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General WVPM

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should volunteers get morale buff?
and should the conscripts get morale nerf?
i could imagine conscripts being less willing to fight, while volunteers would be more willing.
 

aprof

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should volunteers get morale buff?
and should the conscripts get morale nerf?
i could imagine conscripts being less willing to fight, while volunteers would be more willing.

Certainly those are numbers to be played with for balance. However, my conception of volunteers is of patriotic, but totally untrained, undisciplined soldiers. Given sufficient time to teach them they will be solid, but committing them to combat too soon risks catastrophe (see Union Army at First Manassas). Conscription reflects the system where all soldiers (volunteers or conscripts) who serve in the military for (say) five years, will also serve in the reserves for (say) seven more years once their enlistment ends. These troops would be trained - though perhaps 'rusty' - and thus their organization and morale are lower than serving troops, requiring time to get back up to speed.

What I'd think would be more 'realistic' is that after switching from Volunteer to Conscription systems, there would be a slow change to the starting org/morale from Volunteer level to Conscription level over the course of a year for the first year after the switch (in reality, it should be longer) reflecting the typical resistance/difficulties found in adapting to new systems. (See the Ottoman Army pre-WW1 where they were positive about such changes, yet it still didn't help them from getting steamrolled by Bulgaria, Serbia and Greece in the Balkan Wars). However, such a mechanic seems unnecessarily complex.
 

philjd

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My take on this would be:-

Volunteer only forces - are better quality are they are all 'lifers' in this era - ie, it is their job for life (or as long as they stay alive during 'peacetime'). The 'Old Contemptibles' of the British Army in 1914 were thought to be the most professional soldiers in the world (but not exactly equipped for a European war, not enough 'heavy' equipment).

Conscription - as practiced by most of the other European Great Powers lead to man for man, a lower quality 'trooper' than a volunteer - but, the Heer (German army of the 2nd Reich) was the best overall quality ARMY in the world, both in terms of training and equipment - in fact it has been compared to the Roman Legions at their best by a couple of historians. The quality should depend upon the length of service of the conscription. Conscripts in coming up to the end of their service would be pretty damn good (Assuming a good army in the first place).

Mass Volunteer - this is where the population joins up voluntarily when called upon by the Nation to do so. Again, all willing servicemen, but without the peacetime training regime, so not as good as Volunteers or in place conscripts - but they will learn from experience.

Mass Conscription - is the calling up of all available (and wanted) male populace - this would be the lowest quality of troops, and IMO is the 'mobilisation' currently in game. Basic training and have to learn the ropes on the job, so to speak.
 

TD100

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I want to see a HOI like system in which you can give yours not-national provinces to allies (As example you, Germany and your ally Italy conquer France. You annex it , and by using the give this province function hand them over the south.
Also, some custom custom easy to use creators for events which come with the game so you can create them without any modding knowledge.
 

Kagernaut

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I want to see a HOI like system in which you can give yours not-national provinces to allies (As example you, Germany and your ally Italy conquer France. You annex it , and by using the give this province function hand them over the south.
Also, some custom custom easy to use creators for events which come with the game so you can create them without any modding knowledge.

I'd like to see the combat and unit production system from HOI3 brought over myself :)

Or, a variation, of course.
 

ThaHoward

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Please make it so that if for example Catalonia rebel, or gets freed, from France they won't recieve every province in that state, only the province they have a core on.

Also possibiliy more ideological fraternity and hostility. I.e if France, Italy and Russia become communists they will become friends and have common goals set up against the democracies/monarchies in europe.
 

Ololorium

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Okay, here is my opinion.
I. Things to make Vicky not completely broken:
1) One big manpower pool. I just love that when after ten years of peace half of your army is red because soldiers demoted/promoted/emigrated/whatever. Also it makes modding new scenarios with existing armies much more difficult than it should be. And the navy must be tied with this manpower too.
2) After playing Democracy 3 I realized how ridiculously easy it is to move the tax/tariffs sliders. Increasing/decreasing the taxes should be almost as difficult as taking political reforms. It's crazy when on day one you make rich tax 5% coz capitalists can build industry while simultaneously making poor tax over 60% coz ignore the peasant rabble. And NO ONE CARES even if you are a democracy with universal voting rights.
3) Please, make capitalists and artisans NOT RANDOM. I'm officially begging you.
II. Things to make Vicky much better.
1) Trade embargoes. EU4 has trade embargoes and they are mostly harmless. In Victoria, with all those real market simulation they would be awesome.
2) Redo the way literacy is calculated. Hate those Polish Aristocrats who are less literate than Zulu Peasants. (probably should be in the first category, but it is relatively minor bu... feature).
3) Where are all the traders, construction workers and ALL OF THE SERVICE SECTOR? It makes modern age scenarios quite stupid-llooking.
4) Return the "gunboat diplomacy" button and make it useful.
That's enough for now.
 
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Fire and Ash

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If I could ask for anything it would be a better use of the SOI. I feel it was a very underused mechanic that has the potential of becoming a huge feature within the next game. I would propose this:

1. Each nation has a SOI.

2. The nations that can be influenced are directly impacted by the nations ranking. eg, civs and uncivs have the ability to focus their influence on neighboring countries. While Secondary and GP's get to influence anyone.

3. A nations rank can effect how much influence they have. An unciv could attempt to sphere every neighbor, but this would take a long time. A GP could do it.

4. Influence does not have to be a good thing. Influence should also be a way of getting ready for war with that nation.

I would love to seem more regional conflicts. I think the crisis system combined this way would lead to a lot more interesting game play.
 
A

AureliusBob

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If I could ask for anything it would be a better use of the SOI. I feel it was a very underused mechanic that has the potential of becoming a huge feature within the next game.

Agree. I think as well that it needs to be more fluid to remove the clickfest. For example, there should be options such as "influence till in sphere", "influence till friendly" and so on. Add this with the already working priority option and it would be much better in my opinion.
 

CaptRobau

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Okay, here is my opinion.
I. Things to make Vicky not completely broken:
1) One big manpower pool. I just love that when after ten years of peace half of your army is red because soldiers demoted/promoted/emigrated/whatever. Also it makes modding new scenarios with existing armies much more difficult than it should be. And the navy must be tied with this manpower too.
2) After playing Democracy 3 I realized how ridiculously easy it is to move the tax/tariffs sliders. Increasing/decreasing the taxes should be almost as difficult as taking political reforms. It's crazy when on day one you make rich tax 5% coz capitalists can build industry while simultaneously making poor tax over 60% coz ignore the peasant rabble. And NO ONE CARES even if you are a democracy with universal voting rights.
3) Where are all the traders, construction workers and ALL OF THE SERVICE SECTOR? It makes modern age scenarios quite stupid-llooking.

1. Having all soldier POPs centralized in the capital of a state à la capitalists would be a better solution. For like a 3/4 of the game, having local manpower pools is just far more accurate than a general one.
2. Very much agree. Too much freedom when it comes to something like that.
3. This. The infrastructure (train factory) and service (construction, finances) industry could add a lot to the game. Especially for those OPMs who have no industrial base, but could become rich by becoming something like modern-day Switzerland or Luxembourg.

A few things I find necessary for V3 to shine:
-Better scenario setup. 1836 is awful in the way it's set up. France will never take over Algeria, Paraguay is about as big as it is now (the whole Triple Alliance War was fought because Paraguay was much bigger and thus more powerful), American political parties are inaccurate, etc. Since that starting point will influence the rest of the game, it has to be impeccable.
-Interesting colonial game. In real-life, colonization was as much about the relationship between colonial powers (which has been worked pretty well in recent expansions) but also about the relationship between colonizer and local. Outside of maybe India, V2 completely lacks the idea that you could diplomatically incorporate locals into your empire. You should be able to offer trade bonuses or protection from neighbouring countries in exchange for a pledge of allegiance. Afterwards you should manage your colonies through policies and what not, to prevent uprising and ensure a profit.
-Cooperation between Great Powers. Half of the interesting events in the 19th and early 20th centuries happened because two or more GPs worked together. The response to the Boxer Rebellion, the partitioning of the Central Powers, Berlin Conference, Open Door Policy, etc.
-No more nonsense wars. Every single war in Europe was fought over territorial claims. Had Russia set on a Conquest of Southwest England, it would've faced a growing alliance of European GPs who wanted to keep Russia from upsetting the balance of power. Perhaps all wars between Great Powers should be handled by something like the crisis system, but extended so it could also result in a 1-on-1 fight.
-A redo of alliances. Victorian alliances weren't permanent and more importantly, where mostly defensive. A country being in a sphere of influence also didn't mean it would become an ally. Alliances should be hard to establish for the player and the AI and should have a limited duration, which can be extended. It should also be regional. The alliance between Germany and Austria-Hungary only applied to direct attacks from Great Powers (so Europe). Had the French started a small colonial war with Germany (without any conflict in Euroope), I doubt Austria would've intervened.
 
Last edited:

Lys91

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Fix the French political party. It is a mess at game start Republican form coallition with Legitimist while the Orleanist will form coallition with the Radical Republican (to the non-French reader Legitimist and Orleanist are royalist, while Republican and Radical Republican are well Republican [not in the modern day american sense!]). Basically, switch Orleanist to conservative and Republican to liberal. Also, put some mechanic that make sense. You got the Republican elected, they are quite happy to keep the monarchy, same with the bonapartist. You got Napoleon III elected and no second empire [How the kins of France who are still in power let him compete for political position does not make sense either]... I know there is some events but I never saw most of them firing and they clearly do not follow what's happening politically in the country.

A rebel overhaul, to have them a bit more organised and behaving not too stupidly (it is not the worse of PDS game on that side but still, something ala Rome maybe).

Improve AI, they let their army die stupidly while they have other stacks not farway they could call for reinforcement.

Better economy. Representation of the switch from land based capital (you will need to represent investement in housing as well as the current RGO, you could model the tension created by people moving from the country side to the cities as well) to industrial capital (I suppose importance declean of aristocrat in favour of capitalist is supposed to represent it, but it is quite underwhelming). Private foreign investment. National loan that make sense. Possibility to play with inflation to erase your debt (post WWI and post WWII style). Service sector. Tie economy and politics together! Raise the tax, people should get pissed off etc. War should have influence on the state of the capital (i.e. destruction of factories, infrastructure, housing etc....).

Fix the economic crash at game load. You always have a few country going bankroute when you load your savegame and your economy go red for some unknown reason.

Regional market, factor transport. It is not the second half of the XXth century, you don't ship any goods all around the world.

Embargo. Especially for military gears. I don't want to sell guns to the British, if I plan to fight them.

Fix the tariff. I don't understand what the dev tried to do, but it does not work as it should.

Improve the political side of the game. That's with economy what the game should be about. This game is better than most other PDS game (CK2 come very close), because there is things to manage and you can really make your nation different. However, it is still to superficial.
 

ARC Starscream

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rethinking immigration, emigration, culture and religious conversion could be one, it was kind of ridiculous to see Canada become filled with Bihari culture groups to 40% historically Canada was opposed to all immigration except those from Western Europe (eastern europe could get in but usually with large discrimination and limited numbers except when needed), so to see some sort of regional play that could allow autonomous australia and Canada to spring up and enact policies such as discriminatory immigration and form some domestic economy? I don't know just suggestions, also some sort of congress in India, usually near the end of my game large pops of British culture are in India, as in a country of a few hundred million almost 20% are British which seems odd to me, it shouldn't really pass 10% but some games it does. With Japan I would colonize islands and see them go from 250 people to tens of thousands easily, now that was very strange, especially when you add that the industrial capacity became the same as every other region, 8 factories so New york and wake are the same level of industrial capacity :/ - just ranty stuff that I thought needed a bit of fixing

alongside stuff everyone has already mentioned, tariffs and greater economic diplomacy should be good, aka high tariffs should also lower relations or provide foreign nations a CB if you are uncivilized, greater difficulty and effect of tax rate changes, a more intricate colony system with some regions like Australia, Canada, and India gaining some level of autonomy after certain conditions met and a few decades into the game (and this providing internal diplomacy of a sort, that in a war the colonies can provide you with some of their soldiers for use) - more ranty ideas I splurged out without any sort of respect for grammar or spelling
 

Oerwinde

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Major revamp of how colonial governments work. Should be able to establish a colonial government, and when you do so, you should be able to set the capital, the name of the colony, maybe choose from a bunch of flags or ensigns, and set which provinces are part of that colony. EUIV allows you to click provinces on the map to determine war rewards, shouldn't be much different.
 

George The Eco

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Couldnt this be a mod.

Well all of the features you proposed seemed pretty viable to me,even though i have no programming skills what I have seen from the files and learned from them hasn't really shown me that it is impossible.I just think that if it was a mod I would definitely download it.Some of these things I will admit are not really meant for the engine but some of them have promise.The following for example I don't see happening but stuff like Brigade Sizes and services are definitely within reason.
"Regional market, factor transport. It is not the second half of the XXth century, you don't ship any goods all around the world."
 

SirDeHavillandOfComet

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I'd honestly like to see a major revamp of the naval system in Victoria 3. It's unrealistic how little emphasis naval power is given in the game considering that it is an age of overseas empires and of "sea power." I mean, in Victoria 2, AI Britain's first order of business in the start is to recall all of its fleets from across the world to Chelmsford. And when 1910 rolls around, all of the great powers are still reliant on dinky fleets of outdated commerce raiders and man-o'wars. Here are a couple things I think should be changed or added into Victoria 3 (I'm using the US as the example for all proposals)

Navy Yards In the current version of Victoria 2, every state gets one naval base that can build one ship at a time. That's highly unrealistic and wasn't how the navies at the time were built. I think that instead, there should be another, much more expensive building type that can only be placed in certain areas; the Naval Yard. After all, Naval Yards such as the ones in Brooklyn and San Francisco were the nuclei of naval development and often could multiple ships at a time. In Victoria 3, players should be able to build these naval yards in industrial centers like NY or SF. They will be expensive to build and maintain, but will allow for multiple ships to be built at one time. Losing a naval yard due to enemy occupation should be an large blow to a nation during war and contribute to the warscore of the country occupying the province with the naval yard and also decrease attrition for occupying fleets while increasing attrition for occupied fleets.

Foreign Bases There should be an option for great powers to request lesser nations within their sphere of influence to build naval bases in the lesser nation. Not just military access, but also a complete naval base in a certain province, like the US Naval base at Guantanamo Bay or the Russian Naval Base at Port Arthur. If there is a revolution in the hosting country, there should be an event popup saying that revolutionaries have either expelled or seized the great power's naval base, prompting a CB.

Trade Routes Self-explanatory. Warships should be able to protect trade along these sea routes like they do in EU4. After all, what is one supposed to do with a grand fleet of 20 dreadnoughts during peacetime? Also, submarines (which were added in PDM) would be able to patrol along these trade routes during wartime, reducing trade to enemy nations. These effects could be counteracted by the presence of other warships along these routes.

Buying ships from other nations Not all countries had the resources to build massive fleets on their own and many resorted to buying ships from other industrial countries like the Beiyang Fleet, which was almost entirely composed of German-made gunboats in the late 1800's. This should be modeled in Victoria 3, where if you're a civilized or secondary power, you should be able to purchase ships from friendly great powers, especially if you're in their sphere. And great powers should be able to sell their outdated ships to other civilized nations, especially ones in their spheres.

Blockading and Mining the Seas Blockade efficiency was added into Wealth of Nations and it would make a great addition to the naval mechanics in Victoria 3. Having just one ship along the Channel shouldn't mean that Britain is completely blockaded in those provinces. And mining the seas should become an option during times of war, like what happened in WW1. It should work the same way scorched earth works with armies; press a button in the area that you want to mine. The result should be reduced trade in that area in general but might upset neutral nations with trade in that area.

Power Projection Power projection should be something that should be held over from EU4 Wealth of Nations. Here power projection should be divided by region (like the South Pacific, Caribbean etc) and should be affected by the factors above; if you are a great power that has a foreign base and a large advanced fleet that patrols trade routes in that region should contribute to your power projection in that region and make lesser nations in that region more likely to bend to your will by entering your sphere of influence or giving concessions. But if you lose that base, downsize that fleet, let it become outdated, or allow another great power with an even more advanced navy to enter that region, you should lose power projection and prestige.
 

Fryslan0109

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My one hope is that they don't introduce anything functionally similar to monarch points in Vicky 3. Suppression points were okay, because there was a very narrowly defined role for them, but don't base essential gameplay on abstract points please. Let's just stick to using money and natural/human resources to achieve our ends.
 
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unmerged(787877)

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Personally, I like very much how the game is at the moment. Maybe the only things that could be improved are politics (as someone said, you shouldn't be able to raise taxes at your pleasure, and it should be more dependant on the political party at the government... or on the parliament in democracies) and diplomacy.
I recently tried EU4 and there are many more diplomatic options... And also your allies/enemies work better in their roles.
 

Sobisonator

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Victoria III would definitely need a trade route system like EUIV. Then controlling small ports in China, or Indonesia, would actually be hugely useful rather than just another expensive, rebel-producing outpost.
 
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horngeek

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Victoria III would definitely need a trade route system like EUIV. Then controlling small ports in China, or Indonesia, would actually be hugely useful rather than just another expensive, rebel-producing outpost.

The issue here is that the Victoria trade system is much more involved than 'goods go in, money goes out, maybe controlling a certain amount of a good gets you a bonus'. The goods themselves are an important part of the game, so any system that defines certain 'routes' will run into issues.