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Baronjutter
Dec 31, 2007

"Tiny Trains"

I'm just waiting for paradox to make another game that really resonates with me. I sunk a ton of hours into Hoi2 and its offshoots, EU3, CK2, V1 and V2 even. EU4 was great too but I feel like they've lost focus with the DLC and the game's a bit of a mess of half-finished ideas. Hoi3 and Hoi4 are not my bag, and I've lost hope with Stellaris.

Do we even know what the big next flagship paradox game will be? V3? EU5? ROME II ?!?!

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Communist Zombie
Nov 1, 2011
Sengoku 2

Pakled
Aug 6, 2011

WE ARE SMART
I hope they make a Cold War game. Not a half-baked World War 3 simulator like East vs West, but a proper game that's focused on diplomacy and politics. I want political parties, NGOs, and armed groups to be the cornerstone of the game and the most important things to manage and interact with, both within your country and abroad.

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.

Pakled posted:

I hope they make a Cold War game. Not a half-baked World War 3 simulator like East vs West, but a proper game that's focused on diplomacy and politics. I want political parties, NGOs, and armed groups to be the cornerstone of the game and the most important things to manage and interact with, both within your country and abroad.

yeah, for real. if they do make a cold war game and it ends up just being a military hardware simulator like so many of the suggestions on the paradox forums, i'm gonna be pretty bummed. imo any WW3 should just be an instant game over. at least until some DLC or whatever.

Koramei fucked around with this message at 00:15 on Aug 18, 2017

Mantis42
Jul 26, 2010

Naw, keep all the super specific miltech porn. Like you get to go full grog investing in a military you can never actually use to its fullest without the game ending, funneling ever increasing amounts of national resources into a bunch of pointless toys while your people's quality of life suffers. The ultimate Cold War simulation!

AnoHito
May 8, 2014

Mantis42 posted:

Naw, keep all the super specific miltech porn. Like you get to go full grog investing in a military you can never actually use to its fullest without the game ending, funneling ever increasing amounts of national resources into a bunch of pointless toys while your people's quality of life suffers. The ultimate Cold War simulation!

Hey now, you'll get to use them perfectly fine in a couple of slogging hellwars that you still lose because reasons and the only thing you accomplish is annoying everybody including your own citizens!

Jazerus
May 24, 2011


Mantis42 posted:

Naw, keep all the super specific miltech porn. Like you get to go full grog investing in a military you can never actually use to its fullest without the game ending, funneling ever increasing amounts of national resources into a bunch of pointless toys while your people's quality of life suffers. The ultimate Cold War simulation!

the military in a cold war game should just be a black hole that you pour money into and if you don't pour enough money into it the other superpower laughs at you and you lose prestige

same for wars, no tactical movement

Jazerus fucked around with this message at 01:17 on Aug 18, 2017

Stairmaster
Jun 8, 2012

They should make a WW3 expansion(NOT DLC) for hoi4.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Jazerus posted:

the military in a cold war game should just be a black hole that you pour money into and if you don't pour enough money into it the other superpower laughs at you and you lose prestige

same for wars, no tactical movement

You say this as a joke but I was thinking about how the prestige system in Victoria 2 works so well for incentivising all those stupid bullshit wastes of money and manpower that nations love to throw away on dick measuring contests. Like prestige as an abstract score thing that has no practical effect on anything - nobody cares about that. But making prestige matter as much as military and industrial power for the purpose of determining great power ranking, which has a major impact on gameplay? That's a great way to get players to shovel money into one failed expedition after another trying to reach the south pole. Plus it also lets small nations without a lot of natural resources leap up the ranking tables which would otherwise be impossible.

The Cheshire Cat fucked around with this message at 02:16 on Aug 18, 2017

Jazerus
May 24, 2011


The Cheshire Cat posted:

You say this as a joke but I was thinking about how the prestige system in Victoria 2 works so well for incentivising all those stupid bullshit wastes of money and manpower that nations love to throw away on dick measuring contests. Like prestige as an abstract score thing that has no practical effect on anything - nobody cares about that. But making prestige matter as much as military and industrial power for the purpose of determining great power ranking, which has a major impact on gameplay? That's a great way to get players to shovel money into one failed expedition after another trying to reach the south pole. Plus it also lets small nations without a lot of natural resources leap up the ranking tables which would otherwise be impossible.

my post was deadly serious

moving armies around has no place in a cold war game. proxy wars take place in small areas and are impossible to satisfyingly model with moving counters around, while war between the superpowers is a lose condition.

Jazerus fucked around with this message at 02:20 on Aug 18, 2017

cool new Metroid game
Oct 7, 2009

hail satan

Koramei posted:

yeah, for real. if they do make a cold war game and it ends up just being a military hardware simulator like so many of the suggestions on the paradox forums, i'm gonna be pretty bummed. imo any WW3 should just be an instant game over. at least until some DLC or whatever.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

I don't know what pussy created that game but I still remember the goon Let's Play of Shadow President where France and the USSR were goaded into a nuclear exchange that left most of Europe and Asia an irradiated ruin, but America remained completely unscathed (except for the deadly clouds of radiation slowly enveloping the planet) and the last remaining superpower on Earth. That is how you win WW3.

That was a great game.

Pakled
Aug 6, 2011

WE ARE SMART

Psychotic Weasel posted:

I don't know what pussy created that game but I still remember the goon Let's Play of Shadow President where France and the USSR were goaded into a nuclear exchange that left most of Europe and Asia an irradiated ruin, but America remained completely unscathed (except for the deadly clouds of radiation slowly enveloping the planet) and the last remaining superpower on Earth. That is how you win WW3.

That was a great game.

I once had a game of Shadow President where when the Gulf War happened, I decided to push to overthrow Saddam. I successfully occupied the country when suddenly the Soviet Union nuked Iraq out of nowhere. In retaliation, France and China nuked the USSR and the USSR proceeded to use the rest of its nuclear arsenal to wipe out China. Then Japan executed coups in the irradiated ruins of the USSR and China, making them both Capitalist.



Look at that population map :stonk:

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

A Buttery Pastry posted:

Looking at that, I realized I excluded religion-science from my suggestion. Time to make a true sphere grid, not the circle grids calling themselves sphere grids.



I will only accept this if it is a Tetrisphere grid.

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

Jazerus posted:

my post was deadly serious

moving armies around has no place in a cold war game. proxy wars take place in small areas and are impossible to satisfyingly model with moving counters around, while war between the superpowers is a lose condition.
So basically war is a diplomatic action against a country, sorta similar to annex in EU4, which drains resources instead of monarch points? Which other countries can then pour their own resources into to counter your progress? Sounds good.

Dirk the Average posted:

I will only accept this if it is a Tetrisphere grid.
You mean layered like an onion? Because that's clearly a given.

Simplex
Jun 29, 2003

I think it would make sense if you had an unholy combination of Hearts of Iron and Victoria. Where in addition to trying to gain diplomatic influence with nations, great powers were also able to construct partisans and underground cells in any non-great power.

Don Gato
Apr 28, 2013

Actually a bipedal cat.
Grimey Drawer
I'm weird but I'd love a focused cold war game where you play as a minor nation in either Latin America, Asia or Africa. Kind of like how you can ally with either the US or the Soviets in Tropico, but with more :spergin:

Zombiepop
Mar 30, 2010

Pakled posted:

I hope they make a Cold War game. Not a half-baked World War 3 simulator like East vs West, but a proper game that's focused on diplomacy and politics. I want political parties, NGOs, and armed groups to be the cornerstone of the game and the most important things to manage and interact with, both within your country and abroad.

Hell yeah, with a sphere grid for new ideologies etc. or an orb.

Kainser
Apr 27, 2010

O'er the sea from the north
there sails a ship
With the people of Hel
at the helm stands Loki
After the wolf
do wild men follow

Stairmaster posted:

They should make a WW3 expansion(NOT DLC) for hoi4.

Hearts of Iron 2: Doomsday was kinda neat so I would support that.

WhiskeyWhiskers
Oct 14, 2013
Probation
Can't post for 4 hours!

Don Gato posted:

I'm weird but I'd love a focused cold war game where you play as a minor nation in either Latin America, Asia or Africa. Kind of like how you can ally with either the US or the Soviets in Tropico, but with more :spergin:

Not a strategy game, but I think you'd like Hidden Agenda.

Kaza42
Oct 3, 2013

Blood and Souls and all that

Jazerus
May 24, 2011


A Buttery Pastry posted:

So basically war is a diplomatic action against a country, sorta similar to annex in EU4, which drains resources instead of monarch points? Which other countries can then pour their own resources into to counter your progress? Sounds good.

yeah, something more complicated than an annexation bar would be good though. you would still need to make decisions about how the war is fought, deal with events that pop up about the conduct of your troops, casualty levels, etc. that can cause civil unrest or political shifts at home, etc.

and you would still be able to make military *decisions*, like putting missiles in turkey/cuba/insert arbitrary nation here, or expending manpower on stationing troops as a garrison, that are important for the era. the idea is to put you more in the position of president/premier than the "spirit of the nation" position you're usually in in paradox games.

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
The thing with that is how it'll work for minors. Abstracted war works pretty well for the superpowers, but then the superpowers weren't the only ones doing wars in the period.

Kaza42
Oct 3, 2013

Blood and Souls and all that

Koramei posted:

The thing with that is how it'll work for minors. Abstracted war works pretty well for the superpowers, but then the superpowers weren't the only ones doing wars in the period.

I think that the best Cold War game would really just be restricted to the major powers. It would be best if it was just USA/USSR, but you could even have some wiggle room to include major NATO/Warsaw members. The problem is that this goes against the standard paradox "Play as ANYBODY" design. Then again, there's really no plausible series of events that takes Nigeria immediately after WW2 and sees them as a major world player by 1990ish so it may be less of a problem

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
conversely you have South Korea, Taiwan and to an extent China. It's not impossible and in a way the impossibility of turning Nigeria into a major power is half the fun of these games imo. Maybe for the absolute best Cold War experience it'd make sense to limit it, but I think having some compromises so that minors are fun and playable would definitely be worthwhile.

AnoHito
May 8, 2014

Koramei posted:

The thing with that is how it'll work for minors. Abstracted war works pretty well for the superpowers, but then the superpowers weren't the only ones doing wars in the period.

Have the enemy armies exist for you having numbers associated with what the majors are throwing at it, but be AI controlled. Also make sure the AI is as stupid as possible for extra realism.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I'd only be interested in a post WWII game for the same reason I'd play Hoi2, crazy alt-history fun. What if Stalin's death triggered a 90's style collapse of the soviet union, or worse a civil war? What if politics or budgetary issues caused the US to not be as directly involved in post-war japan and leftism took hold there? What if Mao lost power due to his horrible famines and mismanagement early on? What if I'm playing west germany during all this and use the late 50's collapse of the soviet union to heavily fund and agitate the collapse of the GDR and reunification and have a unified germany by the 60's ? What if "socialism with a human face" in Czechoslovakia wasn't stamped out and led to an actual democratic socialist movement in central europe forming a bloc of post-soviet but still leftist countries while out of the chaos of the soviet union emerges a lovely Putin style nationalist-conservative dictatorship?

I want poo poo like that!

Jazerus
May 24, 2011


AnoHito posted:

Have the enemy armies exist for you having numbers associated with what the majors are throwing at it, but be AI controlled. Also make sure the AI is as stupid as possible for extra realism.

yeah counters for minors as an underlying layer to the abstracted wars of the superpowers would make some sense as a compromise.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Could do a kind of HoI 4 thing, where your armies and stuff exist as individual units on the map, but you control them with larger strategic goals rather than individual commands (I know you can micromanage in HoI4, but maybe superpowers wouldn't be allowed to). So all the fighting and stuff would still happen as it does in the war games, but it's a bit more hands off beyond deployment and general objectives.

Of course people would probably complain about the AI being stupid, not getting that the lack of direct control and the consequences of such is the whole point.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Or just make the scale of the game such that manual control isn't a big problem. EU4 level of provinces, maybe even less granular than that. I never understood the endless desire for more and smaller provinces.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
It's basically a scale thing. More provinces means you can have more units because you'll need them to cover all that area, so it feels like a big war between huge armies rather than a local skirmish.

I feel like HoI4 probably has the best approach, where the actual smallest level provinces only really matter in that they allow for more granular occupation of states, which are the actual smallest meaningful geographical unit as far as strategic gameplay is concerned. You can kind of think of the small provinces as being more like tiles in a Civ game or something - they determine movement of individual units and combat bonuses/penalties for terrain, but the things that ACTUALLY matter are the cities which are much less numerous.

Jazerus
May 24, 2011


Baronjutter posted:

Or just make the scale of the game such that manual control isn't a big problem. EU4 level of provinces, maybe even less granular than that. I never understood the endless desire for more and smaller provinces.

but the problem with less granularity in a proxy war is that it becomes south vietnam moving from their two provinces into north vietnam's two provinces, war over

manual control would be toxic to the focus of a cold war game, because you need the granularity for small wars to work but having to move all your dudes around vietnam constantly would be super distracting from the main point of the game

Jazerus fucked around with this message at 20:37 on Aug 18, 2017

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

Baronjutter posted:

Or just make the scale of the game such that manual control isn't a big problem. EU4 level of provinces, maybe even less granular than that. I never understood the endless desire for more and smaller provinces.
Considering how little conquest the world has seen since the end of WW2, it'd frankly make sense to have provinces that are simply like "Metropolitan France" and so on, with perhaps the largest countries having multiple provinces. Maybe you could do it like states in Victoria, so Metropolitan France is subdivided into smaller provinces, though if it was me it'd basically limit the function of those to being containers for economic wealth and population - no actual direct interaction, they'd all just be summed up at the regional level and mostly exist to visually represent political changes and ensure a bit of granularity if history goes off the rails - like a completely dysfunctional UK losing Northern Ireland and Scotland.

Warfare itself should in my mind essentially be a continuation of politics, in a very real game play sense, with your conventional forces essentially simplified down into land/naval/air force strength - which you can then assign to a given state which unlocks various options. Some would be very passive, like garrison forces in allied/friendly territory, to more active rebel suppression if things aren't going that well, to full-on preparation for invasion. A fully prepared military force could then be told to attack into a neighboring region, where the war would essentially be a match-up between whatever forces exist on either side in the region - sort of a mix between EU4 sieges/battles and Victoria's crises which you can actively interfere with both as a participant and as an outside party. Militancy/war exhaustion and war score accrue as the "battle" progresses rather than just at the end.

That, to me, kinda seems like the lowest level of abstraction you could reasonably justify before warfare-as-fighting becomes far too dominant in game play terms. The primary purpose of your military should be to keep your enemies in check, your people feeling strong, and your allies happy. Fighting in most cases would be an annoyance you resort to when regular diplomacy fails.

The Cheshire Cat posted:

It's basically a scale thing. More provinces means you can have more units because you'll need them to cover all that area, so it feels like a big war between huge armies rather than a local skirmish.
Which kinda seems like a weird thing to go for in a post-WW2 game. Warfare shouldn't feel like "a big war between huge armies", the feel Paradox should be going for should probably be closer to rebel suppression if anything.

A Buttery Pastry fucked around with this message at 20:42 on Aug 18, 2017

Enjoy
Apr 18, 2009

A Buttery Pastry posted:

Considering how little conquest the world has seen since the end of WW2, it'd frankly make sense to have provinces that are simply like "Metropolitan France" and so on, with perhaps the largest countries having multiple provinces. Maybe you could do it like states in Victoria, so Metropolitan France is subdivided into smaller provinces, though if it was me it'd basically limit the function of those to being containers for economic wealth and population - no actual direct interaction, they'd all just be summed up at the regional level and mostly exist to visually represent political changes and ensure a bit of granularity if history goes off the rails - like a completely dysfunctional UK losing Northern Ireland and Scotland.

This approach worked very poorly in Empire Total War IMO. You'd think a single cataclysmic battle in Paris deciding the fate of France would be fun but it robbed you of the sense of progress you get from a gradual conquest

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

Enjoy posted:

This approach worked very poorly in Empire Total War IMO. You'd think a single cataclysmic battle in Paris deciding the fate of France would be fun but it robbed you of the sense of progress you get from a gradual conquest
I can see why it'd be a terrible fit for a game about fighting real-time battles in a period defined by empire building. Making wars inglorious quagmires where you don't get a sense of progress seems like an entirely appropriate thing for the post-WW2 period though. Warfare shouldn't be where you get your sense of progress, that should be your factory lines and farms producing inhuman amounts of popcorn that you sell in cinemas showing your movies.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Enjoy posted:

This approach worked very poorly in Empire Total War IMO. You'd think a single cataclysmic battle in Paris deciding the fate of France would be fun but it robbed you of the sense of progress you get from a gradual conquest

Yeah this is what I mean by granularity - modern era wars are not decided by one huge battle like they were in the Middle Ages. They're a long grinding slog where often very little territory changes hands.

I mean I suppose with enough abstraction you could think of a "battle" as representing the overall momentum of the various individual conflicts in a region (I think this is how Realpolitiks does it), but you'd have to make sure they actually last long enough for that abstraction to be believable - in-game months or years. The trouble is this might low scale down to smaller nations very well. You'd need a system that can represent both a huge superpower mustering their full military capabilities (which never happened in real life but in a game it would almost certainly be something players are going to want to be able to do), down to various local conflicts between revolutionary and government forces in Central American nations and others of that size. If "all of France" is only two provinces, how do you model somewhere like El Salvador?

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
Number of provinces doesn't just add granularity to warfare, it can do the same for the economic and political map as well. And if you're gonna try and fit that same level of detail in regional economic centers etc down into some UI window, why not just put it visibly on the map in the form of provinces instead? Likewise I don't like the idea of some regions like Northern Ireland getting special irregular provinces down to a specific scale with other places being left untouched just because they happened to not have anything happen to them historically.

I do agree a Cold War game isn't crying out for a huge amount of granularity in the provinces, but I think it shouldn't go too far in the other direction.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Jazerus posted:

but the problem with less granularity in a proxy war is that it becomes south vietnam moving from their two provinces into north vietnam's two provinces, war over

Sounds perfect, that's exactly the level of unit moving around I'd like in such a game. Everything else abstracted out into the combat system and special actions. The combat could take years to resolve if both sides keep pumping resources into the battle.

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

The Cheshire Cat posted:

Yeah this is what I mean by granularity - modern era wars are not decided by one huge battle like they were in the Middle Ages. They're a long grinding slog where often very little territory changes hands.

I mean I suppose with enough abstraction you could think of a "battle" as representing the overall momentum of the various individual conflicts in a region (I think this is how Realpolitiks does it), but you'd have to make sure they actually last long enough for that abstraction to be believable - in-game months or years. The trouble is this might low scale down to smaller nations very well.
Given that EU4 has battles that should be over in a day last months, it probably shouldn't be too hard to keep them going in a Cold War game.

The Cheshire Cat posted:

You'd need a system that can represent both a huge superpower mustering their full military capabilities (which never happened in real life but in a game it would almost certainly be something players are going to want to be able to do) down to various local conflicts between revolutionary and government forces in Central American nations and others of that size. If "all of France" is only two provinces, how do you model somewhere like El Salvador?
Just make it so any region you can interact with follows the Victoria rules for states. Meaning, El Salvadoran Central America would function as a single region for the purpose of military actions, concurrently with Costa Rican Central America, and if one conquered the other the two regions would just fold together. This would essentially make Metropolitan France the same as El Salvadoran Central America interface-wise, the difference would be the kind of effort required to affect change in the region.

Koramei posted:

Number of provinces doesn't just add granularity to warfare, it can do the same for the economic and political map as well. And if you're gonna try and fit that same level of detail in regional economic centers etc down into some UI window, why not just put it visibly on the map in the form of provinces instead? Likewise I don't like the idea of some regions like Northern Ireland getting special irregular provinces down to a specific scale with other places being left untouched just because they happened to not have anything happen to them historically.

I do agree a Cold War game isn't crying out for a huge amount of granularity in the provinces, but I think it shouldn't go too far in the other direction.
I agree that provinces serve a purpose outside warfare, but that doesn't mean they actually have to be an interactive part of warfare. No reason you can't fight for a specific province in an abstract regional sense.

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Enjoy
Apr 18, 2009

A Buttery Pastry posted:

I can see why it'd be a terrible fit for a game about fighting real-time battles in a period defined by empire building. Making wars inglorious quagmires where you don't get a sense of progress seems like an entirely appropriate thing for the post-WW2 period though. Warfare shouldn't be where you get your sense of progress, that should be your factory lines and farms producing inhuman amounts of popcorn that you sell in cinemas showing your movies.

You want to intentionally make a large aspect of the game boring for the sake of thematic style?

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