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Riso posted:Kanye has already sent his lawyers to shut it down. Dogecoins all the way. Good thing there is a perfect substitute: http://catcoins.biz
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# ? Jan 8, 2014 15:43 |
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# ? May 31, 2024 09:21 |
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podcat posted:Too late! All future games will now feature Dogecoins. You can throw in a nice event that gets triggered if Venice has too much inflation: "Minting the Dogecoin"
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# ? Jan 8, 2014 15:45 |
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And for V3, a custom event for the USA if you get into too much debt: "Forge the Trillion-Dollar Coin". Gotta keep relevant to current events!! EDIT: Event wipes away your debt without bankruptcy, but you lose 50 prestige and all provinces get -5% tax modifier for 5 years.
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# ? Jan 8, 2014 16:02 |
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I don't quite get the provinces thing in V2, so you have administrative areas with subdivisions, population is basically done at the focus level, so each individual provinces population doesn't really matter. Factories are also done at this level, so they don't really matter. So really it's just forts / railroad at province level. So why is population also divided to this level? I just started a game as Peru and it was really irritating to work out where I should put my focus. I couldn't make out country borders in province view, and switching between population view and province view was irritating.
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# ? Jan 8, 2014 16:19 |
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Antinumeric posted:I don't quite get the provinces thing in V2, so you have administrative areas with subdivisions, population is basically done at the focus level, so each individual provinces population doesn't really matter. Factories are also done at this level, so they don't really matter. So really it's just forts / railroad at province level. So why is population also divided to this level? I just started a game as Peru and it was really irritating to work out where I should put my focus. I couldn't make out country borders in province view, and switching between population view and province view was irritating. National Focuses affect the entire state, and states are arranged according to population in the Population view, and you can assign National Focuses through the Population view. Use that.
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# ? Jan 8, 2014 16:32 |
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gradenko_2000 posted:National Focuses affect the entire state, and states are arranged according to population in the Population view, and you can assign National Focuses through the Population view. Use that. Note that this is only the case from AHD onwards, vanilla V2 does not sort states by population. e: Don't play vanilla V2.
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# ? Jan 8, 2014 18:14 |
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Antinumeric posted:I don't quite get the provinces thing in V2, so you have administrative areas with subdivisions, population is basically done at the focus level, so each individual provinces population doesn't really matter. Factories are also done at this level, so they don't really matter. So really it's just forts / railroad at province level. So why is population also divided to this level? It lets RGOs be at province level and makes recruiting and maintaining armies even more inconvenient than Vicky 2's arse-backwards recruitment system already does.
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# ? Jan 8, 2014 18:45 |
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ThatBasqueGuy posted:It does, but I think that having a bunch of separate democracies to go to helps draw out those who would be more borderline. Or I don't know what I'm talking about. The way I understand it is that whether they migrate simply depends on a bunch of internal factors and the target they choose is completely independent of that. So there's a pool of migrants decided by how poo poo the living conditions are and those get split up between target countries depending on a bunch of other factors. I think the chance to emigrate can be seen in the pop statistics window somewhere.
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# ? Jan 8, 2014 18:52 |
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So I need your help... I think. When reading about our games I'm (fairly) certain that I saw someone link to a book that sounded interesting. The problem is, I don't remember if it was this forum or our own forum, maybe it wasn't a book but a wikipedia link or an article? Anyways, I seem to remember a vague detail that it was discussing the wealth of European nations in the EUIV timeframe, and how France and England became the dominant powers. Spain was also brought up as an example, and the discussion was about that even though they gained a lot of wealth, they were dependent on France/England/other central European nations, so they didn't develop as much as a country anyways. I also seem to remeber some sort of grouping between central European states and periphery ones. So, has someone got a clue what I'm talking about? I just remember skimming through some text and thinking 'cool, I'll look at that later'. Now I can't find it even though I went back 20 pages in this thread searching for it... Please help
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# ? Jan 8, 2014 22:19 |
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A friend of mine showed me what may very well be the worst borders I have ever seen in a Paradox game. why?
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# ? Jan 9, 2014 04:04 |
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Bishop Rodan posted:A friend of mine showed me what may very well be the worst borders I have ever seen in a Paradox game. I like how Tibet is untouched.
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# ? Jan 9, 2014 04:08 |
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I'm tempted to think that the cream-coloured blob started off as China, but you said this was a Paradox game, right?
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# ? Jan 9, 2014 06:08 |
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eXXon posted:I'm tempted to think that the cream-coloured blob started off as China, but you said this was a Paradox game, right? It looks like Victoria II, which means that the cream-coloured blob is most likely a modernized China.
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# ? Jan 9, 2014 06:11 |
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The best thing about it all is Russia existing in the Yukon and nowhere else.
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# ? Jan 9, 2014 06:13 |
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Yeah that was taken off the "Post your Victoria 2 empires!" thread, and it's from a player that westernized China and specifically tried to get as far into a world conquest as possible.
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# ? Jan 9, 2014 06:15 |
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Westminster System posted:The best thing about it all is Russia existing in the Yukon and nowhere else. I think that's Canada, although either way the idea of Russia or Canada being exiled to Yukon is fantastic.
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# ? Jan 9, 2014 06:41 |
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It looks a lot better if you pretend that it's a post-apocalyptic mod, a la Dark Continent, and that the cream colour indicates devastated and unreclaimed land.
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# ? Jan 9, 2014 06:47 |
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I love how every possible thing that could have gone wrong did so. Britain colonizing Australian and NZ interior? Check. lovely-looking domains? Check. The US taking the Mexican-American War too far? Check. Expansionist Bolivia? Check. And worst of all, whatever the hell happened to Portugal. Truly a work of art.
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# ? Jan 9, 2014 07:38 |
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Can a helpful gune point me to a particularly good Darkest Hour tutorial?
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# ? Jan 9, 2014 10:54 |
Puella Magissima posted:I love how every possible thing that could have gone wrong did so. Britain colonizing Australian and NZ interior? Check. lovely-looking domains? Check. The US taking the Mexican-American War too far? Check. Expansionist Bolivia? Check. And worst of all, whatever the hell happened to Portugal. Truly a work of art. It looks like Portugal is down to its coastal provinces with Navarra (or maybe Catalonia, I think the Basque tag in V2 is green Viscaya) inexplicably holding non-coastal Portugal. Either that or that's cream-colored China which holds Catalonia and non-coastal Portugal, which is worse. Honestly I think my favorite part is the really hard to see Austria, which owns three enclaves each separated by a single line of Chinese provinces. Plus Serbia sitting there totally untouched. Jazerus fucked around with this message at 15:49 on Jan 9, 2014 |
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# ? Jan 9, 2014 15:46 |
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Just bought Victoria 2 and it's expansions. Are there any mods considered necessary? Also any recommended mods for the game? I remember HoI2 being better with mods.
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# ? Jan 9, 2014 17:23 |
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Jazerus posted:Honestly I think my favorite part is the really hard to see Austria, which owns three enclaves each separated by a single line of Chinese provinces. Plus Serbia sitting there totally untouched. I think that Victoria should get a CB at something like 100 or 200 infamy that just lets you swallow countries whole and doesn't trigger a truce because at that point it's pretty clear that the player has committed to a world conquest. Mr_Ruckus posted:Just bought Victoria 2 and it's expansions. Are there any mods considered necessary? Also any recommended mods for the game? I remember HoI2 being better with mods. Victoria doesn't really have much in the way of must-have mods, largely because its complexity means most mods that try to change things up tend to break the game in their own way as well. The game is honestly really fine just being played unmodded. If there is one mod that you need to have though, it's definitely The Imperialist Adventures of Srbja and Friends. It doesn't make too many changes to the mechanics and instead just has a nice alt-history set-up that upends the map and the world situation without making you relearn how to play the game.
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# ? Jan 9, 2014 17:44 |
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gradenko_2000 posted:If there is one mod that you need to have though, it's definitely The Imperialist Adventures of Srbja and Friends. It doesn't make too many changes to the mechanics and instead just has a nice alt-history set-up that upends the map and the world situation without making you relearn how to play the game. I appreciate the endorsement (hey, the mod maker here!), but I would advise not to download it right now. Riso found some of the bugs that were making the game crash (making him a lot more useful than the Clausewitz Validator) so I'll be updating with those fixes... Uh... Before sunday.
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# ? Jan 9, 2014 18:17 |
Mr_Ruckus posted:Just bought Victoria 2 and it's expansions. Are there any mods considered necessary? Also any recommended mods for the game? I remember HoI2 being better with mods. I play with New Nations Mod, since it... gives you a bunch of new nations, and a handful of decisions/events for them. It's pretty neat, but as with any mod, the greater number of tags will lead to moderate game slowdown by the end. I think it's worth it though for the ahistorical union countries alone. The other big mod is the Pop Demand Mod (its current iteration, I think, is called Pop of Darkness). It's a dramatic reworking of the game's trade/market structure, including the introduction of like 20 new resources to make the game "deeper." While on paper this is good, they also break a lot of poo poo that ain't broken, and the game has some really controversial soldier POP system that I don't know anything about. It also will bring your system to its knees once China westernizes. I still think it's worth at least one playthrough just to see what it's about, but definitely not until you've already gotten the hang of Vicky 2. Which can take awhile, since it's probably got the steepest learning curve of any Paradox game.
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# ? Jan 9, 2014 19:15 |
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Divergences got updated for HoD too finally, which is always good fun.
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# ? Jan 9, 2014 20:06 |
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Westminster System posted:Divergences got updated for HoD too finally, which is always good fun. Is Divergences still tied to PDM? The universe is nice (I especially like mega-Poland-Lithuania) but I can't stand PDM's stone soup changes.
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# ? Jan 9, 2014 20:12 |
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Westminster System posted:Divergences got updated for HoD too finally, which is always good fun. Oh poo poo, there goes my weekend. e. Weekend saved by mod instability. ThatBasqueGuy fucked around with this message at 01:07 on Jan 10, 2014 |
# ? Jan 9, 2014 20:17 |
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ZearothK posted:I appreciate the endorsement (hey, the mod maker here!), but I would advise not to download it right now. Riso found some of the bugs that were making the game crash (making him a lot more useful than the Clausewitz Validator) so I'll be updating with those fixes... Uh... Before sunday. Hooray!
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# ? Jan 9, 2014 20:18 |
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gradenko_2000 posted:Is Divergences still tied to PDM? The universe is nice (I especially like mega-Poland-Lithuania) but I can't stand PDM's stone soup changes. Unfortunately so.
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# ? Jan 9, 2014 20:26 |
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Perhaps it is Texas who should not mess with others.
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# ? Jan 9, 2014 21:01 |
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Mister Adequate posted:Perhaps it is Texas who should not mess with others. Not impressed, come back when it's 1865
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# ? Jan 9, 2014 21:19 |
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I think the biggest problem with PDM is that it makes the game so much easier. It stabilizes and improves the economy, but makes money way too plentiful in the process. Money is usually fairly plentiful in vanilla once you get going, but its easier to get going in PDM and consequently money becomes a non-issue really rapidly. You can fully fund everything quickly, never have to make any economy choices, and population becomes the only limit on army size. I think the economy in Victoria is cool, unfortunately I think its also fundamentally broken in various hardcoded ways so that economy modification becomes about picking your poison. The vanilla game is balanced precisely so that the economy won't go insane in a noticeable way within the game's timespan but mod the game's ending date enough or make a seemingly minor change to the economy and suddenly you end up with weird situations like where most of the world is starving because your government has accumulated so much money it brings the world economy to its knees since there isnt any money in circulation to buy and sell goods and you can't even get rid of your lucre because your policies prevent you from lowering your taxes to zero and you cant even spend enough to go into the red. edit: I understand the economy system fairly well so I tried to rig up an economy system for that 1700 mod that I desperately want to succeed. This left me convinced it might be impossible to get a sane psuedo-realistic economy that works over that long a timespan SickZip fucked around with this message at 22:36 on Jan 9, 2014 |
# ? Jan 9, 2014 22:29 |
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I don't know if its changed but they made social consciousness way too easy so you can go full blown socialism in like a decade.
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# ? Jan 9, 2014 22:33 |
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SickZip posted:edit: I understand the economy system fairly well so I tried to rig up an economy system for that 1700 mod that I desperately want to succeed. This left me convinced it might be impossible to get a sane psuedo-realistic economy that works over that long a timespan That one being done by that RedWalrus dude? His general ditziness has been really off-putting for me, so much so that I've been avoiding the 1700 mod.
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# ? Jan 9, 2014 22:57 |
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Drone posted:they also break a lot of poo poo that ain't broken, and the game has some really controversial soldier POP system that I don't know anything about.
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# ? Jan 10, 2014 00:45 |
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I had fun just playing with New Nations Mod, which didn't really add any new mechanics but led to lots of neat new tags popping up. I'm playing on a brand new computer though so YMMV re: slowdowns caused by a proliferation of tags. I'm also looking forward to Wiz releasing the V2 scenario from his Azerbaijan mega-LP.
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# ? Jan 10, 2014 00:56 |
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Was it PDM that had that thing where you'd have front line artillery being supported by infantry because of something weird they did in how some combat stats work? They fixed that one though, right?
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# ? Jan 10, 2014 00:57 |
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DrProsek posted:Was it PDM that had that thing where you'd have front line artillery being supported by infantry because of something weird they did in how some combat stats work? They fixed that one though, right?
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# ? Jan 10, 2014 01:44 |
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Kersch posted:I've seen someone mention that before, but I haven't noticed it occur in a full game I just did with the mod. It was a bug introduced during their combat experimentation phase, and like the statewide soldier POPs, it was more than a year ago and only for several versions. Goons really have a long memories about these things.
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# ? Jan 10, 2014 02:16 |
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# ? May 31, 2024 09:21 |
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Disco Infiva posted:It was a bug introduced during their combat experimentation phase, and like the statewide soldier POPs, it was more than a year ago and only for several versions. Goons really have a long memories about these things. I liked the idea of statewide soldier POPs, it at least meant that I never had to worry about deleting and remaking soldiers.
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# ? Jan 10, 2014 02:27 |