In 1990, Harvard Business School professor Michael Porter ... observed that geographic concentrations of interconnected companies and specialized suppliers gave certain industries productivity and cost advantages.
A problem Vicky has, especially in becoming more EU like in V2, is the homogenous nature of its geography (at least in terms of how it affects manufacturing). There's no accounting for water power or transport canals/rivers. Nothing to explain why certain industries are located where they are. There's no mechanism to take advantage of local supply, which should be important but there's no cost mechanism for transportation. In fact even the barest abstracted transportation was eliminated going from V1 to V2.
Too easy access to the random number generator has been substituted for thinking and research.
Water power is why textile mills (and other industry) were located in the North East as opposed to being located near cotton fields in the south. Local access to iron and coal, along with water transport, are why steel industries were located in Ohio and Pennsylvania. Quality harbor locations accessible to resources are the reason for ship building being located where it is.
It's nice that the new ship rules limited ports, but it didn't go far enough. All the regions are generic and therefor don't account for critical local differences that explain why certain areas developed instead of other.
The limitation on numbers of factories in a state is also terrible, forcing a false homogeneity in the distribution of manufacturing. It makes for a duller and less rational game.
One of the worse limitations is that ports, factories and other installations must be build one layer at a time rather than as many layers as needed build in parallel, limited by labor and resources. This precludes the player from planning ahead, from telling the program what end result is wanted and allowing the program to fulfill that plan. Instead the player is burdened with checking each region constantly and telling the program to build repeatedly. This way of doing things vastly, and unnecessarily, increases the drudgery to game ratio.
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. Provinces with water power and harbor potential would need to be researched and accounted for.
. Capitalists need an algorithm to locate factories close to market/resources/facilities and factor cost of transport.
. Allow the setting of a factory/installation target size and allow the building of as much of it at a time as resources/labor permit. this means for the AI to be able to anticipate needs and ROI.
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