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luxfelix

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Swabian (just like Saxon) can be recognised by dialect, if heard in direct contrast to other subcultures. I concede that a Hannovarian can probably not be recognised that easily, but there could/should be a bit more subdivision in Victoria III then just North and South German, just like there should be more subdivision for other countries).

I'm curious as to how the new culture system will work out in the new EUIV DLC where accepted cultures can be promoted/demoted (etc.); under a set of prerequisites, something similar for Vicky II could be used to simulate the promotion of Magyar culture for Austria-Hungary and/or the nationalist movements that eventually split the Ottoman Empire apart.

It could also open up something akin to levels of autonomy/home-rule in colonies/protectorates such as British India or Egypt, where the promotion of a native culture would allow them to become the bureaucrats/aristocrats in those regions.
 

thedarkendstar

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Swabian (just like Saxon) can be recognised by dialect, if heard in direct contrast to other subcultures. I concede that a Hannovarian can probably not be recognised that easily, but there could/should be a bit more subdivision in Victoria III then just North and South German, just like there should be more subdivision for other countries).
As long as all the German cultures are accepted by the dominate German nations Prussia/Germany and Austria seems fine to me it would be weird to have Bavarian independence movements around Germany when all the amount of Nationalism towards a United Germany was so high.
 

Prince Ire

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As long as all the German cultures are accepted by the dominate German nations Prussia/Germany and Austria seems fine to me it would be weird to have Bavarian independence movements around Germany when all the amount of Nationalism towards a United Germany was so high.
But there actually were Bavarian independent movemetns within Germany, though they weren't ever large enough to be especially threatening.
 

thedarkendstar

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But there actually were Bavarian independent movemetns within Germany, though they weren't ever large enough to be especially threatening.
I wouldn't even call it a movement unless it had at least 5 percent of the populations support.
 

General WVPM

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But there actually were Bavarian independent movemetns within Germany, though they weren't ever large enough to be especially threatening.
But were they simply independence seekers because of cores or because of cultural difference?
 

chrismen3

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I don't know if this has been said before, but I think that it would be appropriate to make a small change in communism, causing a big change in gameplay. Personally, when I played communist states, I grew bored fast because I had to manage all of the factories manually. I think it would make sense if a communistic state would replace capitalists with adiministrators (or something alike) which would look at the population and make proposals to build or expand certain factories based on the needs of the population. These proposals would show up in the investment window or something, and you (as the state) could decide to pump money into specific projects. I know it's a pretty crude concept, but I'd like something like this, and would think it very appropriate for the phase communism was in in this time period
 
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Arizal

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@chrismen3 Yes, watching Da9l trying to grasp Victoria II made me realize how micro-intensive this game can be (especially when you try to nurture your regions in order for them to have the right amount of each pops). Without throwing pop management through the window, there ought to be a way to set general goals for each region as well as for the country in general. I'm not talking here of national focuses, but of a goal like : "tweak the pops until there are around 2 (or 4) percent clergymen and bureaucrats in this region. Tell me if my general policies (like taxation, for example) goes against your (like an impersonal administrator) efforts." In fact, maybe some kind of advisor (or minister) system would be interesting to have.
 

thedarkendstar

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@chrismen3 Yes, watching Da9l trying to grasp Victoria II made me realize how micro-intensive this game can be (especially when you try to nurture your regions in order for them to have the right amount of each pops). Without throwing pop management through the window, there ought to be a way to set general goals for each region as well as for the country in general. I'm not talking here of national focuses, but of a goal like : "tweak the pops until there are around 2 (or 4) percent clergymen and bureaucrats in this region. Tell me if my general policies (like taxation, for example) goes against your (like an impersonal administrator) efforts." In fact, maybe some kind of advisor (or minister) system would be interesting to have.
This is why I never did planned economy I would sit on interventionist the entire game and check which bankrupt factories to destroy every year.
 
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chrismen3

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@chrismen3 Yes, watching Da9l trying to grasp Victoria II made me realize how micro-intensive this game can be (especially when you try to nurture your regions in order for them to have the right amount of each pops). Without throwing pop management through the window, there ought to be a way to set general goals for each region as well as for the country in general. I'm not talking here of national focuses, but of a goal like : "tweak the pops until there are around 2 (or 4) percent clergymen and bureaucrats in this region. Tell me if my general policies (like taxation, for example) goes against your (like an impersonal administrator) efforts." In fact, maybe some kind of advisor (or minister) system would be interesting to have.

Well, I meant that I think it would be a good idea for communist states to have a pop type that would act like capitalists for the state, starting POP projects, but being unable to invest in them (since letting them invest would make them actual capitalists, which would forbidden in a communist state) so you won't have to select what factories to build yourself. You could then invest in these projects like any normal POP project.

That said, I think that your proposal, having the possibility to tell your states (or maybe even larger regions) to focus on a certain type of development or reaching specified pop percentages would be quite interesting as well. You could play England and encourage your states to industrialise a bit more, or play as Russia and tell Ukraine to produce more grain (more grain for the Tzar! :p). Or just make sure that your population learns to read without sitting on them national foci all the time.
 

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Well, I meant that I think it would be a good idea for communist states to have a pop type that would act like capitalists for the state, starting POP projects, but being unable to invest in them (since letting them invest would make them actual capitalists, which would forbidden in a communist state) so you won't have to select what factories to build yourself. You could then invest in these projects like any normal POP project.

That said, I think that your proposal, having the possibility to tell your states (or maybe even larger regions) to focus on a certain type of development or reaching specified pop percentages would be quite interesting as well. You could play England and encourage your states to industrialise a bit more, or play as Russia and tell Ukraine to produce more grain (more grain for the Tzar! :p). Or just make sure that your population learns to read without sitting on them national foci all the time.
For communists, I'd recommend some abstract planning ability, where you say over 5 years I want these buildings build. These planned factories would then pop up in the investment screen in regions with sufficient craftsmen.
 
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t6.28

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As for national foci, since it was rather tedious how limited they were in number and having to shift them around all the time, I'd suggest the following: You have as many foci as you want (however, each focus that you set requires some funding). You can set multiple foci on one province and you can also set foci to be nation wide (or course the later would be more expensive to fund). Maybe you could also create foci that are automatically set in states that meet certain conditions (e.g. encourage clergymen in all states with less then 4% clergymen. A maximum of 5 of those foci may be active at a time and they should be distributed according to the total number of clergymen missing). Technologies that increased the number of national foci would instead decrease their costs and increase their effectiveness.
It would also be nice to have some more foci, like encourage assimilation or encourage immigration in non-colonial provinces. Encouraging some ideology should also slowly flip people to that ideology and not just increase party loyalty.
 
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General WVPM

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As for national foci, since it was rather tedious how limited they were in number and having to shift them around all the time, I'd suggest the following: You have as many foci as you want (however, each focus that you set requires some funding). You can set multiple foci on one province and you can also set foci to be nation wide (or course the later would be more expensive to fund). Maybe you could also create foci that are automatically set in states that meet certain conditions (e.g. encourage clergymen in all states with less then 4% clergymen. A maximum of 5 of those foci may be active at a time and they should be distributed according to the total number of clergymen missing). Technologies that increased the number of national foci would instead decrease their costs and increase their effectiveness.
It would also be nice to have some more foci, like encourage assimilation or encourage immigration in non-colonial provinces. Encouraging some ideology should also slowly flip people to that ideology and not just increase party loyalty.
This is (to some degree) already done with the sliders. Atleast for promotion.
 

MrTrt

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Another thing that I think should be represented: internal factions and coups d'état. Playing Spain feels so wrong without it. You more or less have internal factions represented as parties, and it works fine for full democracies, but there should be a little more to it in dictatorships and limited democracies.
 
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I can't wait for the day I hear Victoria 3 is announced but I hope we don't get rid of the global market completely, we should have maybe trade nodes ... and we can hire traders that might buy and sell automated for us from different markets or to acquire goods not available in your trade node, or to make a profit, would require a safe land/sea route
 
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thedarkendstar

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I can't wait for the day I hear Victoria 3 is announced but I hope we don't get rid of the global market completely, we should have maybe trade nodes ... and we can hire traders that might buy and sell automated for us from different markets or to acquire goods not available in your trade node, or to make a profit, would require a safe land/sea route
Seems to micro just so we can fuel our economy I would rather have a system of Trading partners that way its still automated but we can chose we trade with and who not to. IE Prussia would rather Trade with allies over say France.
 

Onirim

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I can't wait for the day I hear Victoria 3 is announced but I hope we don't get rid of the global market completely, we should have maybe trade nodes ... and we can hire traders that might buy and sell automated for us from different markets or to acquire goods not available in your trade node, or to make a profit, would require a safe land/sea route

Seems to micro just so we can fuel our economy I would rather have a system of Trading partners that way its still automated but we can chose we trade with and who not to. IE Prussia would rather Trade with allies over say France.

You mean like eu4 trade nodes and stellaris trade agreements? something in between?
 

thedarkendstar

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You mean like eu4 trade nodes and stellaris trade agreements? something in between?
Yeah but I dont think microing every resource would be fun for the game so my suggestion is settings that would say if the resource is available you import from nations which are friendly to you first if they dont have enough then you start importing from more hostile nations this way we can prioritize who we trade with.
 

Treybor

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Yeah but I dont think microing every resource would be fun for the game so my suggestion is settings that would say if the resource is available you import from nations which are friendly to you first if they dont have enough then you start importing from more hostile nations this way we can prioritize who we trade with.

Yeah some sort of quota automation, I don't want to micromanage every single resource, I like that the game is alive and does it's own thing and we merely influence things
 

thedarkendstar

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Yeah some sort of quota automation, I don't want to micromanage every single resource, I like that the game is alive and does it's own thing and we merely influence things
I meant to say wouldn't be fun so I agree im not an amazing Micro person so some better factory management would be appreciated as well.