I loved Vicky 1 when it came out, it had some great features, and pretty much everyone who played it agreed that if it was simply stream-lined in some ways, and adopted some of the features of the HOI series, it could be really great. This didn't happen with Vicky. Instead:
1) Much of the micro-management complained about in Vicky 1 was still there in Vicky 2. The most obvious example is that going communist requires the player to take over managing every aspect of the game in detail rather than just setting targets and quotas.
The infrastructure/fortification-construction micro-management that all Paradox games require are particularly prominent.
2) The military system sucks. Vicky, which covers the period of mass, front-to-front warfare, should use the move=attack feature. This is quite simply a much better way of simulating combat, requiring less micromanagement, reducing whack-a-mole, and allowing grand battle plans and enciclement battles. Get rid of occupation time as well - it doesn't represent anything that really happened, historically armies took effective control of the territory into which they advanced almost on arrival.
3) The game needs dynamic tag creation - What is this? Quite simply, this means that the game engine should be able to generate new tags for use by new states when needed. Why do this? Because it allows exisiting countries to be divided into parts oriented to one ideology or another. Basically, if Sweden experiences a communist uprising against the government, the game would produce a tag for "Communist Sweden" and assign a flag, and leaders to it using information already in the game (i.e., Sweden's communist flag and communist leaders), allowing a civil war to be fought between "Communist Sweden" and the rest of Sweden.
1) Much of the micro-management complained about in Vicky 1 was still there in Vicky 2. The most obvious example is that going communist requires the player to take over managing every aspect of the game in detail rather than just setting targets and quotas.
The infrastructure/fortification-construction micro-management that all Paradox games require are particularly prominent.
2) The military system sucks. Vicky, which covers the period of mass, front-to-front warfare, should use the move=attack feature. This is quite simply a much better way of simulating combat, requiring less micromanagement, reducing whack-a-mole, and allowing grand battle plans and enciclement battles. Get rid of occupation time as well - it doesn't represent anything that really happened, historically armies took effective control of the territory into which they advanced almost on arrival.
3) The game needs dynamic tag creation - What is this? Quite simply, this means that the game engine should be able to generate new tags for use by new states when needed. Why do this? Because it allows exisiting countries to be divided into parts oriented to one ideology or another. Basically, if Sweden experiences a communist uprising against the government, the game would produce a tag for "Communist Sweden" and assign a flag, and leaders to it using information already in the game (i.e., Sweden's communist flag and communist leaders), allowing a civil war to be fought between "Communist Sweden" and the rest of Sweden.