Wouldn't it be great if we could control tax in every state individually in order to encourage internal POP migration? I feel the game really lacks extra mechanics to influence your POPs.
Wouldn't it be great if we could control tax in every state individually in order to encourage internal POP migration? I feel the game really lacks extra mechanics to influence your POPs.
I btw have a strong feeling that in future games we will see POPs represented at the regional level instead of the provincial level. While not necessarily bad thing, it will allow for much better preformance for one, I do hope they will include dynamic regions. Mainly to allow minor (historical) border changes to take place. It would simply be a matter of assigning a certain propotion of the regional POPs to each province (which may be necessary for RGOs to work out anyway). If a province is taken either the state is split (like in V2), or the province is attached to another region (if, for example, only a small portion of province is taken).
I would also hope that they would abandon the binary owned/not owned province status. It is really limiting. Letting other states have a stake in certain provinces would not only represent colonisation and economic concessions very well, it would also much better represent border conflicts (of which there were plenty!)
Though this seems unlikely as from what I can tell the Clausewitz engine makes it impossible.
Dumping the binary system would however also make insurrections for more meaningful and interesting. For example divide a province into 5 sections: military infrastructure, transport infrastructure, RGOs, cities and nature. Each fulfills a different function and rebels would slowely try to take over all of it. The more control rebels have over each aspect the less benefit the nation gets from it. The player has to assign military units to a region to keep it under control. By simple sliders (on regional level) the player can set priorities on what should be defended. With a higher priority the more influence they will get in each aspect. Assigning more units to a region will make gaining influence of course easier, but also be more costly. Of course, each units assigned will take more attrition and will also cost more upkeep.
In my humble opinion this will make rebellions far more interesting. No more endless stack hunting, but instead having to strategise and prioritise. Not to mention that it represents asymmetrical warfare (Boer Wars, Aceh War) much be than I've seen in any Paradox (or other strategy) game before. So please Paradox, consider it!
given every single paradox GS has used this system, i really dont see vicky of all things, being the last on the current clauswitz cycle, being the one ot do something so drastic and pointlessly complex.
The graphics are sub-par.
Small nations still do not matter a damn, you have all these massive countries as allies and cant do anything to affect them - and you cant join them either because they arent interested.
Its far too complex you don't understand what you are really doing and how you can change things and cant see any effects of your decisions.
It could be better but its economics, if you cant handle it well let the AI do it for youThe whole supply and production aspect of the game is a real pain
Eh. it fits the period, just like the ck2 and eu4 ones fit it and HOI IV fits its period.The graphics are sub-par.
Small nations still do not matter a damn, you have all these massive countries as allies and cant do anything to affect them - and you cant join them either because they arent interested.
I agree that is drastically different than anything they have done before, but I disagree that it is pointlessly complex. Rebel hunting is a completely pain as it currently stands, and I am yet to discover how it is fun in anyway. It needs to change. I am all ears for better suggestions though.
How about we don't and you actually answer my question. What would you propose?
My idea might add some more complexion, I feel its added depth far outweighs its added complexity. My suggestion is very simply having the player move a military unit into a region and then having him use sliders to select which objectives he wishes to achieve against the insurgents. Military objective, transportation objectives (i.e. efficiency of moving through provinces), economic objectives (protecting RGO output) or population objectives (decreases militancy), with more soldiers being more effective.
It adds a bit of depth to rebellions and gives you something to strategise with. Instead of mindlessly waiting for rebels to pop up who will mindlessly run around and either never pose a real threat, or be completely invincible. Lets try to make Victoria 3 a bit better game in that regard shall we.
Most of what Victoria 2 is lacking is diplomacy, I hope that anything in the game(your suggestions about rebels too) will be connected with dynamic diplomacy, for example you can threat a nation or a rebel group in a foreign country to stop or support them. Victoria 2 should not have only normal country playable, even rebels or non-existant country should be(but the player would limited powers). But you can´t play small country without enhanced internal affairs. This increase replaybility(Victoria 2 usually lacks of country unlike Eu4 or other games)How about we don't and you actually answer my question. What would you propose?
My idea might add some more complexion, I feel its added depth far outweighs its added complexity. My suggestion is very simply having the player move a military unit into a region and then having him use sliders to select which objectives he wishes to achieve against the insurgents. Military objective, transportation objectives (i.e. efficiency of moving through provinces), economic objectives (protecting RGO output) or population objectives (decreases militancy), with more soldiers being more effective.
It adds a bit of depth to rebellions and gives you something to strategise with. Instead of mindlessly waiting for rebels to pop up who will mindlessly run around and either never pose a real threat, or be completely invincible. Lets try to make Victoria 3 a bit better game in that regard shall we.
Victoria 2 is lacking guide so is natural that for the people it seems hard, if we had some then the game would be not harder than EU4 or at least I hope.
what?Most of what Victoria 2 should but doesn´t have is diplomacy, I hope that anything in the game(your suggestions about rebel too) should be connected with dynamic diplomacy, for example you can threat a nation or a rebel group in a foreign country to stop or support them. Victoria 2 should not have only country playable, even rebels or non-existant country but the player represent the local governor or whatever. But you can´t play a not big country without enhanced internal affairs.
Victoria is lacking guide inside and outside the game, if we had then the game would be not harder than EU4
I wish there was way more diplomatic options... Money gifts, land trading, etc. Embargos especially, make your sphere and yourself not sell to who you are embargoing.
I also wish there were way more pop interaction via NFs. Making people resettle where you want, harder assimilation, etc.
Also wish militancy was swapped for something like "satisfaction". Say you annex Alsace-Lorraine, the German pops would be very satisfied, while the French would most likely not, and just have many more layers for this like agreeing on politics etc. Just making it possible to do more with your country would be really great. Say Soviet should be able to do population transfers and all crazy shiz as they did IRL, if this is limited to dictatorships or not it will have to be decided.