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Mikeboy

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I think the most important thing on whether or not this will be worth getting is if PI improve the diplomatic system. I hope so. :)
 

Najs

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Please, please, please let "changes to national focus" include allowing accepted cultures to count for it. I really have great hopes for this expansion.
 

Seek75

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I'm really looking forward to this expansion. I hate seeing stuff like Confederate North Dakota or Confederate California. I'm also really excited to see an improvement of politics, so it's not all just "Click 30% limited citizenship, click 5% moralism, click 30% pluralism, click 25% free trade..." :D
 

vinc3nt23

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Will there be more emphasis for late game democracies to ask for the release of nations (that was previously annexed or under puppet control) under a deteriorating empire (by force if necessary); or if militancy is bad in their own country, to release a nation that they annexed before? This would add flavour in the later parts of the games when the possibility of great wars and new forms of governments are created.
 

Romtos

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Johan mentioned that if you invest in the infrastructure of your spherelings it will be harder for another GP to influence them. He also mentioned that POPs being able to buy internally vs from the WM would be based on the ruling party's economic policy.

I'm all for a more sophisticated SOI system. It's exactly what the game needs, actually. But it doesn't add much to its economic system, I think. The POP buying behavior does indeed change the economic system, but I doubt as fundamental as regional markets. That's fine, because I don't think the game needs much economic improvement. All other areas need more love to make the game more immersive. Still, I stand by my point that regional markets would lift the economic model to a whole new level.
 

Raph

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Awesomeness! Looks like great changes as well.

Still, since we're at an early stage, I'm hoping for:

1. Regional policy-making. I'd like the possibility to set state-specific budgets, enacting state-specific decisions and so on, in order to give more tools and more immersion in the POP management part of the game.

2. More fleshed out trade, with more than one big huge WM, embargoes and so on, in order to make the trade part something the player can take active part in, and to make the strength of your economy more important than just reaching the point where you have all the money you'll ever need and then just wanting to increase score.

3. That really should be an entire point. Industrial strength now is important only in terms of score. In V1, economy had a lot more of strategic importance since you needed goods for a bunch of stuff like promotions and building units, I'm not feeling this in V2 (though I know it's there under the hood). On the contrary, people are complaining about the existance of shortages on the WM.

4. Minor changes: ability to remove from sphere, scaled infamy depening on state size/richness/culture, accepted cultures counting towards NF (worthless to form Scandinavia now, for instance, since all your POPs are accepted and thus never assimilate, so you're stuck with one measly NF even though you have several million scandinavian POPs).
 

Faeelin

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Hrm. Wasn't the clique system something someone was working on already as a mod?
 

Planck

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I've just thought about it now. If investing in a country's infrastructure will help with SoI, then it means the significance of "infrastructure" may be changed, right? Because right now, it's not very hard to build railroads and upgrade them (capitalists spread them very fast) and as soon as a country discovers a certain railroad tech, they upgrade their entire rail network at once.

So, does this "investment" mean there will be certain province modifiers besides railroads (say, better distribution channels, transportation hubs), or will it be direct investment in construction of factories, etc.? Questions, questions...
 

LordInsane

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accepted cultures counting towards NF (worthless to form Scandinavia now, for instance, since all your POPs are accepted and thus never assimilate, so you're stuck with one measly NF even though you have several million scandinavian POPs).
Alternate option: Allow all cultures in your cultural category to count towards NFs if you are a union country (so Germany would count North German, South German and Ashkenazi, Scandinavia would count Swedish, Danish, Norwegian, Finnish, Sami and Icelandic, the USA would count Yankee, Dixie and Texan, etc).
 

AlknicTeos

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awesome!

- manufactoring cb's ? the reason is power, but not the pretence ... so a more "realistic"/enjoyable war system ? ( still tied/limited to diplomatic points and jingosim ?)
- new reforms and reforms system , yeah ( then militancy of pops is always worse ?)
- and improved interface - awesome - ( too many questions there ;) )
 

Raph

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Alternate option: Allow all cultures in your cultural category to count towards NFs if you are a union country (so Germany would count North German, South German and Ashkenazi, Scandinavia would count Swedish, Danish, Norwegian, Finnish, Sami and Icelandic, the USA would count Yankee, Dixie and Texan, etc).

That'd be great too, and an added perk for forming union countries.
 

Ethan194

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Yay scenario and after all those condisending put downs ive sufford from even mentioning the subject and ACW which is even better.
 

Seek75

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Yay scenario and after all those condisending put downs ive sufford from even mentioning the subject and ACW which is even better.

Know what you mean...scenarios seem to be rather taboo 'round here. Dunno why, I happen to like being able to choose my start-date in EU3, though I suppose it may have something to do with how apparently it takes the devs a long time to gather all the pop info and all that.
 

ak94hawx

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sounds gooooooooooooooooooooooooooooooooooooooooooooooooood :)

what i would like to see is the players countrys econmy drop loads by just going to war so it would be harder ( i love a challenge) e.g. army upkeep is £300 but at war wif a country it rises by 900 or 600
and new miltary events like experiments of a new rile or some training disasters that increase the recuitment days by either 5 or 10 thats what i would like to see in this expansion