patiently answering players’ questions on the forum and thus have (unknowingly) provided much of the information used in putting this article together.

The aim of this article is to provide information that:

  1. relates specifically to the changes to the game made in Revolutions (i.e. a guide to “What’s new?” or “How do I do xxxx in Revolutions?”); and
  2. is not already provided in the pdf manual that comes with Revolutions.

DISCLAIMER: I am not one of the developers or beta testers, and my knowledge of the game is far from perfect, so do not take all things presented here to be undeniable truths. If you read things here that don't add up with your own experiences, feel free to edit and / or add to the article so that it keeps improving.

Everyone is both welcome and encouraged to add to and improve this article, keeping in mind the aims listed above.

Installing Victoria:Revolutions

The best way to install Revolutions (and the one the development of Revolutions was based upon) is:

  1. Have Victoria 1.00 installed (or install / reinstall it)
  2. Patch Victoria to 1.04
  3. Apply Revolutions over 1.04 Victoria
  4. Apply the 24 Aug 06 Update (ver 2.01) over Revolutions (use the Gamer’s Gate installer to do this).
  5. Extract OHgamer’s Moddable File Unofficial Hotfix #1A (dated 12 Sep 06) into your Victoria directory.

Installing Revolutions over patches previous to 1.04 can result in some problems, such as the 1861 scenario failing to launch correctly if Revolutions is installed directly over version 1.00.

Exporting the Game to HOI:Doomsday

After you export the game (via the EXPORT menu button or the final standings popup button) you take the exported game file from the victoria\scenarios\exported games folder & paste it into the HOI:Doomsday save game folder. When you load HOI:Doomsday, it appears as a save game, but it tells you that it is a conversion from Victoria.

Changes Made in the 24 Aug 06 Update (ver 2.01)

The following issues have been addressed in the update:

  • Fixed a Freeze in the Converter
  • Improved Capitalists’ factory building logic
  • Improved AI handling of the Capitalists
  • Fixed the problem with full citizenship parties and the promotion of soldiers
  • Toned down the Militancy gain for POPs whose party does not win the election in a democracy
  • Countries will no be more likely to revolt after 1920
  • Fixed a problem with a tech perquisites
  • Correct a few mistakes in the events
  • Added some missing texts and corrected a few others

The update is available through your Gamersgate account and through the Gamersgate Downloader.

Requirements to Civilize

In Revolutions you need:

  • 100 Prestige
  • 75 Industrial Score
  • 25 Military Score

N.B. These values are located in the civilize.txt file in the victoria\db\events folder and can be modded.

The Economy and Capitalists

General Advice on the Economy

Really the most obvious one is: let the capitalists do the heavy lifting. Keep their taxes & tariffs low & they'll do what needs doing. You will be frustrated by some of the choices they make, but over the long run they do ok.

For the same reason, don't overlook economic techs, including those that give you that 2% bonus to capitalist incomes. You need those, because POP needs grow over the course of the game. So their incomes have to grow too, or you'll find yourself in the 1880s with capitalist POPs who can't save anything.

Requirements for Capitalists to Build Factories

To build a factory, capitalists need to have a certain amount in reserves. Currently this is £500 under laissez-faire, £1000 under interventionism and £2000 under state capitalism (capitalists won't ever build anything under planned economy), and increases by £10 per construction as capitalists start building factories. (Note: all of these values, including the additional cost per factory, are set in the misc.txt in the victoria\db\economy folder and can therefore be modded.) This extra £10 per factory includes the factories you have at the start, so if you have 20 factories, then the cost in a laissez-faire country for capitalists is £500 (the base cost of factory for capitalists under laissez-faire) + [20 x £10] (20 factories at 10 per factory) = £700. The next factory to be built would cost £710 since you have 21 factories now, and so on and so forth. (N.B. There are some other factors at play as well to prevent duplication of factory construction, which as a result means that the actual cost is higher than that outlined – so for example for a laissez-faire country the construction usually does not happen until around £1000 reserves.)

Note that unlike the player, capitalists do not use any resources (such as machine parts, steel, etc) when building factories or railroads, so in most cases it is cheaper to have capitalists build these than building them yourself.

Now capitalists build reserves after buying all their needs that they can. So you have to create the economic environment for your capitalists to build reserves by affording all their needs - life, everyday and luxury. Watch your capitalists’ cash reserves day by day to watch how these reserves grow or shrink, and watch their life / everyday / luxury needs. All their needs should be at 100% and their cash reserves should be growing. If not, you have to lower your rich tax rate and / or lower your tariffs (the lower the better as your capitalists will accumulate money faster and be able to afford to build railroads and factories sooner). Note that if a luxury good that wasn't available suddenly starts to become available on the WM, then the money the capitalists were saving because they could not get said good will now go to buying that good and any good to the right which is also available on the WM.

A capitalist will not consider building a factory unless the inputs are available on the WM. They can build factories that you can't supply with domestically produced inputs (i.e. forcing you to import these input goods off the WM if you want to be able to produce anything from those factories). However if you are short of an industrial good (like steel for example) the capitalist will be more likely to build that type of factory.

Capitalists will only build a factory for which you have the requisite tech.

They can only build factories in their home state (they can however build railroads in any of your states or colonies).

Also, factories need to be 80% manned in order for capitalists to build another (so that they are not just building white elephants). Because of this, sometimes you will need to consider deleting unwanted factories in a state, in order to enable your capitalists to build more factories in that state (hopefully of a type that you do want this time).

Additionally, be aware that capitalists may at times choose instead to invest money in your state bonds rather than build a factory (or railroad).

Getting Capitalists to Build the Factories That You Want

Whilst capitalists are generally very effective at building factories, they won’t always build the ones that you really want, in particular the military industries like artillery and tanks. However, the following might help to get your capitalists to build the factories that you are after (though there are no guarantees):

  1. Make sure you have quite a bit of saved up money on hand. Also make sure that your capitalists in the state in which you want the factory to be built are saving money, and that their savings are getting up towards the level at which they usually build something.
  2. Delete any factories in the relevant state that you don’t want. Make sure that the remaining factories in that state are at least 80% full of workers overall.
  3. Sell your stockpile down to zero of the good that will be produced in the factory that you want (e.g. artillery). Then set your trade order for that good to Buy <1000. This will push up demand for the good on the world market, which your capitalists usually pay attention to.
  4. Hopefully the increased demand for the good will encourage your capitalists to build the particular factory you want. If they don’t, you may have to rinse and repeat step 3.

The process outlined above is a particularly good way to encourage your capitalists to build any of the later game factories like electric gear or tanks that nobody else has built yet. Since there will be none of those goods already available on the world market, you can easily set your order to Buy <1000 thus pushing up demand, without actually spending any money buying the as yet unavailable goods.

Getting Capitalists to Expand Factories

Capitalists are quite effective at building new factories in the game (so long as they are getting their needs and are able to save cash, and your ruling party does not have the Planned Economy economic policy), but generally they appear to be very reluctant to expand extant factories above level 1. A couple of suggestions that might help persuade your capitalists to expand factories are:

  1. Have your current factories completely full of workers, as well as additional (unemployed) clerks / craftsmen, in the state in which your capitalists are located. Capitalists appear to only expand factories if this is the case.
  2. If your capitalists build another new (i.e. level 1) factory in the state, fill it completely full of workers too, and have some left over that are unemployed. You might need to split some POPs in order to do this.

Otherwise, so long as your ruling party’s economic policy is not laissez-faire, you may just have to bite the bullet and expand the factories yourself, leaving the work of building new factories (and railroads) to your capitalists.

Also, capitalist factory expansion seems to be influenced by which invention is triggered after you research the Market Structure commerce tech. After Market Structure is researched, you will get one of the following three inventions:

  1. Polypoly Structure. The legislation of your country has structured the market in such way that each line of business is comprised of numerous firms, most of which are of the same (small) size.
  2. Oligopoly Structure. The legislation of your country has structured the market in such way that each line of business is comprised of a few firms, all of which are of large size.
  3. Monopoly Structure. The legislation of your country has structured the market in such a way that each line of business is dominated by one very large company.

If you have several redundant level 1 factories and few (if any) expanded factories when the invention fires, you may end up with Polypoly Structure. With this invention, you are pretty much guaranteed to end up with a plethora of redundant level 1 factories, and you will probably have to expand most factories manually.

If you have expanded several of your factories beyond level 1 when the invention fires, you may end up with Oligopoly Structure. Capitalists seem a bit more willing to expand existing factories under this model, but they still build many redundant level 1 factories.

Finally, if you have very few redundant factories and most of your existing factories are expanded beyond level 1, you may end up with Monopoly Structure. This model seems best suited to encouraging capitalists to expand existing factories rather than building new, redundant factories.

How do Capitalists Gain Money?

The income capitalists (or for that matter, any other POP type) gain comes from a combination of a base income (set in the misc.txt file in db/economy, and moddable by players), and their share of your overall national export income (see the POP Income Formulae guide for more details on how both base income and export income share are computed).

After the game engine computes the income for the day, it then reduces the amount of income the capitalist has earned for that day by your tax rate and gives that money to you, the player. With the money he has left after tax the capitalist then buys the goods he needs starting with life needs, then everyday needs. He then saves up £100 in reserves (i.e. saved-up cash) before he then buys luxury needs. If you charge tariffs, this cost is added onto the amount the capitalist pays for each of his needs that he must buy from foreign producers on the world market (if, however, your nation produces a good and exports it to the world market your POPs do not pay tariffs on that good - and they also get first chance to buy it). Again, the extra money that the capitalist pays in tariffs when buying goods goes to you, the player. If the capitalist has any income left over after he finishes buying all of the available luxury goods that he needs from the world market, that left over income goes into his reserves (above the £100 amount that the POP must already have saved up before buying luxury goods). That is how capitalists (as well as all other POP types) accumulate money.

Once a capitalist’s reserves reach a certain level (dependent upon the economic policy of your nation as outlined above), the capitalist then has the option to build / expand a factory or build a railroad. But this will not happen unless the capitalist is able to have an income surplus after buying all of the luxury goods that he demands (i.e. enabling him to save up money to add to his reserves) and which can be supplied from the world market. Thus, if you are a middle-ranked nation, it may very well be that for a period of time your capitalists will be accumulating reserves simply because your overall ranking prevents them access to buying certain needs on the world market (enabling them to save the money that they would otherwise be spending on those goods). Later, either the expansion of global production or an increase in your overall ranking may then allow them to buy those goods, which will cause their saving rate to drop, and perhaps even go into a steady decline depending upon their income in the first place.

Related to the point above, the biggest challenge players will face later in game is when the really expensive new consumer luxury goods like automobiles and airplanes start to become available. They are very expensive at first, and if your capitalists do not have huge rates of reserve growth leading up to when they can start buying these new toys, it becomes very difficult to make up the daily cost of these new needs so that their reserves continue to grow at a good rate. The best advice is to get your economic expansion going full force, making sure you are maximising production in both RGOs and factories with the latest infrastructure technology, and have high education (i.e. literacy level) to ensure maximum production from your workers.

Another thing to note is that in Revolutions, the amount of each good in your POPs’ needs increases the more you gain commerce and industrial techs, until your POPs’ needs reach their full value of demand when you have all 60 commerce and industrial techs. For example, if a POP has a need of 2 grain once all of the commerce and industrial techs are acquired, and you currently have 10 out of the 60 commerce and industrial techs, then the POP’s need will be 0.33 grain (i.e 2 x 10 / 60), and each commerce or industrial tech you gain will add approximately 0.03 to the demand level. So, another thing to be careful of is to not rush your commerce and industry tech research too quickly, otherwise you may end up expanding the quantities of goods your POPs need faster than your overall economy is growing, which in turn could cause the growth of your capitalists’ reserves to slow or turn negative.

In the end, if you want your capitalists to do the building for you, you have to keep a close eye on the rate at which they are accumulating reserves, adjust your tax and tariff policies accordingly to maximize this rate, and increase your export income (the more you expand your export income, the greater the amount of money the capitalists will receive - provided you do not create so many new capitalist POPs that each one gets a smaller piece of the economic pie even though the pie is growing).

Effectiveness of Capitalist POPs

The quicker a capitalist POP accumulates savings, the more often it will build / expand factories, build railroads, or invest in state bonds. There are several factors that influence how quickly a capitalist can accumulate savings:

  1. their size - the bigger they are, the more money they earn;
  2. their nationality - national culture POPs get double the income of non-national culture POPs;
  3. their location (whether they are in a colony or a state) - capitalists in colonies get half the income of those in states, and factories cannot be built in colonies;
  4. your nation’s export income - the higher, the more income your capitalists will earn;
  5. their demand for life / everyday / luxury needs – their demands for these increase as you gain more commerce and industry techs, meaning that your capitalists will spend more money on their needed goods and hence accumulate savings more slowly; this is particularly the case when the expensive luxury goods like automobiles and aeroplanes become available on the WM; and
  6. Your rich tax and tariff settings – the lower these are the less money you are taking from your capitalists and therefore the more quickly they can accumulate savings.

It is not a good thing to have too many capitalists. The capitalist income is split between the POPs, so having too many capitalist POPs means that none will get enough savings to be able to build anything.

Note also that one 50k capitalist POP builds a lot more than ten 5k capitalist POPs. So start adding large capitalist POPs to your most populated states and watch to see if their savings are growing. As long as their savings are growing fast you can safely promote more. However, there is little point in promoting capitalists in states that can barely support one factory.

How Quickly Can Capitalists in a Laissez-Faire System Build Stuff?

Example A. My capitalists as the US can build 5 railroads a month, but only a few factories a year, and never any steel. I had to upgrade my one steel mill myself. I'd say you're better off as interventionist, so they will build profitable factories while you keep expanding needed ones.

Example B. It seems to vary, my capitalists whipped out a few steel mills and small arms factories in just over a year - three steel mills and two small arms factories. Out of curiosity I closed the small arms factory and they just kept on making more of them. I deleted the small arms factory with the same result; they kept on building them, as if they felt I needed them. In my situation at the time it was cheaper to just get small arms off of the world market, so I ended up just manning a small arms factory with a few POPs and then deleted the rest of them and they stopped building them.

Example C. With a few exceptions (e.g. a paper fetish) laissez-faire capitalists build good factories. I got lots of (luxury) furniture and (luxury) clothes factories as Brazil. When the stars are right, a 75k capitalist POP builds two railroads a month and new factory whenever one is not being built and the other factories are fairly well staffed (usually 50%+ but they also build if less).

Interventionism vs. Laissez-Faire

Laissez-faire can be great to have early in the game to get the most investment / construction out of your capitalists, especially to get your initial industry and infrastructure up and running. However, interventionist governments can also be very good to have, especially once you have a solid industrial base to work from. Under interventionist, you yourself can build railways and expand current factories. You can not build new factories, to be sure, but in the later periods of the game you likely will not need to build many new factories except for the late technology ones (e.g. radio factories). Since interventionist gives you more leeway in tax and tariff levels, later in game interventionist can be preferable to laissez-faire for the advanced nations. Not to mention that those damned laissez-faire zealots won't let you implement any social reforms, which you really, REALLY need late in the game!

State Capitalism vs. Planned Economy

In a planned economy your tax rate can be no lower then 50%; there is no maximum tax rate. Your capitalists will build nothing under planned economy: you (the state) are free to build it all - in fact you will have to do all of the factory and railroad building yourself.

In state capitalism your tax rate can be no lower then 20%; there is no maximum tax rate. Your capitalists will build factories and railroads in state capitalism, but only if they save up a LOT of cash and don't spend it on state bonds or the latest goodies. You (the state) are not restricted in building anything, so you will do most of the building.

Under state capitalism your capitalists will need to accumulate a lot of money before they can build. As your number of factories increases so too will the amount of money they need. Essentially it increasingly becomes a more efficient use of resources for you (the state) to build factories, and especially the railways, than to allow your capitalists to do so. State capitalism can be useful if your empire is large and you do not wish to take the time to build a railway in every province or build every single factory. However on an investment scale planned economy is much better because your pesky capitalists will not waste, say, £5,000 on a factory you could build for half that.

POPs

POP Needs Over the Course of the Game

POP needs are now scaled to technological development. As you discover more commercial and industrial techs, the amount needed of each good now increases up to the maximum set in the POP needs files when you have discovered all of the commercial and industrial techs. So at the start of the game your POPs might need only 0.2 units of good X to fill a need, but later in game that will rise to the full 1.0 unit of good X once all the relevant techs are discovered. So keep in mind as you are setting tax and tariff levels that the capitalists will need more income to buy more of their needs over time and still have the ability to save the cash required to build factories and railroads, and clerks, craftsmen etc will need more income so that they will not have rising militancy as a result of no longer being able to buy their (expanded) needs, when they were able to previously. You need to ensure that you grow your economy (in particular, your export income) in line with the rate at which you are gaining new techs.

POP Conversion

Even though capitalists now take care of a lot of the railroad and factory construction in Revolutions, POP conversion (promotion or demotion of one POP type to another) remains totally in the hands of the player. POPs will NOT automatically convert from one type to another, with the one exception of rich & middle class POPs devolving due to the combination of high taxes and not being able to get enough of their life needs.

Costs for POP Promotion

To Soldiers:
£750*
10 Regular Clothes

To Officers:
£2500*
5 Precious Metal
10 Small Arms
5 Luxury Clothes
10 Paper
5 Luxury Furniture

To Clergy:
£750*
5 Precious Metal
1 Luxury Clothes
10 Paper

To Craftsman:
£1,000*
10 Tobacco
10 Coffee
5 Regular Clothes
10 Paper

To Clerks:
£2,400*
5 Precious Metal
5 Wine
5 Regular Clothes
1 Luxury Clothes
10 Paper
5 Regular Furniture
1 Luxury Furniture

To Capitalists:
£10,000*
10 Precious Metal
1 Machine Parts
20 Luxury Clothes
10 Paper
20 Luxury Furniture

* Be aware that the monetary (i.e. cash) costs for promotion of POPs that are smaller than 50k in size are scaled back in line with their production efficiency (being 0.33 for POPs of 1 – 499 people in size, 0.50 for POPs of 500 – 19,999 people in size, and 0.75 for POPs of 20,000 – 49,999 people in size). However, it will still cost the same amount of resources regardless of the POP’s size. So for example, if you promote a POP of 32,800 people in size to capitalists it will cost you 0.75 x £10,000 = £7,500, as well as 10 precious metal, 1 machine part, 20 luxury clothes, 10 paper and 20 luxury furniture.

A good idea if you have POPs above the manual POP splitting threshold of 40k in size is to promote the POPs before you split them. That way you can get multiple promoted POPs for the cost of only one promotion.

Splitting POPs

Manually splitting POPs that are over 40k in size is often a useful way of squeezing a little more money out of a country (especially a small, non-European country) that otherwise has trouble turning a profit. The downside is that later on the same POP is no longer available to split off to make a craftsman or clerk; if they're working a really profitable RGO that's bad. But if they're just fattening cattle, you can pull them out and almost invariably the factory they work in will be more useful than getting another 0.14 output on livestock or fish. So my habit in general has been to leave one or two POPs unsplit for later factory work. What I really pay close attention to is splitting POPs for crucial resource inputs, like sulphur, iron or coal, etc.

Effects of Social Spending on Reform Effects

To get the benefits of militancy reduction from social reforms you must keep them at minimum 50% funding (i.e. social spending in the budget). If you fund social spending less than 50% your POPs will regard your reforms as bad faith and as a result the amount of militancy reduction will drop, proportional to how far below 50% social spending you are. If the reforms are severely under funded this can very well shift the impact of the reform from producing a negative militancy modifier for your POPs to a POSITIVE militancy modifier (i.e. increasing your POPs’ militancy). Substantial under funding of social spending can and will turn a potentially militancy reducing reform into a source of militancy growth if it’s very poorly funded. So keep in mind that reforms are not for free any longer: you actually have to pay for those reforms to get the benefits from them.

Be aware though that the effect of your reforms on your POPs’ militancy is also scaled by your nation’s plurality, such that at 0% plurality your reforms have no effect at all, their effect gradually increasing with plurality from there up to 100% plurality where they have their full effect on militancy. So early on when your plurality is low, you can usually get by with under funding reforms (i.e. social spending) without too much additional militancy hit, and indeed, with low plurality your reforms won’t have too much effect either way regardless of how you fund them. But as plurality grows and your POPs realise you are not keeping up your promises (if you are under funding social spending), the amount of dissatisfaction will grow until IIRC it will equal the amount for which not having the reforms at all would be, if you are funding social spending at <10%.

However, note that a little under funding (say by about 10%) can be good in a democracy because it also raises consciousness. In particular, if you want to get POPs to move towards their natural ideology (see section 5.1.5 of the Revolutions manual for the list of natural ideologies for each POP type) you’ll need to raise their consciousness, and under funding social reforms can be one way of doing this. Of course, you will need to balance this against the effect this can have on POP militancy mentioned above.

Politics and Government

Banning Political Parties

Banning parties gets their supporters REALLY mad at you. It's necessary sometimes, but not frictionless. You get a +0.10 modifier to your POPs’ militancy when you ban a party. Furthermore, you cannot un-ban a party until the next election (so you can’t just ban a party right before the election is due and then un-ban it again straight after the election).

Note that this is a different issue to manually changing your ruling party, which will give an immediate and one-off increase in militancy of +1.00 to all of your POPs, but no ongoing militancy increase.

Also, be aware that there is currently a bug in the game where parties that are banned and then expire continue to contribute an ongoing militancy increase of +0.10, even though they no longer exist. Developers are addressing the issue, but for now check your party files and do a quick un-ban of the party before its deathdate, so that it can die a natural death and you don't keep the +0.10 militancy modifier.

Effect of Elections on Militancy in Democracies

In a democracy every time a party that a POP did not vote for wins the election that POP gets a militancy increase scaled according to Plurality: from +1.00 militancy at 0% plurality, to 0.00 militancy at 100% plurality. So in a democracy, as your plurality increases your POPs will get less and less annoyed at their party losing an election.

POP Voting Patterns

POPs with low consciousness are more likely to vote according to their issues rather than their ideology, or to just vote for the incumbent ruling party. Conversely, POPs with high consciousness are more likely to vote according to their ideology.

Changes in Major / Minor Party Status

Major party status can change over time, in a variety of ways: sometimes by event, sometimes when the regime changes (i.e., going from a monarchy to a constitutional monarchy or presidential dictatorship), and sometimes from the weight of accumulated election results. With persistence and a bit of luck, you can make your favourite party a major.

Be aware that major / minor party status is different to the concept of minority parties, which are those that only get votes from certain POP cultures - although if the relevant culture/s form a majority of your population a minority party may still get a lot of votes. (N.B. You have to look in the party file to find out which culture/s a minority party gets votes from – you can’t see this in-game.) In contrast, a minor party is one that receives fewer votes at an election than a major party (and will get even less votes under a two party system) but can still get votes from all cultures.

Monarchy vs. Democracy

The game appears to be designed so that monarchies are now preferable over democracy in the early game. For example, playing as the US you start off with only 25% plurality. That means if the Democrats (for example) win an election then anyone who did not vote for them will get quite a (once-off) increase in militancy (+0.75 militancy at 25% plurality). This occurs every election cycle for POPs whose preferred party did not win the election.

Because monarchies do not hold elections, your militancy will stay lower in the early game when plurality is low than in a democracy. But as your consciousness rises in a monarchy, your plurality will rise also, which means your militancy will rise as well. So once you have high plurality it is wise to become a democracy or a constitutional monarchy, so that when a POP's chosen party loses an election they will already understand democracy enough so that their militancy will not rise much, if at all.

Turning a Constitutional Monarchy into a Democracy

One way around the fact that you can’t do this via reforms is to get a radical (i.e. reactionary, anarcho-liberal or communist) party in power and wait for it to turn you country into a Presidential Dictatorship. Then enact the reform where you allow all parties, and change the ruling party to a non-radical one. Now make the required reforms for democracy (i.e. universal suffrage, free parties and public meetings allowed), and hey presto, you're now a democracy. Be aware though that manually setting the ruling party in this process is going to anger quite a few of your POPs.

For a closer look at goverment types and how to change them, see Government Forms, Political Parties, and Political Reforms in Victoria: Revolutions.

Conditions Conducive to Fascism

Angry, bitter countries (i.e. those with lots of high militancy POPs) and nations with high levels of revanchism tend to go fascist.

Why POPs Turn Socialist

Aside from craftsmen and labourers who are naturally socialist when their consciousness is high enough, other POP types will tend to turn socialist if they are struggling to get their life needs. High taxes, particular for the poor class, will tend to turn POPs socialist.

The Liberal Revolution

You will get the Liberal Revolution any time after 1845 so long as you are civilised and have literacy over 30%, unless you are a democracy and have the following political reforms enacted:

  • trade_unions level = all
  • voting_rights level = suffrage
  • political_parties level = all
  • press_rights level = free_press

The end of the Liberal Revolution can occur any time after 21 Feb 1850.

N.B. The event that starts Liberal Revolution can occur any time up until 1913, but after Feb 1850 it is very likely to be followed in close succession by the event that ends the Liberal Revolution.

Military

Effects of Military and Minority Policies on Conversion of POPs to / from Soldiers

Pacifism – you cannot convert POPs to soldiers at any time, but you can convert soldiers to other POP types at any time.
Anti-military – you can convert POPs to soldiers only in times of war, however you can convert soldiers to other POP types at any time.
Pro-military – you can convert POPs to soldiers at any time, and you can covert soldiers to other POP types at any time.
Jingoist – you can convert POPs to soldiers at any time, but you cannot convert soldiers to other POP types.

Also, only governments with full citizenship may convert non-national culture POPs to soldier POPs, so long as those POPs reside in states; otherwise you are limited to national culture POPs and those non-national culture POPs that start out as soldier POPs. Non-national culture POPs that are in colonies can never be promoted to soldiers, regardless of your current ruling party’s military and minority policies.

Alliances

The alliance system has changed in Revolutions. Now whichever nation in the alliance has the highest overall ranking is the alliance leader, even if that nation is not the one you DoW in the first place. This prevents you DoWing a small nation, defeating it quickly, and making peace without its larger ally being able to do much to stop you.

If you are the junior partner in such a relationship, the best you can do in a war is to make your enemy cut a deal with yourself first, before your alliance leader makes a deal for all of you that will very often leave you with no gains.

"Siege Stealing"

Basically, who gets control of a province during a war when more than one nation has military forces there works like this:

  1. Do both nations have a bordering province occupied? If one of them has one, and the other hasn’t, the one with the bordering province takes the occupation. If both parties are equal, go to 2. (Note: if you two are allied, just having a bordering province while the other hasn’t will even without troops be enough to get the province.)
  2. Is one of the sides human and the other AI? In that case, the AI will get the province. If both parties are AI or both parties are human, go to 3.
  3. Does one nation's occupying army have a leader while the other doesn't? In that case, the province goes to the nation with the leader.
  4. If both have a leader or both lack a leader, I don’t know what then happens. I think it can be one of the following:
    1. The nation that was there first gets it.
    2. The nation that has the largest army in the province gets it.
    3. The nation that is highest ranked gets it.
    4. The nation with the best leader gets it. (This seems weird, but it was my conclusion I took earlier after observing some PvP wars, but well, I have no idea if I was right...)

Mobilization Pool

While the maximum possible size of your Mobilization Pool still is related to the total Population of your country, Revolutions places another limitation on its maximum possible size, placing restrictions based upon the size of your Standing Army and the Military policy of the ruling political Party.

When the Mobilization Pool is smaller than the limitations given by total population, the maximum size is directly related to the number of standing divisions and the current Military policy as follows:

  1. Jingoism: 4 mobilization divisions per standing division
  2. Pro-military: 3 mobilization divisions per standing division
  3. Anti-military: 2 mobilization divisions per standing division
  4. Pacifist: 1 mobilization division per standing division (suspected, not tested yet)

So, if you want to make a large Mobilization Pool, you need to create a large standing army, yet you are still limited by total Population. The need for 40 canned_food/small_arms per 4 Mobilization divisions still holds true, of course, this formula only shows the relationship between policy, standing army, and maximum possible Mobilization Pool size.

Colonisation

Naval Bases

Naval base size determines the range of colonisation. Larger naval bases mean that you can colonize places that are further away from the naval base. The naval base level is tied to the same tech as railways - in other words, you can expand naval bases to the same size as your railroad infrastructure, as follows:

Experimental Railroad – Civilian Harbour
Early Railroad – Small Harbour
Iron Railroad – Medium Harbour
Steel Railroad – Large Harbour
Integral Railroad – Dry Dock
Autobahn – Large Dry Dock

Additionally, ships recover their organisation more quickly while in actual naval bases than in regular ports. So if you've been in a battle with someone else, the best place to recover would be in one of your naval bases.

Also, regarding the value of naval bases, don't forget that if you intend to export the game for use in HOI2:Doomsday you'll want lots of naval bases if you have a large fleet.

By the way, the coaling station colonial claim building does NOT become a naval base once the colony is claimed.

Province Life Ratings

These have been completely revamped for Revolutions, however, due to an error, will not be implemented until the first full patch is released (the current version of Revolutions with the 24 Aug 06 update - ver 2.01 - uses the same life rating setup as 1.04 Vicky). These changes ARE included in OHgamer’s Moddable File Unofficial Hotfix #1 (dated 11 Sep 06) & Hotfix #1A (dated 12 Sep 06) though (although with some changes as described in the note at the bottom of this section). Here is a summary of how the new life rating setup works (as posted by State Machine on the Vicky forum):

Methodology

Life rating is set based on climate and endemic disease. I set some arbitrary values based on climate, then deducted points for certain endemic diseases. Climates considered were polar, very cold (really nasty winter, but some summer), cold, tropical, temperate (actually really good, only), very dry (desert), and dry (steppe). I reasoned that someplace could be cold and arid, or hot and arid, etc. so I used the following matrix:

               Polar   Very Cold   Cold   Tropical   Temperate   Very Dry   Dry
Base       	 10       25        30       25         40          -        -
Very Dry   	 10       15        15       15         15          15       -
Dry        	 10       20        20       20         35          -        25

As shown, if something is polar or very dry, then it stays that way. Note that there are some borderline areas where I put both polar and very cold, or very cold and cold. I forget how I resolved that in the algorithm. By the way, I am sure there are plenty of arguable values here and there - I tried to systemise things as much as possible to reduce data entry (eg steppe terrain = dry, desert terrain = very dry).

The only diseases used were endemic disease that did not occur everywhere in the world. Epidemics were rejected since they don't always occur and should be done with events (it would be fun to have a slew of pandemic events). I used dengue, malaria, and yellow fever. Sleeping sickness qualifies, but its distribution is already matched by the other diseases so I figured, why bother? I subtracted 5 from the life rating value for each disease present in a province.

This results in possible values of 0-40 (assuming no disease-ridden polar areas).

Game Considerations

  1. The best life rating values are in Eastern USA, Western Europe, parts of Argentina and Brazil, parts of China and Japan, South Eastern Australia, and most of New Zealand.
  2. Bad areas of the world are really bad now.
  3. There are a lot of middling areas like Southern Canada, North American Plains, Russia, etc.
  4. Immigration magnets must be set to new values (and reconsidered).
  5. The change should be coordinated with technology changes that allow colonisation based on life rating values.
  6. AI issues...

Note: at present the life rating for provinces has not been made lower than 25 because of current AI behaviour – specifically that AI armies at present will not fight wars in provinces with <25 life rating (thus leading to long colonial wars in low life rating regions which the AI could not prosecute to a conclusion). Therefore one of the major gameplay adjustments that had to be made to State Machine's life ratings system (as described above) is that the lowest value for provinces that are active in game can not be below 25. So many areas have higher life ratings than they did before but provinces have not been lowered. This is also why AI events to raise life ratings in colonies once the colonies are claimed have now been included. This issue is currently being looked at by the developers in regards to how to be able to reflect attrition while at the same time encourage the AI to fight in these regions.

Techs / Inventions Required for Colonisation

All nations start the game being able to colonise any empty province with a life rating (LR) of 30 or above. There are 4 points in the game - 2 inventions and 2 techs - where the life rating threshold for colonisation by your nation is reduced, as follows:

  1. The Anti Malaria invention (I543) lowers the threshold by 5, so a nation can now colonise any empty province of LR 25 (and above).
  2. The Machine Guns tech (T1104) lowers threshold by another 10, and can be discovered any time after 1860. This allows you to colonise provinces of LR 15 and above, opening the gates to many areas of Africa.
  3. The next lowering comes with the Nationalism & Imperialism tech (T4304), which can be researched from 1875. This lowers the LR threshold by another 10, to provinces of LR 5 (and above).
  4. Last 5 LR are covered by the Manifest Destiny invention (I454), which becomes available in 1880 and allows you to colonise any province that is still empty.

Country Specific Information

Getting South Italian Culture on Unification of Italy

You have to choose to move your capital to Rome in the relevant event just after you form Italy in order to get South Italian culture as a national culture in a unified Italy.

Playing as France in the Early Part of the Game

At the start of the game the capitalists in France really struggle to accumulate enough savings to get any railroads and factories built, and since you start with a laissez-faire party in power you can’t do this yourself unless you put a different party in power. There are, however, some things you can do to help overcome this problem. The most important thing is to get your export income growing as fast as possible from day 1, and there are a couple of things that you can do at the very start to help maximise export income:

  1. Split all RGO POPs greater than 40k into smaller units so that you have full RGOs from the start - do this even before you begin the scenario (and honestly, I recommend doing this for all nations). In some provinces you could split even more POPs to have an excess of farmers / labourers, but generally I'd wait until I expand the RGOs first before doing that, especially if it is in a good RGO province like coal. A grain one you might want to break up to try and get labourers to migrate low pop areas - like the sulphur producing regions.
  2. Do not wait for stockpiles of goods to reach the base settings in the trade window (usually set at sell >10) before you start exporting the good. For things like regular clothes, luxury furniture or clippers, just set sell >0 and start getting income straight away. Later in the game you can start setting the sell levels a bit higher so you can do some POP conversions, but in the first 2 years you really need to focus on exports above all.
  3. Upgrade one POP in Paris to a decent size capitalist POP (50k+ in size), set rich taxes to 0% and set poor and middle class taxes to about 50%. Set defence budget, army and navy maintenance to minimum, adjust tariffs so you make a net surplus slightly above £0.

Even when following the advice above, you may still have to manually put an interventionist or state capitalist party into power initially to kick-start your economy, so you can then go back to laissez-faire later (once your capitalists have started to accumulate a decent amount of savings).

It might also be wise to not take any colonies in North Africa until your economy has found its feet, since taking these colonies will reduce your income per capita (at least until you can develop them).

Getting Conservative Empire as Prussia

The conservative empire event needs only the following to take place:

  1. Prussia must have higher prestige and military power than Austria, Hanover and Bavaria.
  2. Prussia must either be a monarchy or a constitutional monarchy, as must all of the surviving German minor states.
  3. Prussia can not be at war.
  4. A random 5% chance checked monthly for 6 months, starting in Jun 1850 and ending in Dec 1850.

That’s it, so if you’re more powerful than Austria, Hanover and Bavaria and all the minors are monarchies or constitutional monarchies and you are not at war, you just have to hope you get lucky. You have about a 30% chance of it working, and about a 90% chance of getting all of the minors to join if it does occur.

Be careful: you will get LOADS of badboy from the event - even though the event removes 30 badboy from you this takes place before the annexation badboy is calculated. Also, you take major hits to your relations with France, Austria and UK. Expect France and Russia to DoW you, and expect to fight wars with Russia and France every 5 years from now on. Further, expect lots of revolts in the new territory because for some reason the game gives nationalism to the POPs in the former German minors.

Also refer to the Unifying Germany guide for more information (N.B. the Unifying Germany guide IS up to date for Revolutions).

Three Hurrahs for Germany

There is now a variation on the Three Hurrahs for Germany event for the AI only (i.e. where both Prussia and France are AI controlled) that if Prussia wins a war but fails to capture Paris in the war, the result is unification of Germany but not the seizure of Alsace-Lorraine from the French. (N.B. This was changed because previously AI Prussia would often win the war against France but not capture Paris, thereby failing to unify Germany.) This way there is more often a chance for Germany to form in the game - and it will still have cores on Alsace-Lorraine IIRC.

Also refer to the Unifying Germany guide for more information (N.B. the Unifying Germany guide IS up to date for Revolutions).

Defeating France as Germany in the 1914 Scenario

To defeat France in the 1914 scenario, Germany must:

  1. capture Paris, Brest and Lyon, and occupy a total of 50% of France's national provinces (not including colonies); and
  2. have less than 20% of Germany's national provinces occupied by foreign forces.

If you meet these conditions as Germany you will get an event to offer France terms of surrender, which France can either accept or refuse.

Miscellaneous and Other

Trading Land as an Uncivilized Nation

In Revolutions uncivilized nations can no longer offer land as part of a diplomatic trade (i.e. by using the “Open Negotiations” button). This is to stop uncivilized nations giving away a province to another country to gain a land border with them, so that they can then DoW that country.

Using the VIP POP Files in Revolutions

Should you wish, you can use the pop files from VIP in vanilla Victoria or in Victoria:Revolutions. The VIP team has done a lot of hard work to correct the population in places such as Poland, as well as the rest of the world.

Getting the VIP pops is easy:

  1. Extract VIP to a temporary folder.
  2. Copy all the files from [temp folder]\scenarios\VIPscen\pops to [your Victoria directory]\scenarios\GC.
  3. In [temp folder]\scenarios\VIPscen.eug, copy all the lines that begin with pop = "scenarios/VIPscen/pops/X.csv".
  4. Paste those lines to the [your Victoria directory]\scenarios\1836.eug, overwriting the existing pop = lines.
  5. Replace All (CTRL+H) "scenarios/VIPscen/pops/" with "scenarios/gc/".