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Garra-Ush

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Maybe events of Gold, Diamonds and Oil should be more random in their discovery date. For example, Gold was discovered in California in 1848, but it could have been discovered before or after then.

And railroads should be a more quiet thing. I mean, having railroads in New York in 1848 is not bad, but having railroads all over the USA by then is good?
Why? USA didn't have a Continetal railroad untill 1869 IIRC.
 

unmerged(76730)

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3 things which I would love to see.

1. Futher extending time of play by including also period of WW2 and early Cold War, but within game mechanics. No new HOI. :). Lets say up to 1965. Right now first thing I do after instaling game/patch/mod is looking over AI files and meddling with combat/protect/befriend. Europe is total boredom with normal AI. With Ricky UK/France/Germany/Russia/Austria never going head to head (except short scripted conflicts). They sit there doing absolutely nothing. AI Great Powers are only interested in scraping for tiny uncivilized nations or DOW human player all at once when you doing nothing at all to provoke that. It really piss me off greatly.

2. POPs managment. It should be implemented Auto-split function for groups over 40K. With 50 POPs in one province it is horrid to roll over every single one and select split, and then again grab that tiny arrow and scroll to the bottom and so on and so on. It drive me mad. So much pointless clicking. And with 200+ POPs, just OMFG!
188.gif
Just want to
sterb126.gif
everybody! :p

Perhaps display window should be bigger. When you click at province POPs, game pausing and full screen POP viewer appearing with POPs column by column. Lets say 15 rows * 15 columns. That would be great for places like Bohemia, New York, half of China ;), etc...

3. Stop AI cheating. It is not fun.
 

unmerged(39487)

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Feb 6, 2005
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Fabric factories should use wool OR cotton (if one of these is not available it switches automatically to another one).

Larger variety of colonial goods:
- cacao (in Latin America)
- sugar as an everyday good and one component of liqeurs (found in Caribbiean, but also in some European countries - sugarbeet).
- Precious metals more widely distributed (in New Guinea, in Ghana, In Brazil, etc).
- Diamonds (as a very expensive luxury good - found in India and in South Africa).
- Palm oil (for luxury parfumes industry - found on Pacific Islands - copra!)

Other new goods:
- Copper (for military factories)
- Wale fat (for machine parts industry before invention of oil refineries)
- Grapes and tropical fruits should be different. It is not normal that you get raw material for wines from tropical countries (grapes for wine industry and tropical fruits for liqeur industry or they are just a little bit more expensive than fruits before).

AI should be more eager in colonization (usually central Africa is still not colonized for the end of the game).
 
Last edited:

mangalore

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- Satelitting nations: give it some meaning. At the moment it's pointless and only necessary because your Badboy points would get you otherwise. There should be economic gains to puppeteer another nation.

- Army/Fleet organizations: Needs an overhaul for late game. Currently it gets very tedious to sort out the damages after a major war if you had a wellbalanced organizational structure before. This is particularly nasty if you had a naming scheme for Corps according to purpose and obviously had to join forces and split them up during the war. It would be nice to have a more hierarchical system with some organizational benefits of units of armies fighting together.
It would be also helpful if destroyed divisions would be sent back to the reserve pool with no strength so you can put them back into the field when paying the price.
It's even worse for naval fleets when you want to rescue your mauled dreadnaughts to spent some time in drydock while the rest of the fleets heads out for another gargantuan sea battle

- Economics and Pops
There seems to be generally no reason not to split POPs.
Adding national , imperial and world markets. National pools your resources at home so your POPs can be satisfied easier if you produce their consumer goods. Imperial markets should pool the exports of satellite nations to access of the "master" nation, maybe give dominions equally access to this benefit. World markets is what is there now.

-Badboy system: While good in intent it is a very static framework. It would be helpful if one could counter one's evil in one nook of the planet by doing good somewhere else.
This goes hand in hand with offering alternatives to annexation and conquest like in EU3 where you could force a combatant to release a country (which should give you goodboy points!) or more elaborate agreements concerning military or trade agreements (like a naval treaty forcing a country to keep its fleet at a certain percentage of your own barring wars or force destruction of fortifications/bases etc)
More "balance of power" thinking by the AI. It currently is governed by badboy which makes it completely oblivious to obvious dilemmas of getting outnumbered 5:1 by a neighbor, but not seeking help from some other potent power, least of all the player.
There should be also more pragmatic interventions of AI nations to prevent another country from turning Europe upside down (joining a war for a losing side to limit the success of another great power).
 
Last edited:

Coinneach

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extended time frame to the end of world war two - Hoi2 is a great game, but it just doesn't have the depth of Victoria:R. So an improved combat system similiar to Hoi2, mixed with the economic system of Ricky, would work wonders.
 

PANGI

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please...not 3D
 

unmerged(63380)

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i'd like to see a new colonial gestion, how the control of colonial POPs, and a new way to work with the slaves question.
more historical events for "less important" countries as Portugal, Netherlands, ecc.
invented (historical) events for question started when Netherlands recaptures South Africa (with or without help from Oranje and Transvaal), when Portugal recaptures Brasil or Spain its lost territories in South and Central America. :rolleyes:
more importance to philosophy events, actually almost no-considered at the global importance of the game experience.
new economic ways, also in the global market.
a way to expand the national and territorial claims over those default from the game.
AN OPTION TO CHOOSE IF WE WANT TO PLAY IN AN HISTORICAL OR NON-HISTORICAL GAME, INFLUENCING THE EVENTS THAT GAME SHOWS US. :mad:
 

Tokkebi

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My wishlist: ^_^
* I would like to see plenty of HISTORICAL CULTURAL EVENTS - even they'd be useless (+1 prestige or something like that) - but (as for me) these events can make game much more interesting.
* Then, it'd be a good idea to make EVENTS that give country certain number of resources (like "capitalist's help" or "new invention").
* Getting more participation in the internal politics: ways of manupulating POP's ideology (for example, by investing propaganda), religion (creating new churches), forced migration (I'm really bad - but this mechanism was often used by Soviet Union), ways of attracting immigrants (by giving free land, due to prestige and frees etc.)
* Add to diplomatic actions TRADE DEALS - that give possibility to offer direct agreements to buy resources with cost lesser than it of world market.
* Add INTELLIGENCE SERVICE to influence other countries/stealing technologies/sabotage or protecting own one/preventing rebellion/suppressing revolutions etc.
* Add HISTORICAL EVENT for minor countries - because now playing on their side is less fun than in case of major countries.
 

unmerged(95579)

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So the new project is HOI3 slated for completion in ’09. As much as it pains me it seems fairly obvious that this has become an exercise in futility. While I admire everyone else’s dedication and patience I will no longer hold my breath (gasp) for a Victoria 2. I just don’t have the attention span. Wotcha.
 

unmerged(83121)

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I don`t think Pi will leave so intresting historical periond unheeded. I just hope that by the time they will launch Vicky2 they will find a good balance between historical events and non-determinism, and will polish EU3 engine.

Meanwhile, we can hope that some Ricky expansions will come before they start Vicky2...
 

OHgamer

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Cortes_R said:
Meanwhile, we can hope that some Ricky expansions will come before they start Vicky2...

most likely not going to happen since they've licensed out the source code to third party developers. Never say never, but i think the chances would be very low that any further expansions from Paradox itself will be forthcoming.
 

unmerged(83121)

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OHgamer said:
most likely not going to happen since they've licensed out the source code to third party developers.

Well, that`s really what I meant - some expansions from community... i.e. third party developers ;)
 

CayusBonus

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For the wishlist :D :

Electric and telephone lines, similar to the railroad matrix deveolping.

Entire state improvement: one click and the railroads (RGO, factories etc) of entire state being the expansion.

Reinforcement of some armies at the same time, without previous merging.

Steamer transport more eficient than clipper convoy.
 

unmerged(2609)

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A revamp of the pop system, immigration, and the economic model:

1) Manual pop splitting is evil.

2) 100,000 pop producing 3x more (or whatever it is) than 100 pop is non-intuitive.

3) Having pop conversion cost the same for a 100k pop as for a 1k pop is non-intuitive.

4) American immigration should be more diverse, with people going to established industry, open RGO's, and gold rush states, rather than everyone going to one place. The game doesn't seem to model the westward migration very well.

What this boils down to is that the pop system appears to have been put into place in order to allow detailed and intricate handling of population migration, but the industrial model doesn't work very well with it, and the way pops move is unsatisfactory.

I am a constructive player rather than a warmonger. I am from the USA, but the reason I play the USA in this game is not nationalism, it is that I like to build stuff rather than conquer stuff, and the USA is about that during this time period, not that the native Americans and Mexicans and Spaniards would necessarily agree. It is possible that the pop model is fine if you play a European country, but it it is inadequate from the perspective of a habitual player of the USA.

I would suggest that the whole pop system be scrapped and re-invented, in order to achieve a more sensible model of industrialization, population growth, and population migration.

Without reading the whole thread, I'm assuming that a lot of people wish for even more intricacy (more goods, more detailed events, more unit types, or techs, etc.), and that would be my second list item.

My third item would be a true hands-off game, where I can examine everything as it is happening, and not have to play a throw-away nation in order to do it. I would like this in all Paradox games.