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Sarmatian

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Nice idea, but I doubt it will happen. Sounds to complex to be pulled off, although it would be very nice to build a Trans Siberian railroad as Russia and pay huuuuuge amount of money for it
 

Flooper X

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This is a great idea. I remember converting my dutch empire, which in EU had been the world leader, more or less, only to find that my income was severely hampered, since trade, which had been my primary income in EU, wasn't even represented in the game.

Also, while maybe slightly off topic, the Opium war and Hong Kong/Macau (as well as all other colonialism, in a sense) doesn't make sense when the world market is guaranteed to buy everything you produce.
 

ABosnian

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I also support this.

However, I don't think it will work with the Clausewitz engine where every country is assigned a single TAG under which the country's flag goes. It's pretty much the same problem with EU3 and I assume with HoI3, I really don't see how they can change this because the TAG and the country are linked. But then again, they know the problem much better than we do, so we can always hope.
 

ZmajOgnjeniVuk

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I also support this.

However, I don't think it will work with the Clausewitz engine where every country is assigned a single TAG under which the country's flag goes. It's pretty much the same problem with EU3 and I assume with HoI3, I really don't see how they can change this because the TAG and the country are linked. But then again, they know the problem much better than we do, so we can always hope.

Surely something like a "sub-TAG", that determines the type of flag used for that country can be added (USA_d for democratic/normal USA, USA_c for a commie one etc.). Or at least I hope so.
 

th3freakie

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Come to think of it, it actually literaly must be included.

The epoch had so many political choices, so many what-if's, that without a flag-changing mechanic you'd end up with a very silly flag world prety fast, that being a commie UK, monarchic USA, communist RUSSIA, etc etc.

Either that or a gazillion tags.
 

TheFlemishDuck

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As far as I know, a pop's militancy went up, when it didn't get its life needs (which included food) and it slowly decreased in size ("starved"). The first effect made it consider emigration after some time. Did I get anything wrong there?

Yes, but lack of life needs only happened when the pops didn't have the money to buy them, not when the pops did have the money but the life needs were not fysicaly available! Even if you made all rgo's in the world empty, a pop with enough money in vicky could still buy food because the WM had an infinite supply regardless of the situation in the world. Pops did buy all their needs from the WM and not from a local market and domestic supply had no inpact. Thus a 100% of all pops in the world could be put in factory's, and granted that they all were making money and were happy, wich would have been easy if all nations would have been played by players, then they all would have thrived and multiplied regardless of the fact that no food whatsoever was still produced in RGO's.

I agree that extreme import of basic foodstuffs should be difficult (like more than 33% of your needs), but there was considerable trading in this regard, at least in Europe. Russia and Austria-Hungary were two big net exporters. Something like regional markets and trade efficiency/capacity would be nice to model and restrict this, though.

Yes there was some trade and it was important on a regional level for certain country's that had not so much agricultural potential, like mountainious country's like Switzerland and Austria or Northern country's like Russia, but there were severe restrictions to this and it heavily affected the abilety to have a large workforce for industry. In any case, in vicky this limitation was not existing.
 
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Actually, there was quite a bit of food trading in this period. The USA made heaps of money in trading food (especially grain, but also some meat) to Europe in the years of war. Might be good to see this implemented in the game. IMO the system in EU III doesn't really work well.

And yes, in Imperialism, you could trade food and feed surplus regiments/industrial workers, but only in form of food cans.
 

MannheimCouncil

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I didn't know that the world market had an infinite supply for pop needs. I only thought it had an infinite demand. Thanks for clearing that up. One more reason to hope that the old system won't be in Vicky 2.
 

unmerged(131989)

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The thing with "civilised" status is that it is as much how other nations perceive you as you perceive yourself. I think the Great Powers of the game should have some baring over who is considered to be civilised or not.

Take the example of Japan. The Great Powers saw them as a "civilised" nation and a true competitor after they defeated the Russians in the Russo-Japanese War of 1905. They were deemed this way after they proved themselves militarily and industrially capable of competing with a Great Power to some extent. I think this ability to compete, in whatever sense (technological, military, industry/economy, etc...), should be a defining cause of your status in the eyes of the rest of the world.
 

TheFlemishDuck

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Actually, there was quite a bit of food trading in this period. The USA made heaps of money in trading food (especially grain, but also some meat) to Europe in the years of war. Might be good to see this implemented in the game. IMO the system in EU III doesn't really work well.

In 1914 yes, then again this is towards the end of the game when the industrial revolution had far advanced, at the start of the game and the industrial revolution, early 19th century, food exportation was far more limited due to transportation limitations and production limitations of food.

Then again, i'm not saying that trading food to the historical level at it's time shouldn't be possible, i'm just saying that there should be practical limitations wich affect the development of a country (especially in the early game) and it's abilety to feed it's troops, like Imperialism simulated it quite well and Vicky had a total lack of such consideration.
 

RedRalphWiggum

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The thing with "civilised" status is that it is as much how other nations perceive you as you perceive yourself. I think the Great Powers of the game should have some baring over who is considered to be civilised or not.

Take the example of Japan. The Great Powers saw them as a "civilised" nation and a true competitor after they defeated the Russians in the Russo-Japanese War of 1905. They were deemed this way after they proved themselves militarily and industrially capable of competing with a Great Power to some extent. I think this ability to compete, in whatever sense (technological, military, industry/economy, etc...), should be a defining cause of your status in the eyes of the rest of the world.

Agreed, but it shouldnt just be either civilised or not civilised. Seriously, China and Japan in the same category as Yoruba? there needs to be dgrees of civilised.
 

unmerged(96639)

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Oh yes, please can we have more variation in nation types or at least degrees of decentralisation. The reality is that Mexico, Papal States, Ottomans, plus a host of uncivs, were not unitary states during the 19th C. They should not be treated as such. Politics, or implementing economic/military programmes, in these nations should reflect the weakness of the central authority and the host of regional interests arrayed against it

The same thought occurred to me. Perhaps there ought to be some sort of a centralism/federalism mechanic in the game to represent the varying degrees of government control and political organisation in-game. For example, politics could also have an effect on a regional/state level, especially in federal republics like the USA. So, say, politics while playing as the US would take into account the huge differences and divisions between South and North, in banana republics you'd have local caudillos or rebels, in tribal states you'd have tribes or pretenders to the throne, etc. etc.

Also, I think something should be done to drastically revise the treatment of cultural minorities. Not sure what, though. :p
 

Hardstuff

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Agreed, but it shouldnt just be either civilised or not civilised. Seriously, China and Japan in the same category as Yoruba? there needs to be dgrees of civilised.

What about some sort of civilisation scale?
 

RedRalphWiggum

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What about some sort of civilisation scale?

Yeah, call it what you like.

how about this, you know the way in Vicky1 you are either uncivilised, independent, sattelite or great power? Add in a few more categories, and give them effects as to how much research you can do. This could also aid in the break up of states like the OE and AH as they fail to keep pace
 

Flooper X

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What I want, and what Victoria really failed at modelling, is a better system for colonization, of Africa in particular. It should always first and foremost be a business between the colonizer and the other great powers in the area. In victoria, it seems to be mostly a matter between the coloniser and the colonized, and that just doesn't fit the spirit of the times. First you get the approval of the other great powers, get your colour on the official maps, that sort of thing. Then you start dealing with whoever lives there. While dealing with the inhabitants may help gaining recognition to your claims, what should count isn't if you control the area, but if the other powers recognise your control over that area.
 

Hardstuff

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Its much more likely to be in victoria2 though :)

Brilliant, listening to the customers again. Now I'll buy fifteen copies.
 

TheDarkside

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I hope they concentrate on preserving or improving the ideas that made Victoria so lovable instead of trying to add too many new ideas to the game or drastically modifying things. Namely the economic system (building factories/infrastructure/trade) and the population management (POPs, politics). Vicky had plenty of room for improvement in these areas so I think it would be unwise to seek additional major features to the game and ending up with more unnecessary complexity which inevitable leads to more broken features.
 
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