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In what way? There were no SOIs in Ricky. No tools for soft imperialism. You could turn GPs into satellites at the peace table. :wacko: Wars could be scripted via event, even if the conditions made no sense (Crimean War?) Hell, you could fight wars for whatever reason you wanted and it didn't make a difference when it came time to demand concessions at the peace table.

Honestly the only real difference SOIs make for game purposes is an ally that will always come to aid. Also, all those CB are seldom used. 90 % of the wars are Acquire State CB, never saw ONE Take from SOI CB. At least it was like that in 2.2 - does the AI actually use the Free People CB now with 2.3?
 
I wouldn't mind a few changes in the land combat, but I would love
facehearts.gif
an improved naval game.
 
But we don't generally script wars by event anymore, except for diplomatic mission under siege kinds of things and the ACW (which is a really weird case). Thankfully, no more insane Crimean Wars that make no contextual sense. (Sure, let's attack the Ottoman Empire, and let's defend it from the Russians, even though we both love each other and hate Austria. Great moves, UK and Russia!)

Not making contextual sense has nothing to do with whether the war is scripted or not - since those things can be checked for in triggers.
 
Honestly the only real difference SOIs make for game purposes is an ally that will always come to aid.

I find that the economic aspects of SoI are rather significant, and a major improvement in having them than how it was in V1. In Victoria 1 there was almost no way to affect other countries' economies.
 
I'd love automatic combat, like the HOI HQ thing, but a fair bit simpler.

Apart from that I don't have the same complaints and I too would prefer a more meaty naval system.
 
Personally I don't mind the combat system itself, and I don't think movement being attack fits pre-WWI. The main problem I have with V2 wars is the AI being too easy to suck into a massive battle and wipe out, as various people here have said. Aside from that, the UI should be improved so you see things like forts in combat and recon vs dig in values. Finally, "sieges" could be faster, although I did nerf the occupation time effect of forts majorly in AHD already. But if I was to overhaul anything, it would be naval combat, it should be a lot more interesting in this game.

Anyway, not promising we'll do anything like that, it's just my thoughts.

I dunno about anyone else, but I know if you guys put out an Expansion that ONLY overhauled the combat, even if they were some small 5$ DLCs that only improved army, or navy, or whatnot at a time, I would buy them ALL!

It would not even be hard because you have a beautiful setting in the game for a change from old to new that is NOT in the game, the Boshin war in Japan.
 
I've had no issue with the combat, I simply focus on crushing the enemy army before even thinking about occupation. Micromanagement of brigade sizes to ensure fresh troops are always ready to fight has been something I've slowly 'mastered' over time.

Though, I recently bought the game for a friend and we've been playing multiplayer, and seeing how slowly he moves in war compared to me is a bit of an eye-opener about the learning curve. Guess I found it easy compared to Vicky 1. :p

EDIT: Okay I guess I hit the wrong reply button.
 
I agree, vicky 2 would be awesome with new and at least decent naval and land combat system
The current EU3 system is not suitable for this type of game and is ruining virtual every game for me
 
Now I have really learned the combat system it is not BAD. It works and is so much better then some (see euIII and their magic all knowing navies). It could be better though. I know we are just fans and customers of the series and we have no real rights to demand anything.
 
Now I have really learned the combat system it is not BAD. It works and is so much better then some (see euIII and their magic all knowing navies). It could be better though. I know we are just fans and customers of the series and we have no real rights to demand anything.

Magic all-knowing navies? Could you see everything in all the oceans?
 
To be honest, the politics and economics parts are much less interesting than the military aspect, and I suspect most players agree with this.

Ugh. No. Absolutely not. Victoria and Victoria II are unique games in that they focus far more on internal economics than external conquest, and this should absolutely never change. You have, oh, I don't know, absolutely every other damn grand strategy game ever made if you want a game that focuses primarily on warfare. Please allow us to keep the one that's actually fun and viable to play without map-painting. :)

Seriously, while the naval system could use an overhaul (there's never been a really good naval representation in Paradox games, and this'd be a good spot to try it, especially the "soft power" aspects of navies), military matters are not and should never be the main focus of Victoria II. I would far rather a greatly expanded diplomatic and colonisation system be the focus of future expansions.
 
Ugh. No. Absolutely not. Victoria and Victoria II are unique games in that they focus far more on internal economics than external conquest, and this should absolutely never change. You have, oh, I don't know, absolutely every other damn grand strategy game ever made if you want a game that focuses primarily on warfare. Please allow us to keep the one that's actually fun and viable to play without map-painting. :)

Seriously, while the naval system could use an overhaul (there's never been a really good naval representation in Paradox games, and this'd be a good spot to try it, especially the "soft power" aspects of navies), military matters are not and should never be the main focus of Victoria II. I would far rather a greatly expanded diplomatic and colonisation system be the focus of future expansions.

Hey, I'm not saying that military SHOULD be the most important/interesting part, only that it IS to many players.
 
Hey, I'm not saying that military SHOULD be the most important/interesting part, only that it IS to many players.

Its not even that IMHO, its that you have a Game that does something that others just ignore outright, which is the eco/political system. THE PROBLEM comes that the war system was put on the back burner. The eco and political system are high up, but the combat is just hovering around middle of the road, if they were to improve it, then they would really have something there.
 
The military part of the game seems as well-developed as EU3's to me.
 
Was going to start a new thread, but decided to post in here.

One of the unpleasant thing that I have learned to hate is the spam of old ships. Nothing says "what?!" as seeing Britain in the 1920's operating and attacking me with Clippers, Frigates, and Man-o-Wars, or rather still seeing them, numbering in the hundreds, in the production queue. EU3 has a force limit for both the Army and the Navy, so why not bring over the idea into Victoria 2?

How I can see it working is, for every region you control with cores, you have a limit of 1 Top of the line ship(Man-O-war,Ironclad,Dreadnought.), and 4 escort ships.(Frigate,Commerce Raider, Monitor, Cruiser.) If you are a Secondary Power, the limit is doubled, and if you are a Great Power, the limit is tripled. As for the transports, there would be no limit, or rather, 10 transports per region with cores, and 3 for every colonial region.

However, the AI would have to be trained to use this, it would need to understand how to disband old ships, and it would require quite a bit of coding to do.

Also, because I can dream, I would love to see two new ships added, those being Aircraft Carriers and Submarines, but I'm not sure how they could be added.