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What should be added to the Victoria series? Oh boy.
The division system in Hearts of Iron IV that allows you to send your very many units to a frontline without having to control each one individually is desperately needed in Victoria II, as combat width decreases over time. The production system needs to be fixed in a way that not all primitive nations are blocked from making boats because there is a shortage, especially larger nations like Japan. The information needs to be more easily seen like how Eu4 built on Eu3. There needs to be a way to justify puppeting or getting sattelites like there is in eu4, for example eventual annexation. Specific historical things that need to be modified are numerous, but it bugs me how there is no event that releases Liberia from the United States, as it just happens when technology advances. Both as Liberia and America should the choice be given on whether or not to keep it, or even have it used as a piece to prevent the American Civil War by moving some pops there, which was proposed at the time. The infamy system should be ditched and replaced with the eu4 system of aggressive expansion but weighted less toward local nations, to retain the infamy feel and purpose.
 
There needs to be Victoria 3 in Victoria 3. Also release date, it needs some of that.

I've got EU4 and HOI4 and C:S... and I'm about to fire up Vicky 2 again for another run BECAUSE IT'S THE BEST GAME.
 
Too bad the dreams of Victoria III was squashed a few days ago. This year at least. However, one can always dream of it meaning they'll release a Victorian game under another name.:D
 
Too bad the dreams of Victoria III was squashed a few days ago. This year at least. However, one can always dream of it meaning they'll release a Victorian game under another name.:D
so basically it will have to be made next year
 
I'd like to see a stronger economic and especially trade simulation, dramatically improved UI for economic, trade, and factory screens and menus, along with some programmable things like "build infrastructure in every province with a factory automatically," or "build a factory that consumes the local rgo output." And an expanded political system with more laws and policies.

I would definitely want to to also be better prepared for edge cases and radical political systems so that, with essential steam workshop support, it can be the base for mods like a Cold War mod in the vein of NWO.

If it learns the gameplay lessons of EUIV, HOI IV (and WtT), and Stellaris, without sacrificing depth of simulation, this game could be truly incredible and I would pay handsomely. I paid $90 for the Field Marshal Edition of Hearts of Iron IV, I would pay a hundred for a similar deal for Victoria III, the game and one or two substantive expansions. I'd even contribute that to a kickstarter.
 
I want to see it exists.

What I would like to see in Victory III, is a note in credits saying: "Published by Paradox Interactive in 2017".

A release date in the near future.

a Dev Diary !

A release date.

A release date

The actual game...
No matter how many of these posts appear in this thread, they just keep coming.
 
I’d love to see Victoria III. I’d like to see better graphics and hopefully it’ll use a new engine. Expanded trade would be nice. Also, a 1820 start so I can play Gran Colombia. :)
 
What to have in viki 3?

More nations being fun to play and less sphereing "mini-game"
 
I would love to see Victoria 3 more than any other game. The resource system from Victoria 2 should be reworked. It's ridiculous that a country would have trouble building boats because they don't have a lumber province. How could there not be a single tree in the whole country? Also, the trade system would need to be way simplified. Sattelite integration should most definitely be a thing in Victoria 3. That is, if our cruel mistress, Paradox Interactive, ever grace us with its existence.
 
For now I'd be glad to have a patch like the one for CHristmas 2016 to automate the sphere of influence thing. Its too important to let it be and you have to spend 80% of the time micromanaging it and its a pain when it could easily be made automatic. It puts me off from playing many time out of pure lazyness to be honest :p

Im just saying this because I have little to add, most things have already been said :D
 
What would I like to see in a potential Vic3 game? As a preface, I'd like to say that Victoria generally encompasses a very complex time period and because this time period essentially transitions into the modern era, an "ideal" game would offer too many changes in features throughout the game.
Warfare
  • The unit controls in HOI 4 is genius. Though it focuses mainly on macro-management of troops, it still offers some micro management and allows for a smoother gameplay during wartime. Whereas the current Vicky2 requires too much micro management. While I get that the time period is drastically different than HOI and so the army organization is more primitive, by WW1, the army organization at least began to resemble what we see in WW2 with generals commanding enormous flanks and defenses.
  • Naval Warfare: Both HOI and Vic2 have weak naval warfare. However, I do recall that both HOI and EU4 have stronger naval control options with the ability to protect trade and patrol waters. While the option to macromanage your ships is essential, I think the actual naval combat should be redone to better represent what is actually going on during a battle.
  • General/Admiral Traits: It'd be nice to have generals that change over time with additional unlocked traits. Some of the negative traits were downright nasty and hilarious like bootlicker, brownnoser, chickenhearted, etc. I'm pretty sure this is the only game among Paradox's grand strategy games that does not use the "standard" traits such as "brilliant strategist" or "trickster", etc. Some unlockable traits I've always wanted were "loser", "suicidal" and "insane". Traits shouldn't always be positive because it assumes a baseline where in reality, there is no baseline for incompetence.
  • Air wings and Anti-air. Its self explanatory. The way air wings work in Vic2 doesn't really fit as they aren't exactly attached to an army directly. But that can make things extremely complex and strange with extra necessities such as airfields which would make Vic3 less of a simulator and more of a grand war game, which really only encompasses a fraction of the actual gameplay.
  • Blimps! (Maybe not)
  • Some way to upgrade equipment in such a way that would make one nation's rifle/tank/plane/fortresses unique from another nation's equipment, preferably not through manual control but through other various influences such as treasury, income, population, size of a country, pop ratios, literacy, policies, etc, you get the idea. Every nation in Vic2 eventually ends up fundamentally different from a vast majority of other nations through some way, be it religion, population groups, policies enacted, industry, etc.
  • Destroy fortifications and fort maintenance fees. Outside of fortifications making the entire map look extremely ugly where each province has a fort sticking out of it, just maintaining a fort should be taxing on the economy. Although a player who can afford all the fortifications would be reluctant to dismantle all the fortifications, an attacking player might be interested in doing so, without actually relying on winning a war to dismantle a fort.
Diplomacy
  • I know I'm going to get a lot of flak for this but I'd really like to see a visual representation of the head of state for a monarchy. While I get that Victoria 2 is really portraying the dying gasps of the last monarchies, they still played a large role in diplomacy that essentially led to World War 1, the culmination of Victoria 2. I mean in EU4, it was really hard getting a grasp of who was directly related to the royal family and how many relatives were available to hand out in marriage. On the other hand, the european royalty can resemble a large inbred family tree so that could make things messier.
  • (continuation from above) However, royal marriages still played a significant role as well as the personal integrity of the monarch himself/herself. We're talking about alternate scenarios here. What if Germany had royal marriage ties to France? Would they still honor their alliance to Austria-Hungary? What if England entered marriage ties to the Ottoman Empire? etc...
  • Also, more importantly, it'd be nice randomly generated heads of state after a certain point in time (You know what I mean, when either a new state is created from the ashes such as Ukraine or Poland-Lithuania, or a head of state passes away)
  • Ideologies should impact international relations. If Britain suddenly became Anarcho-Liberal, I doubt the USA would still want to touch that country with a 100 mile stick.
    • But then again, I'm never really too keen on playing politics in games on a deeper level other than (marriage, improve relations, declare war, trade embargo)
Industry
  • I get that Victoria 2 was never really meant to be played past its end date but how many of us ignored the end date and continued anyways?
    • Finance: Banking existed since Sumeria existed. More modern forms of banking and finance emerged during the 19th century.
    • Ideally, I'd like to see a shift from manual industry to something kafkaesque (for hilarity and because many later 20th century artists always depicted the future to be less about factories and more about "cubicles" [yes, I know cubicles weren't a thing until the mid 20th century, but the idea of financial 'factories' already took hold earlier])
    • One problem that every person who played Vic2 til around 2000 (yes, as ridiculous as that sounds, there is no other economic-political simulator on the market even close and I needed to scratch that urge real bad) is the increasing population and rapid unemployment.
      • Potentially caused by lack of emphasis on financial industry in later years of a standard playthrough
      • Also caused by a lack of a stopper for population growth.
        • The population doesn't grow according to resources available/jobs available. It just grows and grows until the inevitable population collapse.
        • Making the population grow according to resources available would also be strange because it would prevent smaller countries from ever overcoming a larger country. While true historically, it makes for a bland gameplay.
      • While there is no way to really stop population growth (because in reality, the planet is facing an overcrowding problem), the only way to funnel the "excess workers" is through means of job creation
        • We all know that the endgame of Vic2 essentially has the neverending downward spiral of a lack of industrial space for the millions of unemployed craftsmen and the continual expansion of factories until each one has become a tower of Babel, reaching into space or perhaps even encompassing the entire province (my imagination)
Rebellions
  • One thing that was incessantly annoying was the continual rebellions. Sure, it had a few positive sides to it such as population reduction but having them crop up more than once a year would make modern day Liberia and Somalia look like paradise in comparison.
    • Ideological revolutions are necessary, however, and I cannot imagine Victoria 2 without them. However, there needs to be some sort of auto-suppression in place so that the player doesn't have to check up on rebellion status every half hour while simultaneously managing all the spheres of influence, diplomatic relations, trade, etc.
    • There are some features that require micromanaging that are actually fun to play with (warfare for example) but some other micromanagement features are not so fun. Suppressing rebellions is one of them.
    • I'd like to see a feature that prioritizes suppression for certain uprisings upon a given threshold/trigger
  • Also, the governments of Europe were not so unstable as portrayed in Victoria 2. Just saying. Having an active armed rebellion is often a sure sign of instability of some sort.
Okay, I'm done.
These are some of the problems I had with Victoria 2 from the top of my head.
 
Here are some of the things I'd like to see:

More information about key game mechanics while you are playing the game - in particular immigration (how many migrants there are overall, how many going to/from your country, why, why do you suddenly get none of them anymore when that changes).

More control over your country. In 12 years of playing HOI4 you can choose to make almost any country into basically any faction, but that's much harder to do in 100 years of Vicky. I think the ideal is somewhere in the middle. I think it would also be good to flag a reform as something you want to do (eg health care) and then have a gradual increase of support of people towards that. Using election events is a poor way of doing that. The national focuses were a good step in giving players control that direction, but they worked much better for some changes in small countries and poorly for other changes and large countries.

I'd also like to see migration rebalanced so that changes in migration numbers are more gradual. The same should also apply to prices of goods. If you can't eliminate the jitters then show a weekly or monthly average price to the player (as well as daily). More control over migration would help too (which equals less "I win migration" mechanics for the USA, and more control over things like pensions that drive migration).

War wise Vicky suffers from having both every real world war in the game (as events) and also having player/AI generated wars as well. Vicky should be deep enough you can play many countries without too much conflict.

The struggle for Africa being less black and white between taking over playable African countries and taking over "empty space" African provinces. Can we combine both mechanics together somehow?

Lastly I'd love some way of extending the timeframe (Vicky is the paradox game I'm most often deflated by running into the end of the time period).