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unmerged(2619)

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Apr 3, 2001
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Alliances

I like the Victoria system about alliance, with the exceptions ability because it recreates very well the XIX century's diplomacy and the system of alliance of that period. But there is one thing that is not historically correct. Playing Victoria we can only establish bilateral alliances, but in this period there was some alliances between more countries (i.e. dreikaiserbund between Russia, Germany and Austria or the triple alliance between Germany, Austria and Italy or the alliance between the 3 empires in the WWI and the alliance between Italy, France, Uk and Usa in the WWI). So, in the game I would like one feature in this sense: the possibility to create an alliance between more contries and not only between 2 nations.
 

Spruce

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colonialism is a bit speculative,

countries try to secure the coastal provinces and then block the rest for themselves,

solution = force the players to build coaling stations in coastal provinces and make it a lot more expensive,

and DECREASE the size of colonial regions. Big regions means big amount of coastal regions colonised,
 

Earl Uhtred

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Originally posted by Spruce
colonialism is a bit speculative,
countries try to secure the coastal provinces and then block the rest for themselves,
solution = force the players to build coaling stations in coastal provinces and make it a lot more expensive,
and DECREASE the size of colonial regions. Big regions means big amount of coastal regions colonised,

I think the biggest colonialism-related problem is the ease with which it's possible to build colonies in deep Africa from the start of the game, all painlessly. I want it to be a real bugger to probe the Dark Continent before you have quinine.

Has anyone had any problems with 'native unrest' btw? It sticks at 0.00 for me no matter what I do.
 

Dimensional Traveler

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Dec 27, 2002
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Some of these are already mentioned, so consider this additional votes for them.

1) Message when a factory is finished.

2) Message when partisans appear.

3) Message when an enemy _begins_ taking control of a province I control. I.E., I want a message so I can send units to stop him before he finishes taking control. (Ties in with #2 above.)
 
Sep 20, 2003
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my wish

a new scenario 1836-2036
for multyplayer heh all of it without any events
other then unifyers and yes australia and south africa
as playables from start , i always wanted to play
australia long term from 1800s heh would
be so much fun in multyplayer.

Fantasy Leaps of Greatness
 

unmerged(14156)

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Jan 29, 2003
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I think some of the RGOs need to have their output levels increased, particularly ones like grain and cattle. It's pathetic watching a province reap less than a unit of grain per day when filled with over a hundred thousand farmers, even if there isn't any rail infrastructure in the area.
 

Xyrix

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1) Prestige that can't go below 0, to stop some of the insane GPRs that occur when a GP is beaten in a long war.

2) A easier way to claim a colony, so the US can actually reach the Pacific by 1920 :rolleyes:
 

unmerged(9338)

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May 15, 2002
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Originally posted by Galleblære:
On the trade screen, create a new icon "=" instead of only the buy and sell ones, "<", ">". The equal "=" sign would do as follows:

1. If less than the stated value, BUY
2. If more than stated value, SELL

That way, if you for example aren't producing enough fabric for your clipper factory, you can import the needed rest, but once you are producing enough, you dont have to go into the trade ledge and change it back to "sell", you can leave it as is.

Would help remove a LOT of micromanagement imo.

Excellent idea!
 

unmerged(21215)

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Oct 27, 2003
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I would like to have the pop types sortet alphabeticly, clicking one of the inactive buttons at the top bar, the list changes(Farmers at top, Craftsmen...etc)

The game seems to freeze often in multiplayer, not at the host’s machine. But everyone else just freezes some times.

And, i want the pops to move more dynamically within my country after jobs.

It also seemes like there are only some provinces the new pops pops up. Suddenly having 200 unemployeed pops not bothering to move is very frustrating.

Are all pops farmers when they are "born" ?
 

Estonianzulu

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I would like to see a plus/minus buttons on the tariff slider. That would make things a bit more precise.
 

unmerged(22762)

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Nov 27, 2003
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Run Away Trains

Two issues I'd like to see tweeked. First, as has been pointed out repeatedly armies for certain countires can get immpossibly big. Can you simply cap total army size at x% of total population? There must be some historical figures on this. I would calculate the cap by continant so GB can't use cap room created by African colonies to great army units in GB. Alternatively, make cost for additional units and maintenace very expensive after a certain size to simulate strain on economy for an over large army. Second, econimies seem to becme too powerful as the game develops (ie Belguim). Create another slider in budget window for infrastructure maintenance. This would key off of total dollars spent on infrastructure to date and simulates the need to keep all of that stuf in good repair. If you allow infrastructure to deteriorate, your economy suffers a loss of efficiency. The more complex your economy, the more you need to spend to keep it running at peak efficiency. Could create some interesting guns vs. butter decision making.
 

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I would like to see a historical POPulation ratio in Quebec. About 84% Francos, 14% Anglos and a few inuits (2%). Without adjustments, playing as Quebec is rather odd...
 

unmerged(16843)

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I've read through the list and I'd like to add some of my own:

1) Order the list of nations on the Alliance Exception screen.

2) A kickstarted economy. It doesn't seem to work at full speed until 1839 or so. Paper doesn't appear on the world market for years-greatly hindering your nation's industrial development if you don't have a paper mill.

3) Neighbors view the construction of fortifications as an aggressive act, lowering relations slightly. Also, fortifications should increase your military rating.
 

unmerged(21828)

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I have a small request that may deter any human or A.I United states player from wanting to colonize Africa.
When the civil war breaks out, make a trigger which would convert a US colony in Africa to turn to a confederate province.
I believe any such colony would be pro slavery. Just a suggestion.
 

Spruce

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Originally posted by egallivan
I have a small request that may deter any human or A.I United states player from wanting to colonize Africa.
When the civil war breaks out, make a trigger which would convert a US colony in Africa to turn to a confederate province.
I believe any such colony would be pro slavery. Just a suggestion.

agreed, during the first half of Victoria the USA had a policy of non European intervention on their continent. I doubt they would eventually break this code and go colonizing themselves Africa and even more touching the slavery equation in reference to the house divided issue,