• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(738497)

Corporal
5 Badges
May 16, 2013
29
2
  • Crusader Kings II
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
Hello, I absolutely loved Victoria II and the rest of the Paradox games. What especially I loved about Victoria II was the micro-management you could do- like politics and reforms. But that’s also one thing that bugged me a little. I absolutely loved that you could do all that, but a lot of it was presented in the wrong way. Here are some improvements I would make for Victoria III’s political system (and reform system).
…………………………..
Issues
ECONOMIC:
-Planned Economy: The government own all factories, farms, and recources. Capitalists can no longer build or manage factories.
Poor Max Tax: 100%
Poor Minimum Tax: 45%
Middle Max Tax: 100%
Middle Minimum Tax: 45%
Rich Minimum Tax: 100%

-Mixed Economy: Capitalists can build factories, but the government can nationalize resources and factories if they please.
Poor Max Tax: 75%
Poor Minimum Tax: 25%
Middle Max Tax: 75%
Middle Minimum Tax: 25%
Rich Minimum Tax: 45%
Rich Maximum tax: 75%

-State Capitalism: Capitalists own, manage, and can build factories, but the government can also build, subsidize, and shut down factories. Factories are de facto state owned.
Poor Max Tax: 75%
Poor Minimum Tax: 25%
Middle Max Tax: 75%
Middle Minimum Tax: 25%
Rich Minimum Tax: 25%
Rich Maximum tax: 75%


-Laissez-Faire: The government cannot intervene in the economy at all.
Poor Max Tax: 50%
Poor Minimum Tax: 0%
Middle Max Tax: 50%
Middle Minimum Tax: 0%
Rich Minimum Tax: 0%
Rich Maximum tax: 50%

-Interventionism: The government can intervene in the economy (Open/Close and Subsidize), but cannot create or manage them.
Poor Max Tax: 50%
Poor Minimum Tax: 25%
Middle Max Tax: 50%
Middle Minimum Tax: 25%
Rich Minimum Tax: 25%
Rich Maximum tax: 50%

TRADE
-Free Trade: Tariffs are largely prohibited. ( 0% - 25% )
-Protectionism: Tariffs are allowed. ( 25% - 100% )

REGLIGIOUS POLICY
-State Atheism: The State actively discourages religion and promotes atheism.
*Consciousness: 1.0%
*Education Rate: 0.5%
*Non-Accepted Religion Militancy: 1%
-Secularization: The government endorses no religion whatsoever.
*Consciousness: 0.5%
*Education Rate: 0.3%
*Non-Accepted Religion Militancy: -1%
-Pluralism: The government tolerates all religions, but they can promote a state religion.
*Consciousness: 0%
*Education Rate: 0%
*Non-Accepted Religion Militancy: 0.5%
-Moralism: There is only one religion.
*Consciousness: -1%
*Education Rate: 0%
*Non-Accepted Religion Militancy: 1%

CITIZEN POLICY
-Residency: Non accepted cultures militancy +1%
-Limited: Non accepted cultures militancy +0.5%
-Full: Non accepted cultures militancy +0%

WAR POLICY
-Jingoism- ( 75% - 100% )
-Pro-Military- ( 50% - 100% )
-Anti-Military- ( 25% - 50% )
-Pacifism- ( 0% - 25% )
………………………………………….
Reforms
CIVIL REFORMS:
Homosexual Marriage:
-Illegal
-Civil Partnership
-Legal
Women’s Rights:
-Restricted
-Limited
-Full
Minority Restrictions:
-Oppression
-Limited Rights
-Protected
Abortion:
-Illegal
-Restricted (Rape Cases Only)
-Legal
Gun Laws:
-Banned
-Restricted
-No Restrictions
POLITICAL REFORMS:
Political Parties:
-Underground
-Harassment
-Gerrymandering
-Non-Secret Ballots
-Secret Ballots
Trial Laws:
-No Trials
-Group Trials
-Tribunals
-Trial by Jury
Conscription:
-Mandatory Service
-Four Year Draft
-Two Year Draft
-No Draft
Penal System:
-Capital Punishment
-Transportation
-Incarnation
-Rehabilitation
Speech Rights:
-Restricted
-Limited
-Free
Voting System:
-First Past the Post
-Jefferson Method
-Proportional
Trade Unions:
-None Allowed
-State Controlled
-Non-Socialist
-All Allowed
Vote Franchise:
-None
-Landed
-Weighted Wealth
-Wealth
-Weighted Universal
-Universal
Upper House:
-Ruling Party Only
-Appointed
-Two Per State
-Based on Population
Slavery:
-Legal
-Outlawed
Public Meetings:
-Illegal
-Legal
Press Rights:
-State Press
-Censored
-Free
Immigration Policy:
-Nobody gets Out
-Quota Immigration
-Open Immigration
-Naturalization
SOCIAL REFORMS
Minimum Wage:
-None
-Trinket
-Low
-Acceptable
-Good
Maximum Workhours:
-Unlimited
-14 hour
-12 hour
-10 hour
-8 hour
Safety:
-No Safety
-Trinket
-Low
-Acceptable
-Excellent
Unemployment:
-None
-Trinket
-Low
-Extended
-Generous
Child Labour:
-Legal
-Restricted
-Illegal
Pensions:
-None
-Trinket
-Low
-Acceptable
-Good
Healthcare:
-None
-Trinket
-Low
-Acceptable
-Good
Pollution Regulations:
-None
-Few Standards
-Some Standards
-Good Standards
-Strict Standards
Arts Endowment:
-None
-Small
-Medium
-Large
-Massive
State Education:
-None
-Rare
-Some
-Common
-Very Common
………………………………………………………..
Ideologies
FASCIST
-Fascist:
War: Jingoism
Economic: State Capitalism
Religious: Moralism
Trade: Protectionism
Citizenship: Residency
Civil: Roll Back
Political: Roll Back
Social: Can go both Ways

CONSERVATIVE
-Conservative:
War: Usually Jingoism or Pro Military
Economic: State Capitalism, Laissez Faire, or Interventionism
Religious: Moralism or Pluralism
Trade: Protectionism; sometimes free
Citizenship: Residency or Limited
Civil: Status Quo
Political: Status Quo
Social: Status Quo
-Social Conservative:
War: Usually Jingoism or Pro Military
Economic: Laissez-Faire, State Capitalism, or Intervention
Religious: Moralism or Pluralism
Trade: Usually Free
Citizenship: Residency or Limited
Civil: Roll back; but extend gun rights
Political: Status Quo
Social: Roll back
Reactionary:
War: Jingoism
Economic: State Capitalist or Interventionsim
Religious: Moralism
Trade: Protectionism
Citizenship: Residency
Civil: Roll back
Political: Roll back
Social: Roll back

LIBERAL
-Liberal:
War: Any
Economic: Laissez-Faire, sometimes Intervention
Religious: Pluralism or Secularized
Trade: Free
Citizenship: Limited or Full
Civil: Usually in favor of extension
Political: Extend
Social: Status Quo
-Social Liberal:
War: Any
Economic: Mixed or Intervention
Religious: Pluralism or Secular
Trade: Any
Citizenship: Usually Full
Civil: Extend; but restrict gun rights
Social: Usually in favor
Political: Extend
Libertarian:
War: Anti-War or Pacifism
Economic: Laissez-Faire
Religious: Secular or Pluralistic
Trade: Free
Citizenship: Usually Full
Civil: Usually in favor
Political: Extend
Social: Roll back

SOCIALISM
-Socialism:
War: Any; usually not Jingoism
Economic: Planned or Mixed
Religious: Almost always Secular
Trade: Usually Free
Citizenship: Full
Civil: Extend; restrict gun rights
Social: Extend
Political: Extend
-Communism:
War: Any
Economic: Planned
Religious: Atheism
Trade: Protectionism
Citizenship: Full
Civil: Extend; restrict gun rights
Social: Extend
Political: Usually in favor of extension
-Anarcho-Syndicalism
War: Pacifism
Economic: Planned
Religious: Atheism
Trade: Free
Citizenship: Full
Civil: Extend; restrict guns
Social: Extend
Political: Extend

MARXISM-LENINISM
-Leninist:
War: Pro Military
Economic: Planned
Religious: Atheism
Trade: Protectionism
Citizenship: Full
Civil: Extend; restrict gun rights
Social: Extend
Political: Status Quo
-Stalinist:
War: Jingoism
Economic: Planned
Religious: Atheism
Trade: Protectionism
Citizenship: Limited or full
Civil: Extend; but restrict guns and homosexual marriage
Social: Extend; but roll back pollution reforms
Political: Restrict
-Trotskyist
War: Jingoism
Economic: Planned
Religious: Atheism
Trade: Protectionism
Citizenship: Full
Civil: Extend; restrict gun rights
Social: Extend
Political: Usually Extend
……………………………………………………………………..
GOVERNMENT TYPES

Constitutional Republic:
Election: Yes
Duration: 48
Select Ruling Party: No
Parties:
-Conservative
-Social-Conservative
-Reactionary
-Social Liberal
-Libertarian
-Liberal
-Fascist
-Socialist
-Anarcho-Syndicalist
-Communist
-Leninist
-Trotskyist
-Stalinist

Semi-Constitutional Republic:
Election: Yes
Duration: 60
Select Ruling Party: Yes
Parties:
-Conservative
-Social-Conservative
-Reactionary
-Social Liberal
-Liberal
-Socialist

Constitutional Monarchy:
Election: Yes
Duration: 48
Select Ruling Party: No
Parties:
-Conservative
-Social-Conservative
-Reactionary
-Social Liberal
-Liberal
-Fascist
-Socialist

Semi-Constitutionalism:
Election: Yes
Duration: 60
Select Ruling Party: Yes
Parties:
-Conservative
-Social-Conservative
-Reactionary
-Social Liberal
-Liberal

Absolute Monarchy:
Election: No
Duration: --
Select Ruling Party: Yes
Parties:
-Conservative
-Social-Conservative
-Reactionary
-Liberal

Presidential Dictatorship:
Election: No
Duration: --
Select Ruling Party: No
Parties:
-Conservative (If rebels are conservative)
-Social-Conservative (If rebels are Social-Conservative)
-Reactionary (If rebels are reactionary)
-Socialist (If rebels are socialist)

Fascist Dictatorship:
Election: No
Duration: --
Select Ruling Party: No
Parties:
-Fascist

Proletarian Dictatorship:
Election: Yes
Duration: 48
Select Ruling Party: No
Parties:
-Communist

Federal Socialist Republic:
Election: Yes
Duration: 48
Select Ruling Party: No
Parties:
-Communist
-Leninist
-Trotskyist
-Stalinist (If ruling, Leninists, Communists, and Trotskyists are banned and elections are banned).

Social Democracy:
Election: Yes
Duration: 48
Select Ruling Party: No
Parties:
-Social Liberal
-Socialist
-Anarcho-Syndicalist
-Communist
-Leninist
-Trotskyist

Bourgeois Dictatorship:
Election: Yes
Duration: 48
Select Ruling Party: No
Parties:
-Libertarian

Revolutionary Republic:
Election: Yes
Duration: 48
Select Ruling Party: No
Parties:
-Anarcho-Syndicalist

Right-Wing Republic
Election: Yes
Duration: 60
Select Ruling Party: No
Parties:
-Conservative
-Social-Conservative
-Reactionary
-Fascist
…………………………………………………………….
IDEOLOGY DESCRIPTIONS
Conservative: These are the old guard; the maintainers of the status quo. Conservatives generally view change negatively, as it threatens the traditions of them and their fathers before them. Instead, conservatives will only reform when it is direly needed/wanted. However, change may not always progress the nation. If militancy is high enough, they may support regressing some reforms.
Social Conservative: The Social Conservatives openly oppose change- in fact, they want to revoke lots of the change done by progressive liberals and socialists. Civil reforms and Social reforms are issues they see as threats to their traditional way of life, and will seek to repeal these reforms while keeping the status quo in political reforms.
Reactionary: Reactionaries are the knee-jerk reaction to any kind of change in the nation- be it governmental, reformative, or decisional. In a constitutional monarchy, they seek an absolutist monarchy. In Republics, they vie for Presidential Dictatorships. Wherever there is change, Reactionaries will be there to oppose it.
Fascist: Fascists are the result of reactionary paranoia against the socialist menace and the dissatisfaction with capitalism and liberal democracy. Instead of the latter, fascists seek a “Third Way”. They wish to roll back political and civil reforms at all costs, and can either forward or regress social reforms. They always wish to expand territory for the glory of their fatherland, and will always field a large army. They will also treat “undesirable” populations very harshly. Expect the rolling back of political and civil reforms, but flexibility in social reforms.
Liberal: Liberals are the meaning of change, the locomotives of progress. They want to maximize civil liberties and political reforms, and almost always support the Laissez-Faire capitalist free market. They will always want a more democratic government: in a more authoritarian government, they will support a republic or constitutional monarchy.
Social Liberal: Social Liberals – or “Modern Liberals” as they are often called – are generally the same as liberals – supporting the maximization of political and civil reforms – except that they see problems in a completely free market, and will often pursue an interventionist society, and even more often a Mixed Economy. Although available only late in the game, Social Liberals are a potent ideology in the game around the progressive era, especially in American Politics.
Libertarian: Libertarians are fed up with the government – high taxes, too many restrictions, and too many liberties curtailed. They wish to see a government that is responsible only for the defense of the nation. They will want to extend Political and, to a lesser extent, Civil reforms, but will always want to revoke social reforms, as they threaten the free market.
Socialist: Socialists have been around for a while, but in its modern sense, socialism was born out of the turmoil of the 1848 revolutions in Europe and took even greater form with the publication of Marx’s Communist Manifesto. Wanting reform rather than revolt, Socialists will want to extend all reforms they can (save gun rights). They wish to do so in a democratic system, and will revolt and set up democracies or social democracies if under authoritarian rule. And although they are a minority until the late 19th century, they become a huge factor in the later part of the game.
Communist: Communists are radicalized socialists. They will not compromise with the decadent bourgeois – instead they seek a revolution and class war to take control of the state and utilize its power to grind the bourgeois between the millstones of taxation and inflation until their class is non-existent. To defend against capitalist aggression, the revolutionary Dictatorship of the Proletariat will try and spread their revolution overseas, until the world is red (they will have a casus belli to do so). Expect reforms of all kind- but less focus on the political reforms.
Anarcho-Syndicalist: Anarcho-Syndicalists are basically communists, except they do not believe in the temporary Dictatorship of the Proletariat, as they see it as still exploitive. Instead, they seek setting up a “Revolutionary Republic”, a republic governed by trade unions to destroy the institutions that have long oppressed the proletariat – the church, the capitalist, the state. Expect maximization of all reforms, save gun reforms.
Leninist: Leninists are communists, only that they wish to give their largely peasant-based population a consciousness through government run education and to industrialize their nation to “telescope” the capitalist stage their nation had not gone through. Setting up a “Vanguard of the Proletariat”, Leninists want to build up a large state to purge the bourgeois and transform their nation from one of illiterate peasant farmers into an industrial superpower. If your nation has few factories or isn’t industrialized, you can launch an “NEP” or purge the enemies with the “War Communism” decision. Expect maximum civil and social reform (other than gun rights), but moderate to low political freedom.
Stalinist: Stalinists are the ugly sister of Leninism. Although disciples of the Marxist-Leninist philosophy, they wish to restrict all aspects of their citizens lives. They are also staunch believers in “Socialism in one Country”- an extremely nationalistic ideology that denies international revolution, and spreads its nation through imperialism. They also wish to rapidly industrialize their nation with decisions like “The Five Year Plan” and purge traitors, with decisions like “Purge the Traitors!”. Expect maximized civil reforms (other than homosexual marriage and gun rights) and social reforms (other than pollution controls), but completely rolled back political reforms.
Trotskyist: Trotskyists are essentially Leninists, only that they wish for a “Permanent Revolution” not unlike the Communists; a revolution to spread across the globe aided by their own nation. Trotskyists seek to spread this revolution through constant warfare with capitalist nations and supporting leftist partisans in other countries. Expect maximized civil and social reform (other than gun rights), and even fairly high political reform.
……………………………………………………………………………………..
RELIGIONS
Christianity:
-Catholic
-Orthodox
-Protestant
-Coptic
Islam:
-Sunni
-Shia
Jewish:
-Jewish
Eastern:
-Zoroastrianism
-Shinto
-Confucianism
-Buddhism
-Hindu
Pagan:
-Shamanist
-Animist
None:
-None/Atheism
……………………………………………………………………………………..
MISC.
-Ideological Music: The repetitive soundtracks of Victoria get boring sometimes. If I’m playing as, say, a communist, Its annoying to hear classical music in the background. It would be cool if we had “Ideological Music”. In other words, if you are a Monarchy, you get classical, monarchical sounding music. If you succumb to liberalism, there should be a less aristocratic and “liberal” sounding pieces. Fascist should play nationalistic sounding music, like the German “Flight of the Valkyries”. Socialist pieces would be like “The Internationale”, and Marxist-Leninists should have Soviet-style music. It would add more flavor to the game; it think it’d be a good idea.
-Ideological pops: If you have an economic issue like “Mixed Economy”, Capitalists and Aristocrats will be largely reduced, and more so the more of their property you nationalize. If you have a planned economy, Capitalists and Aristocrats should gradually disappear as you have nationalized all of their businesses and property (If you are Anarcho-Syndicalist and have Planned Economy, bureaucrats should also disappear). If you have more capitalist/free market economic systems, capitalists and aristocrats will come back more and more.
-Embargoes: If you have protectionism, you should be able to embargo a nation to cripple their economy.
-Needs: Rich strata should get significantly more luxury needs, than poor and middle should get more than poor, but less than rich.
-Guns: Socialists, Marxist-Leninists, and social liberals wish to extend civil rights, but put restrictions on guns. Conservatives and social conservatives want to restrict civil rights, but most want to extend gun rights. Liberals and Libertarians want to sometimes extend civil reforms (They can be swayed to reform), so they will usually want to allow guns. Fascists and reactionaries want to restrict civil liberties and ban guns.
-Intelligentsia: Education should be run by a new middle class pop type: the Intelligentsia. These are teachers, scientists, intellectuals, professors, mathematicians, etc, etc. Their budget should be measured by an “education slider”. Increasing their budget will increase research and education. Depending on what your religious and education policy is, it may add bonus research and education points (though having the “None” under the Education Endowment reform will not bonus education and will make only rich and middle strata educated; more so for the rich {as education is privately funded}). Note that the education slider improves quality of education; not quantity of schools (which is under reforms).
-Clergy: This is your state funding of churches, priests, missionaries, and monks. They decrease consciousness and militancy to an extent, and will convert people to your national religion (unless you have “state atheism”) or convert them to you primary religion (if you are pluralistic). The clergy can receive state funding if your religious policy is Atheism or Secular.
-Bureaucracy: More statist ideologies (Stalinism, Fascism, Leninism, Reactionary, and Trotskyism) will build up bureaucracy. In Stalinism, Leninism, and Trotskyism, the bureaucracy becomes the de facto “ruling class”.
-Please incorporate the Popular Demand Mod into Victoria III; it makes every aspect of the game better, especially the map. Cheers, Grayson.
.................
I'd like to be sure this is seen by the Paradox dev team. Do they take ideas from this forum?
 
Umm... I think they go with what fans want if a numer seem to want it - they won't be dictated too, of course, though...
 
My main concern - increasing playing time. 5 hours to complete a party - it is not serious.
 
I can say I generally agree with everything here...! (Nope- No long winded response or counterarguments!)

Here's to Vikky 3!
 
I hope corporations are added for Vikky 3. You would be able to charter them, then they would go about independently improving the economy through factories, railroads etc. They provide great wealth but they would become very powerful and influence the political process in a manner similar to Standard Oil.

They could also be divided into shares and said shares would be traded in the market through a separate stock exchange between clerks and capitalists. Share prices go up and down depending on how well the corporation is doing, which could be affected by how well the home country is doing and by laws/economic policy. Doesn't have to be very complicated, but such a system would add enormous depth, especially if POPs own and trade shares.
 
I hope corporations are added for Vikky 3. You would be able to charter them, then they would go about independently improving the economy through factories, railroads etc. They provide great wealth but they would become very powerful and influence the political process in a manner similar to Standard Oil.

They could also be divided into shares and said shares would be traded in the market through a separate stock exchange between clerks and capitalists. Share prices go up and down depending on how well the corporation is doing, which could be affected by how well the home country is doing and by laws/economic policy. Doesn't have to be very complicated, but such a system would add enormous depth, especially if POPs own and trade shares.

It would be cool. I always felt some lack of flavour in Capitalist games. Though, in others as well. Adjusting economy for various economic policies would be great - it is boring to just have "factories are allowed to build" and "factories are not allowed to build". In communistic states, for example, such facilities can be ruled by bureaucrats, with different mechanisms of working. I.e., more flavour for various systems.

What do you mean?

You can play EU3 for 20-30 hours until end, as well as CKII. But in Victoria 2 my average game time is 5-7 hours. It is too short.
 
Some of the reforms does not concern Victoria's timeframe. I think about abortion and homosexual marriage.

Indeed, I don’t think any country anywhere legalized these within the game’s timeframe. Women’s rights makes sense though since it was a big issue in the early 20th century.
 
^ Agreed. Some of these issues could be interesting in a VERY alternate setting but it's the kind of thing that belongs in a mod. It doesn't make sense in that time period.

Beyond the way society worked (having children was important, and the more you had the better because there was a big chance they'd die as children or be stillborn, or that you'd die in childbirth), given the state of medicine in those days, if I had lived back then I'd probably drink a lot of pennyroyal tea early on rather than actually call a doctor or midwife to perform an abortion. Even if it had been legal and largely accepted it would have been like our current backalley abortions, in terms of quality and safety.

If anything, maybe sodomy laws could be included since during this period some were lifted and then re-introduced, made harsher or lighter, and so on. And yes, women's rights in certain fields would fit the time period of the game.
 
My wish list includes a lack of France mode, because they're bullies.

UNCIVS ARE COUNTRIES TOO
 
errr....you do realise this is the 19th century?
 
I hope corporations are added for Vikky 3. You would be able to charter them, then they would go about independently improving the economy through factories, railroads etc. They provide great wealth but they would become very powerful and influence the political process in a manner similar to Standard Oil.

They could also be divided into shares and said shares would be traded in the market through a separate stock exchange between clerks and capitalists. Share prices go up and down depending on how well the corporation is doing, which could be affected by how well the home country is doing and by laws/economic policy. Doesn't have to be very complicated, but such a system would add enormous depth, especially if POPs own and trade shares.

This.

-----

And more of everything in general, more events, political parties ETC

Also trade similar to EU4, I think the system of moving trade like that would work even better for the 1800's
 
Also trade similar to EU4, I think the system of moving trade like that would work even better for the 1800's

I never liked this flash buying of goods from the world market. It would be cooler if goods actually would be transported by land and sea, where you can improve trade (and inner) routes by improving infrastructure. Also additional complexity can be added, like capacity of trade routes and nodes, so if you have big factories output, but weak infrastructure, you will not be able to immediately sell all the things. It also will make more sense to build factories in important places, like a steel factory in province with iron will be more efficient than a steel factory which is connected to a province with iron through over 9000 long railroad (also in this case it might be interesting to have a choice, where to get iron - from a far iron mine of yours, or from a close iron mine of your neighbor). It also should slightly slow down mega empires like the British Empire and help in wars - for example, you can block (theoretically) ports and land routes from a remote British province, and they will not be able to get goods from there, and support troops. It will involve creating of some king "local province storage", and "nation stockpile" will be just an abstract thing showing all provincial storages.

All these things may look as overcomplexity, but I really wish to have more time to play for one country without expanding timespan.
 
I never liked this flash buying of goods from the world market. It would be cooler if goods actually would be transported by land and sea, where you can improve trade (and inner) routes by improving infrastructure. Also additional complexity can be added, like capacity of trade routes and nodes, so if you have big factories output, but weak infrastructure, you will not be able to immediately sell all the things. It also will make more sense to build factories in important places, like a steel factory in province with iron will be more efficient than a steel factory which is connected to a province with iron through over 9000 long railroad (also in this case it might be interesting to have a choice, where to get iron - from a far iron mine of yours, or from a close iron mine of your neighbor). It also should slightly slow down mega empires like the British Empire and help in wars - for example, you can block (theoretically) ports and land routes from a remote British province, and they will not be able to get goods from there, and support troops. It will involve creating of some king "local province storage", and "nation stockpile" will be just an abstract thing showing all provincial storages.

All these things may look as overcomplexity, but I really wish to have more time to play for one country without expanding timespan.

I think it might simplify things, but also add depth. At the current moment, you have a bunch of seemingly arbitrary and generally hidden away modifiers that do and don't effect the game hugely, along with a somewhat overly and under complex economic model on a whole.

With an EU4 system that's slightly modified to be more complex and in depth, you attract a large amount of the games fan-base for it's similarity (Making it easier to pick up for newbies) but also going along with the whole lot of 'Making it quick to understand, hard to master' route.

It also creates a huge amount of strategic options, from blockading an enemy in his only colony to starve his factories on the mainland and thus ruin their war-effort ETC ETC
 
Looking at some of the OPs suggestions, one gets the feeling he would like Victoria III to be set in the early 21st Century...
 
errr....you do realise this is the 19th century?

19th century is 1800 - 1899
20th is 1900 - 1999
21st century is 2000 -2099

we are in the 21st