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Suzaku

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I have been dreaming about what I want for vic 3 game and I have developed a wish list other than better graphics.

The first is that I want Pops to largely stay the same, however there are couple of changes I would like to see. First I would like to see pops buy cheaper products first. That way tariffs could be used to actually protect the economy of your and not always be a no brainier to leave off.

Speaking of cheaper products have products or RGO from over seas cost more due to shipping based on distance. Overtime technology would make overseas shipping cheaper.

Speaking of over sea distance being blockaded could cut you off from overseas territories. Thus you would have to buy from third party country by trading through overland routes.

Speaking over oversea and overland trading perhaps trade deals could be made with multiple levels. Perhaps with default tariffs, half tariffs between two countries or finally free trade (perhaps limited to spherelings or events).

I have few ideas with railroads be treated as a special factory. A factory that doesn't take a spot, but instead rely on goods being shipped or how well pops are doing. Basically pops can buy railroad and capitalist (or nations) can money off railroads.

Now for my last request is to identify with some leaders of countries. Like who is the leader of country, are they figure head, who are wealthiest capitalist in a country which could be taken from both historical or randomly created.

Edit

I would also like to add some more stuff

Being able to subside military factories such as cannons, steam conveys, arms and ammunition regardless of economic policies (with perhaps railroads as well). Reason being these could be seen as strategic resource that nation would likely want to keep healthy regardless of economic policy. Think of it of Government keeping contract for ammo suppliers to continuously buying ammunition, or research and development of better ammo.
 
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LostPatriot

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Subsidization of military factories should be related to your military political policy.

I could easily see a Laissez-Faire Jingoism Government wanting to support it but a State Capitalist Anti-Military not.
 
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Andrelvis

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Being able to subside military factories such as cannons, steam conveys, arms and ammunition regardless of economic policies (with perhaps railroads as well). Reason being these could be seen as strategic resource that nation would likely want to keep healthy regardless of economic policy. Think of it of Government keeping contract for ammo suppliers to continuously buying ammunition, or research and development of better ammo.

That's a pretty good point. The ability to subsidize those factories should be based on military policy, rather than the economic one.
 

aimlessnerd

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why didnt you put this in the victoria 3 wishlist topic, your ideas will be lost of its their own topic
 

LiberiusX

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It's a known fact that the Vicky 3 dev team gets all of its ideas from the wishlist thread. They don't even bother with the other wishlist threads.
 

LiberiusX

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Prince de Conti

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Another Victoria III thread? P.I can't you take the hint?

Politics could be overhauled (majorly).
Diplomacy could be overhauled.
Economics could be overhauled.

Just throwing things out there.
 

sgvdberfesgdasd

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My only wished is that they don't overly simplified everything.
The quality-of-life simplified are good ,But not just dump down all mechanic and making it look like a casual game.
I feel that I spent more time in playing EU3 more than 4, and HoI3 more than 4 (but to be fair HoI3 is a complete madness of micro-managing thus take longer time)
I really don't like the HoI4 Tech tree and its economy system it just too simplified .

Ooh ooh ooh
and if they can make something like army templates that would be good.
like you hit mobilize and all mobilized troop grouped as the template you pre-set .
and some kind of slider to set the percentage of your mobilized troop to be inf, arty, or cav.
 

Kovax

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Agree with the first paragraph. The second doesn't reflect reality that well. Reserves could be used to bulk up raw manpower, mainly as basic Infantry, but the specialists (Artillery, Cavalry) were mostly professionals. I could see a SMALL amount of reserves appearing as ART or CAV, but only a few. In a recent campaign, I created a string of "reserve" corps "hard cores" consisting of 2xART, 1xCAV, and 2xINF, to be bulked out by another 5-7 reserve Infantry brigades when mobilized. Other reserves are used to swap out the more heavily depleted Infantry brigades in line divisions, to put the divisions back into action while the professional brigades recover and rebuild.
 

Ahovking

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I want more graphs and more in depth pops and economics.

I would also like to see submarines in late game, and more diplomatic options.

I also agree, that i would love a army templates for mobilization, New mechanics.
 
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Kovax

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More Diplomatic options for the win. Definitely.

Relations should have more effect on AI nations' actions, as well. If I've got 200 Relations with some country, and a history of assisting in wars, they shouldn't break an Alliance and then ally with my enemy for no good reason.
 

Kovax

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You mean like Trust? ;p
..like Trust, common sense, survival instinct, and so on.

Breaking an alliance with the only country that's prevented you from getting annexed or dismantled on several occasions is not just a matter of lacking "trust", it's a case of national suicide. Allying with that enemy you've fought twice in the recent past, to join their war against your former ally who bailed you out, is what I would call "betrayal". There is clearly too much reliance on pure random behavior, without enough checks to see whether the actions make political and military sense or not.

Adding a "Trust" factor, as in EU3, would help. Improvements in the AI, particularly with regard to threats and previous animosities, would also do wonders. The brief and short-term "Relations" don't seem to properly reflect a long-term relationship between countries, either positive or negative, that can outlast individual wars or incidents. I've seen AI countries spam relations boosts after a war, nearly every month for extended periods (the human player doesn't get to do that), and go from -100 or worse up to +100 or higher in a matter of 2-3 years, then ally, with no apparent or unusual outside threat to drive the process. It makes no sense from a realism perspective, but the AI will do whatever its randomized directives call for, no matter how unnatural they seem. I'd just like to see the sudden spikes and drops be less meaningful on their own, and be tied somehow into a longer-term measure of relations.

I'm reminded of the US/UK relationship, which can be stormy at times, but moderated by a longer-term sense of identity. There have been numerous cases of extended animosities and friendships that continue despite being on the same or opposite sides of wars, or which prevent a lasting reconciliation even after decades of peace. Vicky2 is more along the lines of "Realpolitik", and taking advantage of the opportunity of the moment. It's certainly a real consideration, and needs to be represented to create an adequate simulation, but it's not the only mechanism at work.
 

familyman1890

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Better logs so that when it crashes we can figure out why.
ability to enable AI for military as we are able to for the trade dashboard.
Moddable input language in a more typical programming syntax with compile time checks and an IntelliJ plugin to recognize compiler errors
ability to play the game entirely via text interface no GUI , python , rear, and java API
Easier multiplayer— multiplayer lobby such as in EU3
Should be able to have country specific tarriff and immigration policy
Rather then choose technology to research, research should be done by universities which should be buildings/institutions.
clergy shouldn’t add to research points that makes no sense.
Every pop type (except for soldiers who already have officers), should have individuals who are leaders, like the army has officers. Capitalist leaders are CEOs. Clergy have religious leaders. All leaders publish books and spread ideas.
Reserved/unused icons, categories, and so on to make modding easier.
Cloud hosting that we can remote into.
Please include pops such as women, children, elderly rather then just multiplying number of workers by 4.
ability to play as a different perspective : rather then as the government of a country, as a segment of the population, such as women in a country, or a given strata in a country. While playing that perspective, ability to setup buildings/institutions such as alms houses, soup kitchens, charities, unions, movements. In Victorian era charities would have been run by upper class women and the recipients would have been widows, among others. Ability to set up Political movements.
-
-ability to set up institutions of the state such as various agencies , courts of law.
- the ability to increase or decrease spending and taxing should be a tiny window around the current amount— decreasing is especially hard in real world. Obviously if it’s at 80% and a liberal party is elected, it can only go down. But you shouldn’t be able to go to 0 all at once or even within the span of a few years— that is so unrealistic— politics favors status quo.
- in the same vein, takes a lot of work to undo subsidies
- choices to do all sorts of things to the tax code but the tendency of the tax code to take on a life of its own and grow and grow— creating cost to economy
- cost to economy shouldn’t be just a decimal factor multiplier to “output”, it should be a tangible number of clerks at each factory whose job is filing taxes
- appointing judges— have a common law or civil law judicial system make changes to the system (eg in London consolidation of all the disparate court systems) .
-clerks and artisans involved in the publishing and newspaper industry. Exporting a newspaper influences the pops importing from other countries to get those ideas.
- ability to make a mod to either make the oceans recede — opening up new provinces— or to make the oceans rise, removing provinces. Perhaps a global warming mod
- displaced persons by natural disasters (armies displaced people back then, too). If water rose and covered the whole country displaced persons turn into refugees.
-ability to see score of how much more we’ll-off the world/ other countries are, then if default timeline had played out. When I get bored of being U.K. or USA and ending with industrial score of 10000 I want to pretend I am a superpower making world better.
-expansion pack: incorporate the events of “a monetary history of the US” by Milton Friedman
 
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