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unmerged(16488)

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Zuckergußgebäck said:
Railroads should make troops travel faster, effect life rating and make immigrats more likely to go there.

(.../...)

Which says that machine parts factories now require precious metal to produce machine parts.

:)

I especially support those 2. During my last game from CK==>EU2==>VIC conversion where Poland owned 3/4 of the world, having very low value for precious was really sad. Plus with proper infra, an area gets more attractive. Sort of investment on immigration.

Plus the opportunity to mod immigration bonus(max bonus for Brazil, Muhahahaha, just for fun).
 

Zuckergußgebäck

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el_slapper said:
Plus the opportunity to mod immigration bonus(max bonus for Brazil, Muhahahaha, just for fun).

Yes, I forgot that one. Make american immigration softcoded!
 

brandnew70x7

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Gwalcmai said:
I still cannot get this argument. Why does the work of the graphics team impact the programmers' ability to fix other parts of the game?

It adds to uneeded delays to a the patch :-/
 

OHgamer

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A great thread, but we need to be realistic. A patch is designed to fix things that are small tweaks to code. Some of these ideas are much larger than that and would be more in line for a Victoria 2 because they involve such things as changes to the interface or complete shifts in the nature of gameplay.

For a 1.04 patch, I'd like to see

More Uxx tags for modders - VIP has already run out. 20 more would be great, even more would be better.

"Undefinied" culture tags that modders can use - VIP is almost out of those as well. 20 would be great, even more would be better.

Reduce the bonus given to the USA for immigration so that players who implement reforms have a chance to get more than a few hundred a year, while USA moves toward having over 200M inhabitants in 1920. Even more preferable would be to make immigration as a whole moddable, allow modders to tweak a nation's "favorabilty" in the eyes of migrants so that a more historical pattern of migration can be developed.

Related to this - Immigration bonuses to Australia and New Zealand need to be added and/or beefed up, especially for British emigrants, but overall they need help

A different way to calculate industrial score based less on factory size and more on a nation's level of production and/or exports.
 

Zuckergußgebäck

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Buke

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I would like to see more country TAGs and more culture TAGs. I would also like to see something introduced that makes naval blockades effective, not just stopping goods from colonies but actual effects buying and selling on the world market.

Perhaps adding a convoy requirement based on the amount of trade on the WM your nation/people do and make those convoys unable to trade if an enemy fleet is off shore. Kind of like the blockade of colonies feature inplace now. :)
 

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Just a comment to Mr. Burris once again...

You can change the government settings in "gameplay" to make it become a more democratic nation. However, I have never seen a democracy turn to an absolute monarchy through reforms! Because you cant make the government settings so that youl coronate a King in the US (which would have been wonderful by the way ;) )! Or can you? Please correct me if Im wrong... I dont want to be wrong... Like that ctrl click in deal kinda wrong... Please...

May as many Swedes as possible return home safely from Thailand...
 

Strategist

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Add all EU2 and HOI country TAGs...

solve MP annex=crash bug
 

Zuckergußgebäck

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GreatSlayer said:
Just a comment to Mr. Burris once again...

You can change the government settings in "gameplay" to make it become a more democratic nation. However, I have never seen a democracy turn to an absolute monarchy through reforms! Because you cant make the government settings so that youl coronate a King in the US (which would have been wonderful by the way ;) )! Or can you? Please correct me if Im wrong... I dont want to be wrong... Like that ctrl click in deal kinda wrong... Please...

As reforms settings are event triggers, it is possible to script an event that makes you a monarchy.

(However, it would be cool just to have a set of buttons that can be pressed depending on your reforms, it will then change the government type. (Like: coronate king, abdicate, give absolute powers to the president...)
 

Spruce

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Burris said:
Dynamic life sustainability, and more impact for it on immigration!

Railroads and forts should add life sustainability in some regions, and therefore attract more immigration then a practically inaccessible region.

Likewise, large battles (Only later years) or large scale depopulation should lower sustainability.

totally my opinion :cool:
 

Lotus Lo

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so, while not surprising, still nice to hear from the MAN himself:
JOHAN said:
Just two clarifications.

1) Victoria will eventually get its 1.04 patch
2) Eu2 is still supported. We just feel that its a rather damn fine game, and dont really need to be tweaked further.
although, after that? here's to hoping most/all is fixed for 1.04! :)
 

OHgamer

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Strategist said:
Add all EU2 and HOI country TAGs...


That would quite easily solve the shortage of tags problem methinks, esp if they include all the modern day tags that were included in HoI-1
 
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Zuckergußgebäck said:
Railroads should make troops travel faster, effect life rating and make immigrats more likely to go there.
Don't railroads already speed up troop movement? :confused:
 

unmerged(35124)

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I just got the game last week (I've had other Paradox games) and I love it. I'm sure my concerns have been mentioned elsewhere, but I'll just add a few things I noticed about playability after about 20 hours of play. Oh, and I play with the official 1.03 patch, non-beta, whatever is on this site.

I want there to be a message when enemy troops land or begin to siege one of my provinces. I get messages for revolts, but sometimes there are troops in my territory and I don't know until they conquer the province!

There should be a confirmation window when you dismiss a general. I was playing as the USA and with my hard earned leadership points I got William Sherman. I was holding the mouse over him to look at his bonuses, and ready to assign him to a corps, and all of a sudden he disappeared forever! That little X for dismiss is too easy to click on accident. A window should come up and say "are you sure..."

I would like it be easier to add and remove specific POPs to the factories. If my factory has ten slots and I want to remove a minority culture from the list cos I have primary culture craftsmen, I haven't figured out if or how it can be done effectively. If the Cherokee or Cree craftsman is right in the middle of the list and I want the unemployed Yankee to do it, I think I should have better control. Perhaps the screen that has POP information and whether you want to educate them etc. could also have a "dismiss" option so I can clear that factory slot!

Just a few things, Maybe they are addressed elsewhere in the forum. I love the game, though. I can't believe I waited so long to get it.
 

unmerged(35124)

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Gandalf the Blu said:
Possibly hard to do but I would like to be able to pick from the map the provinces that I want to have or give up in peace treaties. The current system is extremely annoying.

Oh yeah! This was something I forgot to mention. I completely agree. It could be improved somehow. I was making the treaty with Mexico after the Mexican-American war, and inadvertantly left a mexican province deep in my territory. Scrolling through those long province lists, a nightmare.
 

Zaleukos

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King of Men said:
[*] Native unrest, does it exist? I've never seen it.

Its in the game, but rare. I've only had it with colonial forts, never with the other colonial buildings. It destroys the fort and tends to spring up again if you try to build a new fort in the same province.
 

tombom

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Lotus Lo said:
so, while not surprising, still nice to hear from the MAN himself:

although, after that? here's to hoping most/all is fixed for 1.04! :)
Quick question; where did you get that quote from Lotus?

My wish would be more tags or a scenario editor.
 
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