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unmerged(26821)

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The option to 'win' the game through scenarios wher you need to achieve one of

Ecenomic, Political or Military domination

Introduction of espionage, political and industrial (who is researching what)

Socialist players 'spreading revolution'
etc
 

Hansag

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Thing with espionage is that it wasnä't that well developed until WW2. And even if some crusial form of information (a battlefleet here etc.) did manage to be reported, the Standard Operatin Procedures wern't that well developed either making the report not geting recived by the admirality and then passed on to nerby fleetcommander etc. etc.

What the embacy people might find out, well... you have that in the "statistics book" don't you? ;)
 

unmerged(11148)

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True mass spying was not all that worked out till WWII however it did exist and it did work. Most countries had sleepers in the capitols of their enemies so that they could get a heads up on what the gov't might be doing. This is how they kept taps on the size and fightability of the other nation's armies
 

5678

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A peace resolution system where I can just click on the province I want and not have to select it off that darned list.

Also, it would be nice to have more administrative type stuff handled at the 'state' level, more specifically railroad construction. It would be cool to be able to offer incentives in provinces that need factory workers or farmers. A more 'fluid' population would also be nice: If I have twenty craftsmen in Westfalen and open factory positions in Brandenburg, I want those craftsmen to actually go there.

And the POP system sucked. Way too complicated. It would be better if farmers naturally converted to craftsmen after a while. If you were in a hurry you could raise factory wages or something. I'm not a big fan of the POPs.
 

unmerged(28147)

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5678 said:
A peace resolution system where I can just click on the province I want and not have to select it off that darned list.

Also, it would be nice to have more administrative type stuff handled at the 'state' level, more specifically railroad construction. It would be cool to be able to offer incentives in provinces that need factory workers or farmers. A more 'fluid' population would also be nice: If I have twenty craftsmen in Westfalen and open factory positions in Brandenburg, I want those craftsmen to actually go there.

And the POP system sucked. Way too complicated. It would be better if farmers naturally converted to craftsmen after a while. If you were in a hurry you could raise factory wages or something. I'm not a big fan of the POPs.

I agree with you on the pops, somewhat, There are good and bad things about the pops system that need ironed out.
 

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Dynamic political parties

I would like to see political parties react to the issues of the voters, at least in constitutional monarchy or democracy.
So if the majority of the (voting) population is secularized (for instance), either some or all of the existing parties should shift their ground, or else new parties should arise to respond.
The idea that political parties (and their agendas) were set in stone is laughable - quite the reverse of reality.
Really rather annoying to have a full suffrage democracy with a government that annoys most of the population, because they don't have a better choice available to them!
 

unmerged(19911)

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Some of my ideas:

1) A couple of new resources:

Sugar should NOT be made part of "grain", it was much more expensive and was still a very important item in the trade balance of many countries (such as Brazil), even in the 19th century. The liquor factory imput should, of course, be changed to something like 0,75 sugar and 0,25 grain.
There should be a "spice" resource. It would be a luxury need for most pops (and everyday for the really rich ones). I´ve heard people talking about use "opium" instead, but that would make certain parts os Asia and Africa look like a drug cartel´s haven :cool:, so I think it would be best to create that resource.
A few other ones (albeit less important) could also be added.

2) A more linear progression to pop efficiency in factories. Say, something like every 10k people in a pop would represent a 10% efficiency. That would make small pops something a little more realistic.

3) Different pop sizes should have different pop needs. Is illogical that a 100 people pop should consume as much resources as a 99.000 one. This could be done at 10% increments, like in the production above.

4) There should be some form of drag tool for assigning pops to factories. I hate to micromanage the allocation of pops to get a balanced production between my factories.

5) That the tarrif/subsdize thing actually work. Period.

I guess that´s enough for now.
 

cwhomer

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A "Maintain level" button for resources, which automatically buys/sells a resource to keep a consistent stockpile level. If someone is producing .25 tobacco a day, and wants to maintain a stockpile of 50, he can only upgrade 5 POPs to craftsmen without having to set the tobacco order to buy 50 and resetting it to sell 50, or waiting to produce 10 tobacco (20 days). Another example where this would come in handy would be when someone starts to build more furniture factories and now consumes more lumber than he produces. Just a little addition that would cut out some micromanagement.
 

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Because I like to play the underdog, I'd like to see more emphasis on the unindustrialized nations. They shouldn't be given a chance to be superpowers like Britain or the United States, but they should be interesting to play, not just a series of bankruptcies and invasions.

(1) Require more infrastructure to have world trade. Playing Japan, I was incredulous that my peasants had basic neccessities not produced in Japan - while the country was shut off from the rest of the world!

(2) Make internal sources of revenue more visible. When I first played Victoria, I couldn't understand how to make money and was frustrated that I paid for imports but didn't seem to get paid for exports. Besides which, many of the uncivilized countries should have little trade with the outside world. This should affect their people's happiness, attitudes, learning, and the number of upper classes. One could even go so far as to make new POPs for uncivilized countries that have fewer needs and wants but are less productive than normal POPs.

(3) Expanding the tech tree to one more level of earlier technology and providing just one or two more army types for uncivilized countries wouldn't be that hard and wouldn't provide a game edge - if anything, it would be the opposite.

(4) Give countries enough of a tax base that they can afford a small standing army, a police force and to supply their people with their basic needs (but not luxuries) without going bankrupt. I found it hard to go from EU2's 19th century to Victoria's 19th century - my surpluses were completely gone and bankruptcy seemed certain!

(5) Allow uncivilized countries to sell unused POPs as slaves (to slaveowning countries) as a source of revenue.

(6) Allow dictatorships (both kinds) and monarchies to pass laws forbidding their population to emigrate (with less than perfect success). This would help prop up dictatorships and uncivilized monarchies, but at the cost of trade and the flow of knowledge.

(7) Uncivilized countries might not be able to see the world map - I doubt that people in Timbuktu knew much of Indonesia or Brazil.
 

unmerged(25966)

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What about an era change?

I would be very happy to see a game (in Vic/EU2 concept) which spans through ancient ages, during the times of hittities, assurians, egyptians etc...
(Where avaliability of goods&price in world market is based on supply/demand of the AI+human player+ distances of countries.)
 

blur2005

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I think a necessity in the latter half of the 19th century on the game would be minefields. Britain and her fellow European nations had plenty of mines strung about near their coasts during World War I to hurt ship movement. However, I'm not sure how this could be simulated. Perhaps if there was some attainable level of intelligence from the various intelligence services for their countries that could help make it safer to traverse in mine-infested waters. Though this would add even more parts to this already complicated game, it would make it more realistic.
 

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Having thought about it for a while, there are a few things I'd like to see.

(1) More detailed elections. I'd like to have the chance to see a map overlay that shows which of my provinces voted for which party, in a first-past-the-post system (like those used in the USA, Canada & Great Britain). The game right now seems to be a proportional system only, which is interesting, but makes things like the USA's state's rights issues less of a problem.

(2) Having another political reform: Closed/Limited Trade/Open Trade/Free Trade. Western nations would be Open at the beginning, while others (like Japan or Korea) would be Closed. A closed nation would have to buy and sell only their own goods - they could not import goods from the world market nor sell to it. This would help (yes, help) the underdeveloped nations because it would mean fewer bankruptcies at first - at the cost of less developed industry and angrier POPs who can't fulfil their needs. There could be events (or peace treaties) that forced nations to open up (such as Perry's visit to Japan). Other nations could do so voluntarily to get a market for their goods or to get finished goods to pacify their population. I think that this one change alone would make the game far more balanced to play, and would make the AI act more intelligently as both industrialized and unindustrialized nations.

(3) Having another social reform: public works. These 'crown corporations' would provide citizens with access to drinkable water, coal, gas, telephone service, etc. with one standard price for the entire country, giving less-developed areas an incentive to modernize. I realize that this would only come into effect around the end of the game - possibly related to different technologies being discovered (e.g. you can't have a telephone utility before you have telephones!) but it would be another 'reform'.
 
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dharper said:
Having thought about it for a while, there are a few things I'd like to see.

(1) More detailed elections. I'd like to have the chance to see a map overlay that shows which of my provinces voted for which party, in a first-past-the-post system (like those used in the USA, Canada & Great Britain). The game right now seems to be a proportional system only, which is interesting, but makes things like the USA's state's rights issues less of a problem.

That's actually a good idea. Then I'll know where to station my troops.
;)
 

blur2005

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Yeah, I like the election idea. Though it could be a pain in places like Germany, where I've seen six or seven parties. But hey, it would be Vic 2, so it will have better color indicators than the current map overlays, like the revolt risk, which has levels of red, but are nearly impossible to see.

Of course, in Germany, if I have six or seven parties, I could just ban all but the one I like...
 
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dharper said:
(2) Having another political reform: Closed/Limited Trade/Open Trade/Free Trade. Western nations would be Open at the beginning, while others (like Japan or Korea) would be Closed. A closed nation would have to buy and sell only their own goods - they could not import goods from the world market nor sell to it. This would help (yes, help) the underdeveloped nations because it would mean fewer bankruptcies at first - at the cost of less developed industry and angrier POPs who can't fulfil their needs. There could be events (or peace treaties) that forced nations to open up (such as Perry's visit to Japan). Other nations could do so voluntarily to get a market for their goods or to get finished goods to pacify their population. I think that this one change alone would make the game far more balanced to play, and would make the AI act more intelligently as both industrialized and unindustrialized nations.
The United States would start closed as well, and would remain closed until WWI. We had an isolationist policy at the time which is similar to the way China was run 10 years ago or so.
 

unmerged(30848)

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The United States would start closed as well, and would remain closed until WWI. We had an isolationist policy at the time which is similar to the way China was run 10 years ago or so.

That is not at all accurate. The United States had an huge share in international trade throughout the period in question. Where do you think Britain got the raw materials for its industrial revolution, especially in textiles? The US was a huge exporter of agricultural goods, and increasingly of manufactured goods. How else can you explain the enormous US merchant marine?
American isolationism was political. The US pretty much left the other powers to their own devices (excepting the Americas). The US took a brief hiatus from isolationism in the Spanish-American war, but the backlash from that and from WWI kept the US self-isolated until WWII. It must be noted, however, that this was political isolation, certainly not economic.

One thing I would like to see in Vicky2, and preferably (and possibly) in Vicky 1.04, is a revision to the ledger. It bothers me to look in there and see that every single nation is listed as an exporter; that is impossible. If that page (I think the third page) could be altered to show also the value of goods consumed by each nation's POPs, it would be very helpful. Even better, it could show how much each country's POPs spent on imported goods and on domestic goods.
 

blur2005

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Another thought about the game. The actual corruption doesn't seem to do that much to countries that have lots of it. It can lead to revolt risk, but if the player is not at war, it usually won't lead to revolt in a stable, homogenous populated state in a country. I'd like to see more dynamic attitudes among the people, and them responding in elections by voting for the candidate they like more. I understand that plurality was not large back at that time, but still, I look at how I've played the United States, and sometimes I end up with a lot of Socialists, but the Republicans win by a landslide each time.

Also, more dynamic and adjustable parties would be nice. In reality, parties often adjust to the changes their society's want and change on their major issues.
 

gamer42_au

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1) My major ask would be to increase the extent of private sector actions, in particular:
a) private sector infrastructure (factories, railroads, etc)
Private sector capitalization should be a major feature in several countries - UK, USA most especially.
State-sponsored factories, railroads, etc occurred in Europe because the private sector wasn't rich enough to build the infrastructure the governments wanted.
So make capitalists richer and have them invest surplus capital in building factories and railroads and only a proportion in state bonds.
Of course the returns from such factories/railroads should flow back to the capitalists who funded them, not the government of that country - unless you nationalise them - which would be almost certain to give you a war with the capitalist's nation (probably UK, possibly France).
Protecting you capitalists assets/income in minor nations would then become part of your diplomatic plan.

Theoretically the excess funds of rich Capitalists in UK should be funding industrial development in USA and South America (as actually occurred), provided the government was "stable" (communists need not apply!).

b) self-initiated POP advancement
Some of various POPs should develop into next class (Labourers/Farmers -> Craftsmen -> Clerks -> Capitalists), if they have excess funds (ie are getting most/all of luxury needs) and there is high education spending. Shifting to Craftsmen should accumulate as potential shift (ie # of potential Craftsmen available) if there is still work available as Labourer/Farmer, but not as Craftsmen (ie POPs don't advance themselves into unemployment!).
I would even encourage removing (or at least making much more expensive) the ability to manually change POP type.
This would mean that governments that had high poor taxes and low education funding would find it difficult to industrialise. Conversely countries with modest taxes and strong education systems would have the ability to industrialise.

2) I would like to see a more advanced loan system.
For instance, Russian diplomacy was strongly influenced by the need to raise loans - the French could (and did) provide access to loan capital, whereas Germany could hardly finance its own expansion, much less Russian.
At the moment, loans are raised and interest and capital repaid, but this money is created from nothing and disappears similarly.
Instead have (notional) capital markets in each country (funded by capitalists?), which can be accessed for loans. So Russia can try to borrow domestically, but available funds are small, or borrow internationally (but can be blocked by unfriendly governments).

3) Model mechanisation of RGOs
During this period much agriculture and other RGO-type operation were increasingly mechanised (esp in US under pressure of relatively high real wages - see below). This greatly increased productivity of these operations, without the need for increased numbers working at the farm/mine. IMO the process of putting railroads to improve productivity does not adequately reflect these developments.

4) More sophisticated immigration system
Make the immigration system more realistic, so that it will reproduce the US immigration flood only if circumstances correspond to history (ie not just hard-coded).
In particular, track relative real wages, driven by supply and demand for labour. Hence USA would tend to have (as historically) high real wages, due to demand for labour to exploit natural resources and later to man factories, etc. The gold rush phenomenon could be reflected in the real wage rating (rather than artificially in the life rating).
Relative wages, social/political conditions and physical conditions would drive emigration and immigration. Governments could (and historically did) shift the balance in their favour by offering assisted passage and similar inducements.
Real wages should interact with profitability of factories (and RGO) - so high real wages would reduce profitability. [NB labour costs are then a factor input, and not just physical inputs].

5) Regionalise markets
Markets should be regionalised, not just world market, especially for bulky goods.
Transport costs should influence relative prices - so that coffee is cheaper in Brazil than in Tibet! Also transport costs are volume/weight related, so expensive but small items such as machine parts would be little affected, but fruit would have major differences.
Local cost of input into a factory should be determined by delivered price = market price plus transport costs. So factories will be located close to their raw materials, rather than in (say) Alaska, because there are a bunch of would be gold miner POPs there!
Transport cost should be based on travel time - overland should be high cost until railroads are present, sea transport should be relatively cheap (esp after steamships become reliable post 1850). You could hardcode existing exceptions for countries with significant canal systems in 1836 (eg UK, US Great Lakes/NY for Erie Canal effect, etc).

Uncivs would only be able to trade in their regional market(s), unless they signed a commercial treaty with a civ (giving them access to that civs markets).