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Originally posted by Sonny
Good idea. Now that you brought it up, I would like to add a wish that troops would be loaded with ships in port and not while the ships are in a sea zone.:)

The reason that you load troops onto a sea zone is to avoid the possible exploit of 'hiding' troops, attrition-free, on ships in a port.
 

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Okay, i've thought about this many times when i'm at work.

- Time frame from 1419 - 1919, BUT there being differant scenarios from which to choose, one that covers the EU1 time frame, and one that covers Eu2 timeframe. One that deals from the french revoltion to the 1st world war.
Talking about tanks, aircraft and stuff...really, when you look at ww1, these things really didn't make a HUGE impact on fighting. tanks mostly broke down on the battlefeild, and were so slow and lumbering, that they could be destroyed easily by the artillery of the day. Aircraft didn't have the range or the capacity to be as they would be in the next war. Plus, ww1 was the culimation of the world that begins in 1419...and gives you the ability to go though the american civil war, the wars Prussia had with Austria and France, Zulu wars, Russo-Japanese war..Opium war!
- Ability to move your captial around.
- each province has a infastrcuture rating like in HOI. starts out with dirt roads, and you can improve it up to Railroads.
- more varied unit graphics.
- eventually, Perm TiC could be removed.
- More complex Royal marrage system...For example, marrying a daughter of the king off to the Son of the Tzar would be more benfical than one to a noble, but it would cost more.
 

unmerged(485)

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Originally posted by Sandguy
The reason that you load troops onto a sea zone is to avoid the possible exploit of 'hiding' troops, attrition-free, on ships in a port.

Yes, I know - that needs to be changed too. Attrition for troops should be separate from ship attrition and should begin as soon as the troops are loaded.:)
 

Desertfox

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Copied from another thread that deals with trade ROUTES instead of just CoTs.


Originally posted by anti_strunt
This sounds great! I have longed for some representation of the trade ROUTES and not just the CoTs... But why would someone trade something away from the CoT?

Because every CoT represents an area with its own supply and demand values. The things that will be traded away is surplus goods. Surplus goods are cheap because of lack of demand.

The trade within a CoT area should be covered by the income levels of individual provinces. Depending on supply and demand, the price of different goods should vary per CoT area. For example, silk and Chinaware should be cheap in China where they are produced (and where likely a surpluss would exist), and expensive in Europe. The prices in the CoT represent the supply/demand level of the whole CoT area.

Trade routes should link CoT areas together. A trade route should have a yeary upkeep cost (based on length of route, and can be influenced by tech levels), and a yearly revenue based on the price difference between the CoTs.
More trade routes should increase demand for provinces producing surplus goods so they get better prices (more income).

High prices for goods should lead to switching production (e.g. the high demand for Chinese porcelain caused the Dutch to create a similar product called Delft`s Blue.) however it is best to let the AI manage this (or limit the player influence to perhaps a manufactory) to limit micromanagement.

The program should limit the increased tediousness of this new system by making choosing easy. There should be a screen that gives an overview of available trade routes, price to establish, price to maintain, revenue, and the resultant profit, sorted by best choice.

As more trade routes get established between the same CoTs, profit will go down and turn into a loss, causing the trader to go bankrupt. Only the best traders (based on tech level) will survive if competition is harsh.
Embargoes will sever trade routes for certain countries, which lower competition.

It may be possible to have a supply chain of several CoTs. E.g. Arab traders move Chinese goods to Istanbul while traders of other countries move those goods to other European CoTs. This can be steered by supply/demand per CoT.

Opium and Hashish should have the extra negative effect of lowering all the production in CoT areas where demand is high and satisfied.
 

Zeitgeist

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This might be posted already, and frankly, I can't be bothered to go through so many pages... but here goes.

Make it so random events have frequency and occur independently from other events. That way, not every event would have an equal chance of occuring, as the current system is set up... but each event would have a % chance (albeit probably very small) of happening each year.
 

cocoa

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Originally posted by Thanak
NOOOOOOOOOOOOOOO !

please don't, please don't give in to the 3D just because it's 3D trend.

EU doesn't need 3D, it's not a tactical game. Handeling strategy on a 3D map is a pain.

I would vote for a No 3D rule on EU.

3D on EU would definatly be a game killer for me

Well, I'm for 3D, but I can understand how it might be difficult to deal with. Pretty much whatever you do you're going to have a projection of a 3D globe on a 2D surface. What I'm for is a projection, but one that is recalculated to set the centre at the centre of the screen. At least that way things are only distorted at the edges of the screen, and, e.g., when you hover over Greenland, it doesn't look like the bloated mass we see in Atlases.
 

unmerged(8622)

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Sorry if these 3 things have been mentioned already but ...

1. Over 50 _types_ of units, and culturally correct and unique uniforms to flesh out the flavour of the country you are playing. Using a type of 'division-army' system like HOI style armies and divisions would be interesting.
Things like Mounted Archers for Central Asians or for the Japanese, Knights and Longbowmen for the English, Tercios for the Spanish. Kinda like blending the HOI system with the Civ series and then fleshing it out for a totally new concept.

2. Resources expanded, over 100 to trade and exploit. From Silk, to Iron, to Incense, or even Cinnamon. I'd like to see a massive trade system that also could be delegated to a merchant.ai incase you were busy in a war. Resources and trade goods would be dependent on regional supply and demands, and would need to be transported via 'convoys' in HOI terms, or merchant companies etc. Resources would also be needed for different armies. For most things, you would need metal, wood and leather in the early stages. The game would be from 1320-1920. Lots of things to go thru.

3. As you advance through the game, new options and province interfaces are opened up. So the provincial interface you would manage in 1380, would be alot different in 1901. Would give you a kind of benchmark to shoot for. So in 1860's when railways were becoming increasingly predominant, you would receive an interface that would allow you to build RR's in that province and/or refine oil/iron etc.(Factory Icon in the province)

Thanks for reading :)
-SS
 
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LordScod

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Instead of city size it should be province size.
 

Marcus

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I don't know if this has been mentioned before, but here goes:

-Make the tech tree like that of HOI, I know this would be a huge pain, but the tech tree was one of the bes features in HOI, and could replace the (rather bland) tech tree of EU.
 

Earl Uhtred

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Trouble with that would be the anachronism of it and also that in the world of EU2 different parts of the world followed utterly different technological paths. By the WWII era people were at least talking a similar military language.
 

Zeitgeist

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I disagree with the more units/more techs arguments. There is already plenty to micromanage in this game, and honestly, I would really hate to see more. It doesn't need 1,000 new units and a detailed tech tree.

Plus, it just seems to give the AI more places to screw up. Humans might figure out optimal uses of different units, but the AI won't, putting the AI at a permanent disadvantage. I would much rather see a strong AI than fusiliers, arquebusiers, bombards, and whatnot. EU2 is a strategic game, not a tactical one, and hopefully EU3 will be also...this isn't Empire Earth or some crappy RTS.

I also hate the tech tree argument for the same reasons. More complexity just makes it harder on the AI.
 

unmerged(485)

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I may have posted this before but...

A nice simple tech tree is the one used in Imperialism I. You do not research techs (sounds realistic for the EU period) but they become available at certain (somewhat random) dates. In order to use them you must implement (buy) these techs as well as have implemented any previous tech leading up to the current one you are investing in. The one small drawback is that you can lead the tech race by having the most money. This is the way it is in EU except to lead the tech race in EU costs more than being a follower.

Investing in tech research is appropriate for the HOI time period but for the EU time period it is not. :)
 

unmerged(9078)

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Well, I like the EU2 way of gaining research. It's nice and easy to set your budget allocation and wait a certain time and then you advance automatically. Choosing each technology you want is just slowing down the game and means more micromanaging and less time for the fun parts of the game (or would you say that clicking on a technology once in a while is so much fun?) After the fith game you play, you won't want to click on the same technologies in the same order over and over again. It would make sense only, if all the different technology groups had different technologies to research.
 

unmerged(485)

Advocatus Sancti Sepulcri
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Originally posted by Mieszko
Well, I like the EU2 way of gaining research. It's nice and easy to set your budget allocation and wait a certain time and then you advance automatically. Choosing each technology you want is just slowing down the game and means more micromanaging and less time for the fun parts of the game (or would you say that clicking on a technology once in a while is so much fun?) After the fith game you play, you won't want to click on the same technologies in the same order over and over again. It would make sense only, if all the different technology groups had different technologies to research.

The fun is in deciding which technologies you need at the moment - in a way it is like deciding to put your buget slider more for land or more for naval or more for infrastructure etc. It is not the "every few seconds I have to chose a technology to research" hassle that is in HOI.:) :)
 

unmerged(11681)

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New Trade Ideas

There has been plenty of discussion about trade recently, particularly on being the monopoloy producer, etc. which has got me thinking.......maybe this can be for EUIII

(Most of this is Euro-centric, so apologies if I have things wrong for the rest of the world)

One key problem on this seems to be that the trade works on a global market, there is a universal price for sugar but this simply isn't accurate for the entire period of the game; trade was determined by local prices, even though goods could come from the other side of the world.

Global trade also stops many of the mercantalist policies that were adopted by European state, and also trading patterns (for instance the Dutch dominating trade from the Baltic to western Europe).

How could this be represented?

First idea would be to have demand levels in economic areas (CoT), this would determine the price of that particular good in that area, the merchants in that econ area would effectively be those carrying this trade. This would then make sense to have colonies that are part of home CoTs as the demand is there.

Secondly if the CoT had a surplass of a particular good it could 'export' it to a CoT that wants it - thus replicating the re-export trade the Europe was sometimes so keen on. This could be done be establishing a trade route to a specific CoT (a bit like a trade agreement, but always accepted) and using up a merchant to do it. Conversely states could send out merchants to CoTs to set up trade routes for good that they need (grain particularly comes to mind). The permissible length of this trade route should be limited by technology, and trade level. States with high free trade values should be worked differently, maybe that the exces is automatically sold to the nearest CoT, i.e. the number of trade routes increases with mercantilsim. This could make trade agreements and embargoes much more influencial.

A short note on grain, in this system grain prices could therefore trigger revolts etc if there is a shortage.

Thoughts?
 

unmerged(10894)

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Ok, me and drake were brainstorming for this and here's some of what we came up with:

  • *mayby from 1600 there should be like mercinarys but with explorers and cons (for about 400-500 gold they can go explore then. But not before 1600 to prevent to early exploring of other nations still

  • *CoT's and large colonial citys outside europe should give some manpower
    (mayby 1/3 or 1/4 of what they normally give but they should give atleast some)

  • *drake (01:40 AM) :
    mayby able to buy a cot somewhere (very expensive butprise stil depending on on prov and location(if it is close to another cot it should be a huge amount of money to prevent it from being placed there))
    Bocaj (01:41 AM) :
    yeah
    drake (01:41 AM) :
    cot buyng = depending on prov , location , trade tech and adm skil of monarch , also of diplo sliders plutocrasy and naval....
    Bocaj (01:42 AM) :
    and then when the CoT is placed, the population should rise to represent the merchants and others...
    drake (01:42 AM) :
    yeah it should rise with 1000-2000 or even 2500 the moment the cot is placed

  • *Bocaj (01:32 AM) :
    and you should be able to buy provinces from people
    drake (01:32 AM) :
    yes
    drake (01:32 AM) :
    buy provs in peace , buy cores would be nice to
    also buy culture in some way to (very expensive but able)
    Bocaj (01:33 AM) :
    yeah
    drake (01:33 AM) :
    buy cores , need to be good friends with the emperor of the HRE and the pope
    (if youre catolic you need to be friends with the pope to do that)
    Bocaj (01:34 AM) :
    yes
    drake (01:34 AM) :
    like150+ relations , and the beter youre relation with both the pope and the HRE the cheaper it wil be to buy cores
    drake (01:35 AM) :
    you also need to control the prov you wan't a core in for about 30-40 years (to get the nationalism out of it)
    Bocaj (01:36 AM) :
    yeah
    Bocaj (01:36 AM) :
    I think that if you hold a province for long enough you should get a core on it
    drake (01:37 AM) :
    cultures = if you got a good monarch in diplo and mayby adm you should be able to buy a culture but you should also need to controlling most provs of that culture
    + you should have inovationes diplo sliders to
    drake (01:37 AM) :
    but 100 years would be 1/4 of the entire time if you start in gc wich is a lot
    i would prefer if you control it for 50years or so
    drake (01:38 AM) :
    and if you would colonize a prov on youre own and control it for 10-20 years you should get a core in it to

  • *Provinces should be able to be broken in two in peace. Those two fragmented provinces can then fragment once more i another peace.

  • *More different manufactories for different produce

  • *Have multiple produces and religions in provinces.

  • *also more techs , i gues , just increase trade10 til max 15 or someting same with infra (tech 10stil the same just continiu improving it )

  • *mayby some buildings or a unit a religoung (catolic got crusades (heavy horses good for foghting muslims or someting....)

Some of that it probably done already but just as confirmation to those ideas...:d
 

Castellon

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Post EU3 ideas in the EU3 wishlist thread stickied at the top of the forum.
 

USAF_777

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my thoughts:

Trade Routes
i like it. it would increase Constantinople's importance. perhaps the owner of any key point on the route could shut it off to whomever they wished?

Mercenaries
i think they shouldnt really belong to you, kind of like expeditionary forces in HOI. they could cost more maintenance, too. and when disbanded they would become part of the Mercenaries (the country) and wander to other countries, who could hire them for a large amount less. they could also kill rebels, or join them:D

Exploring and Limitations
give a percent of success of discovering whats being explored based on how close it is to your country, which would increase as time goes on. all islands with all the surrounding seazones discovered would be 100%. also, all troops and ships could explore, but the chance of success would be considerably higher with an explorer. seazones would be higher than provinces. and the permanent Terra Incognita? add stuff behind it, but make it 0% success until the late game, then later on make it 30% - 50% and only if you have extremely high land tech.

also, mutinies at high attrition should happen. ships turn Pirate, troops turn Rebel Scum or, in rare cases, Mercenaries (or in even rarer cases, both!)

Research
i think, a compromise bewteen HOI and EU. you still have sliders for the actual levels of tech, but the bonuses could be researched individually for a price, costing less the higher your tech is. and these could be in a "tech tree" for instance you could only research "Monopolies" if you have "Merchant Sending". you could either wait for Trade1 and automatically get merchant sending or get it at Trade0. then, you could immediately start on monopolies, but it would cost less and finish quicker if you waited until Trade2. or you could wait and automatically get it at Trade3 for a much, much lower price but much longer wait. obviously some things would have to wait a while though, such as cannons.

Timeline
i'd prefer it to end at 1914, but then the game scope would be toobig to be realistic on anything, so linked games would be the only real way to have a longer timespan