I like the excessive micromanagement of Victoria. It means you have something to do in the long stretches where not much happens.
I like the excessive micromanagement of Victoria. It means you have something to do in the long stretches where not much happens.
I have to disagree on this. POP should be more detailed (and improved though), as I already wrote. But than again I do not know how it does look like to manage such a huge empire as USA or Austro-Hungarian or China, since I prefer to play exclusively small countries and try to make them bigger but never as big as those upper mentioned.BTW, some of the last posts on the previous page (specifically the one by dharper) made me realise that the pop system should not be in the player's control, and that its best if, unless in a communist nation, the player have no control whatsover over the pop system and the conversion of pops into one thing or another. Labor/farmer pops trickle into soldier pops, clergymen, sometimes clerks, and rarely capitalists.
Clerk pops trickle into capitalists, laborers/farmers, sometimes clergymen, and occasonally soldiers.
Capitalists trickle into clerks, sometimes laborers or farmers. And so on.
OH said: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.
An automated system would perhaps link different political policies to the degree and speed of POP promotion. For example, liberal parties would promote craftsmen POPs quickly, conservative parties a bit slower, and reactionary parties hardly at all. Literacy could be the determining factor where clerks and capitalists are concerned, and religious policy as regards clergymen. A militarist party would promote auto creation of officers and soldiers, though soldiers and officers (as state employees) should still be promotable manually, allowing a country to build as large or small an army as it saw fit in the event of a war. Communist or fascist governments would be able to promote and demote at will.
The numbers wouldn't be huge: maybe 250 craftsmen and 100 clerk POPs a month per factory would be auto-promoted under a conservative, interventionist government and 500/150 under a liberal, laissez-faire one. Factories could still be closed or deleted.
Basically, the only time the government would be concerned with POP promotion would be a) when the player wishes to expand his military and b) where a communist/fascist government has been elected, and can promote as it sees fit. That would be a much more accurate reflection of real life industrialisation in the 19th century.
So what would players have to do anymore, if game handles both building factories and converting pops on its own? Setting some sliders? No thank you, I say. I want to have full control of my pops.
We already have EU and HOI series where we can handle our economy by setting sliders only. We need one more complex game than those. EU and HOI are mostly war games, Victoria is much more than that. This is why Victoria needs more detailed economic system. I don't say I wouldn't like the warfare improved for Victoria2 though.
Some people are complaining that government shouldn't have full countrol of the country, economy and pops. I have said this before and I am going to say it again. You don't need to think yourself as the government when converting pops. You can think you are the COUNRTY. You are playing as the society not as the king or government only.
BTW, some of the last posts on the previous page (specifically the one by dharper) made me realise that the pop system should not be in the player's control, and that its best if, unless in a communist nation, the player have no control whatsover over the pop system and the conversion of pops into one thing or another. Labor/farmer pops trickle into soldier pops, clergymen, sometimes clerks, and rarely capitalists.
Clerk pops trickle into capitalists, laborers/farmers, sometimes clergymen, and occasonally soldiers.
Capitalists trickle into clerks, sometimes laborers or farmers. And so on.
I like the pop system. What I don't like about it is the clickfest, for the four months I played Victoria a lot, I probably brought myself a decade closer to having to deal with carpal tunnel syndrome. I was just brainstorming a way around it.I have to disagree on this. POP should be more detailed (and improved though), as I already wrote. But than again I do not know how it does look like to manage such a huge empire as USA or Austro-Hungarian or China, since I prefer to play exclusively small countries and try to make them bigger but never as big as those upper mentioned.
Also the statement that state doesn’t have an influence who will be what - in real life, first is not correct, and second even if it would be, what the hell that has to do with the game? It’s a PC game not TOTAL simulation of real life.
What you do with the pops and how you handle them it’s crucial of what kind of industrial and economic structure you will have. What kind of political system and how big army you’ll get and how efficient that army would be.
What would be with the game playing without that, just moving the troops around and fight the neighbours. Well sounds fun if you are 16y.o. But that’s a large and very important customer target, so… Anyway that’s simply not for me. And we are all different. However as I said again, they will probably do everything opposite as I wish Victoria2 should look like (or maybe not, you never know with this Paradoxians).
But we need something to produce aristocrats.
In a monarchy, yes, I guess. Maybe in a constitutional monarchy as well. But what is an aristocrat in the US?
Jaeger said:We already have EU and HOI series where we can handle our economy by setting sliders only. We need one more complex game than those. EU and HOI are mostly war games, Victoria is much more than that. This is why Victoria needs more detailed economic system. I don't say I wouldn't like the warfare improved for Victoria2 though.
Meanmanturbo said:Victoria should be about slowly nudging things your way instead of total control (unless you are comunist of course)
Jaeger said:Some people are complaining that government shouldn't have full countrol of the country, economy and pops. I have said this before and I am going to say it again. You don't need to think yourself as the government when converting pops. You can think you are the COUNRTY. You are playing as the society not as the king or government only.
jamhaw said:But we need something to produce aristocrats.
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.![]()