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I mean heck we don't even have a HoI4 thread yet and we've sort of got a release date and we get weekly diaries for that one.
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# ? Sep 9, 2015 17:57 |
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# ? May 30, 2024 15:07 |
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oystertoadfish posted:it runs through "the most highly erodible soil on earth" and it carries a huge amount of silt. that means that when it floods it renews the farmland, but when the levees hold it just builds its riverbed up higher and higher, and the levees keep going higher and higher too. googling indicates that in the general area where the chinese destroyed the levee* is ten meters above the surrounding farmland, although you'd think i'd be finding some awesome pictures of that on GIS and the ones i'm finding aren't incredibly dramatic - you can see in that map from my last post how that's the area where the river has tended to change its course in roughly the same area for the last few thousand years, naturally and unnaturally. so all you really have to do is tear down the levee at the right spot - and chinese hydraulic engineers have known the right spot for at least a thousand years The use of broken levees in military maneuvers has a long history. Yaqub Saffar, the ruler of Persia in CK2's 867 start, was defeated in his invasion of Iraq after the Caliph's generals flooded the area around his army and sailed a navy up to it, for example. In general it would be awesome if Paradox's mapgames more directly factored in terrain and stuff into warfare, but I can't blame them for sticking clear of that quagmire. Also yeah it happened in China like every hundred years either by flooding or by human intervention and it was always a disaster for everyone involved.
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# ? Sep 9, 2015 18:13 |
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Gwyrgyn Blood posted:I mean heck we don't even have a HoI4 thread yet and we've sort of got a release date and we get weekly diaries for that one.
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# ? Sep 9, 2015 18:15 |
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Fuligin posted:In general it would be awesome if Paradox's mapgames more directly factored in terrain and stuff into warfare, but I can't blame them for sticking clear of that quagmire.
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# ? Sep 9, 2015 18:19 |
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zedprime posted:We're lucky when Paradox gets the river in its correct place, and now you want to start talking about the possibility of them moving???? Some terrain effects could be nice, though. The Dutch flooding the southern half of the Netherlands as a defensive barrier was pretty important.
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# ? Sep 9, 2015 18:23 |
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Gwyrgyn Blood posted:Yeah we don't even have a vague release date yet as far as I know. I'm assuming since there's so little information coming out about it yet that it's probably a good ways off. HOI4 has been getting dev diaries since Feb 2014 and it's not out until Q1 2016. On the other hand they also said they'd learned from Hearts of Iron 4 and would stop announcing games until they were in beta. Here's hoping for a 2016 Q2 release!
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# ? Sep 9, 2015 18:33 |
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I can't get enough of Kaiserreich and Divergences of Darkness. More so the former because while I still don't quite understand the game fully it isn't too hard to spank the A.I. when wartime rolls around. Meanwhile I'm still utterly confused by everything that's happening in Vicky 2, and the POP Demand mod's added content doesn't really help. I have no idea how I managed to play a complete game of Vicky 2 at release. It's the only Paradox game I've ever fully completed.
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# ? Sep 9, 2015 18:49 |
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LaSalsaVerde posted:I can't get enough of Kaiserreich and Divergences of Darkness. More so the former because while I still don't quite understand the game fully it isn't too hard to spank the A.I. when wartime rolls around. The thing about Victoria 2 is that it's actually fairly easy to finish - it's a short time period and the game mostly plays itself if you let it. There's a lot of complexity going on in the background but most of it is either automated systems, or systems that can be manually controlled but are better left automated because you'll never be able to keep up with the AI. Really the main things you want to pay attention to are your budget (which is fairly easy to manage since apparently Vicky POPs don't mind being taxed at 100% all the time), science, and your military. Essentially everything else you can do falls under the category of slightly influencing the automated systems, unless you go state capitalism and build your own factories.
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# ? Sep 9, 2015 20:36 |
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The Cheshire Cat posted:The thing about Victoria 2 is that it's actually fairly easy to finish - it's a short time period and the game mostly plays itself if you let it. There's a lot of complexity going on in the background but most of it is either automated systems, or systems that can be manually controlled but are better left automated because you'll never be able to keep up with the AI. Really the main things you want to pay attention to are your budget (which is fairly easy to manage since apparently Vicky POPs don't mind being taxed at 100% all the time), science, and your military. Essentially everything else you can do falls under the category of slightly influencing the automated systems, unless you go state capitalism and build your own factories. That's because of admin efficiency, which remains pretty low all game unless you start off as a literate country with rps to burn on the Finance tab. 100% at the start of the game is effectively something like 25%.
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# ? Sep 9, 2015 21:05 |
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Use national focus to maintain 2% clergy in every state, 1% bureaucrats, around 4% soldiers, after that just promote craftsmen and clerks (20% clerks is the optimal level). Research depends on what you want to do, but initially go for +research %, tax efficiency and mining /farming boosts. Also military techs if you plan to attack early or is in a dangerous position. I often skip most of the navy techs unless I plan to colonize/fight many naval battles. Steamers might be good to get, though. Automate trade, try to build factories which match your RGO in the state, use tariffs if you need money (but experiment with the how high, since they will also increase the costs to subsidize your factories).
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# ? Sep 9, 2015 21:05 |
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Dibujante posted:Some terrain effects could be nice, though. The Dutch flooding the southern half of the Netherlands as a defensive barrier was pretty important. Didn't it slow the Germans much less than expected? I don't recall it being very effective.
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# ? Sep 9, 2015 22:35 |
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Darkrenown posted:Didn't it slow the Germans much less than expected? I don't recall it being very effective.
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# ? Sep 9, 2015 22:43 |
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Just the ability for terrain to change would be nice.
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# ? Sep 9, 2015 23:11 |
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Larry Parrish posted:Just the ability for terrain to change would be nice.
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# ? Sep 9, 2015 23:30 |
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Bort Bortles posted:Neva goes from Marsh to Grassland when Russia fires the "make St.Pete the capital" decision. It would be neat if you could invest in clearing marshes, turning a forest into woods, or grassland into farmland. I'm not sure why but I would like it because reasons. St. Petersburg is pretty much the exemplar of a monarch spending administrative power (alcoholic power?) on improving the base tax of a province. Peter the Great even built parts of it personally, by hand.
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# ? Sep 9, 2015 23:58 |
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Star posted:Use national focus to maintain 2% clergy in every state, 1% bureaucrats, around 4% soldiers, after that just promote craftsmen and clerks (20% clerks is the optimal level). Research depends on what you want to do, but initially go for +research %, tax efficiency and mining /farming boosts. Also military techs if you plan to attack early or is in a dangerous position. I often skip most of the navy techs unless I plan to colonize/fight many naval battles. Steamers might be good to get, though. Automate trade, try to build factories which match your RGO in the state, use tariffs if you need money (but experiment with the how high, since they will also increase the costs to subsidize your factories). I'd also recommend prioritising Education Efficiency if you are one of the less fortunate nations. Note that Plurality increasing events techs etc are essentially research techs (they might also have a *minor* effect on your pops desires but who care about that...).
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# ? Sep 10, 2015 00:17 |
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Bort Bortles posted:They did it in like the 1700s to slow down the French i was figuring he was talking about the dutch war for independence in the 1500's. some strategic breaking down of dikes allowed a naval mission to break the seige of leiden - apparently if the spanish had stuck around an extra day they would have seen that the flood had knocked a hole in the city walls, and they could've been in the city waiting for the fleet, but they didn't since they were pretty freaked out by the whole 'we are going to drown' thing, and the dutch won. so now we need paradox to implement permanent terrain changes, temporary flooding and river course changes, and naval vs land battles! no big deal im sure i'd like to show up in leiden some october 3rd and eat one of these bad boys, which is apparently what the fleet brought to feed the starving city oystertoadfish fucked around with this message at 02:17 on Sep 10, 2015 |
# ? Sep 10, 2015 02:14 |
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oystertoadfish posted:i was figuring he was talking about the dutch war for independence in the 1500's. some strategic breaking down of dikes allowed a naval mission to break the seige of leiden - apparently if the spanish had stuck around an extra day they would have seen that the flood had knocked a hole in the city walls, and they could've been in the city waiting for the fleet, but they didn't since they were pretty freaked out by the whole 'we are going to drown' thing, and the dutch won.
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# ? Sep 10, 2015 03:29 |
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https://www.youtube.com/watch?v=t58WKltXhuA I do not know where this actually comes from but it summarizes really well when I get rekt by scrub armies
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# ? Sep 10, 2015 03:53 |
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If paradox could implement dynamic terrain and map changes based on strategy and weather, they could both simulate ancient societies such as those in the fertile crescent, but also climate change for near future timeline fun... Though the latter would cause the official forums to melt down over liberals trying to indoctrinate people through "PC" games.
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# ? Sep 10, 2015 04:42 |
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It doesn't seem like being able to change a province's assigned terrain type should be technically any more difficult than being able to change its culture or religion. Changing the visuals might be a bit more complicated, of course.
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# ? Sep 10, 2015 04:55 |
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Strudel Man posted:It doesn't seem like being able to change a province's assigned terrain type should be technically any more difficult than being able to change its culture or religion.
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# ? Sep 10, 2015 05:30 |
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I want to flatten the Himalayas and move them to the British Isles to create a impenetrable fortress island.
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# ? Sep 10, 2015 05:36 |
Phlegmish posted:Sorry to keep this subject going in the Paradox thread, but could you explain? It might be because I'm on my phone, but at first glance I don't see where the letter contradicts your earlier post. To answer briefly, Dibujante presented Marx as conflicted about colonialism because he saw socialism as the end goal, capitalism as the necessary precursor, and therefore while he abhorred violence he saw colonialism as historically necessary to the development of socialism. This takes Marx's approach as metaphysical because it presents him as trying to cram complex reality into just a handful of rigid categories, and it presents Marxism as a teleological idealist because it puts the goal of socialism as something outside and above existing reality. This is the position that Marx is specifically writing against, as put forward by Mikhailovsky (who felt that socialism should be built in Russia on the basis of traditional peasant communes). "For, according to M. Mikhailovsky, if one acknowledges completely the philosophical system of Marx, according to which every nation, in its historical path, must inevitably pass through the phase of capitalist development, then every one of the Russian disciples of Marx, to be consistent, would have to take an active part in the process which separates the means of production and of labor, expropriates the peasants, mutilates the human organism, threatens the future of the human race, etc" Marx then proceeds to lay out his actual views: that social relations can only be understood historically; that what he wrote in Capital was the history of and laws governing the system of social relations arising out of Western European feudalism, namely capitalism, not a suprahistorical philosophy; that the question of how backwards places like Russia develop is not determined with reference to an abstract scheme but with careful study of material development; that socialism is not an ideal outside of history but the result of objective processes within capitalism. In short Marxism, as Marx understood it, is not metaphysical and not teleological in the idealist sense.
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# ? Sep 10, 2015 05:50 |
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Star posted:Use national focus to maintain 2% clergy in every state, 1% bureaucrats, around 4% soldiers, after that just promote craftsmen and clerks (20% clerks is the optimal level). Research depends on what you want to do, but initially go for +research %, tax efficiency and mining /farming boosts. Also military techs if you plan to attack early or is in a dangerous position. I often skip most of the navy techs unless I plan to colonize/fight many naval battles. Steamers might be good to get, though. Automate trade, try to build factories which match your RGO in the state, use tariffs if you need money (but experiment with the how high, since they will also increase the costs to subsidize your factories). Actually for any nation that doesn't start with great literacy like the US/Britain/German nations, I'd recommend starting with bureaucrats to get your economy in order and then promoting clergy to 4% in each state. Clergy influence on research points caps at 2%, but their effect on literacy scales to 4%. Getting an early and consistent start with your clergy at 4% is crucial to getting a very literate population later in the game. And getting literacy up increases the promotions of craftsmen/clerks so you won't have to put as much focus on them later.
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# ? Sep 10, 2015 07:26 |
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Strudel Man posted:It doesn't seem like being able to change a province's assigned terrain type should be technically any more difficult than being able to change its culture or religion. Its not *that* technically difficult, just not something we have needed. It would also mean that artists couldn't really paint the terrain making it likely quite a bit uglier. as for dutch flooding, I cant find any data on it actually doing any good in modern times, although it is wacky and cool. podcat fucked around with this message at 09:06 on Sep 10, 2015 |
# ? Sep 10, 2015 09:02 |
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podcat posted:Its not *that* technically difficult, just not something we have needed. It would also mean that artists couldn't really paint the terrain making it likely quite a bit uglier.
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# ? Sep 10, 2015 09:19 |
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If I can't build Atlantropa I might as well not play HoI4 at all.
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# ? Sep 10, 2015 09:46 |
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Bort Bortles posted:They did it in like the 1700s to slow down the French It was a followup to using the yellow river vs the japanese, so I was also talking about in the WWII/HoI period. Darkrenown fucked around with this message at 10:54 on Sep 10, 2015 |
# ? Sep 10, 2015 10:51 |
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Ofaloaf posted:If I can't build Atlantropa I might as well not play HoI4 at all. Operation Sealion will never be the same after I start using Russian prisoners of war to transport the alps to plug the channel.
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# ? Sep 10, 2015 11:13 |
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Affi posted:Operation Sealion will never be the same after I start using the corpses of Russian prisoners of war to plug the channel.
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# ? Sep 10, 2015 11:17 |
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oystertoadfish posted:i was figuring he was talking about the dutch war for independence in the 1500's. some strategic breaking down of dikes allowed a naval mission to break the seige of leiden - apparently if the spanish had stuck around an extra day they would have seen that the flood had knocked a hole in the city walls, and they could've been in the city waiting for the fleet, but they didn't since they were pretty freaked out by the whole 'we are going to drown' thing, and the dutch won. I lived there, can confirm this is what went down. Also forget the haring, get yourself smoe borrelboutjes and thank me later
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# ? Sep 10, 2015 11:42 |
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Zeron posted:Actually for any nation that doesn't start with great literacy like the US/Britain/German nations, I'd recommend starting with bureaucrats to get your economy in order and then promoting clergy to 4% in each state. Clergy influence on research points caps at 2%, but their effect on literacy scales to 4%. Getting an early and consistent start with your clergy at 4% is crucial to getting a very literate population later in the game. And getting literacy up increases the promotions of craftsmen/clerks so you won't have to put as much focus on them later. Ah, true that. I totally forgot to mention it. And (three) hurrahs for me! I formed Germany as Austria without having to give up any of my non-german lands. Now, it did give me some infamy but nothing I can't handle, I hope...
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# ? Sep 10, 2015 15:14 |
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Darkrenown posted:It was a followup to using the yellow river vs the japanese, so I was also talking about in the WWII/HoI period.
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# ? Sep 10, 2015 15:30 |
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Star posted:Ah, true that. I totally forgot to mention it. Großdeutschland-buddies I did it the easy way as Prussia, though, and I thoughtlessly supported Venice's independence, so I lost two regions. Conquered one back when Sardinia-Piedmont formed Italy.
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# ? Sep 10, 2015 15:46 |
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podcat posted:Its not *that* technically difficult, just not something we have needed. It would also mean that artists couldn't really paint the terrain making it likely quite a bit uglier. Not quite the Dutch, but didn't the Belgians break their dikes in WW1? I seem to recall it stopped the Germans up pretty good, at least in the flooded areas.
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# ? Sep 10, 2015 15:58 |
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Ofaloaf posted:If I can't build Atlantropa I might as well not play HoI4 at all.
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# ? Sep 10, 2015 16:49 |
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Star posted:Ah, true that. I totally forgot to mention it. You're pretty much at that point where you can give the middle finger to the infamy cap and start burning it all down.
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# ? Sep 10, 2015 17:42 |
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gradenko_2000 posted:You're pretty much at that point where you can give the middle finger to the infamy cap and start burning it all down. Yeah, I noticed. I think it's really the first time I've managed to become so powerful in Victoria 2, despite playing it for years. I fought two containment wars against the UK and one dismantle empire-war against the USA before I lost my "international pariah" status, but after a decade of peace the UK attacked me again and so did France, so I crushed them both handily. Behind every 72k German army is another 72k German army and so on, followed by 600k mobilized infantry. Glorious times
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# ? Sep 10, 2015 19:42 |
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# ? May 30, 2024 15:07 |
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No super Germany game is complete without a war against Russia where the casualty ratio is 25:1 in your favor.
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# ? Sep 10, 2015 21:38 |