Victoria 3

Victoria 3

The Great Rework
A thread to answer Authors question that maybe missed.
Imperialist  [author] Mar 22 @ 8:20pm 
who wants a comeback!?


I for one would greatly appreciate a comeback with the new details of 1.9.5 as of writing added, as it would facilitate far more than the pervious worked on version. That being said, I also know it will be a great undertaking to model and greatly advaance from latest version made.

Though, I would like to suggest a few things if it were to be done to farther give player agency and depth:

1. adding silver copper nickel as minable goods and able to be utilized for coinage(a new set of buildings for coinage to help with deflation/inflation) along with its various buildings to be sourced from and utilized...
2. Ores be able to be traded and only bullions be tradable in treaties... but coinage, etc to be untradable. I find it irrational that gold ore cant be traded in base game or most mods, yet iron and coal can be. adding a smelter/etc building to list of buildings shouldnt be hard and rather forthright to allow for a deeper mechanic when comes to such things.
2.a. Bullions be representative of strength of economy and its foundation of currency... Thus changing from dual currency to single or visa versa can be modeled and the scarcity of gold/silver too
3. adding bog iron, iron leech fields, etc to buildable buildings. As historically most iron in scandinavia and northern USA was from a bog iron field until mining and even afterwards and today is still being utilized.
4. IF possible, allow for lighter ships and heavier ships to be formed and created... To allow for a diverse naval fleet and not all navies being consistantly frigates and man of wars(which was not a common place for man o wars to be even a mainstay in first place but First rate frigates)
4.a. Allow for galleys, sloops, sloops of war, corvettes, patrol yacht, Third rate frigates, second rate frigates, first rate frigates, man of wars, ship of lines(be a huge undertaking and cost alot of materials but at a higher "renown" rate).
4.b. allow for a building to be built called a Naval Wood Store that produces Masts and planks from wood/hardwood. With Greenwood, seasoned wood, dried wood, etc as production methods that affect cost, upkeep, and other modifiers for sailing ships.
4.c. Naval food stores that produces rations for military from food sources(primary) that affects organization and morale, maybe other modifiers too.
4.d. Naval armament and ammunition stores that produces naval ammunition(by size of cannons) and Naval Cannons that affect upkeep and defense/offense modifiers
4.e new pms to include Greenwood/driedwood/seasoned wood construction/repair usage, new cannon loads(round ball, chain shot, cannon shot, explosive shot, incendiatry shot), Armor( cotton clad, wood clad, iron clad, steel clad, bronze clad, etc), hull coating (wood, copper, bronze, steel, iron)
4.f New building called dry dock, for maintence of fleets... pms to include repair wood usage (if added), hull cleaning, sail repair/miantence (example given for sailing ships). if could utilize this in treaties would be interesting, as usage of drydocks in foriegn lands would add a dynamic to larger fleets.
5. Army needs scouts, main battle forces, flanking, artillery... I know that game already has main battle force, flanking(calvery), and artillery. Adding scouting forces would allow for occupation rate and possible battle outcomes to be vastly different.
5.a Army rations if separate naval rations would be approperiate to forumlate also. From enlisted meals to officers with two different pms to create such allowing for many aspects to be modified unit wise.
5.b if separate naval artillery and ammunition, Land forces would be next on list, with a difference in type of ammunition for infantry, Calvary, artillery, etc.
5.c I would like to see pm differences for artillery line, IE small caliber being base while inclusion of medium, heavy, seige artillery being a thing, or maybe own "artillery" pieces part of main army. This would model not only pre civil war era armies but also post WW1.
5.d New Pms I would like see added would be Snipers(kill rate and morale destruction along with new armament and ammunition required), the different types of ammunition (if add more minable sources; Lead, iron ball, bronze ball, etc) that affect kill rate, wounded rate, morale, etc., now artillery ammunition styles (round ball, Canister shot, explosive shell, etc), different allocations for rations than regular or extra.
6. new goods such as ropes, uniforms for military, horses, milk, chesse, wires(metal), bronze, lead, planks, masts, steel plates, iron plates,
6a. new buildings to include smelting, wood drying storage(for naval wood store to buy each type of wood type, would allow for trading of such and show why maintence costs of most fleets in europe were higher than new world), military uniform building, rope makers, dairy processor, Ration factory, Land ammunition factory, Naval ammunition factory, Land and naval artillery factory, slipways(for hull construction/repair parts), Drydock, Sail factory(could be made into a generic textile mill that clothes are completely separate from and make a new entire good called textile to be used for all clothing and sail needs),

For now that is all my suggestions, though I know it be a bit of work, I know that each would add more dynamic playthroughs and a deeper construct than that which is currently there. With all the overhaul of mechanics already done, this would be the icing on top of cake for me. I know most do not play game on slow like I do, but with these changes, it would allow for more agency in part of players and also allow for deeper interactions between systems thus creating a far more interesting gameplay. I have far deeper ideas than these but I did not want to give too many things to be added/changed at one time that whomever reads is overwelmed.

TDLR: Yes I agree to comeback, and there are some changes I would like added, but know that they maybe not fesible or accomplishable at this time. I am willing to discuss with dev team and others about these changes.