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Someone mentioned in another thread that the Senate feature from Rome could be adapted to this. I would love to see that, with f.e. different parties in the US deciding whether a war against Mexico would be jusifiable. It would definitely make having a "pacifist" party in power actually mean something!

I'd also like to see "culture groups" a la EU3 instead of just individual, atomic cultures. So you'd have Persia with Persian as a main culture and, say, Baluchi and whatever within the same culture group, so these cultures would have more rights and be more productive whereas, for example, Arabic POPs would have more restrictions. But you could eventually gain Arabic as an accepted culture somehow. Immigration laws would play a role there. It would be -so- great if the members of parliament or whatever belonged to a certain culture, but that might be stretching it too much! And of course there would be "Union" tags like Germany accepting all German cultures without penalty.

I second all of the above Vlad. :p

Belnor.
 
Food economy

One of the thing's i found fataly lacking in victoria was that there was no food economy as in how far you could industrialize withought starving youre poppulation with a lack of food. In Vicky you could have a 100% of youre pops being factory workers and still feed them, RGO's only had a function for money income not feeding the poppulation. Then one would have got all his food from the WM wich is unrealistic if not only for logistics sake.

The Imperialism series, wich covered roughly the same period, did have a food economy where diverting to much labour to factory's or millitary could lead to starvation. It was a very good and crucial game element that forced you to develop youre country and tech to be able to have a growing industry, but where youre industry size was important to determine how easily you could produce the materials to develop.

Historicly part of why the industrial revolution took off well was because in the early 19th century lots of new innovations were done in agriculture that allowed larger amounts of people to be used as workforce in the industry, many underdeveloped country's could not industrialize because their agriculture was innefficiant and there wasn't much surpluss.

So plz make food economy a important part of the game, as to limiting how much people can be converted to other pop type's before starving people.
 
:D This is very true.

Also, no suggestions in this thread will have any serious impact on the game development process, but at least it gives us all something to do.

I dont know about that. No huge design ideas are going to be implemented, but I reckon features form here will make it into the game.

Any support for my constitution idea? I think it could add a good dimension to the game
 
Merchant Marine

One of the thing's i found lacking in Vicky was the abilety to have a merchant marine, and i'm not talking about the ships you needed to transport youre own oversea's goods, although that had some connection with it. Basicly in that period a lot of money was still made by trade and many country's profited from trade depending on the size of their merchant marine and afcourse certain aspects of power. Much of the trade to own colony's were often done by the merchant marine of the mother country, however a lot of trade remained for merchants of smaller country's to engage on, and they brought much wealth home that was not made domesticly, or in vicky terms not in RGO's and Factory's. Smaller country's with a good naval tradition would often have a significant amount of money flowing in from their merchants wich was not represented in Vicky.

So make county's have the abilety to have ships to compete for world trade and make some income from it, depending on a few factor's.
 
They said that the economic system will be greatly improved. I hope this means the elimination of the world market and this in turn would mean that you can hope to feed your population in peacetime, even if you overindustrialize a bit. But wars can be potentially disastrous.

Manual pop promotion might also be a thing of the past. That would make sure that there are at least some farmers working in the fields.

Personally, I found the Imperialism system a bit too strict, but I might just misremember it. Wasn't it impossible to feed your people by importing food? I wouldn't want Vicky 2 to go that way.
 
is it actually confirmed that there is going to be POPs in a similar manner to v1? I would have thought it'd be much better to give a greater degree of abstraction - like a pie chart which just shows what percent of pops are workers, capitalists, soldiers etc. Having to deal with provinces with 100 pops is a nightmare.
For me one of the strengths of the POP system was that, instead of knowing that a province had 79% catholic POPs and 60% labourers, you'd know you had 40% catholic labourers.

I agree with that. Also: the one resource per province thing; IMO it would be nice to have the basic goods like agricultural products produced in most provinces and for some abstraction represent it like: Province A; 80% grain production, 10% lifestock, 5% fishing, 5% lumber. That way we would still have predominant production for provinces, but there wouldn't be the strange situation that smaller countries for some reason don't have any farms, etc.
Is there any real reason to only have one RGO per province? Why not make a province's "exploitable natural resource potential" (amount of arable or potentially arable land, extractable mineral deposits, standing forests etc.) a property of the province itself, and make RGOs a type of factory that can only be built where a province has the requisite potential?

...I kind of lost my train of thought in the middle of that. Does it make any sense?
 
Keeping the flags system is the best suggestion I can think of right now.

These circular flags disgust me.

I want proper flags back.



Also, don't dumb the game down! The main flaw of the first Victoria was the interface, not the beautiful detail! (maybe simplify trade, that was a little much).


POPs must remain in all their glory.



... How do I suggest things to 'better' an already almost perfect game? :confused:
 
This might be a bit touchy but realistic (and it's for dictatorships to pretend that history was nicer than it really was): atrocities. Those have always been a sad part of human history. I'm not saying that the player should be able to commit genocides - but if the government were fascist, there could be a random event like this. "The government attacks a people." That would bring additional risk to play with such governments, because naturally something like that would give other countries a casus belli.

Works other way around too. Humanitarian reasons are often said to be behind attacking totalitarian nations.

You can bet atrocities won't be in.
 
Yeah the flag system must be there! A commie flag! A monarch flag!, A republic flag and many more :D
 
Also, don't dumb the game down! The main flaw of the first Victoria was the interface, not the beautiful detail! (maybe simplify trade, that was a little much).

While I did really love Victoria generally, the world market model stunk completely. I would much prefer something more simple and like HOI's bilateral resource trades or Imperialism style bidding, to simulate how closely connected trade and diplomacy/political influence were in this period. Particularly if it were tied to the "gunboat diplomacy" feature (i.e. send in the fleet, and be able to demand an unfavourable trade or open markets).

However, if there are 50 commodities, it's doubtful whether this would be manageable without considerable automation...
 
I am pleased to see that Paradox will develop Victoria 2. However, I would reboot this franchise since Victoria didn´t do well in business-wise. I think Paradox should rename Victoria to "Place in the Sun" meaning that larger nations in this game are looking to build colonial empires and are looking for their place in the sun.
 
These circular flags disgust me.

I want proper flags back.
I meant the "flags change with the regime" thingie, you muppet.

Also, give us Monarchs to look at. During the game I mean. And don't be lazy with that 1 Monarch per country ending screen. It can't be that hard to get monarch portraits during the time period.
 
Naval Warfare

I don't know how detailed the naval combat model of the game is going to be, but a few requests....

1) Please can you include the conversion of wooden sailing fleets to steam around 1850 - this was almost totally missed in Vicky, instead we had the "commerce raider" unit.

2) Can the naval techs be a little bit more representative of the historical development of naval technology.

3) Ideally torpedo boats and destroyers (and submarines) would actually represent a threat to battleships, just an unreliable nad very short-ranged one.
 
No icon when you register the game. Or an option to turn it off. :p

Seriously, though.I'd be happy with a better economy. You know, less micromanagement. Or, since I know some people love that aspect, give me options to hand certain stuff over to the ai or just give me an option to simplify things.
 
I meant the "flags change with the regime" thingie, you muppet.

Leave me alone you latin blooded love beast. :mad:

I was cought up in the love of Victoria to realise (happened after I clicked post)

Also, give us Monarchs to look at. During the game I mean. And don't be lazy with that 1 Monarch per country ending screen. It can't be that hard to get monarch portraits during the time period.

Might be much to ask for, but a cross between CK's character system would be interesting, as well as EU3's post game reporting. Of course, for the former, lite - but I can also see problems with that, so I'm inclined to say 'nej'.
 
My biggest wishes are related to immigration.

- People should be more willing to go to the colonies/dominions of their motherland. Large numbers of British went to Canada, Australia, New Zealand and large parts of Africa. In Vicky this just won't happen, or on a very, very small scale. It's event driven in VIP, but it shouldn't be. The same goes for other colonial empires ofcourse. The French will barely go to Northern Africa and so on.

- Provinces should have a population cap. Everybody knows the stories of Uruguay, Haiti or the USCA with 150 million+ inhabitants. Just not possible or realistic. The same goes for the Alaska Immigrant Magnet. Yes, people went there, but it's not really realistic.

- Immigrants should mostly retain their own religion. Nanfaren buddhist, Russian orthodox, French catholic, Albanian sunni, Ashkenazi jewish immigrants can all merge into Yankee protestants in the space of only a few days/weeks.

- With multiple national cultures, immigrants should assimilate to the dominant provincial/regional culture of the province they go to. So an immigrant moving to Texas or any Southern state will end up as a Texan or Dixie, but not a Yankee. There could also be a certain percentage, so some do end up Yankee, but I really think most should assimilate to the nearest dominant culture. With retaining religion and assimilating to dominant regional culture you won't get a Southern USA which is 80% Yankee. (These are all USA examples, but should ofcourse be applied to all nations).

- This one is a bit touchy, but here goes. I don't think Non-European/Western cultures should assimilate to a Western culture. Most European who immigrated to the Americas retained their european culture or assimilated and became Yankees, Dixies, Texans, Canadians and so on and so on. But for example the Chinese workers who worked on the railroads in the US weren't assimilted to Yankee. Here are two options. Either let them keep their Chinese culture or let them evolve into something like "Chinese American". The same goes for other non western cultures.
 
And let's not forget the most important aspect: Could we please have a range mechanic? Probably something like in EU3 would be better for sail ships and something like in HOI better for ships that use fuel. Not that I never conquered Korea as Austria, but it should be a bit more difficult and less of a standard strategy, IMHO.
 
That's a very good angle to make smaller coastal countries more competitive. It should also affect how much you can easily import/export and how many overseas troops you can supply. Makes playing a colonial empire more realistic when you have just two cavalry divisions to deal with native revolts.
 
Should it have pop's?

Ok, i know this is controversial.

This being an entirely new game, I think we should think out of the box...

What I liked about the old game was the fact that it revolved around the 19’Th century.

What I didn’t like was the pop system. Conceptually it seems simple, but it has some unfortunate consequences like micromanagement, confusing migration and pop splitting. This system will never be optimal.

I propose a more abstract model: Each province has a number of inhabitants (like 100.000). The province also keeps statistics about who these pops are, like 50% farmers, 30% workers, 10% clerks, 2% capitalist and 8% soldiers, and their affiliation, like 20% socialists, 10% nationalists and 70% religious Christians. This translates to 50.000 farmers, 30.000 workers and so on. This is more abstract because we can no longer tell e.g. how many socialist farmers the province has.
You can now distribute your farmers into farms and your workers, clerks and capitalists into factories using sliders or whatever.

I would like to see something like this for Victoria 2.
 
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