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Mar 27, 2005
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EDDONTWO said:
is good as is at moment you ned time to build a factory and expand is like building another one next to this you cant build twice as much in thame time

I actually think you can do just that. The more people there is in a province, the more construction workers should be able to recruit. If you suppose that the work force in the RGO/Factory reflects the actual amount of people in a province, the most natural should be that an expansion in a densely populated privince should also be much bigger than in a less populated one. Just concider this; what about the construction sites in the real world? Is there an equal amount of construction sites in all cities, or are there more construction sites in bigger cities? Off course, the expansion rate is far greater where there are lots of people. I my mind, I think this is a forgotten aspect of Vicky/Ricky. Instead, some nations are doomed to have provinces with huge unemployment, since the pops grow faster than migration and RGO/Factory expansions together!
 

unmerged(57813)

Sergeant
Jun 6, 2006
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See Battles

I have an idea that would be to use a graphics engi that would allow you to atch battles playout. Like you could zoom in to them and you'd have a basic map of the province, and have each soldier represent 500 men, and you'd see mass armies fighting it out, also you could easily use a dated graphics engine.
 

unmerged(42174)

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delig said:
I have an idea that would be to use a graphics engi that would allow you to atch battles playout. Like you could zoom in to them and you'd have a basic map of the province, and have each soldier represent 500 men, and you'd see mass armies fighting it out, also you could easily use a dated graphics engine.

They had that in Svea Rike and it wasn't really a success.
 

Orm

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Yeah, it would be fun maybe a couple of times, but unless you can interfere in the battle somehow, I don't see the point in the long run.
 
Apr 30, 2006
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In every paradox game I've ever played (which is all their premier titles), the maritime/trade aspect of the game is quite half baked. Victoria is probably the worst of the lot here, unfortunately. It needs to be improved above all else, and hopefully they can incorporate some of the improvments into their future projects.
 

unmerged(74195)

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Apr 12, 2007
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This may have already been mentioned but perhaps the possibility of being able to pay for things in installments etc. eg if you cant quite afford the full price of a railroad at that time pay 3 yearly installments?
 

son of liberty

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How about less of a socialist bent? A libertarian society could be just as attractive, and would be even more robust since it would attract people with the drive to make something of themselves instead of depending on government handouts.
 
Apr 30, 2006
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Most importantly, for the love of god, please, PLEASE implement something like an HOI 2 attrition system instead of partisan uprisings every 5 seconds all over the place. ANYTHING but that. God, I can't even begin to describe how annoying the current partisan system is.
 

unmerged(42174)

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son of liberty said:
How about less of a socialist bent? A libertarian society could be just as attractive, and would be even more robust since it would attract people with the drive to make something of themselves instead of depending on government handouts.

???

Capitalists should pay just as much as government when building factories and railroads. The game is far too liberal as it is!
 

Hansag

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Incorporate Macro and Micro economic calculations for the tradesystem. And also have a service sector!!!!! (so that factories arn't the only option for unemployed POPs). At least the basic thingies one learns at first semester of collage/university Economics. (Maybe you could work together with a university on this one to create an edutainment thingie for them that you could use in the game?)
Having Capitalists build factories in other countries would be interesting as well as having them do research. Perhaps also acting as venture capitalists for Clerks, craftsmen etc. in making them set up their own private businesses.

And also the posibility (althou this might be better for a later time-line) the option to establish Special Economic Zones. As well as other special policies for the above.

And a better educationsystem so that one dosn't have to micromanage the POP "upgrades". Better to have a social poltcy thingie that is funded.

None - They have to get it on their own
Trinkets - Litteracy (Move to Soldier free)
Low - Primary (Move to Craftsmen free)
Normal - Secondary (Move to Clerc, Officer, etc. free)
Good - Tertiary (Clergy, Capitalits free)

Or something like that. At least make it less costly for the POPs themselves to move from one type to another. So that they change the same way Capitalists build factories (in order to maximize their profits). Perhaps capitalists or the government could make scholarships available for POPs?

Harbour aught to have a much larger commercial value!

Personaly, I don't care much detail in graphics. A nice 3D globe would be nice, but units? no, not that important. Nicer, maybe 3D, counters thou! ^^
Weather like in HOI perhaps?

It would be interesting to have the military ease of HOI2 in a future game (I agree with what was said about attrition above). And more focus on logistics!!!!!!!!!!!
 
Last edited:

OHgamer

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Kevin W. said:
I don't know if this has been mentioned before and I don't know if it'd be workable, but I'd like to see the ability to rename one's own country.

In a vic 2 could very well be possible. Check the latest developer diary for EU3-Nappy's Ambition, they're adding in a function to allow players to rename colonies. In my mind at least it would I think not be much more difficult to do the same with nations.
 
May 29, 2007
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Wish list for vicky2

1- Improved immigration system. Simply add a "open/close to immigration" for each state so you can manually toggle it.

2- Improved capitalist build. You should be able to choose a "Capitalist building policy" historically accurate: within the political reforms, you can choose "basic / luxury / military " or whatever orientation, which means government help or de-taxation for one or more type of factories, ie preferential building by capis.

3 - (see 2) improved political gameplay: adding an economical wing with its own reforms.

4- along with 1: over time, farmers should automatically by converted to laborers reflecting historically true rural exodus. There should be a 4th value along with CON MIL PLUR monitoring this, so you can try to improve or diminish the conversion rate of your farmers.
Just a reminder: the major changes of the XIXth century within western countries ar industrialization and, along with it, rural exodus. Vicky2 should reflect that in some way.

5- Definitely more options in the diplomatic screen, so you can now trade goods and armies with other nations. Also an option to peacefully annex countries. Also, relation with allies should automatically GROW over time, and not diminish, until a major foreign policy change take place (new alliance, war)

6- As ever: improved AI. AI should be production and diplomacy oriented, as players, so that it's primary goal would be sustaining of its home economy. Why not an AI with prim sulfur targets, as every player does ?

Much more to say, but i think it's enough for today...

Thanks for your work and for your time,

qwerkus
 

RELee

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Dark Knight said:
Paradox has never stated they are making Victoria 2.
True. True.

But so many great ideas and such a loyal fan base - to deny us is ... why... it's inconceivable!
Inconceivable.jpg
 

OHgamer

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And while Paradox has not annouced that they will make a Victoria 2, they have also not annouced that they never will either.

So hope springs eternal. If interest in Victoria continues to grow as it seems to have in the past few months, then the chances of a second generation game coming from Paradox I think become stronger.

At least, that is my personal hope.