Victoria 2's "Great Power Problem:" Accessibility Across Great Power Ranks

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Pigzooka

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I'd like to preface this thread by saying that I am probably around the median skill level of those who will be playing Victoria 3 at its release. I base this off the fact that I've played Vicky 2 (in HPM), and I understand it well enough to achieve things like unifying Germany, Italy, and Japan, developing South American nations into GPs, and even defeating Qing as Korea and then westernizing successfully. I may not be the kind of insane player who can form the PLC as Krakow, but I would say I was decent.

Because of this, I believe that I'm in a good position to diagnose an issue with Victoria 2's difficulty curve, one that affects all of my campaigns. Starting as a GP is fairly easy because you already have what you need to dominate the world: strong armies, a prefab industrial base, and good enough prestige to keep your rank. However, as a non-GP, getting to the point of being an actual GP is unreasonably difficult.

I don't mean that actually getting to rank number 8 is difficult. That's incredibly easy: All you have to do is simply spam prestige techs, and when a Great War happens and someone gets dismantled, you'll shoot up and take their spot. But the player isn't an actual GP at that point. Being an actual GP means, for example, not fearing the powers in the GP slots below you, and merely having prestige isn't enough to give you that.

To illustrate what I mean, take a Chile game I was just playing. I was hovering in the secondary power zone until around 1900, when, thanks to high prestige and the fact that I was finally able to get socialists in charge to let me industrialize, I was able to crank my score up and fly to rank number 6. But I was not rank number 6, not in any meaning of the word. I had started the game with low literacy, leading to a tech deficit that I was still working to overcome. I had 73 brigades, half as many as any other GPs. I had something like five core provinces, with little room for more factories. Despite cranking up immigration by cheesing reforms early in the game, I was still hanging out at around 11 million core pop, which was, again, far less than most of the other GPs. My navy, which had started piddlingly small, was not large or modern enough to give me much colonial power, because I hadn't been able to invest in researching techs for it or in keeping my naval bases up to date. My colonial empire comprised only part of Manchuria, most of Nigeria, Gabon, Yemen, and Ethiopia.

Beyond that point, I was stuck. All the other GPs had much larger armies than I did, and much larger industrial bases as well, so I couldn't defeat anyone else in a head-to-head contest. I realized that rising further in the GP rankings would entail simply joining Great Wars on the winning side and hoping that I could steal the scraps of the losers' colonial empires; otherwise, there was no way for me to raise more troops or secure more resources. When my allies, Japan and Germany, didn't invite me to their carve-up of the British Empire, thus removing my main opportunity to get more colonies, I knew that I didn't have the will to play any longer.

What are some of the problems I encountered? Among the most irritating was influence. My industrial base relied on, among other things, Colombian and Peruvian coal, Venezuelan oil, and iron from all over the place, but even keeping those few nations in my sphere was more difficult than it should have been. The AI plays the influence game much better than the player because it has all the information it needs at all times and can do a thousand things at once, whereas I only checked the influence screen once every few in-game months or years, only to find that my embassy had once again been banned from Bolivia. The outliner contains limited information about influence, in the form of tiny green and red numbers that tell you about half of what you need to know, but it was difficult to pay attention to that when there were other things demanding my attention as well. How can Britain manage having half the globe in its sphere, if I couldn't even get half of its second-least-populous continent? I just felt like I was trying to play a game a computer would have been far better at, and that just wasn't fun.

The same thing went for colonization. Even focusing the resources needed to build up a navy was difficult, between tech, naval bases, and simply clicking the buttons for more ships every few months. But the colonial races presented the same problem that influence did; it was hard to focus on them all. Because they were visible on the map, it wasn't quite as bad, but I still found myself thwarted at every turn. I did get a few colonies, but most of "Chilean Africa" was the result of my justifications on uncivs, not on colonization.

Lastly, wars were almost impossible to fight. When I did join Great Wars to try to get some nice colonies, I constantly found myself overwhelmed. All of a sudden, troops were swarming all over my far-flung holdings; everywhere I turned, I would be losing ground. In some areas, I gathered my troops for an offensive and managed to gain ground, but would then find that I had lost more to the AI in other corners of the globe than I had gained in my little theater of war. Navies added a whole new dimension of pain, because ship stacks that were too large ate too much supply to be refitted in low-level naval bases, meaning that I had to use many smaller stacks that were, again, almost impossible to micromanage effectively.

Some reading this might say that I simply needed to "git gud." To which I say: Well, fair enough. If I was a better player, I would be able to handle to handle these problems more effectively. But how many of these better players are there? Vicky 2 averages about 1300 players on Steam. That means that there are, say, 50,000 people who boot up the game at least occasionally. I'm better than many of these players, meaning that the number of people who are willing to handle the level of pain Vicky 2 can bring is actually very small. If Paradox wants to find a wider playerbase with the sequel, they'll need to solve some of these issues.

I'm not talking about massive things, either. Influence needs to be reworked so that it's a bit simpler and easier to manage every few months, rather than continuously and extremely carefully. The way colonization works will, I'm sure, be completely overhauled. And wars would be a lot easier to manage (although not necessarily easier) if there were alerts for naval invasions and land and sea battles like in HOI4, as well as maybe tech bonuses for techs that, say, five of the eight GPs had already researched, which would help low literacy nations catch up later on if their literacy improved – historically, this did happen to an extent. Paradox games have gotten more accessible recently, and for a game as complex as Vicky 3 will be, accessibility is critical.

TL;DR: Some mechanics in Vicky 2 make the game a nightmare for human players and favor the AI because they are so hard to keep track of for a player of reasonable skill. Vicky 3 should improve on this.
 
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orc4hire

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However, as a non-GP, getting to the point of being an actual GP is unreasonably difficult.
I would say that it's quite reasonably difficult. It should be hard.

The influence sub-game, though, was definitely the worst thing about Vicky 2 and I don't believe there's going to be anything like it in V3. (The devs have, if I recall correctly, said that there aren't going to be spheres.)
 
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nuarbnellaffej

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One of the things I definitely agree with, is that certain aspects of the game(like influence and naval warfare) are difficult and or frustrating due to poor quality of life functionality.

For one thing PI, give me the ability to set patrols for my damn fleets! Please!
 
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BBBD316

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Would it be realistic for Chile to compete with other GPs?

Like population, industry, etc, how does it compete with someone like Germany. Surely just getting these minors to GP status and being the regional hegemon is a great result?

for those players that can do a WC with minors good for them, but shouldn’t be aimed towards this.
 
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The Goldfinch

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Honestly I don't want a game where Chile can become stronger than Germany. I want a realistic game, yes, game where you can change history but to reasonable extent, within realm of possibilities.

If you want to play completely insignificant nation then I would say, as was previously stated, that becoming regional power should be ultimate - and achievable - goal.

Players who want to dominate world as Ryukyu are free to play EU 4 instead.

That being said, I agree late wars in Vic2 were simply ridiculous. What we need in Vic3 is supply lines, good attrition system, difficult naval invasions, not having to manually occupy provinces and above all else:
E n c i r c l e m e n t s.
 
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Amtep

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I think one thing holding you back was the lack of pre-programmed destiny. If Chile were treated more like Germany, then you would have a decision to unify all the south of south america, adding their cultures as accepted and getting their cores, and then another decision to add brazil to the federation. Also maybe a decision or two for getting a free level 4 naval base and a state with +25% steel production.

Instead of all that, you had to deal with a country that had de facto economic control of south america but couldn't integrate it, and subsequently lacked the population base to expand further.

What I would like to see in vicky 3 is more dynamic possibilities for forming federations, integrating puppet states, etc. Something that doesn't depend on pre scripted triggers for specific countries just because that happened historically. Fortunately, it looks like we may get it.
 
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joe9594

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I agree with most comments that maybe you are setting your sights a bit too high if you were hoping to manfight germany, uk, usa, france, russia etc as chile. However I do think that you were probably suffering from the specific problem of south america in V2, the lack of fundamental industrial resources. All the provinces only had 1 resource each and these were all south american type resources like tropical wood and rubber (or basic agricultural resources). It is true south america doesn't have as much coal and iron as other parts of the world it has some which could be expolited by a determined power. I think this will probably be improved in V3 since states now seem to have a wider variety of resources options. These will probably still be less valuable than elsewhere but I doubt there will be many nations with no possibility whatsoever to extract coal or iron.
 
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mursolini

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I disagree.

1. Influence wasn't that hard of a game. Once you invested into somebody's infrastructure or factories, you had an advantage. Also bordering someone gave you modifier as well. I don't know how it was difficult to hold into 3-4 spherelings.

2. Might: At the end of it all, size and population did matter. It was, after all, why Britain, Russia and France were strongest GPs at start, and Britain, Soviet Union and USA were the strongest by game's end.

Regarding navy : even Navy #2 couldn't actually compete with navy #1, as WW1 showed, smaller naval powers had far smaller chance.

3. Colonialism was by and large top GPs thing. Britain, France and Russia dominated that field, and up-and-coming GPs were beaten back from obtaining colonies, twice.

So, Overall your game was a complete success, in fact slightly more successful then it should have been, considering US didn't like any local competition on "their" continent.
 
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Antediluvian Monster

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Regarding navy : even Navy #2 couldn't actually compete with navy #1, as WW1 showed, smaller naval powers had far smaller chance.

Britain has enormous geographic advantage against Germany in a naval war however. The islands themselves are like a giant naval vessel blocking Germany off the Atlantic and they are in close proximity. Ditto with Austria vs. Italy. Just block the Strait of Otranto. In addition, it's not like Britain could do without making allies and sacrifices (e.g. shortly before WW1 they abandoned the two power standard and replaced it with sufficient to crush Germany standard) to do so.

Chile is on the other end of the world, protected by the sheer distance of it from Britain and major British naval bases (Falklands was never able to support something like a battlefleet, a squadron sure but fleet no). A competent cruiser navy would be a very credible international deterrent.
 
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Rubidium

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I do hope they add in some ability to automate armies like in Imperator (where you can tell an individual army to do basic tasks like defend territory or carpet siege; it won't do them as well as a player, but it will at least let you do something during multi-front wars, as well as spare some of the tedium from carpet sieging in general). It's definitely a problem when facing wars on multiple fronts that you can only realistically focus on one at a time. I don't need (or want) an HOI4-style system, just simple way to give armies basic roles and let the AI handle the rest for that army.

I also agree that the influence game was obnoxious. I didn't find it hard, just tedious (oops, the UK has gotten their influence up again; time to click the ban button, rinse and repeat).
 
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mursolini

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Britain has enormous geographic advantage against Germany in a naval war however. The islands themselves are like a giant naval vessel blocking Germany off the Atlantic and they are in close proximity. Ditto with Austria vs. Italy. Just block the Strait of Otranto. In addition, it's not like Britain could do without making allies and sacrifices (e.g. shortly before WW1 they abandoned the two power standard and replaced it with sufficient to crush Germany standard) to do so.

Chile is on the other end of the world, protected by the sheer distance of it from Britain and major British naval bases (Falklands was never able to support something like a battlefleet, a squadron sure but fleet no). A competent cruiser navy would be a very credible international deterrent.
Point still stands, in battle, #2 fleet lost, and was unwilling to try again.

I also don`t think being on the other side of the world helped Japan that much, which was N3 naval power at the time, in WW2.
 

Antediluvian Monster

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Point still stands, in battle, #2 fleet lost, and was unwilling to try again.

I also don`t think being on the other side of the world helped Japan that much, which was N3 naval power at the time, in WW2.
The kind of power projection capability USN wielded late during WW2 (with ability to create world's largest naval base on the fly in any suitable atoll due to it's service fleet) did not exist at any point in this period. Even British were just starting to get there on much smaller scale late in WW2.
 
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mursolini

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The kind of power projection capability USN wielded late during WW2 (with ability to create world's largest naval base on the fly in any suitable atoll due to it's service fleet) did not exist at any point in this period. Even British were just starting to get there on much smaller scale late in WW2.
Britain had plenty of actual naval bases. Then, the obvious question of what was actually missing besides necessity?

I mean, in game`s period of ~1836-1870 warships don`t actually need elaborate naval bases due to mostly using sale power.
British and French navy didn`t exactly have problems invading Russia or China.

Russian Fleet voyage from Baltic to Tsushima happened, and fleet arrived in good enough condition to provide decent fight vs Japanese, even if Japanese actually won, that fact is in no way a given in general.

So, could you elaborate on what was missing before ww2?
 

Antediluvian Monster

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Britain had plenty of actual naval bases. Then, the obvious question of what was actually missing besides necessity?

I mean, in game`s period of ~1836-1870 warships don`t actually need elaborate naval bases due to mostly using sale power.
British and French navy didn`t exactly have problems invading Russia or China.

Russian Fleet voyage from Baltic to Tsushima happened, and fleet arrived in good enough condition to provide decent fight vs Japanese, even if Japanese actually won, that fact is in no way a given in general.

So, could you elaborate on what was missing before ww2?

I have to absolutely disagree that the 2nd Pacific Squadron was in condition to provide decent fight against the Japanese. Tsushima was a turkey shoot for the Japanese and the Russian fleet collapsed much faster than Japanese had predicted. While the Russians blundered their way across the world in morale eroding crapshow, Japanese spent their time refining their tactics; refitting their ships; resting their men and doing intensive training (IIRC, they shot several years worth of practice ammunition in the months preceding the battle). The only possible way for the 2nd Pacific Squadron to survive contact with the Combined Fleet was to avoid that contact before they could hit a friendly base to rest, recover and refit.

But I think you are right that to a degree we are talking about lack of effort here. In US circles these concepts were being discussed during the interwar years (though I'm not aware of anyone discussing floating bases before that) and ultimately the reason it was deemed infeasible before WW2 was because the USN's peace time budget was not sufficient for it.
 
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Buttons12345

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First post best post. Pretty much accomplishing difficult or impossible feats should be difficult or impossible, becoming a great power as Chile or Peru or Denmark should be a massive feat with a good degree of luck involved, otherwise other countries will become so trivially easy that it becomes pointless. If Mexico is reasonably able to go toe to toe with the US and Britain in 1880 than Russia would probably be able to go toe to toe with every other great power.
 

mursolini

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I have to absolutely disagree that the 2nd Pacific Squadron was in condition to provide decent fight against the Japanese. Tsushima was a turkey shoot for the Japanese and the Russian fleet collapsed much faster than Japanese had predicted. While the Russians blundered their way across the world in morale eroding crapshow, Japanese spent their time refining their tactics; refitting their ships; resting their men and doing intensive training (IIRC, they shot several years worth of practice ammunition in the months preceding the battle). The only possible way for the 2nd Pacific Squadron to survive contact with the Combined Fleet was to avoid that contact before they could hit a friendly base to rest, recover and refit.
Well, it depends, but Tsushima was far from a turkey shot, most Japanese accounts actually show that. You might argue it either way, how exactly much of their "combat power" Russian fleet actually lost in a voyage, and how much of that is contribution of voyage itself, as opposed to Russian general condition, and quality of ship design in general. However suffice to say, that if Combined fleet had a few pre-dreadnoughts less, Russian might have beaten a decent navy, half an earth away, and Russia was far from being main naval power, with enough supply ships, bases and potential merchant marine to mobilize.
But I think you are right that to a degree we are talking about lack of effort here. In US circles these concepts were being discussed during the interwar years (though I'm not aware of anyone discussing floating bases before that) and ultimately the reason it was deemed infeasible before WW2 was because the USN's peace time budget was not sufficient for it.
Well, yes, lack of effort for most navies
 

Lorehead

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The kind of power projection capability USN wielded late during WW2 (with ability to create world's largest naval base on the fly in any suitable atoll due to it's service fleet) did not exist at any point in this period. Even British were just starting to get there on much smaller scale late in WW2.
The US successfully invaded the Philppines at the end of the 19th century, so they did have the power projection to take on a declining colonial empire on the other side of the world.
 

Lorehead

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You’ve hit on a serious flaw in the game here: other than blobbing, there just isn’t much to do. If there were more gameplay to turtling and building tall, or mercantile competition, you’d remember your Chile game as the one where you dominated the global economy and had the highest incomes on Earth by 1936. Failing that, the game could have done what some HOI4 modders did: decided that this was a wargame, so every playable nation needed to have content that gives them wars to fight.
 
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