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I miss the political laws like upper house composition (appointment, 2 per state, by population) voting system (past the post, Jeffersonian, proportional) , trade union and political party laws (banned, state approved, legalized)

It was just such good flavor, it really drew you in, and Victoria 3 is sorely missing these to make the politics feel real and different between countries.
 
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Stockpile and goods being individual rather than a capacity. Ah and not having a construction sector.

Artisan Pops being actual artisan pops that are independent from the player and form their own economy.

This. So much this. I miss having that preindustrial economy in which there are a number of artisians producing all types of products and they do not depend on player building. It was very cool.
 
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I miss do miss:

1. Trade system - current Vic3 trade system is very manual, you cant trade your goods well, at least they announced a rework.

2. Construction system - It made sense, nowadays you have a centralized construction center that build one by one on all the country. It should be reworked, with town centers/subsistence/farms providing local building points and the queue being local too. In Vic2 you just ordered a building, it assembled the goods and started the process, no queues.

3. Stockpiles and maintenance - you should be able to stockpile weapons. There was maintenance, with some smaller quantities of goods needed to maintain a building, not its full needs

4. More natural/organic production and ownership - PM have rounded production numbers and ownership is a PM. Looks like that becoming a capitalist is qualifying process, not a enrichment one.

5. Artisans - its part of 4, but was interesting seeing small bussinesses creating goods

6. Crime/Corruption - There were provincial modifiers caused by crime, corruption, "immoral businesses", mafias. Society is so pure in Vicky3.

7. Warfare - I want to control my armies and navies. I want to intercept enemy troopships. I want to see big naval battles. I want HoI aircraft mechanics in late game. Weapons should be like HoI4, with military equipament having levels, I am tired of the difference between muskets and rifles being just production throughput.

8. Infrastructure and railways - infrastructure is problematic in this game, because despite market access being important it isn't profitable, there are market access problems due this. I want Hoi4 railway system, to simulate historical railway building, passages and trails.
 
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Stockpile and goods being individual rather than a capacity. Ah and not having a construction sector.



This. So much this. I miss having that preindustrial economy in which there are a number of artisians producing all types of products and they do not depend on player building. It was very cool.
So many of the games problem come from the fact there is no artisan pops, and it is one of the reasons why people who were impressed with Vic2 werent so interested in Vic3. It made the game feel more alive instead of everything being the immediate result of your construction queue. What frustrating is artisans' core problem was fixed with the new game by separating the markets, because before artisans in China would crash the world economy.
 
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Stockpiles
election events and pop allegiance focus. politics seems rng right now.
also remove infrastructure and make railways more profitable. it's ridiculous that a railway can't turn a profit when the inputs are base price and there is a transport shortage.. right now you are always forced to subsidize railways. same with electricty too but at least you do not need to build power plants.

ps. please, please, please, do not move away from the military system to a "i wanna move my armies" system.
i do not want to go back to micromanaging a million individual units. the war system is fine it just needs kinks ironed out.
 
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I miss a shallow form of banking where I my capitalists if they had enough money offered loans to other nations. Getting credit ratings and capitalists lending loans would be a great
 
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True! It wasn't much but I do miss pops saving money and capitalist putting their savings in a bank.
All pops kinda save money. They don't easily modify their spending patterns, so if their costs go down, or income goes up, they will get a surplus of money, and it goes into their wealth, and only after they accumulate enough of it, they upgrade their SoL and increase consumption.

Capitalists also save money in a different way - they don't eat 100% of dividends from the buildings they own, but let it go into a building cash reserves. This money is then used for determining your credit limit and it's your upper strata that receives your interest.

Though yeah, it only works domestically.
 
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I wonder, aren't capitalists doing exactly that with foreign investment?

I was wondering this too, whose credit does a building's reserves contribute to if its level is owned by an outside country? Credit of the country in whose territory the building is built or the credit of the country whose pops own the building level? I'd think the former, since latter would be hard to divide and calculate properly.
 
I was wondering this too, whose credit does a building's reserves contribute to if its level is owned by an outside country? Credit of the country in whose territory the building is built or the credit of the country whose pops own the building level? I'd think the former, since latter would be hard to divide and calculate properly.
I'm sure it's the former, as the building functionally belongs to the foreign country, only dividends go to the Financial districts owning it.
 
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1) Newspapers. They added fun flavor. Always read every single one of them.

2) Inventions: This system was so much better than current tech tree. You had a real feeling of progressive tech research, and not the on / off system of right now

3) I miss a form of financial markets, although it was very shallow in Victoria 2 with only international lending to governments. I'm always considering trying to make a mod in Victoria 3 to introduce one but end up abandoning due to the enormous task that would be :p

4) The construction in Victoria 2 was much more "realistic" than Victoria 3. I heavily dislike the construction queue thingy.

5) Military. It was bad in Victoria 2, but it's even worse in Victoria 3. Give me back my clickable armies, and give a way to automate their movement

6) Crisis felt more organic in Victoria 2. In Victoria 3 the Balkans are not the dangerous place for world war like in Victoria 2.

Overall, Victoria 3 has surpassed Victoria 2 since the foreign investment patch in my opinion however.
 
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nothing, because i still play vic2 from time to time.

but things i wish vic3 would take from vic2;
  • actual goods that are sold, bought, traded, produced, consumed and all that tracked...rather than buy/sell order of goods.
  • gameplay focus being less about building queue and tinkering with pms, and more on managing pops and diplomacy/war

so the issue of vic2 vs vic3 isnt really which is best, but what preference one mig have, as i feel the games have different focus and different feel to them. i would love a vic2 remake (same philosophy, same gameplay loop, updated/re-imagined game mechanics + some modernization). this might be possible as a eu5 mod :)
 
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Stockpiling military goods. I understand that war time consumption is supposed to be higher than peace time, but currently the military industry is just dysfunctional.

But everything else in Vic3 is an improvement for me.
 
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It's curious to me how many people mention Artisan pops. My memory of them is kinda just... well they didn't really matter. I don't really get situations where I play Vic3 and think "if only Artisans were a thing it would work better".
 
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It's curious to me how many people mention Artisan pops. My memory of them is kinda just... well they didn't really matter. I don't really get situations where I play Vic3 and think "if only Artisans were a thing it would work better".
They did work poorly in V2, just weren't balanced right and there were bugs with their production.
But they do fill a role, and V2 at least pretended to respect that.
1) they helped produce temporary high tech that was terribly scarce otherwise. This kind of makes sense: independent, workshop-based enthusiasts will never be able to outcompete a factory, and their output costs will have to be exorbitant, but when there's no factory yet, they're a safety net to ensure some supply. Right now we don't have that, and although lack of goods penalties are not as harsh, still it would make sense to have this initial very expensive custom-made stuff, for a significant portion of goods
2) they formed the bulk of early-game middle class, empowering the PB (in V3 terms)
 
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They did work poorly in V2, just weren't balanced right and there were bugs with their production.
But they do fill a role, and V2 at least pretended to respect that.
1) they helped produce temporary high tech that was terribly scarce otherwise. This kind of makes sense: independent, workshop-based enthusiasts will never be able to outcompete a factory, and their output costs will have to be exorbitant, but when there's no factory yet, they're a safety net to ensure some supply. Right now we don't have that, and although lack of goods penalties are not as harsh, still it would make sense to have this initial very expensive custom-made stuff, for a significant portion of goods
2) they formed the bulk of early-game middle class, empowering the PB (in V3 terms)

They also represented the sort of pre-industrial manufacture, technically the base level PMs for industrial buildings can represent this but they really don't because tech doesn't start behind enough.
 
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They also represented the sort of pre-industrial manufacture, technically the base level PMs for industrial buildings can represent this but they really don't because tech doesn't start behind enough.
Well, factories with base level PMs still require capital investment. For me, the biggest difference was that artisans didn’t.
 
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