I am finishing my doctoral thesis this fall, so it is rather fresh still. And of course Cadiz was extremely important.![]()
true!!
I am finishing my doctoral thesis this fall, so it is rather fresh still. And of course Cadiz was extremely important.![]()
Eh, randomising goods is one thing, but I don't think most people would like an entirely random New world. No random map could match the real thing.
You could randomize trade goods I suppose, but mineral resources should only appear in certain areas. Of course alluvial gold was rather quickly exhausted in the Caribbean, so there it could be a temporary situation, depending on how much investment is sunk in. And how long the Indians hold out.
Well, by the middle game overseas gold is worth much less than the standard colonial goods, why players beeline to them anyway? So that they can have a couple of gold provinces producing 30-40 ducats while their coffee provinces produce 100 ducats?The problem with non-random mineral location is that players will just beeline to them,
in EUiii you spend hours on boring gameplay while recovering infamy, inflation, stability etc. before being able to further expand territory.
in depth play in city/provence development is the solution for overcoming these years of dull peace treaties.
how?
- when clicking or zoom in on a provence i would like to see a more detailed map with roads rivers and its city nicely embedded.
- availability of large amount of buildings and terrain improvements based on culture, terrain, climate, population size, production goods on one hand and technolgy level a
- historically unique buildings in some cities.
- I would like to place these buildings myself in a sort of city sandbox and see my cities grow and prosper in time
- establish trade routes and pilgrim routes too boost city development
- when a provence is taken not all buildings should be lost. for example the alahambra wasnt destroyed when castilia conquered granada nor the haga sofia when the ottomans conquered byzantium.
- when a city is sieged you should be able to see the actual city.
- when armies clash in the provence before the city gates you should see these armies fighting and not dice running.
surely it would require a lot of programming to keep al that data smoothly running, but hey Q3 2013 is long way from here.
in EUiii you spend hours on boring gameplay while recovering infamy, inflation, stability etc. before being able to further expand territory.
in depth play in city/provence development is the solution for overcoming these years of dull peace treaties.
how?
- when clicking or zoom in on a provence i would like to see a more detailed map with roads rivers and its city nicely embedded.
- availability of large amount of buildings and terrain improvements based on culture, terrain, climate, population size, production goods on one hand and technolgy level a
- historically unique buildings in some cities.
- I would like to place these buildings myself in a sort of city sandbox and see my cities grow and prosper in time
- establish trade routes and pilgrim routes too boost city development
- when a provence is taken not all buildings should be lost. for example the alahambra wasnt destroyed when castilia conquered granada nor the haga sofia when the ottomans conquered byzantium.
- when a city is sieged you should be able to see the actual city.
- when armies clash in the provence before the city gates you should see these armies fighting and not dice running.
surely it would require a lot of programming to keep al that data smoothly running, but hey Q3 2013 is long way from here.
The problem with non-random mineral location is that players will just beeline to them, creating a rather unrealistic experience.
The Aztecs and Incas should have many gold provinces, but I wouldn't go further then that.
Dynamic flags - Possibly connected to things like controlling certain territory, or a change in your ruling dynasty (if dynasties are in the game)
Dynamic colony names - So if England colonizes the area of the present-day Massachussets, the name of the province would change accordingly, and the capital would change to something appropriate (Plymouth, presumably). I'm not suggesting the names should continue to change over time to reflect historical reality, but an initial renaming would add flavor and spice things up a bit from one game to the next.
More detail for native countries - Particularly in the Americas. It would be nice if these cultures played a bit more uniquely and were able to survive longer than a couple decades. Even if you don't play as them, this would make colonization more interesting.
More attention for areas outside of Europe in general.
Some kind of local autonomy. Spain wasn't Spain until 1812 IMHO, with the Constitution of the Spanish Monarchy, as an example. There were idk how many kingdoms with their own legal privileges, and that's after the loss of the Italian possessions in the Spanish Succession. These included Mexico and Peru and by the later 1700s New Granada and Rio de la Plata. So I guess I'm suggesting that constituent states that could be released as vassals (or become independent by other means) be allowed their own autonomy within your country, and more political depth.
My last playthrough as Castile->Spain->HRE in EU3 DW left me with a huge blob on both sides of the Atlantic. Historically most of the direct taxation and manpower for 'Spain' came from Castile, and so did many of the biggest benefits go. Even though vassals of the same king, Neapolitans, Aragonese, and Flemish could not emigrate to the Indies for example. This would make running empires much more interesting.
- Rare chances for weird things to happen, like China modernizing on its own and colonizing the Pacific, or most/all of Europe falling into technological stagnation.
More complex peace negotiations. I know this would be a major change from the current system, but I'm hoping the named diplomats and Johan's remark about how diplomacy has been expanded means its not a complete pipe dream.
Basically, instead of just having the war leaders send a peace offer that is accepted or rejected, you'd have a system where every nation would be involved in the peace negotiations, with their influence being determined by their contribution to the total warscore and their diplomats/rulers skill. For example, every nation involved in a war could list its wargoals, and the war leader would be forced to add the primary wargoals of major allies before it could add secondary wargoals of its own.
Also it would be nice if peace deals didn't have to be one-sided. I.e. territory could be swapped, or the winning side pay the losing side compensation. This mainly happened in the CK2 timeframe, but it would still be a nice addition.