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GrimPagan

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Meh, paradoxically, one of the things I often missed the most in EU3 was one of the most annoying things about Victoria. Those damn historical events. :p

I wish there was a V2, with an alternative for historical events or dynamic events.
 

Jayavarman

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I do hope paradox makes vicky 2, but if by any change they do make it, it will be dumbed down greatly in order to appeal to the general public, Which is a very bad thing for us :(
Not necesarily dumb down, but streamline and automate.

One of the faults of Vicky and especially older Paradox games was micromanagement and poor interface. I do not have much time, so when I do get around to playing Vicky, I dare not tackle a large nation because I do not want to monitor and click through a million provinces to continually build a railroad, upgrade a factory/farm, etc.; not to mention figuring out how to find and acquire the necessary "parts" to build everything.

Even with EU3, there are still those repetitive intensive tasks such as improving relations with another country thru gifts each month+diplomat that still persist. Paradox continues to eliminate such gaming annoyances as time goes on (remember the time before notification icons?) and especially with the coming HoI3, so I am optimistic for the future.

Meanwhile, another Victorian-era game is indeed coming from another historical strategy game developer called Vainglory of Nations.
 

jamhaw

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Not necesarily dumb down, but streamline and automate.

One of the faults of Vicky and especially older Paradox games was micromanagement and poor interface. I do not have much time, so when I do get around to playing Vicky, I dare not tackle a large nation because I do not want to monitor and click through a million provinces to continually build a railroad, upgrade a factory/farm, etc.; not to mention figuring out how to find and acquire the necessary "parts" to build everything.
[/URL].

They really improved that in Revolutions. (unless you play as a communist country in which case I assume it would be like classic vicky)
 

Nyrael

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They really improved that in Revolutions. (unless you play as a communist country in which case I assume it would be like classic vicky)

He has Rev and even with it, the game is too filled with micromanagment. A interface that would easen it would be welcome.

On the topic, Vicky 2 will probably be developed one day, not just because Vicky 1 is old, but also because it is one of the most anticipated games in the forums. OF course, it may get a different name and historical events will most probably be kicked out, but POP's, market system and industry will ceartanly remain, while missions, decisions and improved political/party system will be added.
 

Cinéad IV

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The sad thing is that any new Victoria would almost certainly do away with the POPs. Seeing 250 Slovenes or Croats in Glasgow is what makes the game for me, and any simplification of the POP system would lose the beautiful detail that makes Victoria the game it is.

Now, if POP promotion could be automated, that would be a massive improvement (and far more historical).
 

unmerged(131989)

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the sad thing is that any new victoria would almost certainly do away with the pops. Seeing 250 slovenes or croats in glasgow is what makes the game for me, and any simplification of the pop system would lose the beautiful detail that makes victoria the game it is.

Now, if pop promotion could be automated, that would be a massive improvement (and far more historical).
+1
 

RELee

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Now, if POP promotion could be automated, that would be a massive improvement (and far more historical).
And would give rise to more carping than seen in Stones River on a hot summer's day.
 

OHgamer

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because no system of automation can ever be developed that will perfectly suit the individual player's preferences.

There will inevitably be the complaints that the AI converts pops that the player did not want converted, while leaving POPs the player considers useless in their current role (though not considered useless by the AI based on whatever algorhythms are programmed) being kept as they are by the autopromote program

the only alternative would be to have something for each pop that would say "do not autopromote this specific pop" but then players would complain that it takes too much time going through and marking the critical pops.

etc, etc, etc.

Keep in mind that trade has always been potentially automated in Victoria, yet the player almost never uses it because the algorhythms that the engine uses to compute what should be bought for the player almost never match what the player himself feels is in his own best interest.
 

RELee

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unmerged(56576)

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Vicky is the only game where I can sit down and have fun managing my country at peace with all such intricacies as POP's, global markets and industries. Every other Paradox experience is very boring for me unless I gear my nation for war every twenty years.
 

WanderingKnight

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POP's are what make this game different than EU. If they make Victoria 2 without that, it would be same like if they would make Crusader King without Dynasty system. I would prefer if they could make POP even more detailed.

I said several times. My favorite PC game of all time is Crusader Kings, but only other Paradox game that I like to play also is Victoria. Not only because those two games cover my favorite historical periods but the concept of the games.

And I think personally, that the next project will be Crusader Kings 2 and after that Victoria 2. Or could be the other way schedule, however somehow I’m sure this two will be the next projects (be called like that or different titles).

My concerns are not if those sequels will be made, just I’m afraid it wont be the way I like it.

For example EU 3 was step back in compares to EU 2 in almost any way (as much as I could play that game). I’m sorry to say that for people who developed it, but I fill it that way. Again that doesn’t mean that future project will go the same way.

And also my opinion is not that important but opinion of majority and in my case I’m often not in one:p:p
 
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Curiously there seems to many interpretations about the concept of POPs. I find it hard to grasp what people mean when they talk about the subject.

POPs aren't about different workforce types, issues, immigration, the whole 19th century social simulation - I have an assumption this is what most people mean.
For me, POPs are those annoying clickfest minigame pawns, which could be turned easily to a more statistic like gameplay. Take pie charts, which are always wonderful to follow in Victoria already, where player would deal with numbers and percentages (convert x% clerk population in province/state to craftsmen). Or take a different approach and keep the POPs as separate "units" as they are but compress the state and information system into a smaller package, reducing the chore of repetitive tasks. Take a look at Imperialism.

Those were just two examples.

POP system as it is now doesn't serve any purpose. There isn't any benefit having them around as these little guys and doing clicking and more clicking around statistics and province and factory screens. Unless of course this is what someone seeks.
I've wondered how Paradox came to this. It's like those stories which are so absurd that people refuse to believe someone could have just invented it.
 

dharper

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I have to admit that I find the POP system a distinct turn-off - both for immersion and gameplay. In the game I find it a problem because it's micromanagement (in a game which already has a huge amount of it!) and makes yet another issue players need to be able to understand in order to play the game well. In terms of immersion, I just don't understand what it's supposed to represent: except in rare cases in China or the Soviet Union, I'm not sure any ruler ever had the ability to say "You there, you 40,000 laborers living in New York...I'm going to send you all to school - tomorrow, report for work as clerks in that cement factory over there." It represents a level of control which is not only ahistorical, but also belied by the fact that the player cannot also tell the POPs to travel to a particular province, only influence them - while we know that in history many groups were forced to migrate, or offered generous terms to do so by Canada and the United States. Given my knowledge of what the US and Canada were like at the time, having not only the ability but the requirement to control my population in this manner seems absurd and game-breaking. :(

...But that said, I am not a fan of the monoculture of EU3, either. It doesn't fit the age of Imperialism at all. Population changes seem meaningless and there is simply no way to show mixed cultures, religions or ideologies.

So far, my favorite population system is Rome. To me it has the best features of Victoria's POPs without their needless complexity and micromanagement. There are still individual POPs, but each is exactly the same size. The game keeps track of population growth and migration down to a thousandth of a POP, but the player is not aware of it until a new POP appears. There are four types of POP, representing the different social classes, and each plays a different role both provincially and nationally. Each province has a population breakdown of cultures and religions, allowing for multi-cultural provinces and empires. Finally, shift between POPs is handled over long periods of time, such that you don't see slaves becoming citizens overnight, but with the right policies, they will gradually change. Much more realistic and much less micromanagement.

I fully expect to get pilloried for this, but that's how I see it. :)