Victoria 3
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Victoria 3 world conquest guide! Why? Because we can!
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Guide for world conquest in Victoria 3! Besides an walkthrough, also usefull tips & tricks and a Q&A from my perspective.
   
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1: Introduction of the game and campaign
First off all it is good to know I am no native English speaking. So sorry for any typos or weird sentences. Feel free to comment and rate/like this guide.

As a former EU4 player that also did world conquests in that Paradox title, including One Province Minors (OPM) like Utrecht (Netherlands) and Ryukyu, I had to check this game out. Haven’t played the earlier Vicky’s, I saw this game on youtube videos for early play by Quill18. The initial showing did get me hooked and I was like: well let’s try it. Feel free to check his videos and Twitch streams out, seems like a good dude that is very accessible and likeable to follow. I will often reference and compare to EU4, because of the many similarities between those titles and how the game feels for playing.

This guide is done on the Earl Grey patch 1.1.2. I make no use of exploits and it is on Iron man. I use some visual mods like One Outliner To Rule Them All, Notifications Filter, More Spreadsheets and several Dense mods that help with keeping the game playable when owning much states etc. Because the information in the UI and overviews is far from useable and good and hopefully it improves a lot in the next major patch. This development route feels very similar for me with early EU4: After release the first few main patches focus on making the game more stable and less buggy overall. This is followed by minor improvement and quality of life improvements, while they work towards a major gameplay expansion for certain regions. I see potential in the game for being good if developed properly during time. So if Paradox will do a similar thing for Vicky as they did with early EU4 it is not that bad.

The game is easy enough to start with, especially if you are already familiar with other Paradox titles, especially EU4. That game is much more extensive and in depth then Vicky 3. Vicky 3 is often described as more focused on economy, much less on literal country expansion. Warfare is mostly automated and apart from deploying your army, there is little management needed. I agree with all of this, but that does not mean that you can’t expand. So let’s do a world conquest in an economy simulator that is not truly meant to be played like this. I was surprised to not find a written guide in Steam forums, so here you go!
2: Index
1: Introduction of the game and campaign
2: Index
3: Goal for the game
4: Short version and plan for those that don't want to read much
5: Phase 1 Initial start and first steps
6: Phase 2 Early game
7: Phase 3 Midgame
8: Phase 4 Endgame
9: 100 years of progress and results
10: Q&A More in depth general details and stuff about the game
11: Q&A Army, navy, warfare
12: Q&A Technology and buildings

3: Goal for the game
There is no achievement as with EU4, but I will approach the goal with the same requirements as the achievements in EU4. This means have everything under your direct control. That can either be you self-owning the states or via puppets that would be annexed and integrated if you would want to. So no protectorates, since they would require 2 steps to integrate and have some self-control. As mentioned before: no exploits either. Just use the knowledge and game mechanics to their strengths; all you have to do is making the right steps to expand. And control the pace of the game so that you can manage stuff.

World conquest is overall very tedious and repetitive. But unlike EU4 it is in my opinion much less of a hassle, and you can do it on high speed. Way less micromanaging required than EU4. Time limit is until 1936, so you have 100 years to complete. Just keep your economy growing, pick your targets well and expand.

I have done 3 campaigns now: Starting with Brazil to learn the ropes and try out stuff like laws and colonization. I followed this 2 times with Great Britain (GB). The first try was to see how the number 1 great power worked and that run was almost a world conquest at the end with only several minor (split)states left. Too much at least for a detailed guide in my opinion. Second GB run is used in this guide, where I could use an overall decent knowledge of how things work and evolve in the game. So even newer and less experienced players can use this info and use it as they see fit for their overall games in Vicky 3.

Feel free to like, rate and comment this guide.
4: Short version and plans for those that don’t want to read much
I did this world conquest as Great Britain. Why? Because they are already almost everywhere in the world, they own many colonial assets, have an easy access to India and they have an near perfect start. As already the number 1 great power you already have a large army and navy at your disposal. Another bonus: They are easy to defend and start with almost every law you would want. Other than that: I will divide the game into 4 phases. Phase 1 will be the initial start and steps to do. Phase 2 will be the early game, followed by phase 3 what is the midgame and last but not least phase 4: the endgame. Read at least phase 1 for the overall idea of the campaign. The chapter with 100 years of progress, will show how the world changed in this time.
5: Phase 1 Initial start and first steps
Before unpausing handle your country, economy/trade and buildings. Build what you need asap after that, but start with expanding the amounts of construction sites. So you build 5-6 buildings from the get go and expand them further when your economy can handle them. Always keep the queue full.

For laws you have most of what you need already, so focus on Multiculturism first and then Total separation when possible. For institutions: You want to have the colonial and education institutions maxed out. Same goes for the ones that help with reducing unrest and buildup of turmoil like home affairs. The rest of institutions don’t matter much for this campaign (also laws) and is your personal preference if you want to change it for more challenge. One exception is of course your tax law: Proportional taxation is where you want to go. Keep your politics easy and simple
Laws


Must you colonize? I think it’s beneficial to do so for resources and blocking other majors, but you don’t have to go everywhere right away. I focus on all the non-malaria states first. Apart from that forget South America; start with North Africa and take Zanj on the east coast, all to sod off France. Once I have a few colonies completed and my colonial law improves I pick other Malaria states above Kongo. The south African and Indonesian regions I do a while later, when most of the non-Malaria regions are complete.

Last day 1 actions: You can already pick some rivals like Spain and Turkey for influence, but don’t go for Prussia and Austria yet. Because you don’t want to lose this easy foothold in Germany, keep the union going and don’t whole of Europe in your war. I found this target strategically so important that my first diplomatic action is expel diplomats, declare war for puppet soon after, but before the old guy kicks the bucket and make it so that Prussia does not join. France is ok and even good, so since they are already rival… If they join (very likely), you can get their part of Guyana, humiliation, war rep and open market in one sweep. Fantastic! If more majors besides France join, you might want to restart for a do over.

Try to do this war swiftly and get a win against France as well by naval invading them first. You can send an small army for invasion in Germany after the fronts are available in France for an easy time and secure the main objective. You might get invaded yourself if you take to long. Does not matter if it costs you a lot for the economy, so use your whole army and recruit the conscripts.

For the sliders: you will want to max out your army from the start of war. During the game I want max army expenses, followed by government and then the lowest tax income. All in the name of the least amount of turmoil and keep the parties happy. High legitimacy is key. But use the tax slider if you can take the hit for a while and make max profit. You need to spend money to make money, so whatever helps your building queue/economy is welcome. All money you can miss during this time besides the basic economy stuff, you should spend on making some ‘friends’.

Diplomacy is easy in the early game: If I have infamy I want enough influence to let it decay (max or at least with 20% above). Max limit I don’t want to go too much over will be 25 infamy for a while, because above that the negative relations penalty hurts for getting protectorates. If you foresee an recovery time with no major wars or expansion, you can focus on low amount infamy diplo plays on subjects for integration or making protectorates puppets. With an large enough army they will most of the time give up without war. For getting protectorates: Go wide instead of slowly upping them first. Finance them for obligations and up relations by getting them in your market. Way more efficient that way and only costs money. Downside is that it might be a while before you get obligations. So use those wisely depending on where your standing with that country is at that moment in time.

After your first war, I set my eyes on conquering Texas for an foothold in North America. From there you go with the flow and what pops up as an good opportunity. Go for small countries only for conquering (and subjects) outside mainland Europe. In Europe itself you want to go with diplomacy and some protectorates. Obviously as GB you get Qing and your Opium war. Take at least Beijing (besides a treaty port) for the buildings, population boom and Forbidden City (that helps a lot with legitimacy). For the treaty port I have chosen the most southern province where it is available, so make sure you have set your interest in south China.
6: Phase 2 Early game
Main goal is to build your economy and army/navy. Try balancing your infamy so that you can expand slowly in non-European regions, while still make protectorates on strategic places. As long as you are under 25 infamy it’s all good for this purpose.

Targets for conquering are states/regions: that suit your needs for resources, that can create (future)beachheads to have easy military access to inland regions or possibly towards inland capitals of well defended countries. Also keep your eyes open for the diplo plays that involve the major powers. This gives an good indication if they will be busy and what might possibly be a time to strike an certain target that might otherwise be protected by them. It might even be beneficial to join the opposing side if it weakens them, or make them lose control over a subject/area.

War with major powers are mainly used by me to generate truces, weaken them, deny access to colonial regions, get control of easier access near the capital (I look at you Austria) and humiliate them/get their income. Don’t bother to much with getting provinces from them; once you grow, puppet them in 1 go will be much easier. With some work early on you can create an easy rotation with the majors that you encounter overseas, that will contain them in humiliation truces for 5 years. And no interfering towards you. World rejoice! It will all be good in about a century and we can laugh together as one, big happy family!
7: Phase 3 Midgame
This part starts for me when I feel ready to go raging ham and /care about infamy #Never lucky if I set my eye on you. This starts around the period between 1840 and 1850. You care in a small degree about who joins as major power opponent, but you will care very much about potential targets to gobble up. Use this mindset to gobble up single/small amount of states, or make an puppet spree in one go if they are bigger. Remember that puppet larger nations cost 40 maneuvers in general, so spend your maneuvers strategically in the diplo plays. Multilateral Alliances in the society techtree will give you 25 more maneuvers, so get this asap when reasonable (when you are able to go for rank 4 techs and have no higher priority tech you need).

Since diplomacy goes out the window: don’t bother with protectorates anymore and use the influence to decrease high relations with subjects that you still might want to integrate. Humiliate a rival might still be useable to some degree, but it must be worth it to give up the maneuvers.

The economy you have determines your army size that you can reasonable sustain. But the bigger the better. You might even reach a point where you don’t want to expand with your armies and disband in regions where you have no integral forces needed (anymore). For me these are the American and African regions. I like getting stuff without long drawn out wars, so pick your targets that might just give in for that. If you do go for war, use places where you can gobble up a lot of parties that join. So rejoice if you see targets with alliance and defensive pacts.
8: Phase 4 Endgame
Endgame is easy. Resistance is futile! Timewise this starts for me when even the large nations will give up on wargoals you set and you can puppet major powers. Fase 3 and 4 will flow over in each other gradually, but this snowball effect will happen rather fast. Grow and grow even more, pick your smaller targets first and conquer them. Puppet and integrate larger targets and keep using the tips and tricks used as mentioned earlier. Dealing with the (unrecognized) Great powers is simple: grow until you can puppet them, don’t really focus on them or make them smaller. Would suggest it might be more beneficial to release subject they have. Qing is the most annoying because of their unrecognized status and immense population size. This was my last major power to puppet.

Other than that it simply is mop-up duty in the meantime. Timewise you might not have time anymore to integrate subjects. So be done here with the very pesky subject that can’t deal with their rebels continuously and having large amounts of subjects yourself. Hope that the rest is not too much of an useless bunch.

That’s all you need to do to get the world in your pocket. Sadly because of subject locking you in their problems I did have a few last free havens in Africa in 1936. But it’s close enough for world conquest to call it a success and viable route for everyone to try!
9: 100 years of progress and results
Now a small trip through the campaign. I will have some highlights that are worth mentioning and other then that the overall progress in steps of about every 20+ to 25 years in game.

After the early start and first 25 years you don’t see much in terms op expansion, but that is obvious.
First 25 years pic
Market
World conquest is a snowball effect. It starts small, depends on how things evolve after unpausing, and what actions you take. After the initial steps as described during Phase 1, you will most likely look towards Africa or the Indonesian regions. In my run I did not much conquering in north and south American continents besides my subjects that I start with.

However the only real power in this region to keep an eye on is obviously the USfarAway. And in my run they did get some colonial uprising. It does not benefit me directly for conquest, but If I can keep them small and occupied in this part of the region… And so it goes: standing with the natives is beneficial as you can see in the picture. At this point in time they had an second uprising and we stomped them in the ground for good this time. Next war: is me making them a subject.

The East India Company was weird this game and they did go a diplomatic and subject route in my run. Not much did come from it. But I have also seen them conquer in earlier gameplays. Not sure what makes them do what they do. But whatever they gain is a bonus later on. But even they are an terrible subject that can’t deal with stuff. Around 1855 they got an rebellion with Hindustan.
India pic
This seems an scripted event, because they form the Raj after this. As GB you are not part of this play somehow, but when they become the Raj they will become an puppet and you gain all their subjects as puppet. If you are not busy it is excellent to gobble them up and even integrate provinces while they are small. Good resources, loads of manpower: This area is so easy to gain for world conquest as GB. Keep in mind that you get a lot of subjects no matter what, so a clean up duty is wise in my opinion.

This is the world around 1875. The red color starts shaping larger areas in the world.



This is the world around 1900. Expansion goes fast now. Larger and larger subject come and go.



In 15 years a lot happens. It’s getting red in the world.


And around 1922 there are no independent majors left.


And this is the world around the end of 1935. Sadly the silly subjects that can’t deal with their problems prevented me from getting each and every part of the world. But it’s close enough to see world conquest is viable to do in Vicky 3.


10:Q&A More in depth general details and stuff about the game
Q: Who is your biggest enemy for world conquest?
A: No one in the traditional sense of a competitive enemy country. Time and subjects are however.

Q: Time?
A: Yes, 100 years is not long. It seems that during progress in game the time for diplo plays increases before they kick into the action. Maybe someone can confirm this. Can’t say this for certain and maybe I am imagining this. But early on you seem to reach the end of the 3 parts in plays more quickly than later on. In any case: If you can do at most 2-4 diplo plays in a year, there is later on to much plays needed. So a way to look at the main goal is to minimize the amount of diplo plays needed for total world conquest.

Q: So diplomatic plays and actions. What about them?
A: There are 2 main actions you will use: Annex subject and puppet country. Other noteworthy are bankroll a country and one of my personal favorites: expel diplomats. For diplomatic plays themselves: you want to stay away from native uprisings and secession. Those diplomatic plays will lock you out of actions and will cost time until you solve them. So you want your laws and economy as good as possible. But even then it can happen. And sadly I haven’t found anything I can do in regions that are not yet integrated as an province to reduce turmoil quickly under 50%. But maybe someone with more knowledge of the game mechanics has ideas for this. Leave a comment if you think I missed an option.

Gameplay wise I can understand the idea to some degree when it locks you from other actions when there is a civil war. On the other hand, especially for native uprisings: Why are they viewed like that? Native uprisings mean absolutely nothing as long as you can deal with it military. Also a secession in just 2 provinces when you own the world, locking you out from diplomatic actions? It’s a bit silly in certain situations. I would say: if you think you can handle it, why be locked out? And why doesn’t every diplo action lock you out then? I think this locking mechanism should be gone. It’s up to the players themselves to choose if they want to be overwhelmed on multiple wars. Especially since the AI can screw you with multiple diplo plays anyway.

Q: Subject are an enemy? Aren’t they useful?
A: Nope, only to gain larger amounts of states. Their income is ok as an extra bonus, but they can’t handle their stuff. Uprisings are an pain and lock you out of your own progress. And this problem can lock you in a almost unending cycle of subjects that need help. To make it even worse: A single subject can have an uprising just after you finished or even during the current uprising. The solution: have as few subjects and integrate them asap if you see them getting uprisings over and over again. Uprisings and controlling this, is an part of the game where I think Paradox should put some work in: it’s too random, there is not a real good way to deal with this without actual crushing an rebellion and especially when it happens to a subject they are worthless and need handholding all the time.


To top it off: Even if the subject has no uprisings, they are so stupid. I really hope that on the warfare side of the game we get options to tell our subjects to stand down, or have some control on their offense/defensive stances if they fight with you. The times that my subject lost an capital region because they think it’s a good idea to suicide with their 2 units against 200 and losing area because of this against defenders…. They don’t match your stance on attack/defense and screw you over. It makes you want to throw stuff how irritating this is. I rather don’t have them join. Similar things used to be in EU4 and they have done several things to negate some silly behavior of subject.

Q: So Major powers are not an concern?
A: Early on they are to some degree. Because you can’t match and rofl stomp their military, let alone their combined power. The more annoying part of them is that getting in a war with them costs time. So you only want war with them if you can gain something out if it that benefits you. Countrysize does not really matter, as long as you keep growing large enough that you can make an subject of them.

Q: So world conquest is doable without exploits?
A: Yes, there are a few things and actions in my run that could be better. Plus I might not have the optimum economy play due to inexperience with game mechanics. I might pull of even more if I would know the game more in depth overall and last but not least I don’t know the in game events and circumstances fully. Also in the late game when the game starts to suffer performance wise, you can have some unintended miss clicks. I had a war for example where I did get an conquer state wargoal instead of the puppet. What resulted in an extra war later on because of that.

I do think other majors can do this, but I think GB is most likely the best start position to go with. They already start with India on the easy menu. Unlike EU4 however, I don’t think you can do this with any country you want, especially the OPM’s. Time is to short with how current mechanics work I would say.

Q: So what do you think of the game overall and the state it is in?
A: Well overall it is ok, also see introduction for some more info on this. However there is a lot to refine, with mechanics but also UI. The need for visual mods should not be mandatory if you spend some thoughts on this. In the current state I think it is however. Too much details are unknown or poorly designed. The upcoming patch should be interesting to see what they improve.

Top 5 of my current gripes with the game:
1: UI and finding/managing your stuff, it’s to cluttered or not present. The outliner is basic at most. Mapmodes are missing and needed. Information is key for games like this. And how can they let stuff in screens move around? I have accidently deconstructed buildings I didn’t want to in the state buildingscreen, because I want to remove 2 buildings and the picture spot is changed for something else in between the clicks.
2: Similar to 1, but this goes for tooltips and numbers shown in game. It’s hard to see what determines what and make correct decisions with that information.
3: They have improved a bit, but the AI warfare with fronts is still dumb sometimes. Especially in areas in north America where jagged coastlines screw your fronts and make your armies stand down. Invading DC for example, while having Texas will make your army stand down to Texas after the invasion. You can send your army back in 20 or so days while losing your foothold there….
4: Also something many others requested is the relocating of generals and admirals or reassign them to another army. It sucks if your good general is more suitable on another part of the world or if you know that your armies are needed in area where you fight a lot. And the half empty stacks because of missing units, are sadly still around. Very annoying.
5: Improvements to the events surrounding resources. They are overall boring and repetitive. After a gaziljon times oil found you have seen them all.
11: Q&A Army, navy, warfare
Q: Army and navy. Tell more about this aspect. What do you look for?
A: Well both army and navy are your main tools for a run like this. Let’s start easy with the navy first: control of the seas is key. Doing that as GB is pretty easy from the start, but is not perfect right away. Overall I run with 1 huge stack that I also use for naval invading, complimented with 1-2 smaller ones for some convoy raiding. If no need for invasions, make sure you raid the enemy. If find this works overall best if you are big enough.

For size I mostly use size steps of 10 early game and later 20. Building up your navy early on to some degree is needed, because I want to be able to do at least 2 naval invasions at a time asap. I use the biggest stack for my main goal and the second can be used to distract first, or just create 2 beachheads. Early on it is 80 size, but because of my preferred army size it soon goes to 100. The second starts way smaller and is build up in time to similar size. Because of the landing penalty, your army needs to be about 3/4th of the fleet size it seems. Maybe someone can tell the exact percentage in the comments. You can later get the nice tech that removes the landing penalty, what in it self is a huge buff. So get that asap when reasonable to do.

Q: And the army?
A: Early game it is stacks of max 60, but I want 1 main army of 80 asap after I have 2 decent groups. I find it way more important to be able to contest all or most fronts at the start, then having 1 giant doomstack. Until you grow large enough you will be expanding your army size from day 1 for a while. Doomstacks of 100 work well in certain situations, but I rather combine certain stacks. 80 or 60 size is an overall useful size that I use most: doable in early game, seems to work well with naval invasions and hold out until reinforcements arrive. Also this suits the need for multiple wars and fronts better than 1 giant group.

Obviously I also have some really small groups scattered on places I colonize or for easy island hopping. They are just for removing fronts you don’t want to bother with. But it is very handy early on to make 1 small invasion force in Texas for example, ranging from 3 to 10 size, complimented with an navy stack that can deliver them around the globe.

Q: I don’t hear you much about generals and admirals yet?
A: Not much to say, other then that you want your army and navy groups kitted out with a leader. Bonus stats: the by far best stat you want is the offensive planner. This is simply the best stat for breaking the enemy and it can even upgrade to an expert variant. Especially if you must do a narrow banded front in difficult terrain, this stat makes or breaks battles. The rest of bonusses has their uses, but it’s hit and miss. Negative modifiers are overall not to bad, but if possible avoid minus offense.

You might think larger size then standard could be useful. But overall it does not suit my army style and sizes I use. I also have the gut feeling these leaders cause a lot of the missing units problem. So I don’t look for this stat that much.

Q: So what about your tactics and strategies? What front(s) you use? How does an usual war look?
A: Since small nations are pretty straight forward, I will focus on larger conflicts like with France or Austria for my views in general. Stack size matters, but doesn’t say it all. But overwhelming forces is a very useful tactic to do if possible. And the capital state is almost always your main wargoal: take this and the race is on for the ticking negative warscore.

But by far my most used strategy involves 2 things: can I avoid difficult terrain and can I distract? Even once you are the biggest by far, this still works best for fast wars. Naval invasions give you an good tool for distractions. This is also the main reason you should pick your (future) beachheads well, especially if you conquer states for future land wars straight away with an large enemy. Going for the big and shiny state seems obvious, but might not be the best for fast wars later on. Easy access to a capital state is far more useful for speed. Or have no land connection at all and rely on a naval invasion all the time for certain enemies.

Since you can only decide your initial point of invasion, make use of the terrain if possible. An enemy that needs to fight on multiple fronts is way easier then 1 big front. Especially with overseas fronts this can be used to your advantage. I look at you France especially and will use them for the following example war that illustrates the above very well.

Example war with France
Make them all go to 2-3 fronts in Africa and India for the start. Keep them occupied by a defensive force that simply is there to hold out as long as possible, might not even matter if they advance a bit in India for example. Use a few token forces to remove the islands as future fronts. Meanwhile you do 2 invasions mainland France (for the capital state) and they can make a blitz land inwards with the few present forces.
But you might even want to make this step a 2 way rocket early game. Because you overall don’t reach Paris in the time before their forces return home. And you are not big enough yet to overwhelm.
So my first invasion is south of France, I follow this up with a second one (closely timed after) in the north. Make sure you take an naval battle in account planning this. In the north I will use my best offensive force that is available. All standing down reserves I send to this front. The front in the south I let them roar until it slows down and make them defensive when needed. Similar to what I did in Africa and India.

If all goes well, France starts pulling back forces as soon as your first naval invasion succeeds. Their main bulk of forces will go there. Because of the time, you might want to send far away armies to that front as well. Remain with minimal forces to defend in Africa and India, unless all enemy is going away home. But prefer to keep an army of them occupied if possible.
Meanwhile in France the second invasions succeeded and with minimal resistance you already have almost reached the capital state. Make sure you obtain an part of the capital state. From there it is GG and depending on how easy or difficult it is, you can continue attacking or hope for the best and hold the part of the capital state you have defensively. Only attack if you are sure you can break it, otherwise go defense. Let time go by and congrats on your victory. It’s truly that simple in Vicky 3.

Example Prussia

Here another example of a country with many fronts: Prussia. Similar as with France, I focus on multiple fronts. You can also see I used my direct borders to distract them and naval invade in the north. The picture also shows my preference for beachheads well. I use those to carve up area’s and even use it to create an inland highway. For Europe that means reaching the inner countries that are landlocked. The south beachhead around this time has not only evolved into a highway, but has the added advantage that I can easily go for the capital state in Austria without much difficult terrain. And Italy is also separated and easy to access now.

I need to mention that for world conquest I only need highways over land for Europe and a real tiny bit in Africa. The use of this tactic was far more beneficial in EU4 where the world was way more splintered.
12: Q&A Technology and buildings
Q: So technology. Military first?
A: Yes and no. GB starts with good tech already so most early things you have. Early game I focus on 2 main things. Handcranked machine guns and the colonization improvements. However the first is not reachable in 1 go, so it also depends how my needs evolve in between. Production is obviously also very important. So I switch if needed. Once I feel I have a bit wiggle room in the queue I will build some university to improve research. Other noteworthy production tech are those for tools, steel and nitro/dynamite in general. For military it are those that give extra stats for the army. Ironclads I don’t focus, I do this when I feel my production is ready. I skipped trench infantry in my run and also didn’t feel the need for them. Timing when you upgrade your army is obviously very important. But as long as main battles are won and/or I have a huge number advantage, I upgrade all asap in a winning war. You might also do some micromanaging with specific armies if you feel the need. For the navy it does not matter as much, because you are overall the largest by far if you do it like me.

Q: Anything on buildings and the queue?
A: Simple answer. Whatever you need, but obviously at the start it will be some construction and armies first. Then whatever has highest priority. Keep the queue filled all the time. Remember that with techs for like Ironclads and powerplants, you will need some other basic buildings that produce certain goods you will need much more/less from. Think rubber or oil as example or with pumping jacks the engines. So always factor in your production. Early on you are always looking for everything to build, but in time it will mainly be things like coal, oil, steel, power and engines. In between I fill the queue up with other stuff that my market has a big need for.

Last but not least: you will need some government buildings and transport. I balance them on needs, but I don’t want to go all in on max number ports in every province. Convoy are plentiful later on and the cost does not seem worth it to me. I do however like having 1 port in every coastal region. And early on Transportation is not my main focus, but rails will be build a lot later. Once you come in building sprees of literally 10-20 buildings in 1 province you might as well build some rails while you are at it. You will need it anyway.