I think that approach isn't something special for Vic2 - it's a thing for any Paradox GSG release: The v1.0 release of a new installment of each of the IPs is always "less" content-rich/balanced/polished then the v17.2.4 of its predecessor.
The problem isn't lack lack of polish (bad UI and performance) or lack of "content" ( I assume this means flavor). Those are secondary and tertiary concerns, respectively.
The problems that I and presumably many other people have, are with the fundamental mechanics and gameplay vision that the devs seem to have, and that so many among the community seem dedicated to gaslighting us on. Given the direction of the upcoming changes that the devs have revealed. The main focus, the core gameplay loop, of the game now and in the future seems to be about setting up law sieges and then dedicating 80% of screentime and game time to mindlessly clicking on buildings according to a build order that was either decided using min-maxed efficiency or whatever RP you decided on when you started the campaign. We don't like that. We don't think it's appropriate for a Victoria game, and we want that changed.
And yet, people insist on writing fanfiction about how "deep" and "complex" the political and economic systems are, in the same way they wrote fanfiction about how much "strategy" and "logistics" the new war system would have. I almost feel nauseous now when I read that stupid quote about real generals focusing on logistics over tactics. How do you like them apples, now? How is this amazingly strategic and logistics-focused war system? Is it oh so realistic, mister master chief strategy-brained general? Are you having fun, now?
Just as the war fanfiction cope has been dispelled. The politics and economics fanfiction cope must also be dispelled.
No, rolling dice to siege law forts are not fun. That's not realistic. It's boring, it's non-interactive, it's frustrating RNG. The IGs are also not fun, not realistic, frustratingly RNG, and undermines the very POPs system that this game is supposed to have as its central pillar. The only saving grace of everything to do with politics in Vic3 is that it's basically a one and done. Once you have what you want, the entire system can essentially be ignored. However, you can't exactly reconcile that reality with the fanfiction about "such a deep and intricate political system". What a waste of time and energy.
The economics system is also not fun. It is also not realistic. Mindlessly queueing up 500 coal and iron mines every few months is not fun. Reaching that point in the game 30 years in where you have 3k construction and need to max out every resource slot and specialize your agriculture in every state is also not fun. Having to go through the tedium of carefully changing only some of the production methods on your dozens of industries in dozens of states so you don't go into massive resource shortages, which you then have to redo as you construct more pylons is also not fun. The best part of the construction system is when you've built up enough that you can ignore it entirely and let the AI do everything. Depending on my patience, that can be anywhere after 3k-10k construction.
When the main gameplay loop of a game is utter cancer, and you've deleted all the other gameplay loops that were present in previous iterations of a game, you have a serious problem. Not just in the moment, but for the future of the game.
That's the problem we have with Victoria 3. Not the heckin' flavor. Not the garbage UI and map modes (why did they remove so many map modes?). Not the lack of meme arrows for our imaginary generals to march towards. No, not the little toy soldiers with 20 different skins to buy. I could not care less about toy soldiers. I have never looked at them in EU4, HOI4, Victoria 2, or stellaris. You could replace each and every toy soldier with a picture of Barrack Obamna in a bikini and there's a very good chance I would never notice. I care about the fundamental mechanics, because those aren't trivially changed by either the devs or mods. Those stick around, and decide not only how the game plays out now, but also how the devs might intend it to play out in the future.
The data is in. If this game continues on its current trajectory, it's dead. We know that Paradox won't make content for a dead game. If you hate the current state of Victoria 3, it is in your best interest to advocate for a massive change in the vision for the game. If you love the current state of Victoria 3.... it is also in your best interest to advocate for a massive change in the vision for the game, because having a different Victoria 3 with lots of updates and content, is better than a dead Victoria 3 with nothing. At least that way, there's a chance that they'll preserve something about this game that you currently enjoy. Win-win.
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