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Raenir Salazar posted:I'm trying to edit in an heir into EU3, but for some reason said heir ends up being 1400 years old for no reason. Not sure, but looking at other heirs in the files, you've got no death date (dunno if that matters?) and your birth date and dynasty are in a sepeerate set of brackets, which I assume isn't being read, and the birth day is defaulting to 0 A.D. Try copying another heir EXACTLY, just change the bits you need changed: 1513.1.1 = { heir = { name = "Kim" monarch_name = "Kim" dynasty = "Nguyen" birth_Date = 1500.1.1 death_Date = 1545.6.29 claim = 95 adm = 7 dip = 7 mil = 4 } } EDIT: Don't know what this is: id = { id = 50 type = 37 } But I'm not seeing it in other heirs Fintilgin fucked around with this message at 00:13 on Jun 24, 2013 |
# ? Jun 24, 2013 00:11 |
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# ? May 29, 2024 10:05 |
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Fintilgin posted:Not sure, but looking at other heirs in the files, you've got no death date (dunno if that matters?) and your birth date and dynasty are in a sepeerate set of brackets, which I assume isn't being read, and the birth day is defaulting to 0 A.D. "type" I understand differentiates between "sovereign" character or a military leader, the id I less understand but seems to uniquely differentiate between all characters. Death date obviously means "when they died" and not supposed to have it if their supposed to be alive, I'll try it. I've copied and pasted from heirs who were proper but even with same or different id's it did nothing.
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# ? Jun 24, 2013 00:40 |
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Zeron posted:I always hated HoI3's research because honestly research teams were my favourite part of HoI. HoI3's research just feels ridiculously generic, and the removal of research teams is a large part of that. What I didn't like about HOI 3's research system is that there's just too much stuff to research. Why do I need to worry about the gun, the engine and the armor of a tank all as separate parts? The HOI 2 model just gives Germany a doctrine with stronger tanks and research teams that allow them to finish generic tank research faster/earlier than anyone else, which still hits the same notes as HOI 3 does, but without weighing the player down with 8 different things that he needs to research. I kind of get where Alchenar is coming from where the scope is really wide, but then the game doesn't have enough abstraction. "What if the Soviet Union decided to pursue a strategic bombing campaign against Germany?" is the sort of question that HOI can/should be good at answering, but you have to worry about so much other stuff besides "Tell Artem Mikoyan to design a heavy bomber" like picking out the fuel tank level
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# ? Jun 24, 2013 00:40 |
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So I'm kicking myself for not picking up Crusader Kings earlier in the Paradox Steam sale sale, am I missing out?
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# ? Jun 24, 2013 00:47 |
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DarkAvenger211 posted:So I'm kicking myself for not picking up Crusader Kings earlier in the Paradox Steam sale sale, am I missing out? Yes but it will go on sale again.
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# ? Jun 24, 2013 00:48 |
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I'm thinking of trying out a game of V2 as the Metis Confederacy. Does anyone have any tips on playing a nation sandwiched between two GPs? I think I'll start out in 1836 as Great Britain and just colonize all the Metis provinces as fast as possible but once I release and play as them I have no idea where I could go from there, other than also releasing all other Canadian nations before releasing the MC. E: DarkAvenger211 posted:So I'm kicking myself for not picking up Crusader Kings earlier in the Paradox Steam sale sale, am I missing out? If we're talking CK1, not really CK2 is fine, if you're talking CK2 there will be other sales.
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# ? Jun 24, 2013 00:49 |
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CK1 is great for nostalgia value though. A world of beak faced men, near consequence free debt, MP crashing at around 5 years and horrible sound effects. Edit: Oh god I forgot about how different the Council Screen looked. SkySteak fucked around with this message at 01:11 on Jun 24, 2013 |
# ? Jun 24, 2013 01:02 |
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Make sure you're friends with at least one? To be honest you're very likely never going to be able to challenge either militarily, so your best bet would be to stay sphered for as long as possible and then get very powerful friends once you hit GP. If you even do, unless you neutralize the US somehow your population is never going to be very big. Best bet is prestige, and you'll probably lose your place later in the game. I'd also recommend against releasing the other Canadian nations because you'd be competing with them for every immigrant, and Canada would easily beat you there. Ideally you'd ally with the UK and drag them to war with the US as much as possible, but that relies on the UK not fighting dumbly. Allying with the US to beat up Britain is more likely to work, but you'd be relying totally on their generosity to get you land.
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# ? Jun 24, 2013 01:04 |
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Steam summer sale will be rolling around some time in the next month, CK2 is high profile enough to get a daily sale.
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# ? Jun 24, 2013 01:48 |
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Is there an easy way to make a new map or adjust the existing one extensively? Obviously more than one mod has done so but I'm wondering if things like Sonendar have taken months of work or what. Any tutorials? There's one or two on the Pox forums but it seems pretty darned longwinded to add one province and I can't imagine it'd be viable to come up with a whole new map all by yourself like DrSunshine has if every single province requires that much. e; this was the incorrect Paradox thread Ms Adequate fucked around with this message at 02:37 on Jun 24, 2013 |
# ? Jun 24, 2013 02:02 |
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Raenir Salazar posted:I'm trying to edit in an heir into EU3, but for some reason said heir ends up being 1400 years old for no reason. It's the double quotes on the birth_date, that's not a text string.
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# ? Jun 24, 2013 02:05 |
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In my latest Vic2 game, I have three separate Columbia's. One is a single province country called Colombia in the center of the south american country, the 2nd controls the rest of the historical Columbia and a third is in Canada and owns most of western Canada / Alaska . Anyone know how this happened?
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# ? Jun 24, 2013 05:54 |
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Iseeyouseemeseeyou posted:In my latest Vic2 game, I have three separate Columbia's. One is a single province country called Colombia in the center of the south american country, the 2nd controls the rest of the historical Columbia and a third is in Canada and owns most of western Canada / Alaska . Anyone know how this happened?
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# ? Jun 24, 2013 06:22 |
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In CK2 is there any way to convert a republic into a monarchy short of editing the save? My Venetian trade family ended up almost majority Scottish after I failed to pay enough attention to who I was marrying and who I was having educating. Since the first Scottish patrician was a power-mad bastard I thought it'd be fitting to declare independence, but every title I create is still a Republic. I've now got a Scottish Republic of Croatia that just keeps getting weirder.
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# ? Jun 24, 2013 06:34 |
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Iseeyouseemeseeyou posted:In my latest Vic2 game, I have three separate Columbia's. One is a single province country called Colombia in the center of the south american country, the 2nd controls the rest of the historical Columbia and a third is in Canada and owns most of western Canada / Alaska . Anyone know how this happened? I'm not sure about the first one you mention, but the third one is a part of the New Nations Mod.
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# ? Jun 24, 2013 06:38 |
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Ofaloaf posted:Which historical Columbia? The Columbia out west has cores in both Canada (British Columbia and all that) as well as Washington and Oregon. Um, I'm not sure =/. ExtraNoise posted:I'm not sure about the first one you mention, but the third one is a part of the New Nations Mod. I'm not using NNM. e: The Columbia in Canada appears to be British Columbia and it was freed apparently from the UK. There's a Colombia (single province) surrounded by Gran Colombia (rest of Colombia) in South America. Iseeyouseemeseeyou fucked around with this message at 06:50 on Jun 24, 2013 |
# ? Jun 24, 2013 06:46 |
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IIRC Gran Colombia and Colombia are considered different countries in V2, I think Colombia can transition to Gran if they have the requisite provinces etc. Outside of Colombia joining GC through the cultural-union-joins-us event, I'm not sure if there'll be a way to resolve that without conquest or save fuckery. I like to think of it in your case as Gran Colombia being part of a governmental change or something, but a little single-province Colombia holds out believing they are the legitimate Colombian government in some backwards region. Has the dominion issue from HoD been confirmed resolved yet? That could be why UK released Canada-Columbia, it was pretty common to see when I first got HoD. Just think of it as a nice alt-history dominion. To clarify: There should normally be one Colombia in South America, probably starting as Colombia and possibly becoming Gran Colombia. The second Colombia must be an issue with Gran Colombia's cores or something. There is a possibility of seeing a Columbia on the west coast of Canada, which may be an issue with UK dominioning.
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# ? Jun 24, 2013 06:56 |
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Zeron posted:Make sure you're friends with at least one? To be honest you're very likely never going to be able to challenge either militarily, so your best bet would be to stay sphered for as long as possible and then get very powerful friends once you hit GP. If you even do, unless you neutralize the US somehow your population is never going to be very big. Best bet is prestige, and you'll probably lose your place later in the game. I'd also recommend against releasing the other Canadian nations because you'd be competing with them for every immigrant, and Canada would easily beat you there. Ideally you'd ally with the UK and drag them to war with the US as much as possible, but that relies on the UK not fighting dumbly. Allying with the US to beat up Britain is more likely to work, but you'd be relying totally on their generosity to get you land. OOh, good call about Canada/the Canadian nations. More land isn't nearly as helpful as immigrants. I figured a game as the Metis would probably look like me relying on a benevolent AI to bail me out of wars, and maybe late game ending up a GP if ever. Ah well. I recall that if I release a nation and play as them from the in game menu, then I start out as that nation in nobody's sphere with no influence from any nation, but if I release a nation, don't switch to them immediately, save quit and then reload as the nation I want to play, I start off in the sphere of the nation that released the one I'm now playing. Early game IIRC, UK is a better ally than the USA. Is it better to start off in the UK's sphere and try to bust up America as much as possible, or is it better to start off in nobody's sphere and then just cozy up to the USA and then beat up the UK later?
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# ? Jun 24, 2013 07:04 |
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The Narrator posted:IIRC Gran Colombia and Colombia are considered different countries in V2, I think Colombia can transition to Gran if they have the requisite provinces etc. Outside of Colombia joining GC through the cultural-union-joins-us event, I'm not sure if there'll be a way to resolve that without conquest or save fuckery. I like to think of it in your case as Gran Colombia being part of a governmental change or something, but a little single-province Colombia holds out believing they are the legitimate Colombian government in some backwards region. I'm not using HoD. e: Just AHD.
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# ? Jun 24, 2013 07:27 |
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Use play as and cosy up and hope for a sphere. If you just release you start as a satellite which means that you will probably never get to do anything. Well joining with the UK means you probably won't get much new land, but beating up the USA will mean that your immigration will do MUCH better in the long run but at the risk of the UK floundering and you getting your teeth kicked in by the US. Joining with the US means you'll probably never be conquered, but you'll be relying completely on their generosity in getting land from the UK, not to mention them soaking up every immigrant for the entire game. If you can join the US and get most of Canada from the UK you should be able to get a steady flow of immigration, but any land you get from siding with the UK will be lovely low pop american states and probably never a port so probably not worth it. So in the end..go with US and try to steal as much land from the UK as they'll let you, and when you get strong enough(yeah right) turn on the US and beat the crap out of them. The only real way to get strong as a minor nation sandwiched between GPs is to pit them into wars and hope to god they'll give you some scraps. Which is sometimes effective...sometimes not. Be prepared for a boring game if it doesn't work out right. And don't be afraid to edit the save if something dumb happens like a totally unsuited primary culture that you don't have a single pop of. Your number one priority should be getting a port and enough pops/economy to afford a small army and a transport so you can go off and conquer places like Haiti and Atjeh that are practically defenseless, cause when you're that small almost any conquest will greatly improve your position. Yeah, some nations are totally reliant on luck to succeed. It can make for a good challenge run, but sometimes it's just boring. Best advice is to not be afraid to just call the run off if it isn't any fun. Then you can try something easier like Tripoli(not really, they're actually incredibly fun the first few years..then incredibly boring until you conquer Tunis...and then you wonder why you didn't just start as Tunis because that's basically what you are now). Zeron fucked around with this message at 08:32 on Jun 24, 2013 |
# ? Jun 24, 2013 08:22 |
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Zeron posted:Yeah, some nations are totally reliant on luck to succeed. It can make for a good challenge run, but sometimes it's just boring. Best advice is to not be afraid to just call the run off if it isn't any fun. Then you can try something easier like Tripoli(not really, they're actually incredibly fun the first few years..then incredibly boring until you conquer Tunis...and then you wonder why you didn't just start as Tunis because that's basically what you are now). Because it's hard to take Tunis from the OE with France, Prussia, Austria, Russia and the UK backing it up?
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# ? Jun 24, 2013 08:39 |
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Zeron posted:So in the end..go with US and try to steal as much land from the UK as they'll let you, and when you get strong enough(yeah right) turn on the US and beat the crap out of them. The only real way to get strong as a minor nation sandwiched between GPs is to pit them into wars and hope to god they'll give you some scraps. Which is sometimes effective...sometimes not. Be prepared for a boring game if it doesn't work out right. And don't be afraid to edit the save if something dumb happens like a totally unsuited primary culture that you don't have a single pop of. Your number one priority should be getting a port and enough pops/economy to afford a small army and a transport so you can go off and conquer places like Haiti and Atjeh that are practically defenseless, cause when you're that small almost any conquest will greatly improve your position. quote:Yeah, some nations are totally reliant on luck to succeed. It can make for a good challenge run, but sometimes it's just boring. Best advice is to not be afraid to just call the run off if it isn't any fun. Then you can try something easier like Tripoli(not really, they're actually incredibly fun the first few years..then incredibly boring until you conquer Tunis...and then you wonder why you didn't just start as Tunis because that's basically what you are now). Yeah, I had a similar experience playing Jamaica. I got lucky and all of Central America was less stable than Ununoctium so I just kept strolling in and taking over Central Americans until I could start grabbing up Venezuela. Then I got into a crisis where Italy wanted me to hand back what I took from Venezuela. The USA backed me, but instantly caved and I lost all those men for nothing and I couldn't really do anything to raise a respectable army, and then Central American Nationalists rose up. Then I tried the USCA and realized holy poo poo that nation can be a beast if you can survive a few years of instability. Thanks for all the tips!
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# ? Jun 24, 2013 09:41 |
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The Narrator posted:Has the dominion issue from HoD been confirmed resolved yet? That could be why UK released Canada-Columbia, it was pretty common to see when I first got HoD. Just think of it as a nice alt-history dominion.
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# ? Jun 24, 2013 16:17 |
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Do you need both expansions for V2 or just the most recent one?
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# ? Jun 24, 2013 17:57 |
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Econosaurus posted:Do you need both expansions for V2 or just the most recent one? The second requires the first, so yeah, both. The a la carte expansions is unique to CKII and new games going forward. V2 is the old style where you have to buy everything.
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# ? Jun 24, 2013 17:59 |
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I'm starting to get V2. In terms of the history of Paradox games it's in a really clear midpoint between HoI3 and CK2 where the UI has improved massively and now gives very good metrics to the player on the game concepts, but those concepts themselves are incredibly obtuse. What is the difference between Artillery Attack and Artillery Support? If I research this technology then my military tactics will improve by 25%. What does that even mean? And even if I work out what the primary effects of technologies are, there's a whole second layer of inventions that do things but the game doesn't tell me whether those things are important or not. Also I have no idea why I am and am not allowed to intervene in one war or another. I can see there's a great game here, but it's really making me work to understand what's going on (even with wiki-scouring help). It probably doesn't help that I'm starting with the US, where the objective after beating Mexico and the CSA appears to be 'try not to get sucked into anyone else's conflicts while you sit back and turn into an economic powerhouse'.
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# ? Jun 24, 2013 19:01 |
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Alchenar posted:
Well, I have no idea what the difference between artillery attack and support is, but I know that military tactics is essentially the amount of casualties you take in battle, with a higher number meaning you aren't going to get slaughtered in droves. Most of the time the inventions are just things that either give you access to a new factory or increase prestige. As for intervention, you can only intervene when the defender hasn't added any wargoals, you are a great power, the defender is losing and I think if the attacker isn't in your sphere of influence, but don't quote me on that last part. I think you can always intervene if the defender is in your sphere of influence as well.
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# ? Jun 24, 2013 19:21 |
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Alchenar posted:I'm starting to get V2. I am glad you are starting to get Victoria 2, it's a really rewarding game when things start making sense. Everyone claiming CK2 is so easy to learn certainly is making me feel stupid though, I bought it this weekend and feel way more lost than I ever did with Victoria 2 or HOI3! To answer your questions though, artillery uses its attack score if it ison the front line of a battle, and its support score if it is on the second line of a battle. As far as I know, the AI automates how your troops are arranged in battle, but if you want to check, you can click on a battle taking place and see exactly how it's being arranged. The guy above me explained tactics well, so I won't repeat him. As for inventions, you can hover over them at the bottom of the tech screen to see their effects. The benefits these inventions provide are in addition to the ones you get for researching the tech itself. For example, the left-most line of techs in the commerce tree increases tax efficiency. As soon as you research it, you'll improve your tax efficiency by 5%. That also let's inventions tied to that tech become discoverable, which will happen on its own, at a chance rate you can check in the bottom left of the tech screen. The guy above me also hit the points on war intervention, so again I'll yield to him again. My only other advice is to try a few other nations, America isn't the best for learning the ropes as the economic aspect of the game is mostly automated by America's lassiez-faire and interventionist parties.
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# ? Jun 24, 2013 20:35 |
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Alright guys, I'm going to dump a huge amount of stuff here so that you can review and make sure I haven't missed anything. I'm pretty sure I have everything here built into the latest release of NNM for Victoria 2, but I thought I'd post here just so everyone can comb through it and see what they think while I work on getting the event handling done. I'm modding in the nation of "Cascadia" into the New Nations Mod for Victoria 2. Cascadia is the pacific northwest region of the United States and Canada (Oregon, Washington, and British Columbia, respectively). Cascadia is designed to attempt autonomy from both the United States and Canada (or whatever nations are holding its cores) if the Second American Civil War happens, regardless if the FSA is successful or not, in 1879. There are a few other factors, but I'm attempting to figure out what they are (government policies and the like). Here's my modified code so far: common/countries.txt code:
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Updates to province files to add CAS cores: history/provinces/canada === 13 - Vancouver 14 - Vancouver Island 15 - Prince Rupert 16 - Glenora 19 - Prince George 20 - Kelowna 21 - Vernon history/provinces/mexico === 85 - Eureka history/provinces/usa === 1 - Sitka 2 - Yakutat 78 - Seattle 79 - Spokane 80 - Walla Walla 81 - Portland 82 - Baker City 83 - Klamath Falls 91 - Boise 92 - Coeur D'Alene 114 - Missoula Edit: Formatting! Edit 2: I'm going to go post this in the NNM thread too ExtraNoise fucked around with this message at 02:11 on Jun 25, 2013 |
# ? Jun 24, 2013 20:48 |
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Sheriff posted:The guy above me explained tactics well, so I won't repeat him. As for inventions, you can hover over them at the bottom of the tech screen to see their effects. The benefits these inventions provide are in addition to the ones you get for researching the tech itself. For example, the left-most line of techs in the commerce tree increases tax efficiency. As soon as you research it, you'll improve your tax efficiency by 5%. That also let's inventions tied to that tech become discoverable, which will happen on its own, at a chance rate you can check in the bottom left of the tech screen. This is really obvious. What's less obvious is why I would pick one tech over another or why precisely I should care about any of them.
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# ? Jun 24, 2013 21:06 |
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gradenko_2000 posted:What I didn't like about HOI 3's research system is that there's just too much stuff to research. Why do I need to worry about the gun, the engine and the armor of a tank all as separate parts? The idea was you could do stuff like research several levels of, say, gun and engine techs to make fast + hard-hitting tanks, or go nuts on the armour tech and make barely mobile yet indestructible bricks. Although in practice you just research everything.
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# ? Jun 24, 2013 21:20 |
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Darkrenown posted:The idea was you could do stuff like research several levels of, say, gun and engine techs to make fast + hard-hitting tanks, or go nuts on the armour tech and make barely mobile yet indestructible bricks. Although in practice you just research everything. For that to work the player would need access to the whole list of brigade stats and how they meaningfully interact with the combat system and that's just not there. Also if I want heavier and less mobile tanks then I can literally just build Heavy Tanks. HoI2 just does the whole thing better because a Tank division is a Tank division is a Tank division, except German ones have much better organisation right now because Guderian has just written Achtung Panzer! so their tanks all have radios and train with a combined arms emphasis that other people don't.
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# ? Jun 24, 2013 21:43 |
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Alchenar posted:This is really obvious. What's less obvious is why I would pick one tech over another or why precisely I should care about any of them. That is all pretty dependent on who you are playing as and what you are trying to do. As America, here's a sample of what I normally research: • I always start with Medicine, as the inventions tied to that will increase your population growth, which is always important for a new world nation. • After Medicine, I go Romanticism, but that's Americentric, since the big benefit is Manifest Destiny, which will give the US cores on every continental state. • It's normally after 1840 at this point, so I research Empiricism (may be Idealism, they are on the same tree), which increases your base research points by 50%. This entire tree is pretty important, and lots of min-maxers will time it so they can research any research point tech ASAP, but it's not necessary, just don't ignore it for too long. You may also want to research Functionalism (increases educational efficiency) or State and Government (gives you another national focus, which you can use to encourage clergy, which will raise your literacy) at this point, as the US starts of with a low literacy rate compared to some other great powers. • At this point, I try to bolster my economy. Any tech that increases farming and mining output will help a lot early. Techs that increase your tax efficiency can be lifesavers in a US game, as many parties are lassiez-faire and will cap your taxes at 50% of the slider. • From here, it's kinda on what I want to do. If I'm looking to colonize big time, the naval tree is a necessary next step, as you need to plan in advance to ensure that your naval bases are built up enough to produce the ships that give you colonial points. • If I'm looking to conquer parts of Canada or Mexico, I'll go Army techs instead. These can't be totally neglected, but given the US's location, if you aren't looking to aggressively conquer new lands, they can be slightly put to the back burner. After that, the cycle sorta repeats itself as more techs become available. Get the research or educational efficiency techs as soon as you comfortably can, then help your economy if it needs it. If nothing is pressing, factory input/output/throughput are good choices that won't help you right away, but will definitely be needed in the future as you industrialize.
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# ? Jun 24, 2013 21:52 |
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Alchenar posted:For that to work the player would need access to the whole list of brigade stats and how they meaningfully interact with the combat system and that's just not there. Also if I want heavier and less mobile tanks then I can literally just build Heavy Tanks. When I'm talking about how something didn't work you don't really need to tell me it didn't work But the stats on tank techs aren't really obtuse, speed makes you move faster, guns make you do damage. Toughness might be the least obvious one, but it's explained in tooltips/the manual etc.
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# ? Jun 24, 2013 22:08 |
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Alchenar posted:I'm starting to get V2. The Support % is how much that unit's attack or defense score is modified if it's fighting from the back row. If your artillery has 2 attack, 5 defense, and 300% support, they'd effectively have 6 attack and 15 defense if they're fighting from behind another unit. Military Tactics reduces the casualties you take in combat. There's a lot of info to process here, but just keep asking questions and it'll all come together eventually.
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# ? Jun 24, 2013 22:16 |
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Darkrenown posted:When I'm talking about how something didn't work you don't really need to tell me it didn't work But the stats on tank techs aren't really obtuse, speed makes you move faster, guns make you do damage. Toughness might be the least obvious one, but it's explained in tooltips/the manual etc. What I means it that the game doesn't really tell you want those numbers mean in terms of value to the player. Researching a tank tech gets me more of A Number. More of A Number is probably a good thing, but why is it a good thing? Does it make my Tank better at fight if I research this and not that? gently caress it, I don't know, just research everything. And in the end it doesn't even matter because my division will probably have an attack/defend value of 2 when I look at it on the map so I have no way of knowing how an attack will pan out unless I go ahead and try. (I'm venting on the internet and I have a whole pre-order's worth of venting that'll last me a long time, let me have this )
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# ? Jun 24, 2013 22:31 |
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Oh ok, go on then (We do want to explain things better ingame though, I think I have mentioned it here already, but we have a UI guy now who is focused on this kind of thing)
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# ? Jun 24, 2013 22:36 |
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Sheriff posted:That is all pretty dependent on who you are playing as and what you are trying to do. As America, here's a sample of what I normally research: I'd argue that Ideological Thought is the most important tech to research first. It gives you another National Focus you can use to promote the necessary amount of bureaucrats and clerics for reasearch/literacy, and even more importantly it has 6 inventions each giving +5% plurality for a combined +30% equaling +60% research points. Unless I'm having huge money troubles I always start with Ideological thought, then either idealism if it's unlocked or medicine if not.
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# ? Jun 24, 2013 22:45 |
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I had a go at testing out the CK2(+)->EU3(DAO/MiscMods) port and... well. Went off the rails fairly quickly. Elsewhere some guys already suggested that amping up the BB costs for provinces might help out a lot. What are some of the easier tweaks that can be done to improve AI behavior, without trying to port and adapt Wiz's AI events wholesale?
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# ? Jun 25, 2013 00:17 |
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# ? May 29, 2024 10:05 |
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Alchenar posted:What I means it that the game doesn't really tell you want those numbers mean in terms of value to the player. Researching a tank tech gets me more of A Number. More of A Number is probably a good thing, but why is it a good thing? It might be cool if future titles with that level complexity had an in game "combat sim" where you could design a unit of any arbitrary tech level/org/whatever and throw it against any other arbitrarily designed unit (on a province where you could define terrain and fort level) and it would spit out the results of like a hundred combats. Then you could tweak your unit and try again. Let the player play with the stats and techs in a contained environment to understand them in a deeper way than just shooting for Bigger Numbers. It's a lot harder to get a sense of this stuff while you're running hundreds of units of all different types in a giant war. Even a good tutorial or explanation only goes so far. In a game as complex as HOI3, I think some sort of in game combat sim would go as long way in helping players who really wanted to understand the system better. (It might even help reveal bugs or oddities in the combat algorithms.)
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# ? Jun 25, 2013 00:20 |