Victoria 2 where is the outliner




















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Outliner question. Thread starter unmerged Start date Nov 18, Weight: 2. Your payment information is processed securely. We do not store credit card details nor have access to your credit card information.

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Please remember it can take some time for your bank or credit card company to process and post the refund too. We will email you the discount code once you subscribe below:. The other input to luxury furniture is regular furniture, which is circled in red and in a yellow box. We can see that the inputs for regular furniture are timber, and lumber. I've circled those inputs in yellow. Lumber is a processed good created from timber again, currently we only have artisans producing this , and timber is simply raw wood collected by laborers.

So what good is all of this information? Well, the important thing is that we have domestic access to all of the things going in to making luxury furniture. This means that later on we can set up chains of factories that complement each other.

If we have a highly populated state which contains timber or tropical wood or even better, both , we can plop down a lumber mill, a furniture factory, and a luxury furniture factory there. Factories located in the same state as one of their required inputs receives efficiency bonuses and can be far more profitable than those which are isolated from their inputs.

Budget The budget window is where you control your nation's income and expenses. On the left, you can see that you can tax the poor, middle, and rich classes separately. The little icons of people in each tax strata indicates what type of pop is included in that category. The Poor stratum includes craftsmen, farmers, laborers, slaves, and soldiers. The middle contains artisans, bureaucrats, clergy, clerks, and officers. The rich are only aristocrats and capitalists.

The pie chart in each category describes how well the pops in that stratum are providing for their needs. Red means that those pops are getting none of their needs fulfilled, yellow means some, green means all of their living needs are met and they are meeting some everyday needs, blue means all of their everyday needs are met, and teal means that luxury needs are being met. The more fulfilled your population's needs are, the happier they will be.

A happier populace can change professions more easily and are less likely to be rebellious or otherwise militant. I'll go over these pops in more detail with the population screen.

We can adjust each wealth level's tax rate independently and see how much income that would generate us in a total at the bottom. We can also see that we're getting 0. You only receive income from that category if you have a province which has gold as a natural resource - we don't.

On the right side, we see our daily expenses. Industrial subsidies are exactly what they sound like. If we have struggling factories and our government form allows it, we can subsidize them to keep them operating. The stockpile expenses allow you to cut down on purchases necessary for your army, navy, or construction projects.

Cutting these categories will reduce your expenses at the cost of leaving your military less prepared to fight, or lengthening the time it takes to gather all the necessary steel, concrete, and other materials needed to construct railroads, forts, and state-constructed factories. The Education slider determines your funding level for paying the wages of your nation's educators - who are represented in game as clergy.

Maxing out education funding will promote the growth of your clergy demographic, improving your research rate and promoting gains in literacy.

The Administration slider likewise controls your payment of wages to bureaucrats. Maxing this slider out will promote the growth of your bureaucrat demographic. Bureaucrats affect the administrative efficiency of your nation. Administrative efficiency does a few things: it affects your nation's crime fighting rate, which in turn removes negative 'criminal organization' traits from provinces, it affects how efficiently you collect tariffs, how efficient your social programs are, and supposedly also affects how quickly your pops can promote into other types of pops.

The Social Spending slider is pretty straightforward. Some of the social policies that you can pass will have costs, and those costs can be controlled with this slider.

Since we have none of those policies in effect, we're incurring 0 expenses here even with the slider maxed out.

The Military Spending slider determines how well you pay your soldier and officer pops. Note that this is different from the military stockpiling sliders above. This slider promotes the growth of your soldier and officer demographics. Growing your soldier pops will increase your land force limits, allowing you to field more standing regiments. Cutting spending here will generally result in soldier pops promoting or demoting into other types of pops, reducing your overall forcelimits over time.

Finally, there is a section below expenses for Tariffs and Diplomatic Balance. The Tariff slider allows you to either generate income by setting a positive tariff or incur an expense by setting a negative tariff. A negative tariff will subsidize the purchases of your populace, making it easier for them to purchase goods to satisfy their needs and making it cheaper for our factories to purchase inputs necessary for their operation.

A positive tariff will have the opposite effect, but can potentially generate lots of income for the state. Diplomatic Balance comes about from wars. If you defeat another nation in war and include a wargoal in the peace deal which includes reparation payments from them to you, it would be included here.

Likewise if you were defeated and you were the one paying, an expense would be displayed here. Technology On the technology window, you choose which technology you want to focus your research on next. Each of these tabs have 5 subcategories of technologies you can research, and you can only research one at a time.

Technological advancement is a big part of this game, so we'll come back to this many times. In this screenshot, I have the Strategic Mobility technology selected.

It shows us in the bottom center which I've circled in red what the effects would be of researching this tech and how many research points it would take to discover this technology. If we complete research of Strategic Mobility, we would immediately gain a bonus to our max fort level and dig in caps. Those are things I'll talk more about when we look at combat. It also causes our standing troops to consume more supplies than they used to.

Most technologies that improve your troops also make them more expensive to maintain. In the yellow box, there is a list of inventions associated with the selected technology. Completing research into Strategic Mobility will allow us to potentially discover these inventions.

Inventions are not something that you choose or attempt to research yourself, they are simply bonuses that you have a random chance to discover over time after their associated technology has been researched.

In this case, researching Strategic Mobility would give us the chance to discover the Field Fortifications and Railroad Transport Groups inventions. Politics The politics tab is full of information and functionality. I'll be visiting this screen many times throughout the game, so let's just take a quick account of what is on here for now.

On the left, we have some basic information about of government. At the top, it tells us that our government form is an 'HM's Government'. This is the most progressive form of monarchy in the game. The other forms of monarchies are Absolute, and Prussian Constitutionalism. Our type of monarchy is decided by our Vote Franchise and Political Parties reforms. Since Brazil begins with strong voting rights, it categorizes us as an HM's Government.

There are other government types such as democracies and different types of dictatorships, but in order to swap between the three basic types: Monarchies, Other Dictatorships, and Democracy, you would need to allow your government to collapse under a revolution. The information about our upper house gives us some insight into how close we are to passing more reforms. With a solidly conservative and reactionary upper house, we are extremely unlikely to have the chance to pass more reforms until either our upper house's composition changes, or our population becomes so violent that the upper house caves in.

We have one button which lists our party: Partido Conservador, and another button beneath it which lets us hold an emergency election to attempt putting another party in power. Since we're a monarchy, we can actually just click on the button above Hold Election and choose which party we want in charge of our upper house.

The list of policies beneath the Hold Election button tell us what our ruling party's stances are. These stances of our current upper house determine certain limits and capabilities for our nation. The Trade, Economic, and War Policies are generally the most important ones to keep in mind.

Religious and Citizenship policies don't play as large of a role in gameplay. The Ideology information at the bottom tells you what the most important issues are to your population, and whether the issues important to your voting populace match the issues important to your populace at large. There are 4 tabs which can be viewed on the right. The currently selected one is 'Reforms'. This shows us what our currently selected social and political reforms are.

If we have the potential to change a social or political reform, this would be where we do that as well. We can't at the moment, so this is currently just an informational screen.

The movements tab will show a list of different groups in our country that have organized to demand social and political reforms, or some other type of change. The movements tab is also where you use your suppression points to scatter organized movements that are becoming too volatile. The Decisions tab contains national decisions that can be enacted by our nation. National Decisions are special case events which you can trigger if you meet their requirements.

Some are flavor events which provide cool, unique perks to your specific country, and some are open to all countries on a first come first serve basis, such as building the Panama canal. Finally, the Release Nations tab allows you to divide a section of your country off as a separate nation, though you do retain a high level of influence over them.

Our tab is greyed out because Brazil contains no potential nations that it could set free. Population The Population window shows us a list of our states on the left, and demographic information on the right. I drew a small red circle around an icon on the panel for the state of Rio de Janeiro. Clicking on this icon will allow you to set a national focus on that state from this screen.

Often times, you'll want to set your national foci to affect your highest population states first, so this is a good screen to manage your national foci from. You can view demographics country wide, by a single state, or you can even click the triangle just to the left of each state to open a sub-list of provinces in that state to view demographics of a single province. This demographic information shows us everything we could need to know about our population.

Each province in our country is populated by people who are split up into 'Pops'. Each pop is a unique grouping of a certain type of citizen. You might have, for example, a group of Catholic Brazilian Farmers, and a group of Protestant German Farmers in the same province.

These groups would be 2 separate pops. While they are both farmers and both doing the same job in the same province, they may be affected differently by your nation's policies. A pop which belongs to a culture which isn't accepted by your country is more likely to be upset with your government, for example. Ultimately though, there are 12 basic types of pops which perform specific jobs within your country. I'll go over each of these pop types now, in the order which their icons appear at the top of the Population window above: Aristocrats Rich : Aristocrats are land or resource owners.

Each province has an RGO resource gathering operation which produces some type of raw material, and whether that good is mined or farmed the aristocrats of that province benefit from it. Their presence provides a slight bonus to the collection of that material. Artisans Middle : Artisans purchase raw or processed materials with their own money and then turn those into finished goods. They use the money that they make from the sale of their goods to purchase consumer items that fulfill their needs as well as the materials needed to continue their work.

Artisans are skilled tradesmen who start to wither away as the game progresses and factories become more efficient, putting many artisans out of business. Bureaucrats Middle : Bureaucrats affect our state's administrative efficiency, which in turn provides beneficial effects to our country.

Bureaucrats are paid completely by us with the Administration slider on the budget window. Capitalists Rich : Capitalists share in the profits from factories present in the same state as them. They provide a small bonus to all factories in their state, and if they make enough money from factory profits, they will invest the extra into building projects for new factories or infrastructure. Clergy Middle : Clergy is paid entirely by us with the Education slider on the budget window.

Clergy also educates our nation's pops, increasing our literacy gain rate. The main purpose of clerks though is to work in factories alongside craftsmen. Craftsmen make things in factories, and clerks make craftsmen work better. Craftsmen Poor : Craftsmen will be the lifeblood of your nation's economy later in the game.

They work in factories, producing whatever good that factory creates. They aren't picky. Being a member of the poor stratum means that they are called up when you mobilize for war, however. Then, when the war is over and those mobilized craftsmen come home to no jobs, you have an unemployed angry horde that just might revolt.

You will never have both farmers and laborers in the same province. The job of farmers and laborers is to work in the province's RGO to collect or generate that province's raw good. You'll have farmers working in RGOs which are farmed, such as grain, and laborers working in provinces where materials are collected, such as coal. Officers Middle : Officers generate a resource called leadership, which is used to 'purchase' new generals and admirals.

Having good and numerous generals and admirals will inflate your military score, which will in turn raise your nation's overall rank. They are paid completely by the state, with their wages coming from the Military Spending slider on the budget window.

Slaves Poor : Slaves perform the same work as farmers and laborers, but are not as efficient.



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