If Paradox made a new, final expansion for EUIII, what would you like to see in it?

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UmOceano

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Wow, I really like that! :eek:

+1! Absolutely great idea!

In fact, I would add any other kind of mechanisms to expand prestige and influence through diplomatic means only by being a broker in third parties conflicts of interest, be it warfare or trade agreements. This would elevate EUIII to a whole new level.
 

unmerged(97998)

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Was thinking that the "badboy" system could be improved with something like "infamy", whereby if you go over the highest threshold you get 1 infamy point.

Infamy would be something that never gets wiped away (so you cant burn off the timer like you can with badboy) and it affects your relations with neighbors in diplomatic matters. Sort of like the infamy that followed the Medicis, or the Spainish for Cortez's conquest of Mexico, or Germany in World War II.

If you get 3 infamy points, you are isolated from the Congress of Europe aka the family of nations and you become a pariah. No one will deal with you anymore and there is a constant attempt to take your land.
 

Mulla

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An enhanced trade and production system with more goods manufactured per province and varying prices for each in the world. In the beginning of EU every province had one terrain type and one good, like it was in the board game. Now every province consists of various terrain types, but still has only one good.

Why not several goods, too, with a percantage like the terrain types. And the owner could have some influence on these goods with province decisions and manufacturies.
 

Teurlinx

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How about a system like the senate in Rome:VV which limits what actions you can and which actions you can't take because there's no support for them at home? (Or can forced through but will make you ruler take a legitamicy(?) penalty)
 

GregElSho

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This reflection about trade goods is quite sweet, Mulla.


On a totally unrelated topic, I was thinking about how weird the culture spreading could sometimes be.

I'd really like to see some system were the culture spreading would be more logical or customizable.
Two quick examples to illustrate each one :

I'm France, and I've conquered Elsass.
After a few years, people here begin to quit their barbaric ears-hurting german language and increasingly adopt some french words they've heard from their neighours in Burgundy or Lorraine (also French territories of course), as I keep turning them westward, and not looking beyond the Rhine.
Wouldn't it be logical that they adopt burgundian culture and not cosmopolitaine?
Same goes for Nice once I've taken it, it would probably turn occitain way before cosmopolitaine.

Another one to highlight the "customizable" part :

- I remember being puzzled in one of my first games when I got the "religious migration" event, setting my colony to a reformed town immediately. The town was cosmopolitaine, but my only reformed province at the time was aquitaine.
It still doesn't make any sense, as far as I'm concerned. -


I'm still France, and I'm colonizing (either the new world or another wrong-cultured european province of mine).
Each and every time the province will end up cosmopolitaine because it's my official state culture. Why that?

If I'm not mistaken, the most people that went up into french colonies were minorities (cultural or religious) from the basque and breton regions. Quite some aquitaine and norman, too.
Parisians on the other end, stayed comfortably at home. So, not that much "cosmopolitaine" in the new world, in the end.

So, I'd really like if one could decide wich accepted culture he controls to send on colonization boats. Or even wich culture he sends to replace the germans from Elsass.
Maybe not being able to choose, but instead the culture could be decided by events (the monarch choosing to send troublemakers away in some penitencial colony, some oppressed minorities deciding to search for a better world somewhere …), or based on your sliders, your tolerance of cultural/religious minorities …​


It would be very nice seing the germans in Elsass not approving of your rule and migrating back to nearby german provinces (+ 500 pop in Trier, Bade …), leaving an empty Elsass (- 2000 pop).
An event fires below a certain amount of people in a province, and you get to choose from three or four other locations to pick the new inhabitants from (- 500 pop in Franche-Comté, + 1500 pop in Elsass, Elsass is now burgundian (and adopting the religion present in Franche-Comté, while we're at it))

Numbers being here for the sake of example only (and not balance), but I'm sure you'll get the point.
 
Last edited:

Gustav91

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Missions can help only if the AI will pursue them, & it is my experience that it often does not. Especially exploration missions. We absolutely need ways to push the AI to do sensible things -- if not tactically, at least strategically.

The trouble with alliances, IMO, is that they are leader-take-all. I would like to see some way that a country which has contributed a large part of the WS would get something for it. And yes, that means that I'd have to give something to my allies. At a minimum, you could have prestige sorted out proportionally to their contributions. Also $, which in EUII was split.

Several people have suggested multiple missions. I'd like to see that too. Ideally, I'd like to see war missions; the ability to assign missions to your allies, on the level of "blockade Gibraltar" or "besiege Madras". Success or failure would entail a change in ones importance in the alliance, possibly even to the point of leadership changing. And yes, I'd like to see the AI assign them too.

But again, with the AI so prone to ignore, this would fail. So, again to my #1 request: More programmable AI commands for modders.

This is a VERY good idéa!
 

krasny

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- A reduction in micromanagement.

- The ability to give standing orders to military units, eg. Attack rebels or pursue and kill retreating enemies.

- The ability to unmerge merged military units.

- A better auto merchant system, EG. Place merchant if compete chance is >50%.

- A less inscrutable combat resolution system.

- Easier recruiting of units, IE. The ability to order x quantity of units in a given province.

- Less piecemeal wars. The AI seems to send out lots of small (generally <=1000 men) to lots of provinces and besieging them.
 

Mulla

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I'm France, and I've conquered Elsass.
After a few years, people here begin to quit their barbaric ears-hurting german language and increasingly adopt some french words they've heard from their neighours in Burgundy or Lorraine (also French territories of course), as I keep turning them westward, and not looking beyond the Rhine.


Of course the people in Elsass would in reality keep their civilized culture and language and would not adopt some incomprehensible pripple-prapple of their barbarian neighborhood. Instead they would revolt at least once every year to free themselves of the foreign rule. :p
 

Mulla

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I like the idea of a peace council at least for great wars in late game (like the Wiener Kongress after the Napoleonic wars). With the new influence system it really makes sense.

And I really would like to see a more historical voting for the emperor of the HRE, as I said before. Not just that any elector just votes for somebody, but negotiations before the election in which two claimants to the throne are chosen for the real election. The new emperor was not chosen the day the old one died, there has to be a time span of about a year. In this time, there is no emperor, so no-one would protect the members of the HRE, but on the other hand there should be a greater loss in prestige and gaining of bb for taking advantage of this situation.

I simply would like to see more great diplomatic actions.
 

HanSime

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I would like to see offensive use of missionaries on neighboring provinces. The placement and maintenance cost should be high and the success rate low. They can be gotten rid of by using one of your own missionaries there or by sending in the army to deal with the missionaries (Would increase the revolt risk for a religious rebellion for a few years). The placement would also give a CB against the hostile country (if discovered who sent them).

Countries which are narrow minded should be harder to convert. Vassals should be slightly easier. A country with the same religion as yours but heathen/heretic provinces should also be easier to convert. Capitals should be harder to convert.

I would also like the ability to try and mediate a peace between two waring countries. There should be a lot of variables which would determine success. Good relations with both countries would increase your influence, High diplomacy would also help. You might even have to make a contribution from your own account to fall in any shortfall. If the mediation fails it would hurt your prestige and could even drag you into the war along with any potential stability hits.

If you are successful there would be peace, improved relations and increased prestige.

*cough* innovative Protestant trade nations would be screwed =P *cough*
 

unmerged(139223)

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Peace negotiation... in peace, ie a possibility to invite another nation to a bilateral negotiation about some of the things that usually are negotiated after war. For example if a major power have a core in my province, then I can do a command similar to "sue for peace" where I offer them some gold and in return have their core removed. They'd loose prestige but also reputation (showing other that they can settle things peacefully) if they agreed. Just an example.

Also, an ability to send arguments to the executable on the command line, like this:

c:\eu3.exe -quickstart -latestsave

So that I can create an extra shortcut on the desktop that does everything with a single double click.

I'd like a reminder when a core I have in a neighbour province is about to expire so I can have some time to prepare for war. Either a little banner like the "Truce will expire..." or an event. 10 years in advance would be fine (so that truce etc can run out before).
 

Mulla

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Peace negotiation... in peace, ie a possibility to invite another nation to a bilateral negotiation about some of the things that usually are negotiated after war. For example if a major power have a core in my province, then I can do a command similar to "sue for peace" where I offer them some gold and in return have their core removed. They'd loose prestige but also reputation (showing other that they can settle things peacefully) if they agreed. Just an example.

:eek: :)

I like all suggestions that lead to more diplomatic actions and possibilities! Especially in long peace times, when you have to cool the bb down, some other actions as proposing royal marriages / trade league would be fine.

Why not just little things to enhance the feeling of the game, like an "invitation to deer hunt" or "invitation to a birthday" with possible effects on reputation, relation, prestige by some incidents or accidents.
 

kreppert

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1. More things that can be done with the hier, ie a military leader.
2. the ability to deal in a dipomatic fuction, ie. war and others this. like a trade of item 1 for items 2 or I will declare war on you.
3. each tech having high end trade items, thing that are not made in the are.
like tea and silk in europe and other thing adding to making the pop happy or sad.
4. may be a tech level, or increase road level moves a provance from an overseas one to a local one. like an increase in land and naval tech make an area no longer in the tariff system.
5. colonial goverments that can be assign like vassals, but with out the army and naval. land still countrys but the goverment head is the area for many areas.
6. age or life on a ship. a ship would have to be drydocked or replaced after X time. and a limit on class of ships in areas. like how many galleys made deep water open ocean operations???
7. a better war model based on rep with a nation. like a guy with 0 or - to a country would have a war with a country faster than a country with a positive rep. if adding #2 a country with a positive rep with an other would try to diplo a result before trying war.
 

enf91

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4. may be a tech level, or increase road level moves a provance from an overseas one to a local one. like an increase in land and naval tech make an area no longer in the tariff system.

I think the reasoning behind this is that the overseas provinces have to transfer their wealth "overseas" to the capital. And if it has to go overseas, you're going to have some people "forget" the tax laws and not ship all their stuff to the capital. Since even in the 19th century, at the end of the game, it took weeks for orders to get from Portugal to Brazil. So unless this game goes until the early 1900s when we have airplanes and radios, there are going to be inefficiencies.
 

TheCheeseMaster

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more tribes in america
+ and - peace deals (for the millionth time)
colonies for all regions
when patch comes out, it becomes "official" (so it appears in a sperate page on the patches page of the start up(makes sense?))
more provinces; austrailia russia america
 

GregElSho

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I'm thinking about a simpler way to add/change certain things when modding, and a particular example comes to mind :

Currently if you want to add a name to a certain culture, you have to open all the country files of all countries of said culture and add your names in each.

Moreover, the names are bound to the country tag, and if it changes, the names change too.

What if there was a text file like "iranian names.txt" where you could change whatever you want, just once, and it would work for every other country with the same culture (available for several countries), simply by putting "general/admiral/advisor names = iranian names" in the country files.
While this may seem a lot of work for a little gain, I think in the long run it can be very useful.​

Also, this could be particularly useful in the case of unions, like putting in the spain.txt file the following "castilian names = 60 , catalan names = 40" and the game goes looking for the names in the right name files.
It allows for a union to have both names without adding the whole stack of different countries' names in the union country file and changing the numbers.
(If I'm not mistaken currently spain.txt only has castilian names)
 
Last edited:

Emre Yigit

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War declaration delay

How far we have progressed since the days of EU1, that I am able to request the following!

Following the declaration of war, would it be possible to delay moving troops into another country? I find the insta-invasions a little ungentlemanly and even unhistoric.
 

Gustav91

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Weather

The weather and climate has decided very much history, more than the most of us can imagine. In EUIII it has close to non effect! I'd like to se the weather affect more history. Heavy rains, hailing, fog, storms, fire, mud, ice, heat and so on. The icelandic ashes that started the french revolution. The heavy rains stopping the Ottoman bombards for reachin' Wien and shootin' it into ashes like in Hungary. When 90% of the swedish fleet where destroied in a storm in the bay of Riga in around 1610 as they where in port! Heavy rain destroin' the swedish gunpowder in the battle of Wenden 1611. Remove this walkovers between the danish islands. When the ice lays for months and the swedish troops walked over the seas of Bält. The bad winter leadin' to the defeat of Poltava, the french failure in Russia. The hail and fog when the wind turned to swedish advantage in the battle of Narva.

And make it impossible to colonize before like tech 30!?! Back with the tradin' posts and make it possible to be around 4-6 countriess sharin' the same area with them.