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To restate my proposals...

I've read a lot of great ideas here, some I've outlined as well and agree with, some I disagree with.

To not re-state what has already been stated, I will outline the proposals I have that others do not have in such great number.


1 - Parliament and Politics
The Victorian area was high time for Parliamentary debate, and hijinks in the Congress. Big names like Henry Clay, Benjamin Disraeli, John C Calhoun, William Gladstone, and many others made their fame by what they said and did in Parliament/Congress. Even countries that spoke languages I did not had their famous parliamentarians, like Adolphe Thiers or Otto Von Bismarck.

I'd like more interaction with Parliament. You don't need skyrim-style sprites with japanese-video-game-level personalities to speak with, but having more interaction beyond "press button X to change government and button Y to hold election" is something I'd really very much like to see.

Allow the parties to interact. Either with us, the player, or with one another. Create a "loyalty" to a particular party among pops. Also separate out different parties of the same stripe, and perhaps even, add a new stripe for us to play with, social-liberalism and allow the stripes to change their loyalties over time; so that Socialists and Communists may not always be pals, and upon the rise of Social-Liberalism, many Socialist groups would need to decide which (S-L or Comm) they want to be their best bud. Allow Nationalists to break away from Conservatives and ally with Fascist movements when they become strong enough, as happened in reality in most Fascist countries.

Also, add new politics based restrictions. Having "State Controlled" or "Laissez-Faire" is too broad; have forms of government, or political factions, that demand, for example, Parliamentary approval before going to war. If Parliament says "no" it might take two times as long to build a CB, but if they say "yes" it might cut the time in half.

I'd also add a "lower house" tab, and give it things to do. Again, exactly what can be up to you, but I would tie this to economics and budgets, and/or legal matters that are not tied to morality, like whom to tax, or how long a convicted rebel would serve in Jail (the latter would impact rebellion tendency modifiers, etc)


2 - Alternate History
This is one of the most popular periods for AH stories beyond the post-WW2 time. I would pick the most likely/plausible and include events for them should they happen. I'd also include ones that would be interesting to think about; for example, rather than keeping the Empire of "Portugal-Brazil" together, or have it fall apart, have a 3rd possibility of the empire of "Brazil-Portugal" being formed, ruled from the new world, with old world conservatives very unhappy with this idea.


3 - More AI and Starting customization
One of the big problems I found with V2 and making any mods for it was AI actions did not always match up properly with real history. For example, I found Prussia liked to annex Moravia more than Bohemia, whereas the opposite should be true. Find ways to encourage the AI to take specific paths (for example, give them a +2 modifier on their perceived value of a particular state in peace talks, or a -3 modifier, etc) Also allow and modify nation-to-nation relationships, so they can be adjusted as needed.


4 - Detach AI management from Gameplay mechanics
I find I pick my economic policy, Laissez-Faire or State Controlled, based on if I feel like factories by hand or not. Detach this. Allow players of all economies to create factories, but place limits on it. For example, a LF government, rather than building the factory brick by brick, could put out a "tax break" for building a particular factory in a particular state. On the other hand, under Communism, a high-ranking-bureaucrat could propose to the government a factory location, and all you'd need to do is "okay" it.

This would allow the existing restrictions to remain while also opening things up to the player to avoid either micromanagement boredom or poor AI factory placement. LF would no longer mean 0 control, but it wouldn't mean 100% control either, it would mean you get to play the invisible hand.
 
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To restate my proposals...

I've read a lot of great ideas here, some I've outlined as well and agree with, some I disagree with.

To not re-state what has already been stated, I will outline the proposals I have that others do not have in such great number.


1 - Parliament and Politics
The Victorian area was high time for Parliamentary debate, and hijinks in the Congress. Big names like Henry Clay, Benjamin Disraeli, John C Calhoun, William Gladstone, and many others made their fame by what they said and did in Parliament/Congress. Even countries that spoke languages I did not had their famous parliamentarians, like Adolphe Thiers or Otto Von Bismarck.

I'd like more interaction with Parliament. You don't need skyrim-style sprites with japanese-video-game-level personalities to speak with, but having more interaction beyond "press button X to change government and button Y to hold election" is something I'd really very much like to see.

Allow the parties to interact. Either with us, the player, or with one another. Create a "loyalty" to a particular party among pops. Also separate out different parties of the same stripe, and perhaps even, add a new stripe for us to play with, social-liberalism and allow the stripes to change their loyalties over time; so that Socialists and Communists may not always be pals, and upon the rise of Social-Liberalism, many Socialist groups would need to decide which (S-L or Comm) they want to be their best bud. Allow Nationalists to break away from Conservatives and ally with Fascist movements when they become strong enough, as happened in reality in most Fascist countries.

Also, add new politics based restrictions. Having "State Controlled" or "Laissez-Faire" is too broad; have forms of government, or political factions, that demand, for example, Parliamentary approval before going to war. If Parliament says "no" it might take two times as long to build a CB, but if they say "yes" it might cut the time in half.

I'd also add a "lower house" tab, and give it things to do. Again, exactly what can be up to you, but I would tie this to economics and budgets, and/or legal matters that are not tied to morality, like whom to tax, or how long a convicted rebel would serve in Jail (the latter would impact rebellion tendency modifiers, etc)


2 - Alternate History
This is one of the most popular periods for AH stories beyond the post-WW2 time. I would pick the most likely/plausible and include events for them should they happen. I'd also include ones that would be interesting to think about; for example, rather than keeping the Empire of "Portugal-Brazil" together, or have it fall apart, have a 3rd possibility of the empire of "Brazil-Portugal" being formed, ruled from the new world, with old world conservatives very unhappy with this idea.


3 - More AI and Starting customization
One of the big problems I found with V2 and making any mods for it was AI actions did not always match up properly with real history. For example, I found Prussia liked to annex Moravia more than Bohemia, whereas the opposite should be true. Find ways to encourage the AI to take specific paths (for example, give them a +2 modifier on their perceived value of a particular state in peace talks, or a -3 modifier, etc) Also allow and modify nation-to-nation relationships, so they can be adjusted as needed.


4 - Detach AI management from Gameplay mechanics
I find I pick my economic policy, Laissez-Faire or State Controlled, based on if I feel like factories by hand or not. Detach this. Allow players of all economies to create factories, but place limits on it. For example, a LF government, rather than building the factory brick by brick, could put out a "tax break" for building a particular factory in a particular state. On the other hand, under Communism, a high-ranking-bureaucrat could propose to the government a factory location, and all you'd need to do is "okay" it.

This would allow the existing restrictions to remain while also opening things up to the player to avoid either micromanagement boredom or poor AI factory placement. LF would no longer mean 0 control, but it wouldn't mean 100% control either, it would mean you get to play the invisible hand.
A lot of solid ideas. I would point out that Vicky II already has party loyalty. There's a nice mapmode for it, too. The longer a party stays in power, the more loyalty they generate among populations. There's an NF to actually promote a loyalty in a single state.

Edit: Which then gives me the idea for two suggestions of my own:
1. Allow for existing nations to cause "Liberate Nation" crisis'. It should be less frequent, due to its greater power, but it should be possible. I had one game where the Ottomans were rapidly collapsing and all of Greece's states erupted into full crisis in a matter of months. It took just over 8 months for every possible Greek core to jump to 100% from 0, and then did that for 3 more "No one's interested" results. Let this end in the great powers returning all of Greece's land as a possibility, rather than just a single state.

2. Allow for national level focus. Again, it's got a wider range, so make it weaker, but allow for a national focus to be applied across the nation. This would help burgeoning economies to create capitalists and craftsmen, since they could be encouraged across the board instead of just in a couple of states.
 
"Find ways to encourage the AI to take specific paths (for example, give them a +2 modifier on their perceived value of a particular state in peace talks, or a -3 modifier, etc) Also allow and modify nation-to-nation relationships, so they can be adjusted as needed. "

less railroading is better railroading
 

I especially like the idea's for more interaction with the political parties. Some form of named Head of State/Head of Government is I believe pretty much the most requested feature (along with regional markets). Someone proposed setting party loyalty by culture and religion, which I feel is a really good idea.
But generally more interaction with and influence of parliament is a good idea I feel.

Lets hope we get a better AI which excels at decision make. But I don't think we should get our hopes up to much for that. So some system to help the AI out would not be bad. It sounds a bit like the mission system from EU4/HoI4. Which does have some advantages, I'm a bit unsure on how applicable such a system would be for Victoria. I'm also a bit concerned that Podcat mentioned they removed the decisions in HoI4 in favour of the mission system, which I feel would be a very bad idea for V3.
But if you don't mean a mission system, and just general AI modifiers to help them out, no problem there.

About the last point. The definition of Laissez-Faire is that the government does not intervene in the economic sphere. Giving out tax breaks (= subsidy) is counter to this principle and is actually economic interventionism. I feel Laissez-Faire should adher to the spirit of Laissez Faire. I do feel that better use could be made of the encourage industry national focus. I feel that is a better representation of the invisible hand.
I also feel it might be a bit to micro intensive (especially the communist idea). However if these government investment decisions are put into a seperate screen (like the current screen of private projects), I suppose that could work out well.
But in any case, lets hope for a better investment decision AI in the future. :)

[...]
less railroading is better railroading

Care to elaborate?
 
*I think* he means that if the simulation is good enough, the outcome will be similar enough to reality that you don't need to add artificial railroading such as ad hoc modifiers or country-specific decisions.

IDK if its what you guys are talking bout but I wish railroads and their connection to other provinces ment more. Take the first trans-american railroad and the impact it had. Would also be more fun to try to plan train routes across the country, etc. Maybe they could add another kind of "railroad" which is like a national line or somthing.
 
The less things the game does th -ensure- ghistory happens like it did, if not in the same manner it did, the better

les cores in america to ensure manifest destiny happens 99.9% of the time, less "The south breaks free!", less decisions based solely around the fact "this happended in history in this time period so it happens then too in game!", like that prussian decision that just gives germany awesome bonuses because they developed "The year is represented by this tech".

Far to much of Vicky is pushed solely on what actually happened in reality
 
The less things the game does th -ensure- ghistory happens like it did, if not in the same manner it did, the better

les cores in america to ensure manifest destiny happens 99.9% of the time, less "The south breaks free!", less decisions based solely around the fact "this happended in history in this time period so it happens then too in game!", like that prussian decision that just gives germany awesome bonuses because they developed "The year is represented by this tech".

Far to much of Vicky is pushed solely on what actually happened in reality

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The less things the game does th -ensure- ghistory happens like it did, if not in the same manner it did, the better

les cores in america to ensure manifest destiny happens 99.9% of the time, less "The south breaks free!", less decisions based solely around the fact "this happended in history in this time period so it happens then too in game!", like that prussian decision that just gives germany awesome bonuses because they developed "The year is represented by this tech".

Far to much of Vicky is pushed solely on what actually happened in reality

you could just stop whining and not use it. clearly your in a minority here and more whining isnt going to change it

Sorry, I just had to use it :p

Anyway, in my reading of his suggestion it is more a case of helping the AI make rational decisions, and less a case of making sure certain outcomes happen.
 
To restate my proposals...

I've read a lot of great ideas here, some I've outlined as well and agree with, some I disagree with.

To not re-state what has already been stated, I will outline the proposals I have that others do not have in such great number.


1 - Parliament and Politics
The Victorian area was high time for Parliamentary debate, and hijinks in the Congress. Big names like Henry Clay, Benjamin Disraeli, John C Calhoun, William Gladstone, and many others made their fame by what they said and did in Parliament/Congress. Even countries that spoke languages I did not had their famous parliamentarians, like Adolphe Thiers or Otto Von Bismarck.

I'd like more interaction with Parliament. You don't need skyrim-style sprites with japanese-video-game-level personalities to speak with, but having more interaction beyond "press button X to change government and button Y to hold election" is something I'd really very much like to see.

Allow the parties to interact. Either with us, the player, or with one another. Create a "loyalty" to a particular party among pops. Also separate out different parties of the same stripe, and perhaps even, add a new stripe for us to play with, social-liberalism and allow the stripes to change their loyalties over time; so that Socialists and Communists may not always be pals, and upon the rise of Social-Liberalism, many Socialist groups would need to decide which (S-L or Comm) they want to be their best bud. Allow Nationalists to break away from Conservatives and ally with Fascist movements when they become strong enough, as happened in reality in most Fascist countries.

Also, add new politics based restrictions. Having "State Controlled" or "Laissez-Faire" is too broad; have forms of government, or political factions, that demand, for example, Parliamentary approval before going to war. If Parliament says "no" it might take two times as long to build a CB, but if they say "yes" it might cut the time in half.

I'd also add a "lower house" tab, and give it things to do. Again, exactly what can be up to you, but I would tie this to economics and budgets, and/or legal matters that are not tied to morality, like whom to tax, or how long a convicted rebel would serve in Jail (the latter would impact rebellion tendency modifiers, etc)
i definitely agree with these. we should be able influence parliament and the individual politicians in it for example i could have a generic 6/5/3 minister that is a conservative but i should be able to try and influence him to join a specific party but it could be harder to do that for historical leaders like Bismarck. perhaps certain Ministers give diffrent affects like maybe one that supports expansion would increase the chance of getting a random CB against minor and natives. it would be really cool if we had character like this.
 
you could just stop whining and not use it. clearly your in a minority here and more whining isnt going to change it

Sorry, I just had to use it :p

Anyway, in my reading of his suggestion it is more a case of helping the AI make rational decisions, and less a case of making sure certain outcomes happen.

im actually, from what complaints ive seen, not a minority on how vicky 2 does things. now, are you going to be helpful or try to drag other threads around, because you're the only one doing it.

few people seem to agree just giving america cores all over a chunk of the southwest and thus ruining anybodies day who exists there was not a good ideas, nor is the south breaks free despite america being a reactionary pro slavery every territory nation that wouldl ove to impose slavery on the north again
 
I'm just demonstrating that the mindless dribble I see coming out of your mind all the time, is not only baseless and completely unrelated to anything said before, it is actually not helpful and tends to get on people's nerve. Which apparently you finally seem to grasp.

Can we perhaps in the future expect more demonstrations of the helpful and well reasoned posts you just made?
 
im actually, from what complaints ive seen, not a minority on how vicky 2 does things. now, are you going to be helpful or try to drag other threads around, because you're the only one doing it.

few people seem to agree just giving america cores all over a chunk of the southwest and thus ruining anybodies day who exists there was not a good ideas, nor is the south breaks free despite america being a reactionary pro slavery every territory nation that wouldl ove to impose slavery on the north again

If manifest destiny and the civil war were based on good general mechanics that would make them appear in maybe 19 out 20. But those mechanics should also be possible to make similar stuff happen in other regions of the world. But if this is not the case i´d way way more prefer an kinda railroaded game. If i see France getting Catalonia one more time i´ll get sick.
 
If manifest destiny and the civil war were based on good general mechanics that would make them appear in maybe 19 out 20. But those mechanics should also be possible to make similar stuff happen in other regions of the world. But if this is not the case i´d way way more prefer an kinda railroaded game. If i see France getting Catalonia one more time i´ll get sick.

Avoid the civil war is fairly simple, though you need a good amount of luck basically. To avoid it you just have to get enough militancy to pass the slavery illegal reform before the slavery debate event fires, which isn't too hard to achieve and say if you try for it you could do it 5/20 games. In other words if played skillfully with a bit of luck the civil war only happens 15/20 games.
 
Avoid the civil war is fairly simple, though you need a good amount of luck basically. To avoid it you just have to get enough militancy to pass the slavery illegal reform before the slavery debate event fires, which isn't too hard to achieve and say if you try for it you could do it 5/20 games. In other words if played skillfully with a bit of luck the civil war only happens 15/20 games.

it shouldnt always happen just because i didnt get lucky and avoid the slavery debate trigger
 
add counter dlc - we love this
remove individual factory building - just call it ic
remove non western nations - too hard for new players pls remove
remove slavery - this is a social issue and people might go offended
remove vanilla music and force people to only buy paradox approved music - hint hint
remove france and spain - too op
make the game start in 1899 - it still counts right?
add microtransactions - yes pl0x
remove disease - people might get offended because of ebola (it will transfer from the game map to you through your screen)
remove religion/non religion - offensive to people
remove fascist/communist government - might scare people off because of the names
add rougelike elements and a story for the uk
port to peasant devices/peasant boxes
remove colonialism - too hard for lower nations pls remove
 
add counter dlc - we love this
remove individual factory building - just call it ic
remove non western nations - too hard for new players pls remove
remove slavery - this is a social issue and people might go offended
remove vanilla music and force people to only buy paradox approved music - hint hint
remove france and spain - too op
make the game start in 1899 - it still counts right?
add microtransactions - yes pl0x
remove disease - people might get offended because of ebola (it will transfer from the game map to you through your screen)
remove religion/non religion - offensive to people
remove fascist/communist government - might scare people off because of the names
add rougelike elements and a story for the uk
port to peasant devices/peasant boxes
remove colonialism - too hard for lower nations pls remove

Yeah, i think i´m in for this.
But we also need an crafting system and zombies. (Actually i´d really like an optional zombie mode)