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Dark Knight

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varonel

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Well, after a game with China, i can say that the game needs to have some kind of automation for clearing rebels, like in HOI, or make them rally up in a few provinces instead of spread all over the damn country because whenever i had a lot of WE in EU3, the rebels poping up all over the place would be reallllllllllllly annoying to handle and frankly, its a repetitive, boring task which should be left to the computer somehow. Or make it so you can stop people from rebelling in the first place, which seems a bit impossible now, because for example, in my game, most of them would be unemplyed poor POPs, which you cannot manually move someplace else, and which is worse, i noticed that a POP of craftsmen that was unemployed was demoting to something else but i noticed that more were coming in then leaving, causinh the POP to grow or at least stagnate in number and still unemployed and still high MIL.
 

curtis

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A few minor (some trivial, some not) thinga I'd like to see...

1) An increase in the number of "event decisions" that countries can make, like the slew of actions the US can take leading up to the Civil War (Gag Rule, Kansas-Nebraska Act, etc.). This would give the game greater flavor since those could be used to simulate (for example) British and American conflict over northern Maine and the Oregon Territory.

2) (and this is trivial) I noticed the northern reaches of Quebec (modern-day Nunavik) has provinces producing livestock and grain :wacko: I find that to be preposturous and they should instead be producing fish and/or timber.
 

RoboCzar

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I'd definitely like to see these things addressed:

1) The inability of artisans to make a living; they have an income that is a fraction of their reported sales, take multiple days to build up enough stock to build items (all the while eating into savings or going broke).

2) National Bank Lending. Lending, lending, lending, lending. Did I mention lending?

I don't know why you guys are addressing rebel problems. The rebel and militancy numbers are just fine, the problem is the fact that the needs of artisans, capitalists and craftsmen are habitually not met for decades on end due to fractional artisan income and a total lack of lending from the NB. Focus on those things, and don't mess with the rebel numbers until you've got a situation where POPs can plausibly feed themselves under good conditions.
 

Solo?

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Would national banks not lending soak up the worlds money supply?
 

Jazumir

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Would national banks not lending soak up the worlds money supply?

If national banks wouldnt lend (IRL), there would be no money at all (all money is generated by the NBs on loaning it, and has an interest attached to it, that can only be paid with money - get the catch?). National banks in the game have close to nothing in common what real life national banks are - they are in fact the national business bank system.
 

unmerged(75409)

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A few minor (some trivial, some not) thinga I'd like to see...

1) An increase in the number of "event decisions" that countries can make, like the slew of actions the US can take leading up to the Civil War (Gag Rule, Kansas-Nebraska Act, etc.). This would give the game greater flavor since those could be used to simulate (for example) British and American conflict over northern Maine and the Oregon Territory.
Please, dear god, not yet more events :eek:o I

I barely read the text on those US decisions, I just click them away since they don't affect the ACW in any noticeable way anyways. (Events like Knights, Copperheads, Southern Belle, etc... also all those the CON lowering decisions - totally pointless since the slide towards liberalism and thereby the outbreak of war is inevitable anyways)

The whole ACW stuff could be made more transparent, maybe then it would start to make sense, but as it is there is little point in the gazillion events. The only feedback you get from making choices in the ACW runup events is that the whole thing may happen a year later, without any warning, regardless of what you did... :wacko:

The ACW events should (1) give you an idea about when the actual war is approaching (2) give you some way to influence events by last-minute actions, when outbreak of war is imminent (3) rely less on having the same three events pop up 1000x, each time adding obscure province modifiers that do nothing. Until that happens the ACW is just an annoying obstacle that keeps you from playing Great power politics for a few years int he 1850s.
 

Biges

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Thanks for the info. I'm waiting for the new patch to decide whether to buy V2 :) Hope I'll not have to wait for 1.3.
 

Noblejms

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Will you release this patch as a public beta test before release?

I certainly hope so. I thought it has become quite obvious now that some issues won't surface until after thousands of players have tried the game, it is simply bizzare how the game's beta testers didn't notice the rebel problem before release.
 

telesien

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If national banks wouldnt lend (IRL), there would be no money at all (all money is generated by the NBs on loaning it, and has an interest attached to it, that can only be paid with money - get the catch?). National banks in the game have close to nothing in common what real life national banks are - they are in fact the national business bank system.
If we want to drag real life to it, than no. Money are generated by private banks lending. Only sometimes can these loans be swaped for physical currency thanks to national banks.

But there is confusion here. I think what Roboczar ment was that he wants national banks to actively loan to capitalists or other states.
 

unmerged(45977)

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If national banks wouldnt lend (IRL), there would be no money at all (all money is generated by the NBs on loaning it, and has an interest attached to it, that can only be paid with money - get the catch?). National banks in the game have close to nothing in common what real life national banks are - they are in fact the national business bank system.

In game the pops stash away huge amounts of money into the banks. As the banks lend practically nothing out again this money is lost from the economy. This shouldn't be a problem if the gold production (and other ways money is created) replaces this money. If it doesn't this could lead to problems, I'm not sure it does by the way.
 

curtis

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Please, dear god, not yet more events :eek:o I

I barely read the text on those US decisions, I just click them away since they don't affect the ACW in any noticeable way anyways. (Events like Knights, Copperheads, Southern Belle, etc... also all those the CON lowering decisions - totally pointless since the slide towards liberalism and thereby the outbreak of war is inevitable anyways)

Not THOSE events. I too get sick of seeing the neverending stream of Copperhead events.

I'm talking about decisions that the player would make in the politics screen like Manifest Destiny. I want more of those type of decisions. For example, Paraguay can choose "Outlet to the Sea" and get a casus belli against Argentina and Uruguay to capture the Rio de la Plata.

EDIT: Don't misunderstand my sentiment for more decisions to be an endorsement for a straight jacket this event will fire on X date. I don't want historical sentiments, like Paraguay's desire for a port, Italian Unification, etc. to be represented as optional paths to be taken.
 
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robc04

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It would be nice for gameplay and realism if a country would get first dibs on the resources from its RGOs and factories, before they go to their local (SoI) market and the world market.

It would also be nice if demand would reflect the desire and ability to buy something, instead of just desire. The way it is implemented now, if there was an excellent product in the real world that was too expensive to buy, its demand would be high, when in reality the demand would be low but people would desire it. There is no way to see real demand in the game.
 

Straigthtsilver

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I ask, no, BEG Paradox to bless us with the option of not only releasing satellites but also fully independent states. Vic2 has so many nations that it boggles the mind but it's such a pity that, unless you mod the game, you'll be stuck as a satellite for the rest of the game.

I understand that nations releasing fully independent states is somewhat ahistorical, but I believe gameplay wins out over it. Failing that, simply make the probability of it near impossible for the AI.

The released nation can become part of the nation's SOI (if it has one) to represent the 'mother countries' continuing influence past independence.
 

unmerged(12203)

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Nice list of adjustments and fixes. The game is definitely highly entertaining, but the rebels popping up in giant nation-wide revolts every year or so after a certain point, even if I reform... it just gets tedious and frustrating. Just my opinion obviously...
 
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