The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
My main uncertainty of having horses as a trade good is if there was a large scale trade in horses internationally during the time period or if nations relied on their domestic stock? This could justify certain goods being designated as domestic only, such as non-tinned food or more specific foods like fruits, or indeed horses. Horse supplies for cavalry units does make sense, as you need guns and ammunition to supply infantry and supplies of tanks and planes for the WW1 units.I think I've written about this before but I am not certain. Yet, I would ask that horses is made into a trade goods in Victoria III. The reason for this is the huge uses that horses played for transportation before motor vehicles became good and cheap enough to do it instead and also for the importance of finding horses and replaced lost mounts seems to have been a serious consideration for the cavalry all the way to the Boer War and probably into the Great War.
As such I would propose that "Horses" is a trade goods that's kind of necessary for both civilian and military uses.
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In fact I wonder if there shouldn't be a kind of window in the economy part of the UI about transportation. A window that details how much capacity your infrastructure as for roads, railroads and shipping and also how many horses for pulling wagons, trains, ships and later trucks you have for keeping things up to speed.
This could be unnecessary detail but it could also add a piece of details to help us organize our economy better so that for example we can use limited resources on specific parts we want to advance as opposed to having it all spread out, given the economical focus of the game. But I know this could develove into pointless minutia as well.
Which podcast is that?France post-Napoleon in the 19th century, and listening a bit to a podcast about this era
I feel that I must protest against this example. It may be nitpicking but since the Russo-Japanese War is one of the conflicts I find most interesting in the era I will say that it would make a poor example of a navy capturing a port.port arthur during the russo-japanese war
well yes, that's exactly the point, in the current game the japanese artillery would never even touch the russian ships and that wasn't an example of a navy capturing a port but rather of a land army attacking a port with a navy in itI feel that I must protest against this example. It may be nitpicking but since the Russo-Japanese War is one of the conflicts I find most interesting in the era I will say that it would make a poor example of a navy capturing a port.
The port was besieged for about five months by a large Japanese land army, with naval support it should be added, but most of the fighting was to my knowledge done by the Japanese army against Russian fortifications on land. And this include the final capture of the 203 Meter Hill which provided the Japanese with a vantage point from which to direct the artillery bombardment of the port proper, and the ships inside of it, which lead to the Russian surrender.
EDITED: But otherwise I like the idea of navies being more useful in war and to be able to capture and defend ports and such.
I've been thinking a ittle about this suggestion. I think this could be cool but I also see it as potentially being overpowered with creating snowflake dream parties or potentially being so restrictive that it doesn't add much to the game.4. The option to form your own political party with desired policies (such as an interventionist Liberal party in the UK). Getting this party into power could be a struggle and would need limits based on party issues (no Planned economy, Moralistic Liberal parties) but could be an interesting option and seems to be in line with some of Paradox's more recent design ideas (such as the glut of customisation options CK3 offers).
I'd argue you should be able to create your dream parties but that it is restricted in a realistic way (either by needing convince present party members to change policy or getting sufficient party support in the population) or just utilising a similar cost system as CK3 does with piety to modify a religion. How these policies interact with the other systems would probably be a big deciding factor on what you could do. I'd see keeping overarching ideals for a party (stuff like economic policy) as these tended not to change without substantial social and political pressure, but with others more open to change (such as cultural acceptance, although that would need to be handled carefully).That being said, it would probably only be worth it if there was sufficient customisation options as you listed.I've been thinking a ittle about this suggestion. I think this could be cool but I also see it as potentially being overpowered with creating snowflake dream parties or potentially being so restrictive that it doesn't add much to the game.
For example religion has in CK3 been greatly expanded on to make customization more viable and meaningful so I am a bit interesting in seeing how you envision this ability to customize parties would work with, for example, forms of government?
Modifying a nations rule on stuff like marriage, property etc, would be really interesting, as people forget how much that changed between the start of the Victorian era to WW2.More social reforms
And personally I wouldn't mind more social reforms such as the issue of marriage and divorce, property owning, who can actually legally run a business, crime policy if its harsh or soft and for rehabilitation or punishment and so on. This naturally risk of running into meaningless minutia but personally I like getting into these details and so see how each little reform could have a small impact by themselves but could together transform society.
This could be interesting, although if there is a 1815 start date (which to me seems like the earliest start point for a possible Victoria sequel), then this could be expanded out to include greater fighting in the Spanish America Wars of Independence, with clashes lasting through to 1833:Here's another small idea I had.
Spain and the Spanish Empire in the Americas
As I've understood it, Spain came very late to recognize the independence of the Latin and South American states in the 19th century. Given how its a possible strategy to recreate he Spanish Empire in the Americas to the south of the US I think that perhaps Spain should have a decision to do, or not to do, recognize these states?
The basic idea is that if Spain does recognize then they get better relations with the American states and also essentially normal relations as well as a loss of infamy to the size and number of states that are recognized.
If Spain would not recognize then relations with American states are caped at +50 and but in return they get a significent boon to create casus belli towards these states. Perhaps even a special casus belli to re-create their empire in the Americas.
I definitely agree. Victoria II is the best of paradox's game for playing tall (at the moment), and is more punishing for those who try and expand too aggressively. More internal mechanics would be great to help with those who do play tall, so adding in more reforms would be step in the right direction.I think Vic3 internal politics could rework political and social reforms. e.g Vanilla Vic2 don't have prohibition of child labor. Budget could be limited by laws. Laws could be organized by political spectrum and aproved by absolute power or political majority in parliament, depending on Nation type of government. It could be more interesting for internal focused gameplay.
What you say is not wrong factually but what I wanted to make a point about, no matter how badly it was made, was that this issue of culture, core and so on should be a greater issue in Victoria III than in most Paradox games so that creating client states in various forms should be made a more viable alternative.The mechanisms you suggest are already a standard part of several Paradox games, including the EU series. Even after 50 years and becoming a core province in EU3, they still have a cultural difference penalty that can lead to revolts during other periods of crisis, and there are several random events that apply to them as well. Changing the culture of a province to your own can be done in EU3, but it's either a random event with a very long Mean Time to Happen (MTTH), or else a forced conversion requiring your National Focus, several Magistrates and Colonists, and a set of penalties that don't go away until the province converts (in an average of around 50 years) or you voluntarily end the attempt. Cultural difference penalties also apply to Victoria 2 to a lesser degree, where pops of non-accepted cultures typically have higher rates of militancy. In all of those cases, you need to retain some sort of nearby garrison, because the odds of a revolt are significantly increased.
I like this idea a great deal.What would make sense, in many cases, would be to require at least a token garrison of any non-core province, and to a lesser extent, any province without a majority of accepted pops, or face a high probability of a revolt. Without sufficient capacity to provide the necessary military units and maintenance costs, you simply can't expand beyond your means, or use large numbers of non-accepted pops to garrison other non-accepted pops. Victoria 2's mechanism to grant cores randomly makes it a bit awkward, since I've seen provinces become cores after only about a decade or less, with only about 10% of the pops being "accepted". It's silly to see some poor remote province in the African interior suddenly become a core of your European country. Integrating the pops to get an actual majority of your accepted culture may take far longer than the game covers.