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RELee

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luxfelix

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Speaking of news, I wonder if it would work to tie how free the press is (political reforms>press rights) in a particular country with the chance of other countries discovering their CB generation, arms stockpiling, sphere/influence generation (etc.).

Maybe a state/censored press would make the country more resistant to sphere influence?
 
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Simoleum

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Scrapping/deleting ships should return resources:
Scrapping wooden ships = increase timber and fabric stockpile
Scrapping metal ships = increase steel stockpile
 
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Tabris01

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Scrapping/deleting ships should return resources:
Scrapping wooden ships = increase timber and fabric stockpile
Scrapping metal ships = increase steel stockpile
Alternatively you could just sell ships you don't need anymore to some unciv and get yourself a nice bit of money to invest into the modernization of your fleet
 
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greenhawk

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I want to sell provinces to puppets and buy provinces (at a prohibitive cost of hundreds of thousands of pounds) so everything will be nice and tidy as a game option. It's annoying to have a bordergore or "roleplaying with cheats" (I give a country cash, reduce the same amount from my treasury and move the province to my country. It is quite inefficient).

Also? More african nations. In HPM and PDM you get about twenty new countries in Africa, but it'd be nice to have some unmodded.
 
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Flobalob

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One thing that occurred to me today - Why do ships docked in port require supply points? I get that they might require some maintenance but the crew would be staying in the province and the ship wouldn't need to be loaded up with ammunition. I think it would make more sense if you could "halt maintenance" on ships in port, so that you could switch out a transport fleet for a combat fleet without having to disband a load and rebuild them as you need them.

Also, pirates/privateers might be a good shout, particularly in the West Indies and around Africa. Not quite sure what purpose they'd play besides making me need escort ships even when I'm at peace.
 

luxfelix

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One thing that occurred to me today - Why do ships docked in port require supply points? I get that they might require some maintenance but the crew would be staying in the province and the ship wouldn't need to be loaded up with ammunition. I think it would make more sense if you could "halt maintenance" on ships in port, so that you could switch out a transport fleet for a combat fleet without having to disband a load and rebuild them as you need them.

Also, pirates/privateers might be a good shout, particularly in the West Indies and around Africa. Not quite sure what purpose they'd play besides making me need escort ships even when I'm at peace.

I could see this tie-in with the abolitionist endeavors; maybe with a trade system similar to EUIV and/or a supply/trade system similar to HOIIV?
 

Flobalob

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I could see this tie-in with the abolitionist endeavors; maybe with a trade system similar to EUIV and/or a supply/trade system similar to HOIIV?
Yeah, land/sea supply lines would make for more complex and tactical wars that are based as much on halting enemy trade as they are on combat. That was a main thing that Shogun 2 got praise for.
 

Zavaleta

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Historically accurate Communism and Anarchism. Communism should not allow slavery (quite the opposite). Work camps and political persecution like 20th century Stalinism is fine. Anarchism should be collectivist or communalist like all 19th century anarchists were (example Tolstoy). No Hayakean or Rand market libertarians. In the 19th century they were called liberals.
 
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Simoleum

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A large portion (can't remember the exact number I read in A People's Tragedy I think) of Russia's peasant population (which should represent the vast majority) should be slaves to accurately depict serfdom. Upon the emancipation this would also depict rather accurately the chaos and unstability that followed it, as they become free (with, for example, emigration). Also wish the commune system can be depicted in such a way that it lowers productivity substantially, and drastically reduces the use of new farming inventions. Also how wide-spread poverty was among the Russian peasant class, their move to the cities, and the conflict with non-commune farmers. Stolypin's land reforms to try to establish private ownership in the communes (to dissolve them) would be great, considering there are many decisions already. The Western and Southern areas of the Russian Empire should not, however, have the commune system since it was mainly reserved for the backward Central Agricultural Zone, as the western and southern farming areas were influenced by their capitalist neighbours, and access to their markets.

I think a better export/import feature would be welcome too, to better see what goes to who; then you can plan better than the Tsardom did before the First World War. (When the war broke out they discovered they had only one tanning factory in the whole Empire, as most used to be imported from Germany. This caused large problems equiping soldiers with footwear, and it had to be ordered from the U.S.).

Further think that the Russian peasants should have a rather taste for reaction, as they often were led to it by village elders, kulaks, the Church, the Gentry, and often the state. (Obviously they need to have a taste for social radicalism too).

Oh, and imagine HoI4's equipment system. Seeing you need 2 new artillery pieces in a fort or see that your units have 5 machine guns.. *drool*
 
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Lysistrata

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Parties should be grouped according to their wing - e.g. far right (fascist parties), right (reactionary parties), centre right (conservative parties), centre (some of the "softer" conservative and liberal parties, and maybe others that don't really fit on the left-right spectrum), etc. Kinda like religion groups in CK and EU. Pops should also have a (potentially changing, probably based at least partially on militancy) wing affiliation, and under First Past the Post (and possibly the other electoral systems to a lesser extent, I've never really seen First Past the Post create a de facto two-party state in VIc 2 like it does in real life) should vote for the biggest party that roughly aligns with their wing affiliation, unless they're militant, at which point they'll vote for any other parties they favour.
 
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Woifee

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Already in game.

Haven't seen it yet but fine. Thx for the info.

Partially in game for some techs, where you get a bonus to discover if a neighbor has discovered it.

Techs get cheaper, but it's not how I imagine it. Techs uses to spread quickliy. Companies try to steal. Something like that.

Doesn't really make sense for a game like V2, where Czarist Russia can be transformed into the Soviet Union.

Good Point, but it would increase the uniqueness of a nation. And a Germany founded by Bavaria should feel different then a Germany founded by Prussia or Austria. Maybe a mix trough nation and gov type.

It sort of sounds like you want V2 to be a CK2/EU4 clone.

Not exactly. In HoI 4 there are also rulers, some with effects (as far as I know).

The ruler and a cabinett and depending on the gov type their stats influence your nation more or less. If absolutt monarchie stats of the king 100%, chancellor/prime minister 66%, ministers 33%. If constitutional Monarchy King 33%, Prime Minister 100% Ministers 66%. Something like that. Tho balance that the values should be different of course.

The game is named after a period named after a very powerfull ruler, on the cover is a very important chancellor and still they are not in the game.

That's CK2 territory again...

In addition with sphering and relations it might be usefull. At least for the immersion it's awesome. Rulers and Dynasties are still important in an Europe full of monarchies.
 
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RELee

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The game is named after a period named after a very powerfull ruler, on the cover is a very important chancellor and still they are not in the game.
And, so far, the majority have not missed them. :)
 
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RELee

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That's not really an argument for them not being there, though, is it?
Works for me, and probably a majority of players so far although I'm loathe to speak for them.

And who said I was arguing? I'm just saying that I don't remember anyone complaining about this "lack" in Victoria II in the past years. But if you feel an argument is necessary, knock yourself out. I'm sure someone will feel the need to oblige you. Not me, because it would be a stupid argument at this point in time, but I know how this doesn't stop some folks on the internet.

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Lysistrata

Πρωθυπουργός της Αυτοκρατορίας Ρωμαίος
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Feb 2, 2013
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Works for me, and probably a majority of players so far although I'm loathe to speak for them.

And who said I was arguing? I'm just saying that I don't remember anyone complaining about this "lack" in Victoria II in the past years. But if you feel an argument is necessary, knock yourself out. I'm sure someone will feel the need to oblige you. Not me, because it would be a stupid argument at this point in time, but I know how this doesn't stop some folks on the internet.

View attachment 197162

I just didn't see the point of saying that on a thread where people are discussing what would make Vic 3 better than Vic 2. No need to be so defensive.
 
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Simoleum

Lt. General
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Jan 13, 2013
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  • Cities: Skylines
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Province history:
See graph over population size (pops, and ranking among states)
Largest ancestry groups (total immigration from different countries)
Militancy and consciouscness history
 
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