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Short twentieth century game, 1919-1991 or thereabouts. Less war focused that HOI, and mechanics that allow for deeper demographic changes and more influence-based ideological proxy wars, in the manner of Cold War games that people have been suggesting.

The reason I'd like a 1919 "Shadow of Versailles" start, alongside a 1945 "Cold War" start, is that in 1919 you would get to play with many of the same themes (ie great powers jostling for position on the back of a devastating global war, with fierce ideological tensions, balancing the requirements of a newly-formed intergovernmental peace organisation against the benefits of increasingly reckless brinksmanship). Except in 1919 there are 6-7 major powers with lots of alternate history to explore, whereas a Cold War start is more of a binary choice between superpowers.
 
Would love Volkswander: The Great Invasions. A game where you play a tribe in the chaos surrounding the fall of the Roman Empire. Sure, you control territory, but you're not leading a state, you're leading a people (represented by pops). You could conquer vast lands, but you only have a certain number of pops to populate that land with, and your conquered peoples are still there. If you spread yourself too thin you could end up like the huns and disappear. Of course, if you don't expand at all you'll also vanish into the dustbin of history. Over time, you could assimilate related peoples into your own kingship, and a thriving tribal people will of course grow to include new pops. Diplomatically a smaller tribe can also create or join a tribal confederacy, where several weaker tribes come together to increase their influence, at the cost of internal cohesion and the possibility of collapse if things don't go well. Defend against the Huns, exploit the collapse of the Roman Empire, and quiver against the unstoppable might of the Muslim conquests.

You'd have a very different experience ruling over Rome or Byzantium, as you'd have a greater focus on exploitation of land than management of your pops. They'd be much richer than tribes but pack less military ability per pop. These empires can settle allied tribes within their lands to improve the military fortunes of the empire, but if you don't keep them happy you might be inviting in your own doom.
I imagine you'd play from about 400 AD up until the (edit) death of Charlemagne in 812. I'm imagining a rather fluid pop-based game where control of land isn't as important as who the people occupying it are. The tribes I'm talking about are not even a little bit related to the way they're portrayed in CK2.
This is what I would prefer. With dynamic rise of religions and heresies, it could make for a very interesting and unique game.
 
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Some sort of modern day CK2 could also be interesting: You start as a shady business man, corrupt politician or maybe power hungry general and try to talk, intrigue, bribe or coup you into more power.
 
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Some sort of modern day CK2 could also be interesting: You start as a shady business man, corrupt politician or maybe power hungry general and try to talk, intrigue, bribe or coup you into more power.

I'm not 100% sure it would work as a modern day game, but there's a sci fi mod version which works a little like that: https://forum.paradoxplaza.com/foru...confederation-crusader-kings-in-space.803651/

Apparently the original plan for Stellaris was to have "Crusader Kings in Space" with a human-only universe, but that design got abandoned in favour of a more traditional alien empires game. Shame, because I would love a sci fi CK. Maybe starting out on a semi-randomised post-WW3 Earth, with various national governments, sects, and megacorporations, all exploring outwards and creating your own sci fi lore from there.
 
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I would like a game about colonization of the geostationary orbit, the seas, the moon and the solar system (chronologically).
About the growth and death of institutions like Europe, ONU, NATO, the creation of great states, enterprises, confederations...
I would like to see great.fights in space resulting in exchange of territory on earth. Or maybe there is not a treaty to keep earth out of wars and it is weakened. Then, the colonies in space could become independent and take land on earth.
A new era of colonization.
 
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Victoria 4.
 
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And now for something completely different !!

I mean, besides "Victoria.3" , "Roma.2" , "CK.3" and other [ put your favourite title and add +1 to current version ] games, what would be your PDS game of dreams ?

I would personally like a modern day global political and economical simulation, with relatively low focus of warfare (modern day conflicts are somewhat limited in scope) but depicting all the complexity of modern world.
CLASSICAL GREECE!
 
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I'm not 100% sure it would work as a modern day game, but there's a sci fi mod version which works a little like that: https://forum.paradoxplaza.com/foru...confederation-crusader-kings-in-space.803651/

Apparently the original plan for Stellaris was to have "Crusader Kings in Space" with a human-only universe, but that design got abandoned in favour of a more traditional alien empires game. Shame, because I would love a sci fi CK. Maybe starting out on a semi-randomised post-WW3 Earth, with various national governments, sects, and megacorporations, all exploring outwards and creating your own sci fi lore from there.
"Crusader Kings in Space"
"Crusader Kings in Space"
"Crusader Kings in Space"
acb.jpg
 
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-Fictional grand strategy game. It can be fantasy or sci-fi as long as it takes place on a planet that isn't Earth.

-A game set in post-Civil War America and ending at the start of WWI. Instead of playing as a country you play as a capitalist. From entrepreneur to robber baron, you build up your industry. Other capitalists, worker unions, strikes, economic crises and the law impede your goal of getting really, really rich. Non-playable characters, politicians, can be given "gifts" to convince them to support/oppose the passing of laws that would benefit you. React to wars and capitalize on USA's need for certain goods and material. Research technologies and potentially increase manufacturing efficiency or invent the light bulb.
 
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So because I cant say Victoria III I will go with the below:

1. A fantasy grand strategy game. I want some crazy awe inspiring thing not only CK2 + magic and fantasy beasts (these too). Maybe an industrializing fantasy world or such.
2. The idea about the dark ages wasnt bad either. If the rise of Islam was included - I know chances for that are non existent - it could be my number one.
 
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So because I cant say Victoria III I will go with the below:

1. A fantasy grand strategy game. I want some crazy awe inspiring thing not only CK2 + magic and fantasy beasts (these too). Maybe an industrializing fantasy world or such.
2. The idea about the dark ages wasnt bad either. If the rise of Islam was included - I know chances for that are non existent - it could be my number one.
Something like 'King Arthur: The Role-Playing Wargame' but then grand strategy?
 
Something like 'King Arthur: The Role-Playing Wargame' but then grand strategy?

...No. Biritain is far from unique and special enough. I want a fantasy world with some really crazy stuff and unique landscapes - normal parts as well but not all of it. And i dont want to fight the battles like in King Arthur.

And I really would like to play a industrializing world.The idea of fighting elves, dwarfs, orcs and who knows what else at the start with knights and mages and at the end you could end up with about 18th century musketeers. And railroads - i want them. Before you get there you woud have to get rid of your own knights and mages so a lot of social conflict and change (actually i think this should be the peace time mechanics of EUIV: building out the burocracy and creating the standing army and making the loosing social classes accept the change wich they are reluctant to do). Really doing this and adding fantasy elements. For example elven units would get huge bonuses in woods. Another interesting choice would be what you do when you actually conquer elves: be they ecqual, or become slaves, are they autonomous part of your country or you simply try to integrate them fully. Dealing with magic would be the hardest part: you want to take the mages privilages but you have to find a way to deal with them - there should be some really OP ones but the most should be strong too. Or you can make a compromise and maybe try later. You would have policies regardsing magic: outlawed or which magic shools are allowed. And to add a bit spice you would have to fight occassional bigger and smaller disasters: necromancer uprising orc or whatever hordes appearing. Smaller scale would be a strong monster appearing and attacking your territory or other kind of raider groups appearing. And all the while building up your country: building roads, turning forests to farmlands, opening mines. Opening schools and maybe destroying magic academies. A colonizing aspect could be added for taking back the lands controlled or devastated by evil forces. Technoligical advence would include tihngs like trying to tame and breed unicorn and creating a unicorn cavalry or using them as messengers - same with other beasts.

So advence technologically and build up a modern country, bring order to chaos and unite the map, manage social change while fighting bigger and smaller disasters. . I know most of this is rambling but if there was a game doing this and doing it right...
 
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...No. Biritain is far from unique and special enough. I want a fantasy world with some really crazy stuff and unique landscapes - normal parts as well but not all of it. And i dont want to fight the battles like in King Arthur.

And I really would like to play a industrializing world.The idea of fighting elves, dwarfs, orcs and who knows what else at the start with knights and mages and at the end you could end up with about 18th century musketeers. And railroads - i want them. Before you get there you woud have to get rid of your own knights and mages so a lot of social conflict and change (actually i think this should be the peace time mechanics of EUIV: building out the burocracy and creating the standing army and making the loosing social classes accept the change wich they are reluctant to do). Really doing this and adding fantasy elements. For example elven units would get huge bonuses in woods. Another interesting choice would be what you do when you actually conquer elves: be they ecqual, or become slaves, are they autonomous part of your country or you simply try to integrate them fully. Dealing with magic would be the hardest part: you want to take the mages privilages but you have to find a way to deal with them - there should be some really OP ones but the most should be strong too. Or you can make a compromise and maybe try later. You would have policies regardsing magic: outlawed or which magic shools are allowed. And to add a bit spice you would have to fight occassional bigger and smaller disasters: necromancer uprising orc or whatever hordes appearing. Smaller scale would be a strong monster appearing and attacking your territory or other kind of raider groups appearing. And all the while building up your country: building roads, turning forests to farmlands, opening mines. Opening schools and maybe destroying magic academies. A colonizing aspect could be added for taking back the lands controlled or devastated by evil forces. Technoligical advence would include tihngs like trying to tame and breed unicorn and creating a unicorn cavalry or using them as messengers - same with other beasts.

So advence technologically and build up a modern country, bring order to chaos and unite the map, manage social change while fighting bigger and smaller disasters. . I know most of this is rambling but if there was a game doing this and doing it right...

This Idea sounds great, but I would vote for a second option, not going away from Magic, but to combine magic with technology. Instead of normal railroads or ships, you get magical enhanced trains or ships that can hover/fly or don't need coal but magic to run. But pleas not only the standard boring Fantasy stuff, give us some other races like: Lich, dragons, Medusa, Lamias, Harpies, Centaur, Minotaur and more. There are so many, pleas don't stop with Humans, Elves, Dwars and Orcs. Would just ba sad to see this game enter the normal Fantasy world. And If we are at this point, we can have underwater empires from water creatures at this point. Or flying countries, like flying continents or so with flying creatures. The map can be as big as it need to be. And when you gain control over another race you can use its units, If you have Orcs they can get a bonus on normal damage and maybe Shamanic or elemental magic, if they take in the Lich and don't kill them all they can add Necro magic to their army and get a bonus on their necromancers. Or you make a deal with a underwater Kingdom and get a save route over their land (water?) so your ships will get faster and saver over this area and you get additional water mages. Depending on your races you get extra points on different things. Make a deal with Dragons or Griffons and you can create Dragonriders/Griffonriders + extra fire/wind magicans. So on and so on. Then at some point of time you can chose to either ban magic or fuse it with tech. And then you can decide what to do with the magic users.

On another note, a sify game, similar to Stellaris, but instead of planets you have a big capital ship. You can't settle on a planet, because the Enemy is also always on the move, you need to collect materials from asteroids on the move and need to decide if you have the time to stop to upgrade your ship or if you should keep moving. stay to long in one place and the enemy will find you. If you think you are strong enough to defend yourself than you can try to stay in a place for a long time, but the longer you stay and the more enemy you can fight of the more will find you. You can create more ships that can act as an escort, but you need to upgrade and bigger you capital ship first to build bigger ships.
 
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This Idea sounds great, but I would vote for a second option, not going away from Magic, but to combine magic with technology. Instead of normal railroads or ships, you get magical enhanced trains or ships that can hover/fly or don't need coal but magic to run. But pleas not only the standard boring Fantasy stuff, give us some other races like: Lich, dragons, Medusa, Lamias, Harpies, Centaur, Minotaur and more. There are so many, pleas don't stop with Humans, Elves, Dwars and Orcs. Would just ba sad to see this game enter the normal Fantasy world. And If we are at this point, we can have underwater empires from water creatures at this point. Or flying countries, like flying continents or so with flying creatures. The map can be as big as it need to be. And when you gain control over another race you can use its units, If you have Orcs they can get a bonus on normal damage and maybe Shamanic or elemental magic, if they take in the Lich and don't kill them all they can add Necro magic to their army and get a bonus on their necromancers. Or you make a deal with a underwater Kingdom and get a save route over their land (water?) so your ships will get faster and saver over this area and you get additional water mages. Depending on your races you get extra points on different things. Make a deal with Dragons or Griffons and you can create Dragonriders/Griffonriders + extra fire/wind magicans. So on and so on. Then at some point of time you can chose to either ban magic or fuse it with tech. And then you can decide what to do with the magic users.

I only said those as example. Of course I want much more creatures and races. I dont really want scifi and of course its a game they should be able to make so thats a barier as well.

And I would really like it if instead of tech research it would have an event based technical advance. So instead of choosing which path to follow and constant advancment we get an event that in x province a guy started making better or more guns. The guild is very angry. You can decide to support the guy, support the guilds and crack down on him or let him be. First choice leeds to the discovery and spread of the technology but the guilds will be unhappy so also to social unrest, while the second lowers unrest a bit. The third you might get the technology if the guild dont take up to deal with the guy themselfs. This adds a smaller amount of unrest than the first. Circumstances of course would higher the chances of the event firing. Conquering a province with a manufactury would also give you access to the technology.
 
Crusader Kings 2 meets the Costra Nosa with a good pinch of 4x: It's "Mafia Dons"

So, I've been playing Mafia 3 recently. One of the main mechanics of that game is that there are 9 districts of the city it's set in, and these are all conquerable. Each one of these districts must be assigned to one of 3 Lieutenants, as you can't hold them directly. Each Lieutenant starts out in a home district, and each one is beside a district that it would make geographically for them to hold, as well as matching their skills, although it's still up to you who holds them.

One Lieutenant is a traditional Italian Mafioso, One is part of the Irish Mob, and one is Black Haitian gangster. Each one and their crews have their own strengths and weaknesses, and each Lieutenant is looking to hold as many districts as possible, and become extremely annoyed if passed over. Each district has at least 2 major "rackets" running it, that is to say an illegal money making operation.

The whole experience has brought back fond memories of Gangsters: Organised Crime, a classic 4x style game from the 90s. In that game, you controlled 1 of 4 gangs all competing to grab hold of an entire city. You can win in various ways: Amassing a fortune, acquiring a political office (become the mayor), or wiping out all your enemies. What was so fun about G:OC was you had so many ways of achieving your goals. One way was extorting as much of the city as possible, the classic Mafia "protection money" racket. But you also build far more complex rackets: Buy up a grocery store, build an illegal alcohol still behind it, and boom, now you're a booze baron. Combo your still with control of the highly sough after docks, and boom, now you're a national exporter. Combo your still with an illegal speak easy, and boom, you're the party king of not-Chicago. What's that, you control part of the cities slums? You've got a lot of unemployed young women on your hands? Set up a brothel and now you're a Pimp Lord. It goes on and on. There were so many very enjoyable ways to make money in G:OC. But what was also so fun was your AI opponents could set up highly profitable rackets as well, and what's more, each side could attack the other's rackets. One moment you're racking in the dough via an illegal casino operating out the back of a bank, the next moment you're cursing to high heaven that the East Side Greens just torched the place, leave 4 of your main squad dead in the process.

gangsters-2.jpg

If you squint your eyes very hard, Gangsters: Organised Crime's character profiles become CK2 style ones in your mind...

1998's G:OC did get a sequel in 2001, however Gangsters 2 changed the gameplay from a turn based 4x style game to a RTS style, one that fans of the series didn't enjoy. The sequel focsed too much on combat, rather than the elements of what brought G:OC popularity: It's 4x style racket system that gave the players so much freedom.

I, personally, would love Paradox to do a Mobster game in the vein of G:OC, using the engine from CK2. I think mixing CK2 style characters (ie characters that have strong personalities and identities, and act off those), with the 4x style building an empire dynmaic from G:OC would lead to quite a thrilling game.

Going back to the start of this post: I mentioned Mafia 3, and the 3 Lieutenants compelling for power; I can so imagine those three as vassals in a CK2 system. Each one is a duke you need to manage in order to grow your empire. Each one has major pros and cons for your cause.

In my head, this game would span from around 1880, which was the emerged of organised crime in America, to the present day. Just as in CK2, you'd try and build a dynasty for your family, while every other family tries to do the same. Sons will try and claim their father's turf and rackets. Different Ethnicities will have different events: The Sicilians will demand traditional Mafia ideology and elitism is kept. The Irish will press their numbers to their advantage. Black Gangs will start terrible disadvantaged, but gain traction as history passes. The "melting pot" dynamic from CK2 can be used to show the shift in both the general population and the gangs from immigrants to hybrid natives i.e. Italian+American=Italian Americans, Irish+American=Irish Americans.

The player will face many challenges: Should their keep their gang mono-ethnic, and minimise identity politics with their organisation? Or should they have an open recruitment policy, allowing them to draw from many communities, and then in turn allow those recruits to manage those areas of the map? (Ie as a Sicilian Organisation, recruiting Irish members so you can use those members to work in areas populated many by the Irish). Should the player keep Omerta, the code of silence? Doing so would force their organisation to keep to the shadows and avoid at all costs the involvement of the FBI, or should the player let the city know who their gang is, vastly increasing their ability to intimate and terrorise the city into bending the knee?

In EU, you attempt to rule the world. In CK2, you attempt to rule a kingdom. In Mafia Dons, you would attempt to rule an entire city, one two-bit racket at a time.
 
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I want Paradox to keep making CK2 DLCs as long as it's profitable...

However, I'd forgive them if they bought the rights to Great Invasions from AGEOD and re-made it, minus all the goddamn bugs, crashes and bizarre hardcoding.
 
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