I've been thinking about some things that might make Vicky 3 more interesting but never thought about sharing it anywhere until today's retrospection that touched on one of them. I don't know if anyone would be interested in them, but here they are (or at least the two ones I remembered - I should've written them down back when I thought of them):
POP Leaders
A population leader for each POP on a province level, with all POPs of a certain type, ethnicity, religion, also voting to elect a national representative. This could also be divided by the resource produced e.g. a representative of all coal miners in the country etc.
This would allow you, as a government, to negotiate with POP leaders and try and sway them on certain issues. It would also make their demands on a province and national level more clear.
The leaders themselves could have their own stats, like influence, determining just how much sway they hold over their community. This, in turn, would help make sure they are not all-powerful in determining the opinion of the whole POP. Let’s say this stat goes from 1 to 100 determining the percentage of the population that follows his lead.
This could help better simulate communication with natives and also, in some point, represent the emancipation of slaves and women. You could also use those POP leaders as ministers, increasing their loyalty, possibly at the expense of that of other POPs.
This would introduce elements from other games like Crusader Kings (in character interaction) and Democracy (ministers as representatives of POP groups).
Resources
I remembered I had a similar idea after reading the pitch for Vicky II. Why not have (at least) two different resources produced by every province (one for labourers and one for farmers). This would be more realistic as there is hardly any province in the world that does not produce at least some amount of food.
This could also emulate the way farmers would opt for mining jobs, for example. It would also give you another thing to fiddle with in provinces – cutting farming land at the expense of mining, or cutting logging grounds at the expense of cattle farms, etc.
POP Leaders
A population leader for each POP on a province level, with all POPs of a certain type, ethnicity, religion, also voting to elect a national representative. This could also be divided by the resource produced e.g. a representative of all coal miners in the country etc.
This would allow you, as a government, to negotiate with POP leaders and try and sway them on certain issues. It would also make their demands on a province and national level more clear.
The leaders themselves could have their own stats, like influence, determining just how much sway they hold over their community. This, in turn, would help make sure they are not all-powerful in determining the opinion of the whole POP. Let’s say this stat goes from 1 to 100 determining the percentage of the population that follows his lead.
This could help better simulate communication with natives and also, in some point, represent the emancipation of slaves and women. You could also use those POP leaders as ministers, increasing their loyalty, possibly at the expense of that of other POPs.
This would introduce elements from other games like Crusader Kings (in character interaction) and Democracy (ministers as representatives of POP groups).
Resources
I remembered I had a similar idea after reading the pitch for Vicky II. Why not have (at least) two different resources produced by every province (one for labourers and one for farmers). This would be more realistic as there is hardly any province in the world that does not produce at least some amount of food.
This could also emulate the way farmers would opt for mining jobs, for example. It would also give you another thing to fiddle with in provinces – cutting farming land at the expense of mining, or cutting logging grounds at the expense of cattle farms, etc.
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