I recently purchased EU IV, and I feel that a lot of its mechanics are much more relevant to the 19th century than the Renaissance and Age of Enlightenment. For example:
-All of the alliance and influence diplomatic options.
-Royal Marriages
-All of the access options (for example, having fleet basing rights but not land access)
-Embargoes
Also, I'd like to add to my previous recommendations with what I believe is the most important addition that could be made to Victoria III: proper trade routes. When two countries trade with one another, a trade route is established. All goods that are traded between these nations flow through
these routes. This makes naval power USEFUL, and naval power was extremely important in this period of history! Blockades should be meaningful besides adding an arbitrary number to the AI's perception of how the war's going. Meanwhile, trade embargoes are a must and would be very simple to implement.
Hearts of Iron is all about war; Victoria is a geopolitical game and it should have the most advanced diplomatic and economic models available as a rule. As I stated previously, I believe that other simple diplomatic options must also be included. I just fought a war against Poland as Super-Germany over a handful of ethnically Ukranian provinces. There was no way Poland could win and no way that they wouldn't have given in if they'd been given the chance. The core diplomatic mechanics also need work: why not allow us to set the parameters for war reparations, define de-militarized zones, set custom arms limitations?
Finally, I heartily agree with the proposed system of gunboat diplomacy, similar to, if more advanced than, Hearts of Iron III's threat system. This would be difficult, I know, but it would add an awful lot to the overall experience.
To sum up this post, each Paradox game's time period has a unique defining feature. CKII has the dynasty system, EU IV is about Empire building, Hearts of Iron is about all-out war. The unique feature of the 19th and early 20th centuries is complex diplomacy and economics, and this should be the primary focus of the next installment in Paradox's most underrated games.
-All of the alliance and influence diplomatic options.
-Royal Marriages
-All of the access options (for example, having fleet basing rights but not land access)
-Embargoes
Also, I'd like to add to my previous recommendations with what I believe is the most important addition that could be made to Victoria III: proper trade routes. When two countries trade with one another, a trade route is established. All goods that are traded between these nations flow through
these routes. This makes naval power USEFUL, and naval power was extremely important in this period of history! Blockades should be meaningful besides adding an arbitrary number to the AI's perception of how the war's going. Meanwhile, trade embargoes are a must and would be very simple to implement.
Hearts of Iron is all about war; Victoria is a geopolitical game and it should have the most advanced diplomatic and economic models available as a rule. As I stated previously, I believe that other simple diplomatic options must also be included. I just fought a war against Poland as Super-Germany over a handful of ethnically Ukranian provinces. There was no way Poland could win and no way that they wouldn't have given in if they'd been given the chance. The core diplomatic mechanics also need work: why not allow us to set the parameters for war reparations, define de-militarized zones, set custom arms limitations?
Finally, I heartily agree with the proposed system of gunboat diplomacy, similar to, if more advanced than, Hearts of Iron III's threat system. This would be difficult, I know, but it would add an awful lot to the overall experience.
To sum up this post, each Paradox game's time period has a unique defining feature. CKII has the dynasty system, EU IV is about Empire building, Hearts of Iron is about all-out war. The unique feature of the 19th and early 20th centuries is complex diplomacy and economics, and this should be the primary focus of the next installment in Paradox's most underrated games.