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** United Scientific Associations (republican Technocracy)
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** The third game also introduced a hard cap to money itself in the form of gold reserves: Once your treasury reaches a certain cap (which depends on the overall size of your nation's economy) you can't save any more money.

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** The third game also introduced a hard soft cap to money itself in the form of gold reserves: Once your treasury reaches a certain cap (which depends on the overall size of your nation's economy) you can't save any more money.economy), the amount of gold your weekly budget surplus is able to buy gradually decreases until it eventually hits zero.
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Development on ''Victoria 2'' ceased with patch 3.04 in January 2016, without the release of a proper expansion pack covering the Great War in more detail. The reputation of ''Victoria'' for being the most complicated and least accessible series produced by a developer generally known for complex and inaccessible games kept the announcement of a third game in the series at bay for several years, but in May 2021 ''Victoria 3'' was formally announced at [=PDXCon=] Remixed with Martin Anward, previously the lead developer of ''VideoGame/{{Stellaris}}''[[note]]who added several gameplay elements ''very'' conspicuously reminiscent of ''Victoria'' to that game and who made a great show of departing to head a personal dream project which many fans (correctly) suspected to be this[[/note]], leading development. ''Victoria 3'' was released on October 25, 2022. The first [=DLC=] affecting mechanics, ''Voice of the People'', was released in May 2023 alongside patch 1.3. It adds more agitators (essentially opinion leaders who can help sway the populace to push through laws) and allows appointing them as leaders of interest groups and letting them command troops. It also adds flavour when playing as UsefulNotes/{{France}}. The second mechanics [=DLC=], ''Colossus of the South'', adds flavour when playing as certain South American countries, including UsefulNotes/{{Brazil}}. ''Colossus'' was released in November 2023, alongside patch 1.57.

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Development on ''Victoria 2'' ceased with patch 3.04 in January 2016, without the release of a proper expansion pack covering the Great War in more detail. The reputation of ''Victoria'' for being the most complicated and least accessible series produced by a developer generally known for complex and inaccessible games kept the announcement of a third game in the series at bay for several years, but in May 2021 ''Victoria 3'' was formally announced at [=PDXCon=] Remixed with Martin Anward, previously the lead developer of ''VideoGame/{{Stellaris}}''[[note]]who added several gameplay elements ''very'' conspicuously reminiscent of ''Victoria'' to that game and who made a great show of departing to head a personal dream project which many fans (correctly) suspected to be this[[/note]], leading development. ''Victoria 3'' was released on October 25, 2022. The first [=DLC=] affecting mechanics, ''Voice of the People'', was released in May 2023 alongside patch 1.3. It adds more agitators (essentially opinion leaders who can help sway the populace to push through laws) and allows appointing them as leaders of interest groups and letting them command troops. It also adds flavour when playing as UsefulNotes/{{France}}. The second mechanics [=DLC=], ''Colossus of the South'', adds flavour when playing as certain South American countries, including UsefulNotes/{{Brazil}}. ''Colossus'' was released in November 2023, alongside patch 1.57.
57. The third mechanics [=DLC=], ''Sphere of Influence'', will simulate the "The Great Game" between Great Britain and Russia; besides the two great powers, local powers (such as Persia and the Afghan warlords of the era) will have their own unique ways of emerging victorious in this game.
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There is a pretty big difference between "trade-off" and "screwing your country one way or another" - no matter what you pick, it's going to screw you, just differently
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* AttackAttackAttack: The primary strategy in the early part of the game. However, mid-game tech developments such as [[MoreDakka the machine gun]] [[TruthInTelevision start favouring the defense]].

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* AttackAttackAttack: The primary strategy in the early part of the game. However, mid-game tech developments such as [[MoreDakka the machine gun]] [[TruthInTelevision start favouring the defense]]. And then near the end, tools such as [[DeadlyGas Chemical Weapons]] and [[TankGoodness Heavy Tanks]] turn the calculus back toward the offense.
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"Each law has trade-offs" is not the same as "all options mean the same screwing" - also, Serfdom is still different from Tenant Farmers.
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"Each law has trade-offs" is not the same as "all options mean the same screwing" - also, Serfdom is still different from Tenant Farmers.


* MortonsFork: In ''III'', there is no "winning" option when it comes to agriculture laws. Serfdom is terrible and restricts an entire slew of laws from being passed, while massively increasing the power of Landowners. Tenant Farmers are only slightly less awful, since they bypass Serfdom's restrictions, but still empower Landowners (less than Serfdom). Commercial Agriculture increases capitalist income, which adds fuel to the creation of a highly-stratified population in the "standard" capitalist economy. Homesteading looks like a great thing... except it empowers Rural Folk, who are nearly as annoying when it comes to reforming the country as the Landowners (and in governments with parties, they tend to band together). Meanwhile, Collective Farming is so down the tech tree, players will have to deal with the consequences of their earlier choice for the majority of the game - and Collective Farming only works well if you decide to go full communist.
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** Pretty much every single mod to the game has a variation of the Danubian Federation, also known as the [[https://en.wikipedia.org/wiki/United_States_of_Greater_Austria United States of Greater Austria]], an ultimately unrealised project for the federalisation of Austo-Hungary.

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** Pretty much every single mod to the game has a variation of the Danubian Federation, also known as the [[https://en.wikipedia.org/wiki/United_States_of_Greater_Austria United States of Greater Austria]], an ultimately unrealised project for the federalisation of Austo-Hungary.Austria-Hungary.
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** Pretty much every single mod to the game has a variation of the Danubian Federation, also known as the [[https://en.wikipedia.org/wiki/United_States_of_Greater_Austria United States of Greater Austria]], an ultimately unrealised project for the federalisation of Austo-Hungary.

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* TheFederation: Any reasonably liberal Great Power arguably counts. The [=US=], [=UK=], France, Italy, a united Scandinavia, and even UsefulNotes/ImperialGermany (if formed through a liberal revolution) are all particularly likely candidates.

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* TheFederation: TheFederation:
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Any reasonably liberal Great Power arguably counts. The [=US=], [=UK=], France, Italy, a united Scandinavia, and even UsefulNotes/ImperialGermany (if formed through a liberal revolution) are all particularly likely candidates.
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** The ''Colossus of the South'' DLC for ''3'' allows any country with North or South Andean primary culture and at least 10 incorporated states in South America[[note]]This requirement is for Chile as every other candidate can form either Gran Colombia, Peru-Bolivia or Rio de la Plata to qualify as a candidate[[/note]] to form the Federation of the Andes, which is a unification of all South American nations with Andean primary culture. As noted in the journal entry, such a federation was Simon Bolivar's dream.

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** The ''Colossus of the South'' DLC for ''3'' allows any country with North or South Andean primary culture and at least 10 incorporated states in South America[[note]]This requirement is for Chile as every other candidate can form either Gran Colombia, Peru-Bolivia or Rio de la Plata to qualify as a candidate[[/note]] to form the Federation of the Andes, which is a unification of all South American nations with Andean primary culture. As noted in the journal entry, such a federation was Simon Bolivar's UsefulNotes/SimonBolivar's dream.
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**The ''Colossus of the South'' DLC for ''3'' allows any country with North or South Andean primary culture and at least 10 incorporated states in South America[[note]]This requirement is for Chile as every other candidate can form either Gran Colombia, Peru-Bolivia or Rio de la Plata to qualify as a candidate[[/note]] to form the Federation of the Andes, which is a unification of all South American nations with Andean primary culture. As noted in the journal entry, such a federation was Simon Bolivar's dream.
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** Throughout the series, [[PragmaticVillainy Capitalists]] are better alternative to [[AppealToTradition Aristocrats]], both economically and politically. ''Both'' are leeching on the rest of the population for no other purpose than getting rich, but at least Capitalists build up your nation's economy and allow ''some'' limited reforms to make it a less awful place for the rest of the population.

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** Throughout the series, [[PragmaticVillainy Capitalists]] are a better alternative to [[AppealToTradition Aristocrats]], both economically and politically. ''Both'' are leeching on the rest of the population for no other purpose than getting rich, but at least Capitalists build up your nation's economy and allow ''some'' limited reforms to make it a less awful place for the rest of the population.



** In ''III'' Tenant Farmers is a pretty bad economic law, and it still bolsters the political power of Land Owners... but unlike Serfdom, it doesn't block any of the important laws and reforms, and the Land Owners themselves hate it the least, making it possible to pass it with relative ease.

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** In ''III'' ''III'', Tenant Farmers is a pretty bad economic law, and it still bolsters the political power of Land Owners... Landowners... but unlike Serfdom, it doesn't block any of the important laws and reforms, and the Land Owners Landowners themselves hate it the least, making it possible to pass it with relative ease.
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* MortonsFork: In ''III'', there is no "winning" option when it comes to agriculture laws. Serfdom is terrible and restricts an entire slew of laws from being passed, while massively increasing the power of Land Owners. Tenant Farmers are only slightly less awful, since they bypass Serfdom's restrictions, but still empower Land Owners (just less). Commercial Agriculture increases capitalist income, which adds fuel to the creation of a highly-stratified population in the "standard" capitalist economy. Homesteading looks like a great thing... except it empowers Rural Folk, who are nearly as annoying when it comes to reforming the country as the Land Owners (and in governments with parties, they tend to band together). Meanwhile, Collective Farming is so down the tech tree, players will have to deal with the consequences of their earlier choice for the majority of the game - and Collective Farming only works well if you decide to go full communist.

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* MortonsFork: In ''III'', there is no "winning" option when it comes to agriculture laws. Serfdom is terrible and restricts an entire slew of laws from being passed, while massively increasing the power of Land Owners. Landowners. Tenant Farmers are only slightly less awful, since they bypass Serfdom's restrictions, but still empower Land Owners (just less).Landowners (less than Serfdom). Commercial Agriculture increases capitalist income, which adds fuel to the creation of a highly-stratified population in the "standard" capitalist economy. Homesteading looks like a great thing... except it empowers Rural Folk, who are nearly as annoying when it comes to reforming the country as the Land Owners Landowners (and in governments with parties, they tend to band together). Meanwhile, Collective Farming is so down the tech tree, players will have to deal with the consequences of their earlier choice for the majority of the game - and Collective Farming only works well if you decide to go full communist.



* PrisonersDilemma: The first, second and last reason why the global economy suffers a complete meltdown by the tail end of the 19th century in ''II''. To prevent the infamous liquidity crisis, all the bigger countries must keep a minimal surplus of their income, spending everything else and lowering taxes accordingly, to be juuust barely in the green. AI doesn't understand it and will ''always'' seek to maximise profit for utterly useless money reserves, in the process draining its own population for no real reason other than making even more money, decreasing POP consumption, generating militancy due to inability to fulfill even basic needs and the absurd taxes, cause excessive immigration and removing money from the market. Multiply this by 30+ countries and it's a matter of ''when'', not ''if'' the global economy will eventually collapse. Of course, on paper, a country having huge budget surplus is great and desirable thing. One of the [[ObviousRulePatch changes introduced]] in ''III'' was to rework how budget reserves even operate, rendering further taxing pointless, as there is no way to amass any more cash.

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* PrisonersDilemma: The first, second and last reason why the global economy suffers a complete meltdown by the tail end of the 19th century in ''II''. To prevent the infamous liquidity crisis, all the bigger countries must keep a minimal surplus of their income, spending everything else and lowering taxes accordingly, to be juuust just barely in the green. AI doesn't understand it and will ''always'' seek to maximise profit for utterly useless money reserves, in the process draining its own population for no real reason other than making even more money, decreasing POP consumption, generating militancy due to inability to fulfill even basic needs and the absurd taxes, cause excessive immigration and removing money from the market. Multiply this by 30+ countries and it's a matter of ''when'', not ''if'' the global economy will eventually collapse. Of course, on paper, a country having huge budget surplus is great and desirable thing. One of the [[ObviousRulePatch changes introduced]] in ''III'' was to rework how budget reserves even operate, rendering further taxing pointless, as there is no way to amass any more cash.
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* LesserOfTwoEvils:
** Throughout the series, [[PragmaticVillainy Capitalists]] are better alternative to [[AppealToTradition Aristocrats]], both economically and politically. ''Both'' are leeching on the rest of the population for no other purpose than getting rich, but at least Capitalists build up your nation's economy and allow ''some'' limited reforms to make it a less awful place for the rest of the population.
** In the original game, there was an entire slew of political events, setting up their flags for the rest of the game. The majority of them are about picking the less bad option, since both have their drawbacks - the question is what hurts your nation less in the long run.
** In ''III'' Tenant Farmers is a pretty bad economic law, and it still bolsters the political power of Land Owners... but unlike Serfdom, it doesn't block any of the important laws and reforms, and the Land Owners themselves hate it the least, making it possible to pass it with relative ease.


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** In the original game, the Clausewitzian path of army reforms starts as ''much'' weaker, but as the game goes on and new techs are unlocked, eventually the constantly increased Organisation allows armies to ''stay'' in combat [[WarIsHell until either side runs out of men]], rather than recover faster from it after a battle.
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* NintendoHard: China deliberately receives many crippling penalties to it (such as having 90% of its population be non-accepted, terribly inadequate military, and constant rebellion events) such that players complained China was unplayable/unfair. Paradox simply responded that China was made to be unplayable ''on purpose'' because [[ShownTheirWork China really was a political quagmire at the time]] and also because if they didn't, China would constantly turn into an a-historical superpower.

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* NintendoHard: China deliberately [[InvokedTrope deliberately]] receives many crippling penalties to it (such as having 90% of its population be non-accepted, terribly inadequate military, and constant rebellion events) such that players complained China was unplayable/unfair. Paradox simply responded that China was made to be unplayable ''on purpose'' because [[ShownTheirWork China really was a political quagmire at the time]] and also because if they didn't, China would constantly turn into an a-historical superpower.
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* MortonsFork: In ''III'', there is no "winning" option when it comes to agriculture laws. Serfdom is terrible and restricts an entire slew of laws from being passed, while massively increasing the power of Land Owners. Tenant Farmers are only slightly less awful, since they bypass Serfdom's restrictions, but still empower Land Owners (just less). Commercial Agriculture increases capitalist income, which adds fuel to the creation of a highly-stratified population in the "standard" capitalist economy. Homesteading looks like a great thing... except it empowers Rural Folk, who are nearly as annoying when it comes to reforming the country as the Land Owners (and in governments with parties, they tend to band together). Meanwhile, Collective Farming is so down the tech tree, players will have to deal with the consequences of their earlier choice for the majority of the game - and Collective Farming only works well if you decide to go full communist.
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None

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* PrisonersDilemma: The first, second and last reason why the global economy suffers a complete meltdown by the tail end of the 19th century in ''II''. To prevent the infamous liquidity crisis, all the bigger countries must keep a minimal surplus of their income, spending everything else and lowering taxes accordingly, to be juuust barely in the green. AI doesn't understand it and will ''always'' seek to maximise profit for utterly useless money reserves, in the process draining its own population for no real reason other than making even more money, decreasing POP consumption, generating militancy due to inability to fulfill even basic needs and the absurd taxes, cause excessive immigration and removing money from the market. Multiply this by 30+ countries and it's a matter of ''when'', not ''if'' the global economy will eventually collapse. Of course, on paper, a country having huge budget surplus is great and desirable thing. One of the [[ObviousRulePatch changes introduced]] in ''III'' was to rework how budget reserves even operate, rendering further taxing pointless, as there is no way to amass any more cash.
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** Any country that's just a single state will absolutely refuse to fold down to outside pressure and will instead fight, even if they stand absolutely zero chance to win the resulting war (itself a mop-up that will likely be resolved within a single battle and quick occupation). In ''3'', this goes a step further, as any diplomatic play that leads to annexation - regardless of the size of the defending country - will also lead to a bitter resistance to the last man.0

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** Any country that's just a single state will absolutely refuse to fold down to outside pressure and will instead fight, even if they stand absolutely zero chance to win the resulting war (itself a mop-up that will likely be resolved within a single battle and quick occupation). In ''3'', this goes a step further, as any diplomatic play that leads to annexation - regardless of the size of the defending country - will also lead to a bitter resistance to the last man.0
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* {{Realpolitik}}: In ''3'', after you have joined a side during a diplomatic play with your ally promising you a reward, if the opposing side doesn't have any war goals targetting you or your subjects, it is possible to capitulate immediatly when war breaks out, thus screwing your ally ''and'' keeping your reward. This can also happen to the player, although the AI tends to at least send a token force and/or fight for some time.

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* {{Realpolitik}}: In ''3'', after you have joined a side during a diplomatic play with your ally promising you a reward, if the opposing side doesn't have any war goals targetting targeting you or your subjects, it is possible to capitulate immediatly immediately when war breaks out, thus screwing your ally ''and'' keeping your reward. This can also happen to the player, although the AI tends to at least send a token force and/or fight for some time.
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*{{Realpolitik}}: In ''3'', after you have joined a side during a diplomatic play with your ally promising you a reward, if the opposing side doesn't have any war goals targetting you or your subjects, it is possible to capitulate immediatly when war breaks out, thus screwing your ally ''and'' keeping your reward. This can also happen to the player, although the AI tends to at least send a token force and/or fight for some time.
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* LastStand:
** In ''2'' and ''3'', any rebel army will be wiped out should they lose a battle.
** Any country that's just a single state will absolutely refuse to fold down to outside pressure and will instead fight, even if they stand absolutely zero chance to win the resulting war (itself a mop-up that will likely be resolved within a single battle and quick occupation). In ''3'', this goes a step further, as any diplomatic play that leads to annexation - regardless of the size of the defending country - will also lead to a bitter resistance to the last man.0

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* AppealToForce: In the first game, there is absolutely ''nothing'' preventing Prussia from declaring war on any of the [[UsefulNotes/AllTheLittleGermanies German states]] and unify Germany by force in less than a year. Since they are all allied, Germanic countries will all bravely unite against Prussia. And since Prussia is [[ForegoneConclusion military power No. 1 fighting against a coalition of city-states and tiny princedoms]]... AI will of course never do that, but all player has to do is call conscripts to arm, deploy them in crucial points and declare war. More importantly, since all those lands have Prussian cores, there is ''no diplomatic penalty'' for such conquest.

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* AppealToForce: AppealToForce:
**
In the first game, there is absolutely ''nothing'' preventing Prussia from declaring war on any of the [[UsefulNotes/AllTheLittleGermanies German states]] and unify Germany by force in less than a year. Since they are all allied, Germanic countries will all bravely unite against Prussia. And since Prussia is [[ForegoneConclusion military power No. 1 fighting against a coalition of city-states and tiny princedoms]]... AI will of course never do that, but all player has to do is call conscripts to arm, deploy them in crucial points and declare war. More importantly, since all those lands have Prussian cores, there is ''no diplomatic penalty'' for such conquest.conquest.
** In the third game, the entire diplomacy system and its "plays" are all about ImpliedDeathThreat and stacking a sufficient number of troops at the frontline(s). There is a good chance that the country on the receiving end will fold, unless the demands are unrealistic or would lead to its demise. It's not very reliable, but the easiest way to secure compliance is to just have thrice or more troops than the other side. And if they won't fold - the enormous army will easily swarm over the defending side.
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** Bavaria, No. 3 country when it comes to contest for unifying Germany. It is the biggest country in the region after Prussia, has decent technology, literacy and population, along with some starting industry. On top of that, unlike Austria and Prussia, it can create ''Southern'' German Federation, and do so without firing a single shot. It unifies [[ExactlyWhatItSaysOnTheTin all the southern Germanic countries]], greatly expanding Bavaria's initial power-base and, far more importantly, ''preventing'' Prussia from regular German unification, locking it at best as Northern German Federation. In fact, if done quickly enough, Bavaria can prevent Prussia from even forming the NGF, because all it takes is keeping ''any'' of the northern Germanic states out of the Prussian sphere - and some of them already have bad relations with Prussia, making it all that easier. You might not end up as a big grey blob, but you don't even need to.

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** Bavaria, No. 3 country when it comes to contest for unifying Germany. It is the biggest country in the region after Prussia, has decent technology, literacy and population, along with some starting industry. On top of that, unlike Austria and Prussia, it can create ''Southern'' German Federation, and do so without firing a single shot. It unifies [[ExactlyWhatItSaysOnTheTin all the southern Germanic countries]], greatly expanding Bavaria's initial power-base and, far more importantly, ''preventing'' Prussia from regular German unification, locking it at best as Northern German Federation. In fact, if done quickly enough, Bavaria can prevent Prussia from even forming the NGF, because all it takes is keeping ''any'' of the northern Germanic states out of the Prussian sphere - and some of them already have bad relations with Prussia, making it all that easier. You might not end up as a big grey blob, but you don't even need to. In ''III'', while Bavaria faces greater difficulty in forming the Southern German Federation[[note]]as it has to defeat ''both'' Austria and Prussia to become the sole leader for German unification[[/note]], it can screw over Prussia more easily; by annexing Hesse-Kassel (and Hesse to ensure that its own market is whole) and leaving the Prussian customs union, it can split the Prussian market and do a lot of damage to Prussia's economy.

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Misplaced, moving to the correct tab


* FlawExploitation: Once the ObviousBeta was patched, Rebels became laughably easy to pacify when revolting; you only need to pass a Reform with a high amount of support behind it and the Rebel armies will disband within days.

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* FlawExploitation: Once the ObviousBeta game was patched, Rebels became laughably easy to pacify when revolting; you only need to pass a Reform with a high amount of support behind it and the Rebel armies will disband within days.



* ObviousBeta: As traditional for earlier Paradox games, the first two games were extremely buggy on release with subpar AI. (The third was ''less'' buggy, but had its own AI and balance issues.) One of the most egregious parts was the impossible to pacify political radicals who often stage massive rebellions when it made no sense for them to; AI democracies would often be overrun by Jacobin rebels demanding a democracy, for instance.
** Some developer oversights still persist, particularly involving colonization and empty territory. An uncolonized province in Canada oftentimes leads to the United States colonizing Alberta, and the way that cores on uncolonized territory works means that there will often be uncolonized 'holes' near Liberia and Ethiopia. A broken decision intended to form Yugoslavia from Croatia, Bosnia, and Serbia causes one country to turn into Yugoslavia [[EpicFail without annexing any territory.]]
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** East India Company in ''3'' and any mod that featured it for the first two games is a complete pushover that still controls 2/3 of India at the game start and can field endless hordes of poorly-equipped troops, while each year getting more and more behind the curve. Furthermore, a large chunk of Great Britain's power comes from the fact that they control EIC as their subject, which can cause a domino effect if EIC is taken down. ''3'' takes it a step further, because it has a scripted event that simulates UsefulNotes/IndianRebellion, and even if EIC survives (which isn't a guaranteed thing to begin with), the most likely outcome is the dissolution of the Company and [[BalkaniseMe releasing all the Indian states and entities]].

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** East India Company in ''3'' and any mod that featured it for the first two games is a complete pushover that still controls 2/3 of India directly and rest as subjects at the game start and can field endless hordes of poorly-equipped troops, while each year getting more and more behind the curve. Furthermore, a large chunk of Great Britain's power comes from the fact that they control EIC as their subject, which can cause a domino effect if EIC is taken down. ''3'' takes it a step further, because it has a scripted event that simulates UsefulNotes/IndianRebellion, and even if EIC survives (which isn't a guaranteed thing to begin with), the most likely outcome is the dissolution of the Company and [[BalkaniseMe releasing all the Indian states and entities]].
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** East India Company in ''3'' and any mod that featured it for the first two games is a complete pushover that still controls 2/3 of India at the game start and can field endless hordes of poorly-equipped troops, while each year getting more and more behind the curve. Furthermore, a large chunk of Great Britain's power comes from the fact that they control EIC as their subject, which can cause a domino effect if EIC is taken down. ''3'' takes it a step further, because it has a scripted event that simulates UsefulNotes/IndianRebellion, and even if EIC survives (which isn't a guaranteed thing to begin with), the most likely outcome is the dissolution of the Company and [[BalkaniseMe releasing all the Indian states and entities]].
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**Also from ''3'', the Netherlands is this as it is heavily reliant on its dominion the Dutch East Indies for its status as a Major Power. Remove the DEI, and the Netherlands easily fades away into irrelevance.

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*GoingNative: In ''3'', if the East India Company or Dutch East Indies becomes independent, they will be faced with the decision to do this or to maintain colonial rule at the price of massive native radicalisation. If they do go native, any territory not in the Bengal/Java region will be given to their subjects, and said subjects would also become independent. But, if they have no subjects, the newly native nation will inherit ''all'' territory.



** Panjab starts out as one of the few, yet largest, Indian minor states not a puppet of Britain, and thus stands the best possible chance of eventually working itself up to GP status and kicking Britain out of India. The AI will ''never'' accomplish this, but a skilled player can actually unite India around 1870 and with luck - by 1865. [[http://forum.paradoxplaza.com/forum/showthread.php?568991-Subcontinental-Subtleties-An-experimental-comic-AAR One of the most award-winning After Action Reports]] for Victoria 2 is from Panjab perspective.
** In ''III'', the British East India Company is this. Plan your independence badly, and you end up with English rule which will quickly radicalize the natives, or only East India (the Bengal region) remaining under your control with any other territory split among your Indian subjects (who also go independent). Plan it correctly, and you end up with an "East" India which comprises most, if not all of the Indian sub-continent, ready to form India once Pan-Nationalism is researched and likely a Great Power right after independence.[[note]]Once the EIC goes independent, an event will fire and give the player two options: maintain English rule, or return power to the natives. The second option will check for Indian subjects and divide EIC territory in regions beyond the Bengal region among said Indian subjects. However, if all Indian subjects had already been annexed beforehand, there will be no division of territory.[[/note]]

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** Panjab starts out as one of the few, yet largest, Indian minor states not a puppet of Britain, and thus stands the best possible chance of eventually working itself up to GP status and kicking Britain out of India. The AI will ''never'' accomplish this, but a skilled player can actually unite India around 1870 and with luck - by 1865. [[http://forum.paradoxplaza.com/forum/showthread.php?568991-Subcontinental-Subtleties-An-experimental-comic-AAR One of the most award-winning After Action Reports]] for Victoria 2 is from Panjab Panjab's perspective.
** In ''III'', the British East India Company is and Dutch East Indies are this. If they remain as colonies, they will have to endure continued radicalisation of their native population, while their masters siphon a considerable sum to fund their own growth. Plan your independence badly, and you end up with English English/ Dutch rule which will quickly radicalize the natives, or only East India (the Bengal region) the Bengal/ Java region remaining under your control with any other territory split among your Indian Indian/ Indonesian subjects (who also go independent). Plan it correctly, and you end up with an "East" India India/ Indies which comprises most, if not all of the Indian sub-continent, sub-continent/ Indonesian archipelago, ready to form India India/ Indonesia once Pan-Nationalism is researched and likely a Great Great/ Major Power right after independence.[[note]]Once the EIC EIC/ DEI goes independent, an event will fire and give the player two options: maintain English English/ Dutch rule, or return power to the natives. The second option will check for Indian subjects and divide EIC EIC/ DEI territory in regions beyond the Bengal Bengal/ Java region among said Indian subjects. However, if all Indian subjects had already been annexed beforehand, there will be no division of territory.[[/note]]
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** ''III'' introduces a puppet state for any Great Power who has the required number of German states (either directly held or as subjects): [[https://en.wikipedia.org/wiki/Confederation_of_the_Rhine the Confederation of the Rhine]]. Once formed, no other power may form Germany. As such, any Great Power who intends to muddle the waters in continental Europe will seek to create this puppet, while Prussia and Austria has a vested interest in destroying it should it exists.

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** ''III'' introduces a puppet state for any Great Power who has the required number of German states (either directly held or as subjects): [[https://en.wikipedia.org/wiki/Confederation_of_the_Rhine the Confederation of the Rhine]]. Once formed, no other power may form Germany. As such, any Great Power who intends to muddle the waters in continental Europe will seek to create this puppet, while Prussia and Austria has a vested interest in destroying it should it exists.exist.

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