The thing I want the most is a deeper political system. With more parties/ideologies, a proper parliament, etc.
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I'd love if rulers appeared like how we see them in Hearts of Iron 4, but with a little more to do like in Crusader Kings - just with a Victorian flair.
Your thoughts about the possibilities for Vicky 3 to go in new and more personality-driven directions represent quite well how Paradox has evolved in how it appeals to its customer base. For myself, I don't want to see any of that. I want them to produce as sophisticated a game as possible that tracks the social, economic and political evolution of major countries in the 19th century. I don't want a game where you can conquer the world from Bolivia.Supposing there is a Victoria 3, I would think this is something inevitable to be in it, because of the changes at Paradox since Victoria 2. Ever since then, there has been a pretty well established model of two kinds of smaller DLCs: additions of mechanics and additions of flavor. Flavor almost always comes with some form of portraiture type element, fleshing out the smaller or more niche characters.
Back when Vicky 2 came out, there were fewer visualizations like this in the games, but I think Paradox for good or for ill caught on to the fact that games can be continually updated at what is probably substantially lower cost by increasing the amount of visual additions and portraiture elements. Art is far far more amenable to release timetables than code, you can hire as many artists as you want and see faster and faster results unlike hiring more coders, and it is very rare that people actually object to game changes that involve the addition of visual stuff like this. Strictly from a business standpoint, I think such features score high on Paradox's list nowadays.
I would go so far as to say that without such a feature, Vicky 3 will probably not get made, because Paradox wouldn't commit capital to a product which they cannot milk in the same way. You could take the view that they have previously put forward, that the art side largely funds the mechanics side of DLC's, or a more cynical one, but either way I think this is a fairly safe bet that any Vicky getting made will leave greater room for this sort of thing.
Personally, I don't mind it, so long as you doing so happens not through gamey nonsense but through some sort of actual interesting engagement with pops, goods, and 19th century power politics. So, it should be really hard in other words, but totally doable.I don't want a game where you can conquer the world from Bolivia.
I mean the USA went in this exact period from being a tiny fringe country considered by Europe unimportant to being pretty much the world superpower by the end of WW1
Ok, fair enough. I'll grant this. Hell, even in Vicky 2 you could take a comparatively minor country a long way -- perhaps not to #1, but pretty far. Your point is, and I entirely agree, you have to do so within the social, economic, military and political limitations of the game scenario. So, for example, no idiotic mission trees, no "achievements" -- at least, not for me.Personally, I don't mind it, so long as you doing so happens not through gamey nonsense but through some sort of actual interesting engagement with pops, goods, and 19th century power politics. So, it should be really hard in other words, but totally doable.
I mean the USA went in this exact period from being a tiny fringe country considered by Europe unimportant to being pretty much the world superpower by the end of WW1 (although I think at the time this was not fully appreciated, but economically it was true.) In theory, though Bolivia doesn't benefit from the same economic resources as the US, a potential South American Union could have formed in the wake of all the South American independence movements instead of sectionalism. United, it isn't impossible that South America could have been something of a heavy weight. At that point, supposing South American ideas and politics became as influential as the US's in the period, it would actually be somewhat plausible that Bolivia in the form of a United South America could have been forming a global empire abroad. But bringing that all about should force the player to overcome realistic limitations, economically, politically, and I think especially logistically. South America doesn't have the same exact raw resources as North America, a player should have to actually leverage the advantages it does have in this period: rubber, spices, certain minerals and ores not found elsewhere etc in order to develop as quickly through different means, all while overcoming the environmental obstacles of their position.
It isn't the ambitions that should be curtailed, instead I think the game should be a economic and political classroom for the player that might even teach them a thing or two about how countries behind economically could succeed today, instead of a surface level mana grinder.
And to the point of Paradox understanding that easy visual stuff sells, I hope they take this lesson in the direction Ford is doing with their new F150 EV: it may be an overly large truck appealing to American machismo sensibilities, but these concessions allow an electric vehicle to be made in the first place. So long as what's under the hood (metaphorically) is good, its a positive development.
Herein lies the interesting paradigm to me however. It is precisely in this "universalization" that occurs in expressing every country's unique circumstances within the common framework of pop's goods, and laws that instead of blandness, comes fascinatingly fractal like divergences and unique circumstances. You take every country, work out how they are all similar by making this shared logical framework, and in doing so you create the potential for far more uniqueness. Because instead of having to make ad hoc rules to explain every historical occurrence that happened , they actually succeeded somewhat in striking upon some major driving forces in history (basically historical materialism with some added fun), and the logic of the game whether realistic or not is compelling enough to make great stories when you see it play out under different circumstances.What I would hate to see, however, is a bland framework of superficially differentiated countries against the backdrop of which conquering the world as China, or Persia, or Bolivia is more or less the same experience as doing so as France or Russia.
I hope that clarifies my concerns.
Yeah, at least give us the capability to prospect for resources. there are a lot of resources in south america that arent thoroughly exploted,Also the amount of oil extracted shouldnt directly be tied by population, because if that were true then the arabian peninsula wouldnt be so rich.Another thing I really wanted is for not stupid things like Minas Gerais not to have any province that has iron ore
Unless there is massive revamp of the code i dont think this is happening, having double the amount of pops will cause more problems with running the game and will make things slower if you dont have a beastly pc.Another thing that brought to mind: women.
Vicky 2 abstracted them away. This usually worked pretty well: most women in this time period married a man and contributed to their household. We can usually consider pops to consist of entire families, which the simulation groups by the profession of the head of household.
There are a few cases, though, where it would be worth the complexity of representing women as a separate game icon. One is when a large number of men die in war, or a large number of men settle in a colony, creating a gender imbalance. Another is that women gained the right to vote in many countries, and did not always vote the same way as their husbands.
Therefore, some of the men in each pop could be bachelors, who in the game would probably be represented as less productive, happy and fertile (since it represents the economic output of one person rather than two). If there are a large number of unmarried women, they might be represented as lower/middle/upper-class female pops. In this time period, they might be allowed to work as educators, and they would have some babies out of wedlock. Historically, war widows (and women who had never married because so many men their age were dead) were important in expanding the welfare state in several countries.
Unmarried men and women should match up, but very slowly if they are different social classes, religions or ethnicities. They should also be more likely to emigrate to another province with an available spouse for them. Gay marriage would be anachronistic in the base game, but might be modded in.
I'm not sure if this post was sarcastic, but I'll take the bait anyhow.paradox has released some good mechanics in the last 10 years that coul be used in vic3.
hoi4 focus trees -> industrialization trees.
eu4 institutions -> inventions (tractors)
I'm still sure that no GSG will be announced this PDXCON
the institution system is a good idea, but badly executed, it wanted to make a less harsh westernization system, but it lead to a homogenized world, many institutions spawning in Asia by the AI and the gamey dev to spawn the institution strategy(I don't have enough experience with EU4 to judge that suggestion.)