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deanwebb

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That is important, thanks for bringing it up. Also, the conflicts with natives that various nations had as they expanded is missing. We have too many "increase CON and MIL" events that affect pops that simply aren't there. When the natives are restless, it should translate in a monetary cost, a prestige hit, an infamy hit, or reduction in life rating for an area.

In the Americas, the event chains should be eventually overcome and quashed. In Africa and Asia, it should lead to a player eventually asking himself, "Why did I colonize here?" and looking to see if releasing a dominion or two might be what is needed to keep the resources, but lose the unrest.
 

Hawkslime

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We have too many "increase CON and MIL" events that affect pops that simply aren't there.

Send in the troops: Clerks in Hammerfest: population changed by -10%
I looked into the population tab and found out there are 2 clerks in there.

Damn. What a monumental protest it must have been...
 

Milten

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Send in the troops: Clerks in Hammerfest: population changed by -10%
I looked into the population tab and found out there are 2 clerks in there.

Damn. What a monumental protest it must have been...
Did one of them lost an arm as result? So barbaric.

Speaking about lonely clerks. It would be nice if low-number pops stopped being auto-assimilated every month. Marking culture as unaccepted drops regular assimilation to zero, and with all 'accepted' migrants being auto-assimilated on the day of arrival, it makes sure that this unaccepted culture stays strong forever.

This does have some logic, but moving to new area only to drop your citizen rights, because all the local cool kids don't have them, seems weird.
 
Last edited:

t6.28

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Actually, the economic importance of several major centers of early industry is lacking in the game's depiction of the US.

I think the problem here is that the game does a poor at modelling the formation of industrial centres, in general. Other than scripted events to benefit some region (e.g. Ruhr boom) there seems to be very little reason to concentrate a specific industry in one region, bar, perhaps, local resources and not having to build railways elsewhere. I guess a quick fix might be to have clerks and, to a lesser extend, capitalists be tied to a specific industry or sector, as well as having their effect on efficiency - at least for certain factory types - be more than linear. That would make them into a more scarce resource forcing you to specialise, as you would otherwise not be able to generate enough of them to sustain your factories at an adequate efficiency.

Perhaps there could also be a bonus to research from industrial centres?
 

Punderland

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Please add faction system to sick men country like China and Ottoman to prevent another arbitrary carving of sub states.
Please add political district with different concerns so that democracies can be better represented.
Please have better ai in designing economy. Capitalists are not fools. They build the most profitable stuff...
Please add special patent products that once invented, only one or few countries could produce it and so they can embargo countries to starve them or restrict export.
Please add trade routes so that oversea colonies can act as projection of power to trade and navy as well as a system to blockade your enemies.
And please makes infrastructure matters in trade and resources access such that it effectively differentiates a country's role with and without harbour or port, with access to sea or not.
 
Last edited:

Hawkslime

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Aside from a better bank system, internal politics and more indirect control of economics, I would like more types of factories. Because keep building the same 30 (of which 10 usually aren´t worth it) gets old pretty fast
 

grommile

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Capitalists are not fools.
That's a statement with which reasonable people can disagree...
They build the most profitable stuff...
... and so, it turns out, is that.
Please add special patent products that once invented, only one or few countries could produce it and so they can embargo countries to starve them or restrict export.
The USA was somewhat notorious in the first half of the 20th century for having absolutely no respect for foreign patents or copyrights.
 

Punderland

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The USA was somewhat notorious in the first half of the 20th century for having absolutely no respect for foreign patents or copyrights.

Well, you can steal tech by using certain mechanics then, right?;)
 

Knuf Wons

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I don’t know if this has been posted already (because, dang, there have been a lot of posts here) but an increase in distinctiveness of governments would be nice. For example, the political system in the United States is very poorly represented by the Victoria systems as they currently stand, and the broad-stroke parliament for all approach could definitely be refined. I would also appreciate it if having multiple closely-aligned parties in a FPTP system accurately demonstrated the spoiler effect and split the votes that voters cast instead of the current vaguely proportional ranking system that is currently used (as I understand it)
 

deanwebb

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Well, you can steal tech by using certain mechanics then, right?;)

All the industrialized nations either stole inventions rather quickly, sold them before they were stolen, or had sufficient industrial base to figure them out on their own. Given that nations choose their own path on research, that effectively abstracts the issue of tech sharing and stealing. I'll be happy without any tech sharing and stealing, since I'm already able to research all techs in the course of the game as a GP.

I don’t know if this has been posted already (because, dang, there have been a lot of posts here) but an increase in distinctiveness of governments would be nice. For example, the political system in the United States is very poorly represented by the Victoria systems as they currently stand, and the broad-stroke parliament for all approach could definitely be refined. I would also appreciate it if having multiple closely-aligned parties in a FPTP system accurately demonstrated the spoiler effect and split the votes that voters cast instead of the current vaguely proportional ranking system that is currently used (as I understand it)

This is good, I'd just hold out that third parties would split out votes if there is enough con/mil for an issue that neither major party supports.

I'm sure PDX would have nation-specific government, events, and other goodies as fast as they could crank out the immersion pack DLCs. :)
 

Will Steel

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I'd really like to see return of some Victoria 1 features.

Victoria 2 was generally a vast improvement over Vicky1, but seriously dumbed down many aspects of the game.

- The division-based military system was much better than utterly stupid and arbitrary "EU" like 3,000 man brigades, implemented in the game so that unsophisticated lazy masses from EU3 (back then the biggest Paradox game) could be invited in and play with their simplified armies.

- The ability to rename brigades and ships was, for some insane reason, removed. How damn revolutionary. Seeing "39th Rome Ironclad" really enhances my immersion, Paradox. /s :rolleyes:

- Manual pop promotion was tedious indeed. But it did make sense for the two government-run pops i.e. Soldiers and Bureaucrats, not for other pops. So now that Paradox engines are far more capable and playable, how about having a mixed system for the next game? Automatic Pop promotion/demotion like Victoria 2 would continue, but player would sometimes be allowed to draft lower class into army. Or demobilize them back

That would also fix the issue where you recruit soldiers from, say, Edinburgh, and 3 years later 2/3 of those soldiers turn into factory workers and you suddenly can't keep the unit up. You could recruit colonial line infantry, who'd then desert you to turn labourers a few years later. It was very arbitrary, an illogical issue created by game's illogical mechanism. With return of manual soldier/bureaucrat drafting, you could keep up a class of soldiers at your expense.

- Did I mention the military system was far better, closer to early HoI games? You recruited divisions (the actual unit used in that era, even non-European nations had close equivalents), and you could attach bonus brigades to some of them. You recruited ships, and instead of brigades you attached squadrons to them (torpedo boats, minelayers/minesweepers, small corvettes). All that would factor in battle, and did not require the pip-based EU style battles. You also had ability to design your reserves in a much better way than pressing one button and mobilizing the farmers randomly. Divisions even had a quality rating, so they weren't monotone drones.

Heck I bought Victoria 1 solely to play with that military system, not the obnoxious simplified garbage that came in the second game.

- Victoria 2's diplomacy was heavily dumbed down compared to Vicky1 when it comes to features (and even when it was ramped back up, features never returned). You could trade tech, provinces (yes, that game didn't arbitrarily restrict you to weird "state" borders that devs created), guarantee nations like EU4 (instead of having to spend years trying to sphere them to help them defend themselves)...and actually had expeditionary force feature - which meant allies would send divisions to allies and colonial puppets would actually hand their troops over to the lord nation like in real life, not sit around because they can't board transports like in Vicky2.

- The politics were better in that they didn't have arbitrary nonsensical restrictions. Players could ban parties (and anger their supporters), or allow them to exist, at will. Being a monarchy didn't automatically permalock certain parties out of the nation - how you decided to play politics was up to you.

- Vicky1 had you actually transport goods using ships from overseas (or so the manual says), a simple form of convoy system. You had to assign clippers and steamers you built to the convoys. Resource transport in Vicky2 happens instantly because FTL travel was discovered in 19th century.

- Vicky1 had submarines.

- Vicky1 had shore bombardment from ships. Seriously, how much did they actually dumb the military system down to attract those casuals?

- Vicky1's colonization was very tedious, but it had one major feature - it required actual resources. The four colonial buildings (fort, mission, trading post and such) actually used resources to build. This was again, dumbed down entirely and replaced with colony mana in Victoria 2 even if it is easier and colonizes the entire state (and making things like British Somalia impossible) because it would be too complex for the casual kid.

- Vicky1 usually displayed the entire population. This meant that if your population was 50 million, it actually was 50 million. Vicky2 dumbed this down to 1/4 and tried to rationalize it with "one man and his family" representing each person. It also meant that when you had a full-sufferage universal democracy, all people voted in Vicky1...while Vicky2 again dumbed the women's suffrage down to some stupid modifiers that cut votes for upper class but expanded it for lower class.

- Victoria 1 allowed all accepted pops to vote equally. Victoria 2 instead had this utter pathetic, idiotic "feature" which made only primary culture able to vote all the time, but also relegated voting rights to party policies (who the heck thought this was intelligent design?). Which meant in Victoria 2 half or more of your nation could be kicked out of voting rights every 4-5 years for no reason (didn't even make sense in places like Germany, Italy, India and China), while Victoria 1 allowed more realistic and stable voting.

- Railways didn't form arbitrary "lines" that never interconnect unless they were built together or looked really ugly as in Victoria 2. Vicky1 in fact didn't have any visible railways on the map, but the infrastructure map gave you a very clear idea of rail routes, because they interconnected.

- Ability to "expand" the RGOs should be implemented again. Vicky2 simplified it to "More pops = more goods" thing.

I don't know which dev decided removing so many features and dumbing others down was a good idea, how drunk he was at that moment, and why he was even allowed to go on.

On the other hand, even after losing features Victoria 2 was a great game, if a bit restrictive. And it introduced some very necessary improvements and made a smooth, enjoyable game (Victoria 1 is nightmare to play unless you are familiar with old-style Paradox UI, I only managed to play because I play CK1 and Darkest Hour). Yet Victoria 1 remains fun enough to play if you can handle it, simply because it has more immersion and some more features.

If there is indeed Victoria 3 one day, there is a whole lot of things devs could introduce and reintroduce.
 

Kovax

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I think Will Steel has made a valid set of points which apply to several other games as well. HOI2 > 3 > 4 made several steps backward and forward with each iteration, both from one game to the next in the series AND from expansion to expansion within each game, and I REALLY miss some of the older mechanics which were abstracted or removed completely.

Having Paradox add back some of the older features, in a more user-friendly fashion than was possible or practical at the time, would REALLY be a welcome move, particularly if some of those features could optionally be automated for those who don't want to deal with the micromanagement.
 

Woifee

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Or 22 infamy for Cracow. Historically, Austria annexed the Free City of Krakow without much fuss after it played host to one too many bands of Polish nationalist militants. In game, it is basically never annexed because the AI (rightfully) judges it to not be worth the amount of infamy it would generate.

Agree. Made my own mod where Aaustria can tale it for 3 Infamy.

Forming germamy costs no Infamy or just very little while in hostory it messed up the balanxe of power in Europe. Also Germamy amd UK allways ally each other while when germamy started building up the fleet they made an enemy out of UK.

So maybe get rid of Infy all together but make something like Interests. UK is Interested in ruling the Ozeans and keep the balamce of Power in Europe. Whoever threatens that is an Enemy of UK. Other countries are interested in domination of Land forces or diplomacy. When another upstart country threatens that they see an eny in him.

So I would rather see Countries seeing geopolitical interests and acting like it. Not: This guy conqurede 2 worthless states. Lets kill him.
 

Hawkslime

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Agree. Made my own mod where Aaustria can tale it for 3 Infamy.

Forming germamy costs no Infamy or just very little while in hostory it messed up the balanxe of power in Europe. Also Germamy amd UK allways ally each other while when germamy started building up the fleet they made an enemy out of UK.

So maybe get rid of Infy all together but make something like Interests. UK is Interested in ruling the Ozeans and keep the balamce of Power in Europe. Whoever threatens that is an Enemy of UK. Other countries are interested in domination of Land forces or diplomacy. When another upstart country threatens that they see an eny in him.

So I would rather see Countries seeing geopolitical interests and acting like it. Not: This guy conqurede 2 worthless states. Lets kill him.

We also need some League of Nations mechanic after the World war to simulate war becoming more unacceptable
 

Gurkhal

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We also need some League of Nations mechanic after the World war to simulate war becoming more unacceptable

Indeed.

And maybe its just me but to see the world run into like three or four Great Wars in one or two decades feels very wrong.
 

deanwebb

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Also needed - better macroeconomics. Booms and busts started to be national events at the start of V2 and were global things starting around 1900. These need to be BIG swings in the economy, where nations don't know what to do with the money coming in during the good times and don't know what they'll do without when it's the bad times.
 

J_Master

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...for free, with the losers taking most of the infamy hit, as happened historically?
Just have a massive reduction for the winner of the WW, whilst both sides can keep adding wargoals as a means to lower war exhaustion