Yes. The fix is player control via investment pools.
People who are talking about how it's more fun to nudge and influence via policy etc etc are phantasising about a system that doesn't exist and hasn't been proven to exist.
Such a system is only fun if the independently acting agents you are interacting with are behaving logically under their own volition, and respond logically to your actions. This is an immense AI challenge. I think people underestimate how great this AI challenge is when they dodge this problem with "well they need to make it better". Paradox games already look worst where the challenge is inherently contingent on AI competence, there is no need to expose another whole vector of the game to this issue just due to some idealistic notion of what should be simulated.
This isn't even going into the challenge of making the cause and effect of such independent decision making transparent to the player, especially given the complex nature that such decision making would require.
I'm sorry but this is not true. You see, vic 2 Ai was just bad because it only had so few parameters to choose an industry for a specific state.
That type of choice isnt hard to script a competent AI to make. Even the dev stated that the AI is not a problem in one of the responses for a diary.
Also, even with bad AI vic 2 already had the "perfect" solution to the problem, but it was also poorly implemented; the encourage "x industry" national focus.
The problem is that the weight in the AI choices of the "encourage x industry" NF was too small in vic2 to make a difference and, as thus, it was useless. But if it was a bigger weight people would be praising this solution until present days.
I was certain that Vic3 would bring to the table a polished form of this Vic2 "encourage industry" NF mechanics. Like, for example, a player choice of "encourage x, than y, than z types of industry in the state n" that would be attached to some sort of cost like tax reduction for a time.
This actually happens in real life you know.... governments subside tax to encourage certain types of private owned industries in specific places.
I'm not against the "investment pool" idea. What worries me is that it will be such a more direct mechanic, that the player has to babysit every and any industry build, than the indirect mechanic of "encourage x, than y, than z types of industry in the state n". If its going to be the former, than playing in big countries can become micromanagement hell later in the game.
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