Wishlist for Victoria 2 (based on Revolutions)
First of all, yes, this is redundant compared with the other thread but it has grown to unmanageable proportions and contains suggestions that were adopted in Revolutions.
A number of fundamental changes are proposed (and others have made these before but these are now reiterated) as well as more minor.
A: Ethnicities:
1: They should be related to each other such that English assimilate faster to Yankee but are highly unlikely to assimilate to Arab. Larger ethnic grouping categories could be created. For example, the Anglophone grouping including English, Canadians, Yankees, and perhaps Scots. Germanic including Germans but also Dutch, Flemish, and the like. Then you have the general European, East Asian, South Asian, Hindu, Arab, Jewish, Bantu, Indian, and other groupings.
2: One should be able to limit immigration from various cultures. For example, Japan prohibits all immigration. Australia only permits English immigrants. Russia permits Greek immigrants and the like.
3: Ethnic policies should allow one to include new favored groups such that Austria might be able to remove the favor for the Hungarians as a main culture and then make Irish a favored group if there are any irish in the country.
4: Ethnic groups should have their own political parties that if they are not part of the main cultures will advocate pacifism and anything at odd with the current ruling party or ideas when created. This should extend to the colonies. For example the French rule Vietnam so a Vietnamese political party gets randomly created after a time that is pacifist (hence better revolt success against a weaker French force) but opposed to the policies of the French. The parties should, if they get independence, then possibly shift to having jingoism and harsh policies to minorities.
5: Ethnic ties between countries ruling groups should improve relations somewhat.
6: A satellite should have one of the main cultures be the satellite’s master's culture. For example, England is the master of Natal, then one of the main cultures should be Zulu but the other English.
7: Provinces get a production bonus if a main culture is the majority and the same applies to sates and countries. For example, if Ulster is majority British, the state will get a production bonus that an Irish majority state will not get.
8: Assimilation occurring even if the there is no main culture pop in the province. This rate would be slowed but would occur in one or two people assimilating and there is a large bonus when the group is the majority.
9: Soldiers in an area create pops of their own ethnicity and religion. Station British troops in Kenya and small numbers of British soldiers and Officers will appear there. Station Tamil troops in Capetown and new Tamil soldiers and (presuming there is a Tamil officer corps) officers will settle.
10: Larger upper limits for pops being assimilated in Europe. For real life justification, Hungary assimilated many of the non-Hungarian minorities in the country. There should be a calculation for the pressure to convert and assimilate instead. Of preventing larger pops from assimilating.
11: Harsher minority policies encourage assimilations except for slavery.
B: Military Affaires:
1: Individual divisions are more important and take up more manpower.
2: There is a religion factor as well as a culture factor in selecting a division.
3: One may pay to improve certain factors in a division.
3.1: Pay to improve equipment
3.1.1: Improve weapons (fire)
3.1.2: Improve medical care (reduced losses)
3.1.3: Improve engineering (bridging rivers, attack fortresses)
3.1.4: Improve Amphibious Assaults
3.2: Pay to improve leadership
3.2.1: Improve senior officer leadership
3.2.2: Improve Junior officer leadership
3.2.3: Improve NCO leadership
3.2.4: Improve soldier’s direct fighting capability
3.3: Pay to improve psychological factors
3.3.1: Pay to improve loyalty (troops might revolt)
3.3.2: Pay to improve morale
3.4: Pay to improve supply
3.4.1: Improve supply range (divisions will handle their own supply)
3.4.2: Improve supply efficiency (less expensive maintenance)
3.4.3: Reduce unit corruption (corruption decreases supply)
3.4.4: Supplies they can carry (operating without supply lines)
4: Each death in a unit causes the death of one person in a pop
5: When a pop is depleted the most similar pop is found and depleted as well or the divisional religion and culture can be changed.
6: High Commands can get experience as well. It would be the aggregate of the combat of the units. Both divisions and the command get experience. When a new unit is sent into battle it will have some experience modifier by being part of the high command.
7: Units can be placed under a Command unit that controls them by AI without the player needing to micromanage it. Create an HQ unit, move it to a state, press a button giving it command over the state, and select units in the state to fall under the local command.
8: Develop to regional commands as well?
9: Greater risk of rebellion in colonies.
10: Countries to whom you have sent an expeditionary force cannot disband the force, they do not pay for maintenance of it either.
11: No ironclads in ocean waters.
12: Develop navigable river areas and allow naval combat and transport for them.
13: Develop Special forces units with very fast movement and good amphibious bonuses. Good organization and moral as well. They should cost a lot in leadership and supplies as well.
C: Politics:
1: Many more minority parties.
2: Ability to create your own parties.
3: Parties that fail to get any votes after a few elections will be eliminated.
4: Ability to create your own states by taking provinces from other states. Even being able to delete the old states.
5: Creation of new categories of states.
5.1: Settler states where you can give a subsidy to immigrants to settle and your pops will be more likely to settle there even if they have a good job elsewhere.
5.2: Self-governing colonies. Like dominions but they remain part of the country. They just have their own specific culture added and their own forces that you might e able to use. Their political parties are minority ones that will be possibly bellicose towards you. Lower administration costs. They can ban local parties as well.
5.3:Autonomous regions. They are similar to self-governing colonies but are integrated into the country more and vote in the national elections.
6: Ability to change the electoral system. You can choose from majorities in each state counted as equal to complete direct proportionality with added benefits or losses. You can also select if some groups are eligible or not for suffrage. For example, in colonial South Africa, there was an electoral system but only whites (and sometimes only Boers) could vote.
7: Parliamentary elections also impact the players actions.
8: Parties may love one country (closer relations and a relationship bonus) or hate another (relationship penalty). For example, the French Communists love Russia and when they win elections improve relations with Russia and harm relations with Russia’s enemies.
9: Players can choose whether religion or culture is the most important distinction.
10: Include religious parties randomly generated.
11: Include more terrorist elements. Terrorist cells generated much more often and the militancy it creates is much more powerful.
12: One can support terrorist groups abroad. Russia can create a Communist Terrorist group in Germany and supply weapons and money to it to make it militarily stronger.
13: Allow civil wars where one state is split instead of just creating a new state when the rebel are of the main culture and religion. For example, France might split with one region becoming North France and the other South France. They have the same culture and every thing else but each unit, and province under or near rebel control randomly decides of they want to join the new civil war state.
14: Central ideas. Norway can select to become a maritime oriented country with benefits to shipbuilding, navy, and marine units and trade benefits. Germany can choose between freedom and order.
15: War exhaustion is calculated from the quality of relations between the two countries at the outset and the military casualties suffered. If USA’s relations with the Dominican Republic are -200 and no US troops are killed in the fighting, there should be no war exhaustion.
16: War exhaustion gives a boost to pacifist sentiments and an extra bonus to pacifist parties.
17: You should be able to create guerrillas whom you can use to attack an enemy without a declaration of war by giving them to a government in exile you can create for territory you do not have. For example, you can create a government in exile for France and give it resources to attack France without actually declaring war on France.
18: Satellites should give you some of their income, buy your products first and sell them to you first. They should also always be willing to go to war with you.
19: You should be able to take a satellite’s military forces for a short time unless they are in a war.
20: You should be able to annex a satellite at some point.
21: Annexing a country that rebelled against you should have a time period in which you can annex it entirely.
22: You automatically get a National province where your culture (the first main culture) is 100% of the population.
23: Colonies may be viewed separately from the nation.
D: Economics:
1: Trains are built created the same way that ships are and the benefit of railroads depends on having enough trains to use them.
2: Promoting pops should cost proportionately to the size of the pop.
3: Pops that are of the main cultures and religion should be much more productive than those not of those.
4: Capitalists, officers, and aristocrats should be able to be demoted by the player. Doing so should create intense militancy though.
5: There should be a production bonus for coastal provinces and river provinces.
E: Immigration:
1: Removing the hardcoded USA and American immigration bonus to be replaced with attractions to settler societies and egalitarian systems.
2: Ability to pay to attract immigrants to a particular state (40 acres and a mule).
3: Ability to restrict immigrants from a particular culture or religion.
4: Immigrants assimilate based on the similarity they have to the first main culture.
5: Countries that have declared their priority to be religion instead of culture get a bonus to immigration from that religion.
6: Coastal provinces get many more immigrants than inland provinces. River provinces get a medium bonus. This does not apply to immigration from the province right next door.
7: Immigrants should come even if they have a job in their home province or low militancy.
8: Immigrants are more likely to come from countries that have favorable relations with you.
9: Harsh minority policies are an extreme disincentive for immigration unless those immigrants are of the same culture and religion at which point it becomes a bonus.
F: Religion:
1: Pops assimilate to the country’s religion at a separate and different pace than to the country’s main culture. For example, it would be possible for a number of Arabs in Tunisia to assimilate to becoming German where they still refuse to give up Islam. In another example, Zulu in Transvaal might be more wiling to convert to Protestant than become Dutch.
2: A country’s religion impacts the research speed, economic development, and military morale. For example, Protestant nations get a benefit to research from a more intellectual religion, Catholic countries get depressed revolt risk, and Shia countries get a much higher morale for their divisions.
3: Religions should impact countries relations. Protestant countries should have better relations with other Protestant countries.
4: Religions should also be related by classes. Protestant, Catholic, and Orthodox are all classed as Christian hence they get a small benefit to relations between them. Buddhist religions get the same and the same applies to Islamic religions.
5: Priests raise militancy if the state religion is different than the religion of the pops.
6: A country can emphasis a religious identity instead of a ethnic identity. That decreases militancy base on culture and increases it for religious minorities.
7: Harsher religious minority policies encourage assimilating to the state religion.
Further theorizing seems unlikely to yield much further than gratitude for the engine and the game. It truly is a most enjoyable system.