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The Red
Jun 22, 2003
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I didn't read the whole thread, but here's something from me: completely overhaul the trade system. The major problem with it is that it does not take into account regional prices on commodities and interdependencies between COTs. For instance, the COT in Mascate tends to quickly disappear because it's too close to Kutch, which handles all the rich trade goods. However, historically, this proximity was exactly the reason Mascate was a center of trade in the first place.
 

unmerged(23437)

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Dec 13, 2003
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Time for the SILLY but USEFUL request!

I've noticed that the Ledger only shows data for 300 years, Isaac Brock's plausible theory being that this is a hangover from EU where the game only ran for 300 years. Even if EU3 still only runs for 400 years, can we please at least be able to see a full dataset? Pretty please? :)
 

unmerged(25608)

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Why do we need to bother going to 1919? The game is about EUROPA universalis, and about Europe's expansion into the world, right? Besides, why do you think they made Victoria?

EU3 should maybe go back to 476 AD or something, I don't know. Or maybe you get to choose a period of play, like 476AD to 1066 or 1066 - 1419, then 1419 - 1819? But essentially, they should improve the gameplay, and graphics, and make the cities look like cities!!!
 

Cagliostro

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I just read the last page. Here are mine, though:

1) more religions - particularly Monophysite and/or Coptic, Sikh, etc. Make religions creatable and *moddable*, and make a more convincing system of tolerance - perhaps allow people to tolerate any religion, but have the cost based on how many you actually have.

2) Junk and rework the trade system. Whatever is implemented in its place, make sure that is either a) low maintenance, or b) can be given over to sensible AI control.

3) Allow players some kind of option as to how historical they want the game to be. It would be neat to have five "history" settings like "Very Historical/Historical/Average/Unhistorical/Very Unhistorical" and set the events to require certain settings to happen... that way on the most historical setting the game would play in a history-bookish way, and in the least historical setting the game would allow more alternate-history settings. That would increase the replay value and also allow for different kinds of players to be satisfied.

4) Allow a moddable map!!! Also, remove the province names from the map picture, and have them instead printed in a font that can be later modded, to fix spelling errors and/or to increase modding. There's no reason that "Meath" has to be hardcoded on the map, when it could be attached to the province later from the program - which would also allow you to call it "Hibernia" or "Slobovia" or "Detroit" if you were modding, or if the province was renamed by colonists.

5) Allow people to select names of things (provinces, armies, etc) from a list. It would allow a degree of in-game customization without being totally silly.

6) Allow ahistorical leaders, and make the historical leaders' deaths more randomized. Optimally do the same for monarchs.

All I can think of for now.
 

Madrick

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A kind of filter for the game history would be nice. It would be much easier to write AARs or to trace back your history if only the events concerning your country (and your allies) were shown.

Madrick
 

yourworstnightm

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EU III should range from 1453 to the late 1700s. Then a completely different game could cover the age of Revolutions. Why not let it be able to export an EUIII save game to the revolution game and then a save game file from the revolution game to Vicky.

Some more religons would be fine, but it's not necessary. Some new provinces could be in (new island provinces like the Faeoe Islands, The Shetlands and Ösel would be nice), and it would be fun if a province could have more than one culture and religon.

Historial events are nice but why not be able to choose "historical events on and off", then Austria won't be able to automatically annex Hungary, Burgundy and Bohemia. More random events in the unhistorical scenario. If a country you have RM with or is your vassal is annexed by force by foreign power, there should be a little chance you get a claim on their province. If you conquer an province you not have claim on you'll be able to get a claim on it in 50-200 years if you hold on to it (The amount of years could be altered by cultural and religous issues, butalso on how many other powers there are with claims on the province). You could be able to buy and sell land like in Vicky. Some more cultures would be nice. But I'm glad if there'll even be a EU III (If there will permanent terra icognita could be removed, instead there could be a terrible attrition in provinces not found by europeans during this era).
 

unmerged(7276)

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A nations experience of war (perhaps call in mlitary tradtions) should increase its capabilitys in some way, maybe faster tech or more morale. Maybe link this to kills/losses. This might prevent hyperteching in MP.

More MP options. Prov limits etc.

ability to hold up in forts. Hide armies inside forts.

dont overcomplicate it :)
 
Mar 14, 2004
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yourworstnightm said:
EU III should range from 1453 to the late 1700s. Then a completely different game could cover the age of Revolutions. Why not let it be able to export an EUIII save game to the revolution game and then a save game file from the revolution game to Vicky.

Indeed. Just what I want.
 

unmerged(23019)

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Dissolve the HRE in 1806! :D
 

unmerged(23019)

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Dec 3, 2003
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Also, 1419-1820 is great, keep it that way.

For all those who don't want they Byzantines around, YOU'RE WRONG!!!!!!!!!!!!! :)
 

unmerged(10894)

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Sep 4, 2002
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Cities!

One thing that hasn't been in any previous Paradox game is the ability to emulate cities without actually having the whole province. Thus places like Gibralter, the Indian colonies and Macao can't be shown properly. However if we had cities we could do this. Here's how it could work.

Cities would be the center of trade and of industrial production in an empire. The provinces would be the center of agriculture and the bastion of aristocratic power (and probably the center of manpower for many).

Cities and provinces would be linked as one. Together they would create the actual province as we know it, but in most respects would be independent of one another. Any improvements made to the city would not be mirrored in the province, and vice versa. However they would be interlinking at the same time, a rise in power of the city would proportionally undermine the province.

The main city would always stay the property of the province. Thus you would have to take over the province if you wanted that city. However there may be "trade cities" which are not owned by the province owner, but someone else. These cities would only be responsible for trading, and minscule amounts of production may be done in them.

All trade cities in provinces bordering water would have ports, but not all main cities would have them.

Trade cities could be protected by fleets only. This was how Indian colonies often survived their neighbours who had much larger manpowers, simply because cities were close enough for ships firepower to defend them. This would also make them more attractive to naval powers as their trading assets could be protected even against the most fiercesome land opponent.

Trade cities would get the bulk of the trade income from a province. IMHO a system similar to EU2's provincial trade income would be the way to go in any trade system for EU3.

In war, trade cities could be taken. I think a good interface for demanding a coastal city would be being able to demand peace, and then be able to click on each province that you want to take, and if you want a coastal city, you could click on that province's city.

For colonisation, I could forsee trade cities coming into their own. Trade cities would be what you would colonise with. You would comission a new city be set up in the province, but you wouldn't automatically control the province. Other nations could also set up trade cities there.

Slowly as the trade city grows, it would expand it's influence over the surrounding province. One nation would not be able to claim the province around it however until all other claimants to the province had been taken care of. New claimants would not be able to set up a trade city after a certain amount of the province has been influenced by other nations.

Following this for one moment, in the colonies taxation and thus the provinces would be very small amount of the income, if any. The main benefit of expanding to a province would be a better regional grip, and access to the agricultural production of that province. If, however, a colony grows really big, then taxation should become a factor.

Trade cities would be expensive to set up, and would at the start probably require extra crown funding. It would be very dependent on climate, and in cold conditions, at an early age, many would probably die if they do not get established well, and the trade city may die again. In other places disease could be a major factor as well. Any nation could try and keep these trade cities alive, but in some places the cost of maintaining the colony would exceed the trade income it would generate (Africa comes to mind here). I think it would be good if there was a slider available independent for each trade city that would determine how much money the crown gives to the colony to maintain or help it grow.

Trade cities could be set up in uncivilised (by european standards of course, this would be just about everyone not christian) nation's territory, however the maintainence costs would be higher (emulating any strife going on), and the province would not be able to be influenced into your rule, and would have to be taken by war if you wanted it. I was thinking also that some places would give more trade than others, and having a lot of trade cities in one area would devalue it, especially if they are from other nations. (It's good to have a monopoly isn't it?) :) Also if you are on the receiving end of these trade cities as an uncivilised nation, it should give a boost to your production income, as there is a larger demand for your product. So while you lose out on trade heavily, it may be just as good to have them around.

Trade cities could perhaps even exert their influence over a whole area's trade, depending on how good that nation trades, and if their opponent also trades well. Trade cities would not get so much money in trade if there are no valuable products in their trading influence. I think this would well show that Gibralter wouldn't get so much trade as Goa for example.

Lots of stuff there, and it covers a few categories (colonisation, peace settlements and breakdown of power), but I think this would be an excellent way of modelling all those aspects if the model is well done.
 

Jayavarman

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You reminded me of an old idea of mine I posted a long time ago:
greater breakdown of provinces (to include counties, cities, etc.); this can be good since many treaties were just the transfer of several cities; this can also slow down world conquest which is exactly my point; now you can actually fight long and hard for border towns against the wishes of the Netherlands as Louis XIV

Expanding on that idea, it seems that such a breakdown of territories in the game would greatly increase CPU/memory usage. Hopefully since EU3 is a long way in the future, our computers will have upgraded to the new needs. Also, such provincial breakdown can mostly just be done in Europe.
An army marching into a province would gain control of the province, but NOT the cities. A besieging option would include choosing the city to try and take. Cities should be able to be destroyed as well as new ones built. Cities would not be graphically represented on the map.
 

LordScod

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Molleby said:
A small thing, but quite nice for a modder:

the ability to use BC years.

Will the regular EU allow you to go into negative years?
 

unmerged(33411)

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i think to prevent an unhistorical "age of fortification" where all province in europe has level 5 fort at 1700's , fortress that can be build is depending on how much the population or tax of the province had. A colonies has 2000 inhabitant couldn't had a maximum fortress ,right? in one of my games i see england fortified ALL , i said ALL of their teritory, to level 6 fortress !!! including those remoted colonies in missisipi , with just 800 population ! it is still make sense to Anglia or Milan to have max fortrees but Aleut?


:rofl:
 

Earl Uhtred

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Shad0w said:
i think to prevent an unhistorical "age of fortification" where all province in europe has level 5 fort at 1700's , fortress that can be build is depending on how much the population or tax of the province had...

Board version of EU made you pay maintenance for every fort on the map beyond a certain threshold. If you didn't want to pay, fortress disappeared. Very realistic.