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Forts are least relevant, techs which give you bonus to the overall army are the best, and artillery techs are important because artillery is your main damage dealer. That doesn't mean they're less important than the other techs, quite the opposite, "great questions of the day will be answered by blood and iron" and all that but that you get the same effect if you research Muzzle loaded rifles in 1839 or in 1929, as long as you don't have to fight a war against any civilized country it's irrelevant. Navy and military techs aren't time sensitive. In terms of industry, it goes: techs which increase mining and farming -> techs which increase input efficiency of factories -> techs which increase output efficiency of factories -> techs which increase throughput of factories - infrastructure (i.e railroads, the effect of which is to give a further throughput bonus to all factories in the state based on the overall level of infrastructure in the state). Education efficiency techs are very good, especially if you've already gained RP from plurality or education reforms, and you'll need an educated populace to build a successful industry. Specifically medicine tree for population growth - if you research that in 1849 compared to 1839 you lose out on 10 years of increased population growth, and Political Thought mostly because of plurality inventions which increase your research points independent of your literacy, which is especially useful if you're low literacy country. Besides that, try to research techs which are time sensitive over those that aren't, specifically techs whose affect stacks over time. Research Philisophy tree techs literally as soon as they're available, if your research lines up it's perfectly acceptable to save up RP points for 6-12 months before one is available to get them earlier.
#Usa victoria 2 wiki how to
#Usa victoria 2 wiki full
#Usa victoria 2 wiki free
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#Usa victoria 2 wiki mods
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