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My ginormo list of things I'd like to see

Here is my gigantic list of things I'd like to see. I'm sure many will agree with what I'd like to see. Many will also disagree. Still i thought I'd post because Victoria is the most awesomest, bestiest, and goodest :)confused:) game of all time and I'd still like to hear what others are saying.

Interface

Nationalities- a huge problem with nationalities is that if you have a certain amount of nationalities it overflows onto the screen. Solution? I think adding a scroll bar to nationalities that would allow users to see all nationalities while also keeping used space to a minimum is something really necessary but also really easy to fix.

Peace Screen- I hate having to write down which provinces I want in a peace deal then searching for it on a list. I’d be nice if they did what they did for satellites and highlight the provinces. Highlight the provinces that are selected on a little map so that the player knows what he is selecting. Furthermore, make it possible to select via the map which provinces one would like so that the player can do it by sight rather than remembering which province was called what.

Map
More provinces- Specifically in places like Russia. I’d like to see areas such as Chelyabinsk, Volgograd, Archangelsk, Murmansk, and Vladivostok on the map. While they may not have been important in 1836, the lack of them on the map in time periods like 1936 is somewhat archaic. Other places I think need more provinces are Africa, France, the Balkans, and India.

Amphibious landings- Don’t get me wrong I love invading the UK when I get the chance. However, it doesn’t really make sense for 100k men with artillery to disembark in Upper Scotland or the White Cliffs of Dover without difficulty. I think certain provinces based on terrain should not be able to be invaded by sea.

Renaming of certain provinces- Nefa in India strikes a particular note in my mind.

Country names on the map- Please, no. Just a plain map please. I hate in HoI 2 how it says “Soviet Union” when Russia is White Russia, when countries don’t exist in alternate scenarios but their names are still plastered on the maps, and I just feel it kind of limits things especially if modders want to do something else or people want to take a different outcome than there is historically.

Sprites- More of them for units. If my aircraft carrier is an aircraft carrier I want to see an aircraft carrier unit sprite rather than some dreadnaught thing.

Province shapes- Like Clio an awesome idea would be a map that could be used both for modern day and Victorian eras because of the shape of provinces and the provinces available. Therefore one can play in the modern day if one mods it, or try to make more modern borders, or go completely ahistorical.

Working canals- The canals in Vicky are borderline useless. It is faster and easier in Vicky to take the long way around South America and Africa than it is to take the canals.

Hardcoding- Please no hardcoding things like immigration by map placement. At least at the very minimum do it by country tag.

Industry-

More industry tags- extra factory tags for modders so that things could be added in.

Factory spamming- No more 60-something glass factories. If glass making is profitless, if I’m making more than twice the glass I need, and the world market is flooded with glass, why is my capitalist making more glass?

An actual world market- An actual world market instead of a bottomless pit one can sell things to would be nice.

Countries/Ethnicities/Religions

More tags- One of the key things that makes Vicky so good is the ease of modding and the extensive modding community. That being said, Vicky has been limited by a small number of extra tags with the end result that modders can’t mod the game to the extent that people want them to. Add more empty tags for the modders please.

Units-

More units- Keep the Infantry, Dragoon, and Cavalry but added armored units. I would personally make tanks an invention that increases shock and firepower for a division for WWI-era techs but make separate tanks units a later army tech (probably one of the last army techs researchable. Ditto for the air units as well. Furthermore, I’d also like to see variation in sea units like in HoI 2 instead of just a cruiser, a dreadnaught, a battlecruiser that are upgradeable. I’d like to see Heavy and Light Cruisers available, Pocket Battleships, destroyers, and torpedo boats. Finally, I’d like to see actually working submarines that actually make a difference.

Quality- Speaking about differences, I’d actually like to see real differences in Regular, Colonial, and Native troops than a single point in reliability.

Missions- Like HoI I think units should be able to do missions. An automatic anti-partisan command (like HoI 3 but make it better) would make Vicky less of a whack-a-mole game. Other missions such as “blockading” and commerce raiding would make units like submarines more useful while at the same time emphasizing the importance of economics in the game. Blockading and commerce raiding could be devastating to a player’s economy and would highlight the importance of maintaining the economy through other methods besides building yet another glass factory. It also puts an emphasis on the navy, an important staple in Victorian times to maintaining an empire and goes along with the whole Mahanian ideals that took place in the late-Victorian/WWI time frame.

Unit limits- Make it all the more vital to actually have a coaling station. Make it more expensive to operate ships an x distance from the nearest naval port to simulate having to go to neutral/3rd party coaling stations and encourage the player to empire build.

Attrition rates- Sometimes it makes little sense. If I am moving a unit through allied territory why the hell is my unit suffering as much attrition as if through enemy territory?

Miscellaneous

Satellites/Puppets- What’s the deal with satellites? If I satellite France as Germany then I want France to be forced to fight on my side when I invade the UK. I don’t like it how satellite countries only defensively ally with you. Just like in HoI 2, if a nations is a puppet or satellite then they should be controlled as a puppet or a satellite.

Speaking of which…- Another thing about satellites: If I want to release a satellite I should be able to choose which territories I chose to release it with. When Napoleon, the de facto ruler over the Polish lands during the Napoleonic wars, released the Duchy of Warsaw, he didn’t release every Polish territory ever to the Duchy. He picked and chose which provinces to give to which country. I want to do likewise. If I’m Germany and I want to release Poland, why do I have to give up the entire Danzig Corridor? No nation would ever do that.

Civil wars- Having civil wars because, for example, your country’s policies are way out of line with your people would be awesome.

Annexing- If I’m in control of every last American province and there is no American unit left anywhere, why the hell am I allowed to take only Baltimore in a peace deal? If I control a nation 100%, then I control the nation 100% and that nation should have absolutely no leverage in negotiations and it should give me the option to annex.

Socialism/Communism- I hardly ever get any unless I exploit the engine and do things to trick my POPs into becoming Socialist/communists. In fact during the socialist revolutions, I’m usually more in danger from Reactionaries or Anarcho-Liberals than the 3.1% Socialists in my country. So what’s the point of having them? I think there should be more of them and to make them more of a force in the game.

Dynamic events- Speaking about the Socialist revolutions, I think certain events should be left more to inventions than dated events. The socialist revolutions happened because the world reached an “x” point where consciousness and plurality plus mass industrialization stressed the systems of governments currently in place. However, if France chooses to be 100% agrarian why should it go through the same revolution as a steampunk UK? I think some event should be enacted only when certain internal milestones are reached, like an “x” consciousness or “x” amount of socialists.

Nations at war- AI nations actually attacking each other instead of ganging up on you.

80 year wars- An end to those endless colonial wars would be nice. Furthermore if I only want to white peace France, why are they frocing me to take all of French North Africa and foricng me to get high BB when they declared war against me?
 
Vanilla Victoria, even with Revolutions had very stupid and overly simplistic division of nationalities.


The other thing is, Victoria was simply UNINFORMATIVE. I learned how to play the game after spending weeks at VickyWiki. Like EU3, every single detail should be shown, interface should be much more informative.
 
Annexing- If I’m in control of every last American province and there is no American unit left anywhere, why the hell am I allowed to take only Baltimore in a peace deal? If I control a nation 100%, then I control the nation 100% and that nation should have absolutely no leverage in negotiations and it should give me the option to annex.

Thank you, thank you, thank you!!! Finally someone who shares my pain :D. I have always wondered why the hell there is a "limit" to the size of a nation you can annex. If I have the power to control every single province in China or Russia, or America at the same time, than by god I deserve to annex it!

More provinces- Specifically in places like Russia. I’d like to see areas such as Chelyabinsk, Volgograd, Archangelsk, Murmansk, and Vladivostok on the map. While they may not have been important in 1836, the lack of them on the map in time periods like 1936 is somewhat archaic. Other places I think need more provinces are Africa, France, the Balkans, and India.

I heard there was going to be "tens of thousands of provinces". So about ten times as many I guess.

Satellites/Puppets- What’s the deal with satellites? If I satellite France as Germany then I want France to be forced to fight on my side when I invade the UK. I don’t like it how satellite countries only defensively ally with you. Just like in HoI 2, if a nations is a puppet or satellite then they should be controlled as a puppet or a satellite.

Speaking of which…- Another thing about satellites: If I want to release a satellite I should be able to choose which territories I chose to release it with. When Napoleon, the de facto ruler over the Polish lands during the Napoleonic wars, released the Duchy of Warsaw, he didn’t release every Polish territory ever to the Duchy. He picked and chose which provinces to give to which country. I want to do likewise. If I’m Germany and I want to release Poland, why do I have to give up the entire Danzig Corridor? No nation would ever do that.

Couldn't agree with you more! Maybe instead of any provinces you want for satellites though, there could be a couple of choices pre-determined for that releasable nation. Your choices could depend on the nation that is releasing the statellite, and the year. (For example, Germany can't release Poland with parts of Prussia, even if it wants to, because no German citizen would allow their gov't to do this).
 
i like the idea that was posted of a real world market, that if some country is not buying the goods, that dont sell. but in the same respect. its that spoil should also have losses. and have you population eat, and use items like coffee, tea, etc. some for the new factorys could be like cereal, and other foods that became to the world makets at that time.

W. K. Kellogg / Kellogg Company
Will Keith Kellogg founded the Battle Creek Toasted Corn Flake Company in 1906.

Rice Krispies were introduced by Kellogg in 1929.

there should be more items like this that can be add as factories, after a tech is founded.

like in a game i played i have a lot of grian i was making, but only may canned goods factory was using grian. so my population did not need flour? not eat the fruit, etc. have the pop use food items. not just need a supply to make the happy. so that mills and things could be factories too.
 
Satellites/Puppets- What’s the deal with satellites? If I satellite France as Germany then I want France to be forced to fight on my side when I invade the UK. I don’t like it how satellite countries only defensively ally with you. Just like in HoI 2, if a nations is a puppet or satellite then they should be controlled as a puppet or a satellite.

I always dissolve the alliance and ally them fully while after. There was a dominion vs satellite distinction in the game - dominions started out with full alliances and satellites with defensive alliances with their "protector". It was hardcoded though.

Speaking of which…- Another thing about satellites: If I want to release a satellite I should be able to choose which territories I chose to release it with. When Napoleon, the de facto ruler over the Polish lands during the Napoleonic wars, released the Duchy of Warsaw, he didn’t release every Polish territory ever to the Duchy. He picked and chose which provinces to give to which country. I want to do likewise. If I’m Germany and I want to release Poland, why do I have to give up the entire Danzig Corridor? No nation would ever do that.

With this one I couldn't agree more... at a time I didn't release Croatia as Italy because Croatia would eat up one of my cores... ended up repressing a whole people and forcing them to be part of Italy because I didn't want to lose land. :rofl:
 
It has been mentioned previously but some kind of inclusion of historical non-military personalities would be great! It doesn't have to be a large cabinet ala HOI but rather 3-5 key slots that you could fill with people giving you advantages and disadvantages ala CK or EU3 and maybe a non adjustable slot for the head of state that is changed according to the governmental system (monarchy, democracy, pres./prol. dictatorship). That would make it possible to introduce a lot of cool figures from the 19th century ranging from famous politicians (eg Cecil Rhodes) over inventors/scientists (eg Edison) to industrialists (eg. Rockefeller).
 
With this one I couldn't agree more... at a time I didn't release Croatia as Italy because Croatia would eat up one of my cores... ended up repressing a whole people and forcing them to be part of Italy because I didn't want to lose land.

You can just retake your cores with 'neville' if you must. I agree you shouldn't have to though.
 
Victoria was the first paradox game i ever saw and i leant how to use it by playing it and by about an hour in I had it mostly worked out, the quick reinforcement was about the only thing i didnt get on my own. It did come with a manual and this nice little card which had what all the wee division and army pictures meant.
As for the interface and ill keep saying this have it mostly like it was in the first, easy to see on the left of the screen, you can keep track of things more easily when its all in one place and vertical is better as thats how humans work, see the existance and use of Lists. And if its all in the one place then the map is clear so you can play the game without constantly having to pause and go into screens that cover everything else.

One thing about release satilites, if you got a 'Releasing (Quebec maybe)' window which pops up and you can choose which provinces go to the new state and which ones are kept maybe similar in appears to peace talks in EU3 or have it colour the map so you can make sure youre giving the right one of those provinces where seven of them have the same name. That why released states could be the size you need them to be and not the one set before hand irrevant to the needs of the individual situation.
 
I was just reading over the India Muntiny, and a few things popped into my head about armies:

Seperate Manpower Pools. If I'm playing Britain and I decide "I need new Infantry", I shouldn't be able to use my entire manpower pool to build 20 British divisions, when 70% of that manpower pool comes from Indian pops, It allows one to side step the problem of having unreliable native regiments, but it isn't entirely realistic, is it? Plus, I seem to remember, the lack of Dixy troops usually made the CSA a push over in the Grand Campaign.

Easier reinforcement: Its a pain to go into every division and click reinforce to maximum. I would love a reinforce army button, to allow me to quickly reinforce after a war, or a backline regiment. Its a big hassel in the late game.

Regiments and Divisions: Probablly said a million times before, but regiments in the style of HoI3 battallions, would be a very good idea. Especially in the later game when you get so many types of attachments (HQ, Artillery, Engineers, Barrels, Airplane scouts, Regulars, Guards), It would be better in my opinion, if all those were just Regiment types

And I believe someone has said this, but I would like to voice my support for the idea
Colonial Gov't: Have a way for Satillite nations who are uncivilised, to easierly acquire their territory and/or annex them, peacefully, as per the British East India Company's Doctrine of Lapse

edit: Maybe also, like VIP, a seperate gov't for the East India Company, which could be dismantled, in favour of the Raj after the Mutiny.
 
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Easier reinforcement: Its a pain to go into every division and click reinforce to maximum. I would love a reinforce army button, to allow me to quickly reinforce after a war, or a backline regiment. Its a big hassel in the late game.

:) You can in Vic 1. Click on the fist in the top right of the army panel. (next to the number of soldiers in the army)

But I agree to what you said about some kind of system for separate manpower pools. "Native" and "Regular" manpower pools perhaps?
 
Also we should have the ability to build LARGE factories it makes no sense in 1900 to build a steel factory with only 9 slots and then have to upgrade it.
 
Things Id like to see-starting with naval issues-


A big one- A purpose to having an empire. Why did Britain maintain bases like the falklands? To supply their ships. This becomes even more critical once the steam/coal age comes along. All the little islands spread out over the world were there for reasons aside from national prestige.

Ricky introduced ranges for colonial bases but this needs to be taken further. A country should not be able to threaten far off places if their ships could not make it there.

This is particularly prevalent for island nations or primarily naval powers.

Real gunboat diplomacy-which we have heard is going to be in the game so thats good.

A point to naval warfare. Ships were a huge investment in coin, time and prestige. In vicky, navies were simply something to beat your way through before a land invasion. Again given the game and for naval states, the navy is life and should be reflected accordingly.

In terms of the actual combat mechanics something akin to the HOI2 system would be fine.

More realistic naval combat. dividing sea zones into shallow and deep water for starters. USS Monitor should not really be making world wide trips, neither should CSS Virginia really.

There was a big difference in naval combat philosophy between say USA & GBR- coastal defence v maritime supremacy. This should be reflected. Coastal forts were a cornerstone of US national fear of the British navy. You only have to look at the amount invested in these static defences rather than ships to see this.

River combat. Again a huge aspect of British naval warfare & diplomacy. Unlikely we'll see this but included for good measure. Britain won wars with China on the strength of boats going up rivers and cutting supply lines.

Reflection of naval commerce. Sunk shipping cost both the USA & CSA a fortune and benefitted other powers who were tasked to ship their goods. Ive heard of the better convoy system in HOI3- perhaps something similar here...?

Ability to produce ships for other states and sell old models. Big business for the UK during the period. States such as Brazil made their navies with either purchases from new or second hand. This would be a nice feature but could live without it to be honest.




I was just reading over the India Muntiny, and a few things popped into my head about armies:

Seperate Manpower Pools. If I'm playing Britain and I decide "I need new Infantry", I shouldn't be able to use my entire manpower pool to build 20 British divisions, when 70% of that manpower pool comes from Indian pops, It allows one to side step the problem of having unreliable native regiments, but it isn't entirely realistic, is it? Plus, I seem to remember, the lack of Dixy troops usually made the CSA a push over in the Grand Campaign.

That was a simple exploit that any player that has some own rules would not use. In fact, given the cost of regular divisions vis-a-vis natives it was actually better to build them as indians or whatever.
 
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That was a simple exploit that any player that has some own rules would not use. In fact, given the cost of regular divisions vis-a-vis natives it was actually better to build them as indians or whatever.

Is that a reason not to fix the exploit? Because a player with houserules wouldn't do it?
 
In contrast to VicMissionary above, I think having labels on a world map is quite important. The screen shot shown is a good start. Each zoom level needs to have some form of labeling -- either for cities, regions, or provinces. A terrain map mode that labeled major features would be a nice bonus.
 
I'm not about to read through 25 pages to see if it was posted already (which it probably was) but still. The single greatest thing, more control over your pops! I want the ability to actively encourage migrations to a specific region. I want the ability to split them more readily then at the 40,000 mark. That inability to actively break them up and move them around seriously hurt some of the minors, as once you filled up your factories, that was it. You had such a small pop base you couldn't hope to do much of anything else.
 
Missionaries in some fashion for European nations are a must! The saying of the period, "The flag follows the cross" is a historical reality of the period. We must not forget David Livingstone's rallying cry of the three c's "Commerce, Civilization, and Christianity."

Missionaries sent by Europe/America went all over the world and were very important in the realm of international politics (if they wanted to be or not is another question). When missionaries and their flocks were attacked by national/tribal rulers they often appealed to European nations to intervene. And often European nations were only too happy (due to their imperialist intentions) to come to their aid (Vietnam, China, Pacific Islands, Africa in general).

Also some colonial peoples in areas such as India and China came to see missionaries and their flock as agents of the imperialist powers. with the resulting effect being that in many uprisings (Sepoy rebellion and Boxer rebellion for examples) Christians became prime targets of the uprisings.

However, in a select few places like Korea, Christianity became a critical component to the development of nationalism. this occurred because many of a nations rulers or nationalist heroes were converts to Christianity (lets not also forget the importance of missionaries did in the Middle East. For example, founding the American University of Beirut. Which produced many famous Arab intellectuals of this period. )

So to not include the ability to send missionaries/fund mission societies would be leaving out a critical element of the period and would rob the player of a very complex/interesting element of international politics.
 
Increasing the role of religion is a must. You should be able to use missionaries and the missionaries should actually do something. Preferably actually convert people.
 
I would like to be able to specify what countries I get pop-ups about. Maybe a simple button where you tag a country and get pop-ups? Sometimes it can be irritating to get a barrage of pop ups about countries who you arent concerned with. EU3 could do with that too
 
I would like to see that the limits on how many divisions u can have from each culture group actually prevents one from creating more than you can support with solidier pops of that culture.
 
Things Id like to see-starting with naval issues-


A big one- A purpose to having an empire. Why did Britain maintain bases like the falklands? To supply their ships. This becomes even more critical once the steam/coal age comes along. All the little islands spread out over the world were there for reasons aside from national prestige.

Ricky introduced ranges for colonial bases but this needs to be taken further. A country should not be able to threaten far off places if their ships could not make it there.

I agree. And I also suggest some influence of naval bases in trade. Maybe convoys cost depending on distances (and reducing that cost because of ports)... Or I find better the simulation of regional markets rather than a only global one. Centers of Trade à la EUIII could be a basis.
 
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