Ok here it is;
I did 9 1/2 today so enjoy
Key: *=my idea, (?) incomplete idea, {….} authors note {Me}
1. Longer time frame (some say to 1865/1870/1919/1914 or 1400/1350-1900/5)
2. Shorter time frame (1453-1820
3. Expelling of unwanted ethnicities
4. Moving capitol without events
5. Ethnicities shown as percent
6. Religion shown as percent
7. Improvement of the model of army recruitment and combat that more closely follows the historic development from feudal levies to standing armies and on up to Napoleonic tactics.
8. I new game covering 1820-1914
9. More diplomatic choices
A. Demand
1. With threat of war
2. Demand land
I. Demand land for money, other land, etc
II. Option in diplomacy to hammer out agreements like the partion of Poland.
B. Make a more detailed diplomatic system with different abilities in different regions
C. Buying, selling land to other countries*
D. More Trade oriented treaties
E. Giving countries tech help or receiving it
F. Try assassination of General, King, Admiral or conquistadors, by a diplomat complot and a lot of money.
G. To pay for the beginning or maintenance revolts in other states.
H. Possibility to built a merchant fleet to increase commerce.
I. Create special units as "tercios" or French dragons en each period.
J. Create bishops to send Rome and participate in the Pope's decisions.
K. Create the spy option.
L. Demand release vassal
M. Buy/Sell province
N. Demand vassalage {without war}
O. Firm requests
P. Specific demands
Q. Demands backed with threats
R. Final warnings
S. War pact, i.e. a military alliance directed at a certain country
T. Agree to renounce CB claim on province X in exchange for help against enemy Y, or maps, or money (might cause stab hit or RR in existing provinces of course)
U. Mutual military access (for alliance members only)
V. Supreme Defender of the Faith idea: if you have claimed it, others of that faith can call on you to come to their defense; fail to act and you lose the title and relations with all other nations practicing the True Faith go down
W. Non-aggression pacts
10. “No All” option to trade agreements
11. Expansion of map ever 150 years
12. More detailed map
13. Simulation of Free cities
14. Much better AI (said very, very many times)
A. Competent AI navies that don’t resort to the zero-attrition cheat
B.- Fear (they know when they are threatened into oblivion, and act in self preservation)
C. Loyalty (they remember which nations have been true to them, and which ones have backstabbed them in the past, and their diplomatic dealings will reflect this)
D. Opportunity (when an AI nation sees a glaring opportunity, it will exploit it, just like a human player would)
E. National interests (e.g. an AI Spain is 50 times more likely to demand the return of Andalusia, or the Philippines, or Puerto Rico, or Florida in peace treaty rather than be given some province in Tibet)
F. Cultural and Religious affections (a Protestant nation is much more likely to be in alliance with another Protestant, rather than Muslim or Catholic)
G. AI Leaders that don’t die after 3 years of existence. AI Napoleon dies too early. AI Duke of Wellington dies too early. AI Babur dies too early. All legendary leaders die way too early because of the very unrealistic mortality rates with sieges (?)
H. Get rid of the very unrealistic "every city in Europe has a level 5 fortress by 1750" situation. Historically, very few cities in Europe were that fortified even by Napoleonic times. There should be a cap or quota on building extremely strong fortresses.
I. Do more research and make lots of events for the dozens of smaller nations that don't have event files.
15. More events
1. Move cot, change AI and change shield {isn’t this already done} and flag {this to} (and working sleep leader)
2. More what ifs
16. Better representation of the HRE and of feudal ties in general
17. More realistic army sizes, city growth, incomes etc.
18. Better representation of personal unions (like Austria and Spain) and familial relations
19. Alliances should be handled differently; the game should discriminate between the permanent alliances like in EU2, feudal alliances, dynastic alliances (i.e. ties between states ruled by members of the same family), short-time strategic alliances against a certain enemy that dissolves after the war is over
20. New units and buildings for each different provinces region
21. 3D graphs for the province’s window view
22. Several smaller game that when saved can be exported to the next game in series.
23. Missionaries that work constantly once being assigned to a certain province with a less of money at of your monthly, and yearly incomes for each activity missionary and they work initial you stop them
24. BB system rewamped and split in two components Power & Reputation
25. Game that goes from ancient times initial 1418
26. New map system (?)
27. More tags
28. Railroads added as infrastructure so countries with it have faster armies and when in a country without it they move at the old rate
29. More sophisticated diplomatic and trade system (?)
30. More leaders that make a bigger difference
31. A better scenario editor, a leader editor, a monarch editor, and an event editor {Is it this already done}.
32. Expanded areas of royal marriages*
1. Different levels of Royal marriage (King (queen), prince (princes), Lord, Duke*
2. Inheriting land if monarch dies without in heir and you have a higher level royal marriage*
3. Being able to track royal marriage*
33. If you win a war putting a relative on your defeated enemy thrown which will of course make them have them better relations with you, make them more agreeable toward you it will of course have down sides like revolts, mutinies, defections in the defeated country *
34. Warfare*
a. More types of units that improve over time*
b. Different organization (Being able to choice if you wait your army to have small will trained units, with poorly trained commanders. Or large poorly trained unties with well-trained commanders. Mix and match the size of units, training, command structure (Do you want 5 levels between general and private or 25), armed (heavy or light (different levels of heavy and light of course)), and professional or militias. All of this have different levels and can massively chances your army, after ever siege you lose a level of Fort*
c. General gain war skills when they when battles*
d. Appointing Generals to head armies*
35. Weapons*
a. Each province should produce a certain amount of a kind of weapon a year as well as gunpowder, and ammo. *
B. If your men run out of ammo or gunpowder they can't fire so they have no shock *
36. Tech level should be lower for undeveloped non-European nations then for European nations {so lets say European nation begin at level 9-10, China at 7 as well as most Moslem nations, all American Nations should be at 1 Stone Age}
37. Different tech trees for each tech group,
38. Assaults and artillery should be granted earlier
39. After you own a province for a couple hundred years, you should get a CB shield on it.
40. PTI that is scaled back over time
41. A level of state organization from nomadic, tribes (like many civs outside of Europe) to a highly organized state
42. Army maintenance should be more expensive
43. Add resource trading
44. Unique units based on tech group
45. For every 10 provinces you can annex a nation with 1-(?)
A.1-10 provinces: 1 nation annexing (?)
B. 11-20 provinces: 2 nation annexing (?)
C. 21-30 provinces 3 nation annexing (?)
46. Ethnicity map
47. Ethnicity should replace religion as the main revolt factor
48. Cede any amount of land wanted to a vassal
49. Negotiate ceding provinces for money {or other land they could want}
50. Government can decides to assimilate a culture
51. Permanent Terra Icognita that fades depending on the infrastructure level
52. Diplomacy rating wider than +-200, say +-500, or even +-1000
53. Moral more dynamic than it is, based upon the overall war situation, war exhaustion, etc.
54. Exploration should include a random chance to spontaneously discover any TI bordering one of your colonies/cities.
55. WE should be province specific, and influenced by such things as war taxes, looting, etc.
56. CB's should be more dynamic based upon culture, religion and history.
57. Far fewer RMs (maybe each monarch could be rated and have a counter like you have now for merchants) and have the RMs mean more in terms of stab hits and relations. Of course the relations model needs improvement too
58. More territories both in non-European areas (Mongolia) so that areas outside of Europe could be simulated more accurately, and smaller territories across the board to make the map more accurate
59. Inflation has to be dealt with, it doesn’t really represent much... maybe a corruption bar instead
60. Minority culture groups/religions should be in the game too and WE should be providence based and should be effected by if you are winning the war or not (lowered slightly for those winning the war)
61. More game stat graphs for more specific things like cultural supremacy, religious supremacy, etc.
62. It would make things more complex and interesting to include more religions. Breaking down Protestantism into Lutheranism, Anglicanism, etc. and breaking down the Orthodox religion into Greek orthodox, Russian orthodox, Armenian, Coptic, Ethiopian, etc. Paganism should be broken into polytheism/pantheonism and shamanism/animism, since Paganism now is too broad. Shintoism, Sikhism, Judaism, Zoroastrianism, etc
63. Cultures grouped together into cultural families. For example, a Germanic cultural family would include German, Anglo-Saxon, Scandinavian, and Dutch. Or a Latin culture group, which would include Italian, French, Spanish, etc. Each culture is distinct, but they feel closer to other cultures in their group, than they do with outside alien cultures. A Spanish citizen who was under the rule of the French may be unhappy, but he would be even more unhappy if he was under the rule of the English, since the English are outside their culture group. This matters, even if they are the same religion.
64. Explorers should be required to return to port in order to report their findings. If they are sent on a suicide mission to explore as much as possible, then who has lived to inform the mother nation?
65. I would like to see more provinces all over the world, and an end to terra incognita (make it an option to turn it off, at least). More islands especially in the Pacific
66. Multiple resources per province
67. A 100% no-PTI map. (or at least greatly reduced PTI) Some areas should have massive negative colonization penalties, and you should gain bonuses based on your infrastructure tech level. Also, these provinces don't need to be the size of the ROTW provinces. I'd be more than happy with "Northern Siberia" being one massive province
68. Better handling of vassalage. The ability to "call to allies" on your liege lord whenever you are attacked (with the resulting penalties for them breaking vassalage if they decline). This makes vassals a much better option since 3a) Players can now protect their vassals better and 3b) Players have a reason to let themselves be someone's vassal
69. Expanding the Trade and Infra tech trees will
70. Possibly reduce income (noticeably) for pirates in bays
71. Better AI: Fix the attrition less fleets. Having only explorer navies be attrition less would be acceptable.
72. AI peace agreements need to be fixed.
73. Better modeling of "forts". Personally, I think that army size should be tied to tech level, larger armies are just not maintainable at low tech levels. In effect, give them an attrition penalty for being over a given size unit. Reduce the effectiveness of forts in the later game rather than the current model. In 1453 the fort was proven to be not all it was cracked up to be. By 1806 field armies were the norm and sieges didn't occur as much
74. Fix inconsistencies that destroy the AI. revolter nations should be annexable within 5-10 years of their revolt by the nation(s) they revolted against. This should _not_ give badboy points. Late game, France and Austria have terrible relations with everyone, and this is why
75. Relations should, in absence of a CB, RM, or Alliance, move towards 0 rather than just up or down. In effect, I should not have -200 relations with France in the middle of the game. If they conquered France proper in 1419, by 1519 I should be back to 0 with them.
76. Fix diploannexing. Currently, you receive 1 bb per province annexed, even if that province is a core province. In effect, France is better off to conquer their vassals down to 1 province and then diploannex them. This is massively ahistorical. Core provinces diploannexed should not cause BB.
77. Ability to send missionaries to foreign provinces. This should require a new diplo option, like "Religious Access" in addition to "Military access". This would better model Jesuit efforts in Kyushu and Canton. While the Jesuits (and Franciscans) weren't effective in China, they did manage to get a province (in EU2 terms) converted in Japan.
78. Ability to counter-offer diplomacy or make diplomacy multi-tiered. "Request Religious Access in Exchange for 2000 ducats and a trade agreement" would be fairly historically accurate using the above Japan example. This also allows for "Demand Calais from England in exchange for 1500 ducats" etc
79. Ask you whether you're calling each ally individually
80. Ability to request your allies drop out of the war
81. CoT should disappear if it get's too small and some option to move CoT, there could be several reason why that happens, historical reasons, when Cot is in unlogical position
82. The Alliance system needs to be totally re-written. Alliances are not necessarily between _groups_ of nations. This is just blatantly historically inaccurate.
An alliance should be between 2 nations only and should be either a total alliance (offensive or defensive), defensive only (cannot call to allies when attacking someone), or directed (Partition of Poland, Alliance against Napoleon). A country should be allowed to have as many alliances as it can possibly deal with.
This, like royal marriages, will be self-policed by not allowing yourself to be both allied and allied against someone. eg:
England is allied with France (defensive only)
England is allied with Spain (full alliance)
England is allied with Portugal (against Spain)
If Portugal DoW's Spain and calls to its ally England, England is forced to break at least one alliance and
take a stability (and bb, hopefully) hit, along with a big relations hit. In other words, this combination of alliances is just not a good thing to get yourself in to.
The "Call to Allies" screen needs to list all possible allies available for your call (based on type of war and target) and also list all vassals. (Vassals, of course, should not be allowed into any alliances at all, but have the ability to call the liege lord just like a full alliance)
This screen should be a check-box allowing you to call whoever you want. This would allow excellent multiplayer diplomacy, too.
England has the alliances listed above. Spain declares war on France. England offers ducats to both sides (quietly and without telling the other side, of course ) asking them not to call England as an ally. If England isn't called to fight, they aren't forced to break an alliance. This works out well for England. However, in a single player game England is pretty well screwed
83. Break Vassalage down into the three very different relationships that it represents vassal, tributary, autonomous march
84. A different way than revolt to represent war exhaustion... drop in available manpower
85. different pool for colonization / trade post, since they can be torched so easily, trade post are often a waste of settlers
86. Explorer should be event that reveal part of the map instead of being player controlled. You should be able to commission them for cash. Could work something like that
Click on the commission explorer button
Where should we go sir ?
1- try to find a western path to india
2- Go around africa
..... (the choices would of course depend on where you are and what you know of the world)
Then something after you get the result.
"Sir our explorer came back, we added the result of his exploration to our map"
or
"Sir, we have no news of our explorer, we wont be hearing from them again"
87. Trade map option specific to par of the world.... I offer my map of Asia against you map of Africa
88. A difference between reputation and threat factor (the actual bad boy).
A. Reputation = how trustworthy you are = easier diplomatic relation.
B. Threat = how dangerous you have become = how much income you are making, how much provinces you control,....
Bad boy war occur when are threatening (and can occur sooner if you have a bad rep)
89. Could give Explores orders like "make landfall for resupplying” {Have to be close land and you don’t discover the province
90. If you reach some critical point in being on sea, e.g.
12 months
18 months
24 months etc. it will give you a penalty in morale, the lower your moral, the higher the possibility, that one of your ships will desert, or that a mutiny will occur, where your explorer is killed, and your fleet will become a pirate fleet
91. Total deaths do to battle, attrition should be added to peace deals*
92. Things like mutinies and capture of ships and cannons*
93. There should be a cavalry limit*
94. Occupation of capitals should be worth more points. After a country Capital is occupied there should be a drop of stability, monthly, yearly income, manpower and morale (which should decline and only advance by very small steps)*
95. Added fetchers to who well armies fight like experience don't like it when green rebels fight in win battles with battle harden soldiers*
96. here should be more slider maybe as many as double there is now. There should not be ten steps as there are now but maybe as many as a hundred steps between being a naval or land nation for example. You should get to move a slider up 1 or down 1 ever year or maybe 10 times ever 10 year*
97. Province production should be reworked*
98. New products should be added like horses, corn, wood, etc.*
99. Some sort of engine producing alternative historical events based on the continuously changing political map
100. Ability to rename armies and fleets
101. Portraits of rulers and leaders, a background image to go with popup windows for marriages, declarations of war and the likes, and they should be culture specific and change from era to era. would make the installation about 30mb bigger, but it'd be worth it
102. The ability to destroy province upgrades
103. Make resources matter. iron, copper, food etc must be accumulated, your people eat, you need iron to build armies, and if you don't have it, you must buy it from the COT of your choice
104. Nice artifacts the; true cross, relics of saints, ancient statues, the British crown jewels, the amber room, etc. you will have to capture or buy them, and you can marvel at them when they are graphically displayed in the history book
105. A palace, that you have to build piece by piece, according to your success as a ruler
106. Better model of colonialism aspects At best, it only works correctly when settlers are going into 'native' areas in North America and Australia/New Zeeland, where massacres/expulsion and total ethnic replacement were the norm. A correct model of colonialism will allow for the establishment of 'beach-head' forts/owned cities whereby one can then directly annex surrounding land in time. Forts were the rule in Africa during this time period, as with much of the east. It would work better than giving Portugal all of Guandong to simulate Macao as well.
Which leads to a better system of province allocation.
107. Low population areas ought to have huge provinces, densely populated areas less so. This will help historical modeling greatly. Of course, this means movement rate has to be dynamic,
108 small, city sized provinces on the map. These would be in places where cities have historically existed. Thus, one place would be the HRE. The other is areas where colonial cities were historically. Bombay, Goa, Macao , and so on. Some would be already occupied, and you would need something (a war? a cash payment? Events) to gain them. But others would be open and available for TPs right at the start (west Africa)
109. Raising armies should cost population, it should even cost population growth
110. If we have provinces with multiple cultures, you should either only be able to raise an army of people with state culture. Or if you raise one of a different culture (or multiple cultures) the morale should be a lot lower. On top of that armies should surrender a lot faster, especially rebels, they often fights to the last man i EU2 because they have nowhere to run
110. Known religion- and religions within state-tolerance, should be split up (or not be 1 to 1 related). For instance having max intolerance on Hindus, would hardly impress your Christian European subjects, since most would never have heard of Hindus
111. The Next is a lot of very good ideas posted by Steel in 28-10-2002 at 10:37 was to good to broke up so
Metagame:
- Option to save the full "state of the game" so that random events timers etc is not reset. There should be no difference between playing continous 400 years or save/exit/reload every month of game time.
- Create an option to prompt for retreat, ie player can select between immediate retreat of a unit or a "Confirm retreat" pop-up.
- Create an option to accept/reject all trade agreements.
- In the Political view, optionally show a small flame sprite in provinces with revolt risk (1-5% yellow, 6-10% orange, >11% red).
- In the political view, optionally show a small culture icon to show state or non-state culture.
Diplomacy:
- Remove the current alliance system.
- Automatically create an alliance between new vassals and their overlord.
- Allow country to have any number of alliances, each alliance is a 1 to 1 relationship.
- When a war is declared, give pop-up for each allied country showing relationship to the enemy and giving option to call on support.
- When called upon to honor an alliance, show any marriages and vassalisation agreements that will be broken as well as total stability loss.
- Add a cost for each Royal Marriage (same cost as personal gift).
- Make RM's last a random 1-50 years (bell curve)
- Never remove a tag from the game, effectively allowing government in exile. Allow gifts, marriages etc with land-less factions but don't allow a state of war to exist.
- When taking provinces from a country that is larger than your own nation both before and after the peace, reduce BB penalty by 50%. This offsets some of the growth problems for minors.
- In a peace agreement for non-shield provinces only make an immediate revolt check at normal risk +15% when the provinces are transferred to represent unhappiness with new rulers. Adds a bit of risk to those large annexations.
- Grant Casus Belli against nations who are persecuting against your state religion or state culture.
Armies/fleets:
- Divide all cavalry and infantry numbers by 10. Leave native population size intact.
- If an army is disbanded or shattered within owned territory, increase manpower available by 25% of lost army size.
- Track exhaustion for armies by impacting morale for each day spent marching (low), on ship (low), besieging (moderate) or fighting (high). Recover by resting (duh!). Represents defender advantage of having enemy arrive tired on battlefield but also the tactic of gradually wearing down an army with continous attacks. This should rebalance the "big stack vs small stack" situation somewhat.
- Allow armies and fleets to be inactivated to further reduce upkeep costs, with a 3 month reactivation time. At 100% maintenance slider costs would be 100%/50% for active/inactive. At 50% maintenance slider the costs would be 50%/25%. Show a small sprite for inactive units.
- During combat resolution, show all factors with a tool-tip for the attacker and defender values and give aural clues on random battle rolls (ie good / normal / bad roll) when a player is viewing the battle.
- Allow an optional "save battle resolution" to allow a ledger combat replay (while game is paused) with log, play, step, fast forward and rewind options.
- Allow an optional "set arrival date" movement order instead of using immediate departure to allow better synchronisation of invasion forces.
- Use Maneuver value of leader to determine proportion of force engaged on day 1 (default 40% for attacker, 60% of defender, +5% / maneuver value) with additional forces joining at 5% + 1% / maneuver value per day. Double the join rate for cavalry and halve it for artillery. This represents how an army on manuevers is dispersed to secure terrain features, forage, scout etc and the time it takes to recall all elements for a battle.
Fortresses:
- Add a maintenance slider for fortifications (0 to 100%). Not paying full upkeep causes gradual degradation.
- Let fortresses gradually degrade (not a full level) each time they are breached.
- Create a garrison unit when a castle is created. If the garrison is destroyed or surrenders, the castle must be re-garrisoned (purchased) before it becomes effective again. Re-garrisoning takes 1 month in owned provinces and 3 months in controlled provinces. Garrisons can never leave their castle and do not join field battles (exception see rebels).
- During sieges, give both attacker and defender additional attrition of 5% - (siege value) with minimum 1%.
- At tech level 26, add +1 to attacker siege value. At tech level 36, add +1 to attacker siege value. At tech level 51, add +1 to attacker siege value. Max bonus from tech is +3.
- Reduce revolt risk by 1% if a fortress is present.
Trade and Merchants:
- Allow player to click at a specific country's merchant in a CoT to target him at 2x cost (trade wars).
- Allow players to assign warships and transports to coastal CoTs to enable overseas trade and anti-pirate patrols by leaving them in the CoT port.
- Reduce income from CoTs where ships have not been assigned (ie when merchants are on their own).
- Abstract pirates so that they do not exist in sea zones as actual ships with X tech level, but rather just affect a CoT.
- Resolve pirate conflict with attrition rather than as sea battles.
Provinces, religion, culture:
- Track percentage of population for each religion and culture in province.
- Allow gradual change from sending colonists, population growth, missionaries and events.
- Change the religous tolerance sliders to the DP model, allow only gradual change 1 per 10 years but make each slider independent. Allow more tolerance for open minded cultures, less for narrow minded (ie extreme tolerance/persecution for non-state culture not available depending on choice).
- Remove the 1-shot "pay up front" boolean result missionary.
- Allow players to "Create mission" in neutral and self-owned provinces only. A mission is active until destroyed by enemy (or native) action or until de-commisioned by the player. The mission costs 20 ducats to establish and then 1 ducat on an ongoing monthly basis. There can only be 1 mission per province.
- For intentionally wiping out natives, make this attrition based rather than battles (although battles could occasionally be triggered) as this activity isn't really a set piece field battle but rather patrols sweeping the lands and wiping out villages.
- Set natives to join a settlement when it reaches population equivalent to 300 * (aggression+1), ie 600 for aggression 0 and 3000 for aggression 9. This makes it relevant to build a colonial city with a fortress in order to be secure from native uprisings while the city grows. If a majority of the natives are converted to the colonial religion, let them join earlier (50%, ie 300-1500 colony size).
- Move Colonist tech from Infra 0 to Infra 4 to prevent massive early colonial empires. Require a trade post to be built before a colony can be established.
- Change Colonist success from boolean 0/100 to a 0-250 range (bell curve) modified by Infrastructure tech. Normal range is 0-125 with a -20% at infra 4, no mod at infra 5, then +20%/level from 6 to 10.
Rebels:
- Create more specific revolt types, ie bandits, peasant uprising, religous revolt, feudal vassals breaking faith, the province capitol declaring independence or a garrison going turncoat. Include more verbose messages (ie Feudal lords in Morea are fighting to preserve aristocratic rights) especially when a fort is lost.
- Scale rebel uprisings based on revolt risk, ie when risk is high make the uprisings have larger forces.
- Adjust rebel force composition based on revolt type (ie peasant uprising -> inf but feudal uprising inf+cav). For rebellions in port provinces, create pirate forces in the adjacent sea sector as well.
- If an uprising is weaker than the garrison forces present (ie when it's a small uprising or due to attrition), increase the rebel attrition dramatically after 2 months. This basically represents strong garrison forces or citizen militia dealing harshly with any minor unrest that doesnt warrant player attention. It should also help the AI control unrest and further justifies player investment in forts.
112. Two different types of casusbelli shields (you can have both on one province). Both cause of war shields, and national province shields. The cause of war shield will give you a casusbelli on anyone who has that province, but a national province shield won't give you a casusbelli on the other nation, but when you take it over there is no nationalism
113. There should be to different types of supply and demand world wide and national. Having not enough of one good will have bad affect on your country*
114. Countries with a higher Infrastructure should produce more iron in a province then a country with lower Infrastructure. Weapon should be produced manly in weapons manufactures. The number of weapons manufacture should help determine the number of weapons produced (Ex: London with manufacture produces 2500 weapons ever year, without manufacture it will be a 500)
So this is want should determine the price and the final products numbers
Iron/Copper (price determined by who many provinces produce in your own country and your amount of trade in CoTs that have a lot of Copper/Iron trade)(amount of Copper/Iron produced in province determined by pop) ---> to manufactures (price determined by distance from Cot/Province to manufacture)(who many made ever year is determined by province pop) --->to weapons (which well go to your armory)*
115. More different types of buildings and the possibility to build 2 or 3 buildings in a province.
One other thing too that I really enjoyed was the trade system from Imperialism. I liked how it made you choose what to produce and sell. I loved the feeling of having to choose between different things. That makes for real strategy and planning. Choose to consume now or sell it or save it for later. I better trade and production system is needed. I do not have specific ideas right now however.
116. Simple change would be to not have a limit of 20 slots in each CoT. Have them open to all. The more folks trading there the smaller the slice of pie each one gets. Also have a specific amount of merchants (based on trade level and DP sliders) and you put them in the CoTs you want. So if one gets so crowded that it is not profitable, then you move that merchant from that CoT to another where fewer are trading and you get more profit. Also make the monthly trade income based on the figures at the beginning (or middle or end) of the month and not based on the figures at January 1
117. Do away with the idea of merchants "going out of business" altogether - or at least make it rare. Merchants don't explode when someone else joins the market they just make a bit less money.
118. Colonization made much harder {possibly more expensive or dealing it to Intrastate level 5/6 or maybe make it happen by event a country receives a messenger they can now colonize}
119. Control over taxation, having control of certain cities or provinces would give you control over the trade passing through there. Like if you own Tangeries and Gibraltar you could demand taxes from anyone leaving or entering the Mediterranean
120. Let me sail ships up rivers. Maybe only galleys, not warships. That would give a reason to build useless galleys.
121. AI countries including CB shields also had AI shields. These wouldn't have to be the same. Spain would have it's current CB shields but would have AI shields on Portugal, North Africa, the Americas etc. The way this would work is, if France got into a war with Russia or whoever, the French AI would always demand cash as it didn't have any AI shields in Russian territory. This way all of the stupid territories the AI gets which completely miss up the political map could be avoided. Any country played by a human would not be limited by this rule
122. Be able to throw them out or slaughter minorities. I'd like to see the option to "homogenize" the empire through expelling or slaughtering. The political repercussions would be massive. Populations would spill across borders and the BB rating should definitely go up.
123. Force-convert. There should be some kind of option to do this. The Muslims did it, the Catholics did it, the Orthodox did it. Even the Pagans did it from time to time. I'm sure the Buddhists and Hindus enjoyed forcing their religion on the vanquished. In history, conquest usually coupled with mass religious conversions in the case of one nation conquers another with a different religion. Look at Byzantium. Its fall caused literally hundreds and hundreds of thousands of Greeks, Bulgarians, and Slavs of different irking to convert to Islam. Just little things like this could spice up the religious aspects of the game
124. Slaughter Whole Cities options
125. CoT being scrapped
126. EU3 on PS2
127. Family trees and being able to view them
128. Being able to trade whatever goods I produce in certain CoTs. Take my South American sugar and trade in Thrace. As stated before, I would need to protect the trade route from enemy nations and pirates.
129. be a chance for a random event saying you have captured the Royal Family. If I wanted, I should be able to execute them and either set up my own puppet ruler (if I was able to force vassalage in the peace process), or the country would experience a huge stability drop as the remaining nobility scrambles to fill the power vacuum. Of course my own international relations should take a huge hit for this
130. Innovativeness be rewarded with additional slider points for religious tolerance
131. Instead, have navies only have a certain distance they are allowed to travel based on a combination of technology and leader stats. It should take into account the sea provinces as well...Depending from which port the Navy disembarks from.
132. Keep some kind of a less profitable trade system for land based powers, but for naval-oriented countries who gleaned such massive profits from trading, have them need to manually create a trade route and protect it with navies. The number of ships per province you can invest in a trade route will determine how effective it is. Imagine this trade routes like veins of ducats with the country being the heart. Imagine the severe economic repercussions of having them severed. It will make playing a naval-oriented nation in MP more worthwhile...when competing with huge land powers.
133. Also, it would make it possible to say, have cots in the Levantine be very profitable yet not unbalance the Mamelukes or such in the region. Since they wouldn't have the ships or technology to make as much of it as the Genoese/Venetians for example.
134. Give more individual personality to armies. Make them more expensive and irreplaceable.
135. I would like to be able to take colonies without being at war. (i.e. English capture of Manhattan) and it would be nice to have furs at higher values. Maybe there could be a function where certain products are worth certain amounts for certain nations. For instance France would care more about furs than gold so furs could be much more valuable and gold less valuable. The same thing for Spain having gold more valuable and furs less valuable
136. Government parties! Such as Left, Right, Left-Moderate, Right-Moderate, Extremes in addition to the government types. For Example, you could be a Right-Wing Fascist and also have worse relations with say a Left-Wing Fascist
137. Ccreate COT option. Here's how I would make it:
1. Trade tech 6 or 7
2. Cost starts at 800 and increases like manufactories.
3. Must be placed in a city with 700+ people
4. An option to see how much the new Cot will be worse, and which provinces you want controlled by that COT-must be worth at least 75
Okay, I know that this has the potential to be exploited, but I think it could be useful in a situation I once had, Where Zacatecas, Cuzco and Manhattan were all 700+ and Wagga, Tahiti and Magellenes were about 30 each