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Zaldax

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Exciting news, this! I think this is a particularly apt choice of focus, considering how it's the 150th anniversary of the ACW and whatnot. I agree that the Great War would make an excellent focus for the next expansion, though. And for a third (one can hope :D), maybe something like The Scramble for Africa, or The Great Game? Then again, now I'm getting way OT, should probably wait for this one to be released before speculating on future expansions.

I, for one, would really like to see a revamp of the way rebellions and radical movements are currently modeled in game. Historically, the era covered by Vicky was one of the most politically tumultuous in "modern" history, and I'd think it'd be great if we could see more of that in game. Movements like Organized Labor and Anarchists always feel a little toothless in game, whereas in reality we witnessed general strikes, riots, and Propaganda Of the Deed (which even led to the assassination of a US president and a Russian Czar, for example.) I see Anarchistic Bomb Throwers as a province modifier, so how come I never get any Haymarket Riots? Or attempted/successful assassinations of political leaders? Populations can be militant in ways other than a general rising, and it would be great to see that modeled in game.

Tl;Dr; Can't wait for AHD, I hope Rebels and Militancy get a bit of a revamp.

Anyway, that's my 2 cents, looking very much forward to the game.
 
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King50000

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What I would really like to see is multiple RGO's per province, so that provinces aren't stuck producing only one type of good.

This would make alot of sense. It has some provinces where its RGOs are mining Coal, when historically that region produced much more than just coal. Thats just an example of where multiple RGOs would be needed, but it would be quite daunting to look up every region in the world from the years 1836-1936 and see what was produced in the area.
 

KonradRichtmark

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I think having exactly two RGOs per province would be good. It would allow for the raw materials market to be much more flexible and responsive to the needs of the world economy. If there are two RGOs in a province and one is more profitable to work in, the workers would gradually drift from the less to the more profitable one. Currently, they'd actually have to migrate to another province to achieve the same effect.
 

zenjr

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I agree with it, but I think 3 would be better. 1 mining RGO and 2 agrarian. That would permit the flexibility and also a better control of what the country wants to produce. For example if you have a province producing cattle, grain and iron and you have a strong need for iron (even with a good market for grain), you could use NF to turn farmers into labourers. I think that would work well and better balance world economy.
 

safferli

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I think having exactly two RGOs per province would be good. It would allow for the raw materials market to be much more flexible and responsive to the needs of the world economy. If there are two RGOs in a province and one is more profitable to work in, the workers would gradually drift from the less to the more profitable one. Currently, they'd actually have to migrate to another province to achieve the same effect.

This is actually a pretty neat idea! :)
 

Comes Imperii

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Kallocain, just 2 questions:

1) Will this Expansion be announced officially at the Cologne Gamescom (18-21 Aug)?

2) Could you introduce with this Expansion some new Diplomatic options (difensive and offensive alliances and the creation of Systems of alliances between the Great Powers such as the Triple Entente and the Triple Alliance) and
new Mechanics for the outbreak of WW1 and its conclusion (peace Congress with various great powers discussing diplomatically the gains of each victorious great power with no possibility for the defeated ones to refuse the imposed peace terms)

I would really like these diplomatic additions.
Thank you for your attention.
 
Last edited:

VI Imre

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I don't know if these have been mentioned before, but a few things I would like to see in the expansion:
1. Province by province conquests (with a cost of course)
2. Great wars and complex peace making system trying to meet the demands of the victorious (like Versailles)
3. Serfdom (important to stop the starting industryboom in Russia and Austria) and the abolishment of the system, serfdom and slavary CBs
4. Real revolutions in the age of liberalism, not just pingpong revolter fighting (like Hungary in 1848-49)
5. AI USA to colonise Washington
6. Lots of new TAGs existing in the period
7. Allowed moving capital by peaces (like in EU3)
8. Ability to rename provinces and regions
9. No European overrun in Arabia
10. Better simulation of badboy system, the number 1 nation should have much higher limit and faster reduction. Great wars should not give 2million badboy.
 

tarpoon

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V2 specific changes and new features aside it would be nice if the HoI3-FTM Middle-Mouse-Button scrolls the map and the "select multiple units from a selection by holding shift" features would make it in the V2 extension.

I've gone back to playing V2 from FTM and sometimes really miss them.

Also I'd like to see a somewhat more complex combat, like it used to be in Vicky/Ricky
Like a +1 bonus if you attack from multiple directions, or a "-0,5 * (Number of provinces you are away from the nearest friendly controlled province) * (Number of Divisions in Battle) /10" penalty to simulate supply issues of larger armies behind enemy lines.
 
Last edited:

RELee

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V2 specific changes and new features aside it would be nice if the HoI3-FTM Middle-Mouse-Button scrolls the map and the "select multiple units from a selection by holding shift" features would make it in the V2 extension.

I've gone back to playing V2 from FTM and sometimes really miss them.

And the targeted zoom feature. Agreed!
 

flecha224

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Victoria 2 is still with so many issues (some of them grave issues like multiplayer unplayable for a lot of people) I dont think an expansion is the way to go, first the main game should be fixed
 

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Over time increased decreasing of Infamy, so you dont need to wait 15 years for 2 silly states about which nobody cares
Reality:
After end of assault: News about it in newspaper
1 year later: Nearly no news about it.
2 years later: Did nation A invade that? Didn't know that..
 

tului

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I agree with it, but I think 3 would be better. 1 mining RGO and 2 agrarian. That would permit the flexibility and also a better control of what the country wants to produce. For example if you have a province producing cattle, grain and iron and you have a strong need for iron (even with a good market for grain), you could use NF to turn farmers into labourers. I think that would work well and better balance world economy.

Yes, having multiple, 2,3,4 or so RGOs per province and then allowing you to push the province towards one or two of them. You could use decisions, NF, or even buildings to push it more towards one. At least if you had the right party in charge.
 

unmerged(92421)

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I think having exactly two RGOs per province would be good. It would allow for the raw materials market to be much more flexible and responsive to the needs of the world economy. If there are two RGOs in a province and one is more profitable to work in, the workers would gradually drift from the less to the more profitable one. Currently, they'd actually have to migrate to another province to achieve the same effect.
That actually sounds perfect.

Since in a lot of situations people wouldn't be willing to move to get a job, but they would be happy to change between cutting down trees or mining.
 

KonradRichtmark

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Wouldn't that equal a lot more calculations wich would equal even more late game lag?

I don't think it would be that much, tbh. The check for which workplace is the most profitable one wouldn't have to be done that often, maybe just something like once per game month. Also, I think a general mechanic of workers moving between jobs to get to the best paying one would be in order. It should be like that for factories as well. It would be a simple but functional mechanism for representing wage competition, making the vaunted invisible hand allocate them to where they lead to highest amount of value produced.
 

JakopDalunde

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Yes, some kind of mechanism to represent wage competition is needed, along with factory competition for skilled labor.

What if pop wages were tied to pop literacy? That could also cause an interesting backside to investment in education.
 

Andrelvis

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Need MOAR info about the expansion!