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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Gort posted:

Oh, so it's fixed now, is it?

Allow me to throw my head back and cackle in equal parts laughter and madness.

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Dr. Video Games 0031
Jul 17, 2004

I personally blame Johan for there not being a good mount and blade game since Warband.

Top Hats Monthly
Jun 22, 2011


People are people so why should it be, that you and I should get along so awfully blink blink recall STOP IT YOU POSH LITTLE SHIT
I really want to make a CK2 around my state but I am so poo poo at modding :(

Kly
Aug 8, 2003

I got CK2 a while ago from a cool guy in the steam gifting thread. It seems really cool, really diggin' the dynasty angle but I really have no idea what i'm supposed to be doing. I played through the tutorials a bit but didn't find it very helpful. I remember a lot of times some one would mention in the steam thread they had trouble learning the game and they were directed to an LP that was really good at teaching the game. Anyone have that handy? Also any other advice for beginners would be cool, so far I've just been putting the game on max speed and making decisions when the popups come along.

Mantis42
Jul 26, 2010

Is After the End going to include Hawaii? I know its too far west but you could probably fudge it. I just wanna roleplay a post apocalyptic pirate who sacrifices people to a pagan volcano god.

Vodos
Jul 17, 2009

And how do we do that? We hurt a lot of people...

Kly posted:

I got CK2 a while ago from a cool guy in the steam gifting thread. It seems really cool, really diggin' the dynasty angle but I really have no idea what i'm supposed to be doing. I played through the tutorials a bit but didn't find it very helpful. I remember a lot of times some one would mention in the steam thread they had trouble learning the game and they were directed to an LP that was really good at teaching the game. Anyone have that handy? Also any other advice for beginners would be cool, so far I've just been putting the game on max speed and making decisions when the popups come along.

Arumba has a video tutorial series on youtube, but it's very detailed. The first handful of videos should be enough to get you started, I haven't checked them all yet but he goes into more and more detail as the series goes on.
https://www.youtube.com/playlist?list=PLH-huzMEgGWBBUYoAjpLxFkbgFw19CeA_

bUm
Jan 11, 2011

Kly posted:

Also any other advice for beginners would be cool, so far I've just been putting the game on max speed and making decisions when the popups come along.
To start: definitely stop doing that. Odds are either your dynasty will die or you'll have weak marriages not taking any action to drive towards a greater standing.

An LP will be helpful, but it's also a good idea to look through the menus and hover over a bunch of things to read the tooltips to get a feel for things. If the tooltip is unclear, I usually play with the appropriate wiki open early on to help understanding things as needed. Beyond that, I usually learn by playing: learn from mistakes (sometimes saving and intentionality making one just to see what happens when at an appropriate crossroads), find tricks that you can use for your gain, and after not too long (usually a few games played reasonably far for me) you'll have gone from overwhelmed to building an empire on the corpses of worthless commoners.

bUm fucked around with this message at 22:38 on Aug 30, 2014

Ofaloaf
Feb 15, 2013

Mantis42 posted:

Is After the End going to include Hawaii? I know its too far west but you could probably fudge it. I just wanna roleplay a post apocalyptic pirate who sacrifices people to a pagan volcano god.
There were some questions about that earlier, and while I'm not willing to fudge the map (and even fudged, Hawaii would be so far away from anything else) I was thinking of Polynesians showing up on the Pacific coast either through something similar to the traveling merchant and mystical land of Hindustan events (giving a Hawaiian courtier) or some sort of minor colonization thing that flips a few provinces and stops there.

Also I don't know what facepack to use for Hawaiians.

Astro Nut
Feb 22, 2013

Nonsensical Space Powers, Activate! Form of Friendship!

Kly posted:

I got CK2 a while ago from a cool guy in the steam gifting thread. It seems really cool, really diggin' the dynasty angle but I really have no idea what i'm supposed to be doing. I played through the tutorials a bit but didn't find it very helpful. I remember a lot of times some one would mention in the steam thread they had trouble learning the game and they were directed to an LP that was really good at teaching the game. Anyone have that handy? Also any other advice for beginners would be cool, so far I've just been putting the game on max speed and making decisions when the popups come along.

I think you may be referring to this. CapnAndy's Ireland run is a textbook example of how to go through the basics of the game, though some of the information is thrown off by subsequent patches. Still, a good guide, and Ireland is Newbie Island, so perfect to work in.

Kavak
Aug 23, 2009


I premtively request Idaho's ruling dynasty be composed of expies of the B-52's.

Kavak fucked around with this message at 00:10 on Aug 31, 2014

Kly
Aug 8, 2003

Astro Nut posted:

I think you may be referring to this. CapnAndy's Ireland run is a textbook example of how to go through the basics of the game, though some of the information is thrown off by subsequent patches. Still, a good guide, and Ireland is Newbie Island, so perfect to work in.

I think that's the one, thanks!
I played for 2.2 hours according to steam, I just jumped into a game with a random guy thinking I'd be able to figure it out but was pretty overwhelmed so i did a few of the tutorials and tried again but I'm not entirely sure what my goal is other than getting a high score. Also is there a way to customize a character or make my own?

Astro Nut
Feb 22, 2013

Nonsensical Space Powers, Activate! Form of Friendship!

Kly posted:

I think that's the one, thanks!
I played for 2.2 hours according to steam, I just jumped into a game with a random guy thinking I'd be able to figure it out but was pretty overwhelmed so i did a few of the tutorials and tried again but I'm not entirely sure what my goal is other than getting a high score. Also is there a way to customize a character or make my own?

Technically the aim of the game is intended as the survival of your dynasty to the end of the game, but most players decide that beating Genghis Khan to the title of 'Largest Land Empire in history' would be more challenging and interesting after the first few tries. The real interest in the game is more in the journey than the climax though, with all the possible curveballs the game can throw your way.

(And customising is paid DLC)

Elendil004
Mar 22, 2003

The prognosis
is not good.


Arumba's newbie tutorial is perfect, spend some time watching that and you'll be right as rain.

Enjoy
Apr 18, 2009

Ofaloaf posted:

There were some questions about that earlier, and while I'm not willing to fudge the map (and even fudged, Hawaii would be so far away from anything else) I was thinking of Polynesians showing up on the Pacific coast either through something similar to the traveling merchant and mystical land of Hindustan events (giving a Hawaiian courtier) or some sort of minor colonization thing that flips a few provinces and stops there.

Also I don't know what facepack to use for Hawaiians.

Make an Aztec style invasion from China, waging Communist holy war in the name of Marx

Zeron
Oct 23, 2010

Enjoy posted:

Make an Aztec style invasion from China, waging Communist holy war in the name of Marx

Uh no, obviously the West Coast Horde will be the Greater Korean Republic and they'll invade on a bunch of innocent cargo ships.

Pornographic Memory
Dec 17, 2008

Zeron posted:

Uh no, obviously the West Coast Horde will be the Greater Korean Republic and they'll invade on a bunch of innocent cargo ships.

A second invasion can be performed by the Russian communists, landing in Washington state, also in cargo ships. Or possibly a Russian communist cargo ship invasion originating from Iceland.

Chump Farts
May 9, 2009

There is no Coordinator but Narduzzi, and Shilique is his Prophet.
In HoI3 or Darkest Hour, what are the priorities for building and research? How important is upgrading?

For as many hours as I have put into those games, I still feel like I never know what I should be doing.

Gort
Aug 18, 2003

Good day what ho cup of tea

Chump Farts posted:

In HoI3 or Darkest Hour, what are the priorities for building and research? How important is upgrading?

For as many hours as I have put into those games, I still feel like I never know what I should be doing.

In Darkest Hour upgrades should not be a priority UNLESS you're unable to build units due to manpower constraints (and even then you're better off disbanding some low-tech units and using the manpower for planes instead). You will almost always be better off with more units than better upgraded ones.

For non-Free Market nations, this goes double. (USSR and Germany both effectively get penalties to upgrading)

As far as research priorities - anything that improves your nation that doesn't require implementation should be priority 1 - IC, Manpower, Research Speed, all that good stuff. Every nation will have a ton of infantry, so improve that a lot - the anti-tank techs are good too. Tank techs should be prioritised once you're able to research the ones that allow you to build actual armoured divisions. Torpedoes are good if you're a naval power, otherwise basically all attachments are trash that should be discarded in favour of putting the IC into more units.

The number one rule of Darkest Hour, though - you can never have too many infantry. For their cost, they are silly good, and many a new player has lost at Darkest Hour by sinking all their IC into fancy tanks, planes and ships, and neglecting the fact that infantry rule the world.

Gort fucked around with this message at 22:55 on Aug 31, 2014

Chump Farts
May 9, 2009

There is no Coordinator but Narduzzi, and Shilique is his Prophet.

Gort posted:

In Darkest Hour upgrades should not be a priority UNLESS you're unable to build units due to manpower constraints (and even then you're better off disbanding some low-tech units and using the manpower for planes instead). You will almost always be better off with more units than better upgraded ones.

For non-Free Market nations, this goes double. (USSR and Germany both effectively get penalties to upgrading)

As far as research priorities - anything that improves your nation that doesn't require implementation should be priority 1 - IC, Manpower, Research Speed, all that good stuff. Every nation will have a ton of infantry, so improve that a lot - the anti-tank techs are good too. Tank techs should be prioritised once you're able to research the ones that allow you to build actual armoured divisions. Torpedoes are good if you're a naval power, otherwise basically all attachments are trash that should be discarded in favour of putting the IC into more units.

The number one rule of Darkest Hour, though - you can never have too many infantry. For their cost, they are silly good, and many a new player has lost at Darkest Hour by sinking all their IC into fancy tanks, planes and ships, and neglecting the fact that infantry rule the world.

Thanks for the tips. What about planes as Germany or Britain? Even then, tactical, close air support, naval, or strategic? They all seem useful, but not sure if I should have like one plane at a time building, or as much as I possibly can.

Raskolnikov38
Mar 3, 2007

We were somewhere around Manila when the drugs began to take hold
I like going for tactical bombers over CAS since their doctrine doubles as the NAV doctrine. Never build strat bombers.

Drone
Aug 22, 2003

Incredible machine
:smug:


Chump Farts posted:

Thanks for the tips. What about planes as Germany or Britain? Even then, tactical, close air support, naval, or strategic? They all seem useful, but not sure if I should have like one plane at a time building, or as much as I possibly can.

I like to have at least 2 air groups of 4 Tactical Bombers each (with escort fighters attached) if I'm playing on the major nations, and a couple groups of 4 Interceptors/Fighters for shooting down incoming bombers and for air superiority over enemy lands, respectively. I never really bothered with strategic bombers given they're so expensive, but from what I understand, CAS can be pretty drat effective too (especially at chasing down retreating units). Naval bombers are great, especially as Germany or Italy, but you'll have to make sure you give them air support with fighters, too.

Shayu
Feb 9, 2014
Five dollars for five words.

Goetta posted:

Also Japan just shithoused China really early in my save, they got the 'give up everything on the coast' event shortly after they invaded and are currently busy devouring the Pacific. Is this fairly normal? I don't play enough to tell.

China will always lose to Japan within a year. Which is weird considering that China isn't really defenseless, as a complete novice at the game I was able to beat back Japan as China but the AI just crumbles within several months. Maybe I'm just really good?

Shayu
Feb 9, 2014
Five dollars for five words.
Hey since people are giving tips on how to play hearts of iron can anyone explain what ships I need to build? I've a few hundred hours into Darkest Hour and HoI3 but I still don't really know how to compose my navies, most of the time I just build a few battlecruisers/battleships with like 5 light and 5 heavy cruisers with like 10 or 12 destroyers. Is this actually a good composition?

Gort
Aug 18, 2003

Good day what ho cup of tea

Chump Farts posted:

Thanks for the tips. What about planes as Germany or Britain? Even then, tactical, close air support, naval, or strategic? They all seem useful, but not sure if I should have like one plane at a time building, or as much as I possibly can.

There are a few general rules I follow with planes:

1. Never mix types - you end up with a "worst of both worlds" situation where you curtail your range and speed.

2. Never use stacks with fewer than 8 units - you want as much firepower in one place as you can get, and in situations where your bombers are being engaged by enemy interceptors, you want as many wings as possible to minimise your chances of losing an entire wing.

3. Gain air superiority before you send your bombers in.

4. Focus on two types of plane - either fighters or interceptors, and either tactical, CAS, or strategic bombers. Saves you research points.

Specifically about Britain or Germany:

For Germany, your best bet to defeat Britain is a combined-arms assault - paratroopers to make an initial landing on a beach, then a bunch of transports to rush across a huge number of troops. You can also guard the crossing with submarines because unlike reality, Darkest Hour submarines are deadly in a fleet engagement, especially considering their cost.

You don't need an airforce for that, nor do you need to defeat the Royal Navy from the air, so don't worry about naval bombers, even though they're incredibly deadly. As Germany I'd probably get 16 Interceptors (two groups of 8), 8 tactical bombers, and 8 CAS, and that breaks my rule above because you start with some of each kind.

Britain can probably get by fine with 8 Interceptors and no further investment in air forces, but you start with 3 strategic bombers so you might as well make it 8.

Do beware of letting your love of building planes interfere with the requirement to have fucktons of infantry, though.

SharkAKALegitShark posted:

Hey since people are giving tips on how to play hearts of iron can anyone explain what ships I need to build? I've a few hundred hours into Darkest Hour and HoI3 but I still don't really know how to compose my navies, most of the time I just build a few battlecruisers/battleships with like 5 light and 5 heavy cruisers with like 10 or 12 destroyers. Is this actually a good composition?

Darkest Hour:

There are basically four main ways to make an optimal fleet in Darkest Hour.

1. Submarine zerg: 30 submarines with torpedo attachments. These are incredibly deadly and very cheap. Best done as Germany because their doctrines support the strategy best and they have easy access to lots of surface targets. 30 submarines will sink basically anything that floats, EXCEPT for heavy cruisers on their own which are completely immune to submarines due to some quirk of their speed and firing range.

2. Heavy cruiser zerg: 30 heavy cruisers with torpedo attachments. This fleet is immune to submarines and capable of catching up to and engaging any enemy fleet. A lot more expensive than submarines though. Make sure you don't include old obsolete heavy cruisers in your fleet though, as the fleet will travel at the speed of the slowest ship, which may allow carriers to bomb them with impunity.

3. Old gun ship zerg: 15 capital ships (battleships, battlecruisers) plus 15 screens (destroyers, light cruisers, heavy cruisers). This is a reasonable set up for any navy with lots of gun ships such as the UK. Give as many ships as you can torpedo attachments to maximise their firepower. This setup is, however, very vulnerable to:

4. Carrier zerg: 15 fleet carriers plus 15 screens. This will be immune to any enemy fleet you encounter by virtue of having an attack range of 200km, well outside of gun range. The exceptions are submarines which get to attack at short range just because, fleets that are faster than the slowest ship in the carrier fleet (such as the heavy cruiser zerg I mentioned above), other carrier fleets which can match the range, and engagements in storms. In storms the carriers can't fire, so they close to gun range because they're loving morons. Also fleet carriers have an attack value of zero against submarines because

One all round rule in Darkest Hour is that having a large stack is almost always better than having a small stack. This applies whether you're fighting at land, sea, or in the air - you always want the largest stack you can get without taking punitive penalties. This is 12 units on land (Field Marshal command limit is 12), 8 units in the air (maximum size of an air stack) and 30 units at sea (highest admiral command limit). This is due to the fact that units can be outright destroyed if they're shot at by lots of enemy units, and replacing destroyed units is much more expensive than reinforcing them up, and the fact that reinforcing nine units from 90% to 100% is much less expensive and time consuming than reinforcing a single unit from 10% to 100%.

Gort fucked around with this message at 19:40 on Sep 1, 2014

Magissima
Apr 15, 2013

I'd like to introduce you to some of the most special of our rocks and minerals.
Soiled Meat
While we're talking DH, could somebody explain to me how paratoopers work? I conducted an entire (successful!) invasion of the UoB as Canada in Kaiserreich, and I never ended up being able to use my fancy flying men. I would load them onto the planes and the mission just wouldn't show up. Perhaps the planes have to be based out of a core province or something, but that would render the US and Canada completely unable to use paratroopers in Europe, which seems dumb to me.

e: vv Yeah, I guess that would make sense. I like DH, but it can be really opaque at times. vv

Magissima fucked around with this message at 20:57 on Sep 1, 2014

Kavak
Aug 23, 2009


Puella Magissima posted:

While we're talking DH, could somebody explain to me how paratoopers work? I conducted an entire (successful!) invasion of the UoB as Canada in Kaiserreich, and I never ended up being able to use my fancy flying men. I would load them onto the planes and the mission just wouldn't show up. Perhaps the planes have to be based out of a core province or something, but that would render the US and Canada completely unable to use paratroopers in Europe, which seems dumb to me.

I could never get them to work either. It takes an insanely high organization score or something.

Supeerme
Sep 13, 2010
You need 100% organization for it to show up.

Gort
Aug 18, 2003

Good day what ho cup of tea
Yeah, and that means LITERALLY one hundred percent. As in, the meter might show that you have 50 out of 50 organisation, but that really means they have 49.5 organisation and it's just rounded up from there to 50. You actually have to wait a day or two for it to really reach 50.

As far as I'm concerned, paratroopers in Darkest Hour have exactly one use, and that's to establish beachheads on hostile shores when all the actual beaches are guarded.

Elendil004
Mar 22, 2003

The prognosis
is not good.


In CK2, really frustrating when you are catholic, and in a nearby norse area catholic rebels rise up and then attack your army in your kingdom for no loving reason. Just lost a leader to that. At the very least they should pop something up saying that the rebels have declared an intent to gently caress you up (though you're the same religion, they shouldn't). Or, since they're doing your (gods) work, you should be able to support them and throw in with them to establish a country for them.

pospysyl
Nov 10, 2012



Kly posted:

I think that's the one, thanks!
I played for 2.2 hours according to steam, I just jumped into a game with a random guy thinking I'd be able to figure it out but was pretty overwhelmed so i did a few of the tutorials and tried again but I'm not entirely sure what my goal is other than getting a high score. Also is there a way to customize a character or make my own?

There's a Custom Character DLC for that express purpose! It's pretty cheap. Of course, you could do it the old fashioned way via medieval eugenics.

CK2 is very much a sandbox game, so it's kind of up to you to create a narrative. Starting out, you should set some small, achievable goals before moving on to conquering Europe. If you're a count, overthrowing your liege duke and taking his place or manipulating his court to ensure that your dynasty inherits his claim is a good start. If you're a duke or king, conquering, inheriting, or vassalizing more territory can be fun. Some starts have natural conflicts for you to resolve, like nearby infidels or foreigners or internal heresies. You can also decide that you just don't like some guy and try to ruin his entire family.

CapnAndy's LP is a really good example of this and illustrates why Ireland's a great start. As an Irish count, you have some immediate goals, mainly, supplanting your weak, foreign duke. Once you're a duke, you can create the Kingdom of Ireland. Then, once you're the king of Ireland, you can really start building an empire. Starting out, CK2 is a game about goals increasing in scale and scope.

KOraithER
May 13, 2007

Kids, go in the other room. Grown-up talk.

Elendil004 posted:

In CK2, really frustrating when you are catholic, and in a nearby norse area catholic rebels rise up and then attack your army in your kingdom for no loving reason. Just lost a leader to that. At the very least they should pop something up saying that the rebels have declared an intent to gently caress you up (though you're the same religion, they shouldn't). Or, since they're doing your (gods) work, you should be able to support them and throw in with them to establish a country for them.

I've never understood why you're automatically hostile to all uprisings. I want the option to help out a religious uprising of the same faith as me.

bUm
Jan 11, 2011

KOraithER posted:

I've never understood why you're automatically hostile to all uprisings. I want the option to help out a religious uprising of the same faith as me.
I don't understand this either. What do I care if my army is marching through the countryside of a province and some random rebel uprising is sieging/running amuck in the major city of it? Especially if I'm not even allied to the country (or even don't have military access and am just passing through).

In Victoria 2 it's especially frustrating to be moving your troops about as Prussia/North German Federation through German minors and suddenly find yourself killing a German Nationalist uprising. Yeah, game, of course I want to put down those rebels that will either satellite or annex that nation into me... I hate free territory.

YF-23
Feb 17, 2011

My god, it's full of cat!


Gort posted:

Yeah, and that means LITERALLY one hundred percent. As in, the meter might show that you have 50 out of 50 organisation, but that really means they have 49.5 organisation and it's just rounded up from there to 50. You actually have to wait a day or two for it to really reach 50.

As far as I'm concerned, paratroopers in Darkest Hour have exactly one use, and that's to establish beachheads on hostile shores when all the actual beaches are guarded.

Paratroopers are excellent for opening up more fronts as well. Say you're pushing to Berlin but there's still the bulk of the Wermacht to go through, but Berlin itself is undefended - landing paratroopers in the middle of Germany proper is a perfect way to gently caress the enemy up and force them to really withdraw much-needed troops from the front. Especially if, as you said, you manage to combine that with naval reinforcements to actually hold a line there.

Littlefinger
Oct 13, 2012

Gort posted:

Submarine zerg:

The exceptions are submarines which get to attack at short range just because, fleets that are faster than the slowest ship in the carrier fleet (such as the heavy cruiser zerg I mentioned above)

In storms the carriers can't fire, so they close to gun range because they're loving morons. Also fleet carriers have an attack value of zero against submarines because

reinforcing nine units from 90% to 100% is much less expensive and time consuming than reinforcing a single unit from 10% to 100%.

These are all old HoI2 problems. Are they still true in DH 1.03?
DH's aim was to fix the faults of vanilla HoI2. They rebuilt the combat systems, introduced convoy raiding stat so they could reduce SS sea attack, made reinforcing more expensive in both time and IC, etc.
Did they fail this bad? :smith:

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Something I could never figure out in HOI3:

When forming pockets, is it like HOI2 where it's okay if some of the surrounding provinces are unoccupied as long as I own all of them for the purposes of causing a surrender ...

... or is it like Victoria 2 where I explicitly need to occupy all the surrounding provinces with at least one unit?

Littlefinger posted:

These are all old HoI2 problems. Are they still true in DH 1.03?
DH's aim was to fix the faults of vanilla HoI2. They rebuilt the combat systems, introduced convoy raiding stat so they could reduce SS sea attack, made reinforcing more expensive in both time and IC, etc.
Did they fail this bad? :smith:

Darkest Hour made it worse in some respects: because units are so much more expensive in terms of IC and build time and because of DH's "limited manpower pool" model, losing a single division hurts a hell of a lot more here than in regular HOI2.

It used to be that HOI2 could somewhat paper over the massive cost disparity in replenishing a near-dead division versus building a new one because stuff was cheaper and manpower regenerated at an arguably unrealistic pace, but that's just not the case in DH and it becomes easy to collapse an AI nation by direct kills on divisions because the stakes are much higher.

gradenko_2000 fucked around with this message at 11:47 on Sep 2, 2014

Raskolnikov38
Mar 3, 2007

We were somewhere around Manila when the drugs began to take hold

gradenko_2000 posted:

Something I could never figure out in HOI3:

When forming pockets, is it like HOI2 where it's okay if some of the surrounding provinces are unoccupied as long as I own all of them for the purposes of causing a surrender ...

... or is it like Victoria 2 where I explicitly need to occupy all the surrounding provinces with at least one unit?

I've seen both happen.

Kly
Aug 8, 2003

This is a bit of a long shot but does anyone happen to have an extra copy of the Ruler Designer DLC for CK2 they'd trade for me a $2 steam game or DLC or something?

Gort
Aug 18, 2003

Good day what ho cup of tea

Littlefinger posted:

These are all old HoI2 problems. Are they still true in DH 1.03?
DH's aim was to fix the faults of vanilla HoI2. They rebuilt the combat systems, introduced convoy raiding stat so they could reduce SS sea attack, made reinforcing more expensive in both time and IC, etc.
Did they fail this bad? :smith:

Yeah, Darkest Hour does have some nasty systemic flaws. Still the best HoIv game yet, though. Most players aren't aware of the degenerate strategies.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
paradoxforums.txt that isn't from the Paradox Forums!

quote:

Lol Jim are you just now realizing HOI is a kids game? Paradox moved to kids games many years ago. I mean CK2 is more like The Sims than it is a historiacal replay of the times. I mean seriously assassinations are only 50g and the forum posts run wild about anytime there is something you don't like "assassinate" someone even the children when they come of legal age but are still children.

quote:

Sadly I have to agree. It seems the direction there is more toward "Days of Our Lives" rather than "Days of Infamy".

note to non-Americans - Days of Our Lives is/was a long running daytime soap opera.

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Kavak
Aug 23, 2009


What does that first one even mean? Does he expect assassinations to cost the same kind of money as upgrading a friggin castle? And I thought assassinating kids would be a "hardcore gamer" thing.

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