![]() ![]() Then, if there's any left over, POPs in your "common" market get to buy in order of their government's prestige. They go to the "common" market, where governments in your sphere get to buy in order of prestige. I wrote a long reply, but the forums logged me out before I could post it =[Ģ. So here are some questions:ġ) Is there an option to put the output of certain factories or just certain goods that I produce directly to my stockpile instead of placing them on the market?Ģ) Normally, what happens to the goods I produce? Are they placed on the common market first and then exported from there? If so, how can I stop that export?ģ) If my factories or artisans need inputs, where do they get them from? Do I provide them the input materials by buying them from the world market or do they do that themselves with their own money? Do they go to the common market first? How can I make sure everyone gets the input materials that they need? (aside from subsidizing)Ĥ) If I start stockpiling a good from the trade window, do I purchase what's available in the common market first or do I always directly buy from the world market?ĥ) How do I prevent certain goods I produce from falling into the world market? If, for example, I am technologically advanced and am the sole producer of a strategic good in the world, how do I make sure no one in the world has access to that good?Ħ) Is there a way to embargo certain countries so that they don't have access to the goods that I produce?ħ) How do I sell from the stockpile to the common market? I am producing some goods that I do not want to export and keep to myself but I don't know how to do this. I am playing Sweden and I built a few factories to see if I would be able to manage them. P.S.I am trying to understand the dynamics of the internal market (or common market, are they the same thing?) and stockpile. Basically the defensive counterpart to Organization. The more you have, the less casaulties you'll get. How efficient Artillery can use it Attack values from 2nd Rank.Ī very important modifier, enhanced by research (the very right Army research). States what units it can attack - Maneuver 1 means that it can only attack a unit in front of itself in the battle ranks, while 2 could also attack the one next to it (but it can only attack one at a times, so only for flanks) Simply how many soldiers there actually are in a brigade (default is always 3000) For that you have to have enough money, spend it on military stockpile and be able to purchase all required goods. The units regain Organization each day while being supplied. The "base values" of what are modified a bit closer : dont attack an unit in the mountains over a river =)) ![]() ![]() Terrain (when you attack in hills / mountains / over rivers you'll get a - modifier, depending. Defensive applies when you were attacked) Leader (+3 Attack = +3 when you attacked with your units. Dice rolls (each X amounts (~10?) of "battle rounds" you get a new dice roll from 0-9) Those values of "which-regiment attacks which one" and so on, are modified by : ![]() You cannot however actually move stuff on your own between the ranks. You can see that stuff when you click into a battle (the small box with the figures below the units) and look at the left. Out of that, you can propably see why a 50/50 ratio of Infantry and Artillery is pretty good. So thats the basis more or less for battle. If a regiment has too little men, flees because of morale or disorganizes, the next rank moves forward. Cavalry / Infantry can only fight in the front while artillerey is able to fight from 2nd rank and is always tried to position that way. Depending on the combat width (depends on terrain and tech, mountains only have very little and the later the game, the less you get to simulate longer-going battles) you can have X amounts of units in the front and the same amount in the back. When you enter a battle, your men are automatically lead into it and grouped up. Just for basic understanding of how a battle is going on in Victoria II. ![]()
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