Vicky pop system and Community co-dev
So much has been said about it; time to put it together:
I think we all agree to say that pops is what makes Vicky what it is, since no other game emphasizes as much population details as Vicky. On the other hand, we (nearly) all agree that pop micromanagement can become all hell, when your goal are political/military one, as the game goes one.
So, why not vote for on industrialization slider a la OHGamer ( late game ) while keeping the possibility to disable it, and do it all manually ( especially in early gaming ) ? The conversion costs could be computed either dynamically (see upgrade slider in HiO2 ) or at once, when you convert manually.
As of the development time required, I'm just wondering if it couldn't be shrinked by involving a large community, just like M$ did. Based on my own poor coding experience, the actual engine code isn't that much time-eating. The largest part of the game work relies on graphics designing (and sound) and TEST DEBUG TEST DEBUG. Lets say Para writes an all buggy alpha minus version with minimal graphics and no events, and we test it seriously: development time (and probably costs) could be halved. And when i take a look on OH's work when it comes to mods and graphics (new map) is think that job could really rely entirely on community working. As a reward, each member involved in the co-development project could be rewarded with one free game. You know, it's really time to think WITH communities in the game world; when you write a new WoWW, everything comes out of the box, but when it comes to real-history strategy, the possibilities are reaching far behind the scope of any programmer. And actually, community member do the work, even if nobody asked (for an example: OHGamer, could you please tell us how you when into wiki community ?) - so when you have this opportunity, why now use it ? The more poeple involved, the better the result.
Look at me: now I playing EU2 because of AGCEEP and myMap - this is amazing.
Perhaps one day, companies will only write core-engines they sell online for about 10 bucks, and you will be able to download the remaining part (graphics - sound - configs) from different community sites, building completely different games based on one same engine.