|
Ms Adequate posted:Smh why they do Vicky like that the numbers would be skewed anyways. i have the gamergate version. its about ethics in video game journalism.
|
# ? Jul 9, 2018 08:14 |
|
|
# ? May 9, 2024 01:31 |
|
Holy poo poo though, C:S has like 6.1 million, it's stomping
|
# ? Jul 9, 2018 08:26 |
Koramei posted:I expect a lot of Stellaris’ audience is like that, and Paradox have explicitly said it’s their most successful game before. Maybe CK2 beats it in numbers since even before it was free for a bit it’s gone down to practically pennies in a few sales, but even then I wouldn’t be surprised if Stellaris’ actual figures are much more even with it than this chart makes it seem. Any goons with Paradox stock since they went public? Would be interested to see what their quarterly/yearly financial reports say.
|
|
# ? Jul 9, 2018 08:28 |
|
Ms Adequate posted:Holy poo poo though, C:S has like 6.1 million, it's stomping Well yeah, its only competition is Sim City 4. If you want a city builder game set in the present day, you've only got two real choices.
|
# ? Jul 9, 2018 08:30 |
|
EightDeer posted:Well yeah, its only competition is Sim City 4. If you want a city builder game set in the present day, you've only got two real choices. C:S is great, but what’s the other real choice?
|
# ? Jul 9, 2018 08:47 |
|
EightDeer posted:Well yeah, its only competition is Sim City 4. If you want a city builder game set in the present day, you've only got two real choices. Sure, I just didn't think there were that many city builder players around period.
|
# ? Jul 9, 2018 08:49 |
AG3 posted:I guess it doesn't count people like me though who don't play Paradox games on ironman and thus don't get any achievements at all, since the article also mentions that people who own a game but haven't played it at all don't get registered. It does - the numbers are worked out from % if people with achievements to 16 decimal places. Just because in paradox games achievements are only got by 20% of the playerbase, doesn't mean you can't find what 100% is.
|
|
# ? Jul 9, 2018 09:08 |
|
Ms Adequate posted:Sure, I just didn't think there were that many city builder players around period. City builders have always been super popular, it's just that in the gap between SC4 and C:S pretty much all titles in the genre sucked rear end (or had more niche settings/mechanics like Tropico) and so a lot of developer got it in their head that "hmm why isn't anybody buying these dogshit games? Must be that the genre is dead." Apparently it's a difficult mindset to change because it seems like nobody is seriously going after the gold mine that C:S proved was there.
|
# ? Jul 9, 2018 09:21 |
|
Nothingtoseehere posted:It does - the numbers are worked out from % if people with achievements to 16 decimal places. Just because in paradox games achievements are only got by 20% of the playerbase, doesn't mean you can't find what 100% is. Oh right, I forgot that Steam reports the % number of players who have earned an achievement out of the total number of players.
|
# ? Jul 9, 2018 09:28 |
|
Wasn't one of the Sim Cities more of a mobile game or some poo poo? I remember there being drama when it came out.
|
# ? Jul 9, 2018 10:35 |
|
https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-7-9th-of-july-2018.1109789/ A bit more content this week, I was worried the characters would be bland after how Johan said it’s not like ck2, but it seems decent. I quite liked the bit about personal wealth and loaning from distinct characters in your empires. Sounds just right for some big time Crassus’ing.
|
# ? Jul 9, 2018 10:40 |
|
Tahirovic posted:Wasn't one of the Sim Cities more of a mobile game or some poo poo? I remember there being drama when it came out. It was always-online and did some whack stuff with regions (namely, iirc you couldn't just play offline cities connected in a region, they were automatically made up of online-player cities). EA claimed that this was necessary for complicated server-side calculations and ~social content~. About a week after the game came out it was cracked and able to function offline. I want to say this was possibly in the peak of the days where DRM was a hotbutton videogame issue. It also killed off a lot of the goodwill around Maxis as a SimCity team. edit: this is the singly-named "SimCity." There was also SimCity Societies in 2007, which was the first reattempt at rebooting SimCity after 4, but it was much shallower than previous games and wasn't really what most people wanted, it was focused more on creating themed cities. (It did find a bit of a niche, but wasn't what most people thought of when they hear "SimCity" edit2: oh lol I forgot about the agents system, which was likewise claimed to be some revolutionary simulation in pre-release. In practice, it meant nuclear power plants melting down because every day the nuclear technician lost their job and went to work at a department store while a checkout assistant went to work at the nuclear plant and didn't know how to do the job. The SimCity thread went through some powerful cycles of hope -> excitement -> worry -> a dev coming in and claiming everything's going to be OK, and then the game released and everything collapsed The Narrator fucked around with this message at 10:53 on Jul 9, 2018 |
# ? Jul 9, 2018 10:41 |
|
Drone posted:Any goons with Paradox stock since they went public? Would be interested to see what their quarterly/yearly financial reports say. The financial reports are public. We even do Q&A streams with the CEO and CFO afterwards. This is the latest quarterly I believe: https://www.paradoxinteractive.com/en/interim-report-january-march-2018/
|
# ? Jul 9, 2018 11:27 |
|
The Narrator posted:It was always-online and did some whack stuff with regions (namely, iirc you couldn't just play offline cities connected in a region, they were automatically made up of online-player cities). EA claimed that this was necessary for complicated server-side calculations and ~social content~. About a week after the game came out it was cracked and able to function offline. I want to say this was possibly in the peak of the days where DRM was a hotbutton videogame issue. It also killed off a lot of the goodwill around Maxis as a SimCity team. That SimCity also had really tiny amounts of buildable land for the cities - combined with the bizarre region system that was very unlike 4 there was very limited scope for making interesting stuff. It was a big shame.
|
# ? Jul 9, 2018 12:47 |
|
Redeye Flight posted:
Absolutely disgusting. Anyone who doesn't choose the Duke of York or the Duke of Lancaster and lead the Anglo-Saxon reconquista is a craven wretch.
|
# ? Jul 9, 2018 13:17 |
|
Drone posted:Any goons with Paradox stock since they went public? Would be interested to see what their quarterly/yearly financial reports say. The stock has been increasing like crazy this year so have been quite fun owning them! All the financial reports are on the Paradox website.
|
# ? Jul 9, 2018 13:19 |
|
The Narrator posted:edit2: oh lol I forgot about the agents system, which was likewise claimed to be some revolutionary simulation in pre-release. In practice, it meant nuclear power plants melting down because every day the nuclear technician lost their job and went to work at a department store while a checkout assistant went to work at the nuclear plant and didn't know how to do the job. The promise of agents was so good. The "agents" weren't the resources and actors, the agents were a hidden network that managed it and "transported" it all. It would be one all-encompassing system that could simulate realistic utility supply and demand, city services such as waste disposal, behavior of your city's residents, traffic patterns, and more! Every car on the street would be someone actually doing something and not just a visual representation of some abstract data. It sounded really cool! But then the agent system was heavily neutered on release, couldn't do half of the things they promised, and did the other half rather shittily, while being a performance hog at that. Like, one of the issues is that there was no status permanence for your residents, right? You didn't have individual people tracked, just homes of a certain value with "resident" resources. And they were treated like resources. They often ended up at different jobs every single day, and after their work shifts, they'd find a different house to go home to. The end result was a constantly shifting populous that made traffic patterns and neighborhood demographics impossible to predict. It was madness. The cherry on top was how this influenced agent behavior. The agents that carried these people resources around didn't know what the other agents were doing. Consider the implication of that being combined with how these were abstract resources without set jobs/homes. You'd routinely see dozens of people all heading to the same home at once. It would fill up fast but the agents en route would continue going until they arrived and saw it was full. Then they'd all head towards the next closest home with vacancy, rinse and repeat. This influenced ridiculous traffic behavior that had no semblance to reality. Then you had all sorts of other fun poo poo, like all of your fire engines out stuck in traffic while your entire city burns down. And let's not forget how the game servers were down for like a week or more, preventing people from playing for an extended period at launch, since it was online required. Sim City 2013 was a very special game.
|
# ? Jul 9, 2018 13:21 |
|
Because of the way agents worked in SC2k13 the best way to build a city was with one long, winding road snaking through your city with no intersections or other connections. You then put all your residential on one end with all the industry on the other with some commercial in between. The kicker was that the tiny buildable areas and region play was meant to get you to specialize cities - but resources shared between cities would often just vanish. Millions of dollars in cash transfers would just vanish into the ether between cities, garbage trucks would get stuck forever in transit,fire and police services would just never show up leaving you hanging. If you had a city that relied on outside help this was basically a death kneel. The game was such a God drat disappointment; I wanted to love it, I really did, but there was just no way to look past the man, many flaws. It's a mobile game now I think. It's also the last EA game I think I ever bought. From all the bitching around their latest titles it doesn't sound like I've missed anything.
|
# ? Jul 9, 2018 13:30 |
|
Charlz Guybon posted:Absolutely disgusting. Anyone who doesn't choose the Duke of York or the Duke of Lancaster and lead the Anglo-Saxon reconquista is a craven wretch. smdh if you don't drive out the Germanic Invaders and restore rightful breton rule
|
# ? Jul 9, 2018 13:30 |
Farecoal posted:smdh if you don't drive out the Germanic Invaders and restore rightful breton rule smdh if you don't start as Svein Forkbeard of Denmark and reconquer Canute's glorious North Sea Empire
|
|
# ? Jul 9, 2018 14:07 |
|
got an alright game of Belgium going. Turns out laissez-faire is horrible and the ai started mass deleting my factories before I managed to notice and switch back to a non-awful economic policy.
|
# ? Jul 9, 2018 16:21 |
Social Democracy is the only way to play Vic 2. Unless you get one of the lovely socialist parties that doesn't have State Capitalism as a policy, in which case oops.
|
|
# ? Jul 9, 2018 16:32 |
|
Farecoal posted:smdh if you don't drive out the Germanic Invaders and restore rightful breton rule smdh if you don't play as the uhhh and drive out the Indo-European invaders
|
# ? Jul 9, 2018 16:58 |
|
Drone posted:Social Democracy is the only way to play Vic 2. I was socialist before but a coalition put a lovely conservative party in charge after an election, and I didn't notice until they did their damage.
|
# ? Jul 9, 2018 17:05 |
|
Regarding the Steam numbers: Active users would seem to me to better indicate actual popularity of a game, and by that metric, HoI4 comes out on top. The Narrator posted:The SimCity thread went through some powerful cycles of hope -> excitement -> worry -> a dev coming in and claiming everything's going to be OK, and then the game released and everything collapsed As the OP of that thread, gently caress that game and gently caress me for ever trying to defend it. I am so glad Cities Skylines exists.
|
# ? Jul 9, 2018 19:07 |
|
Phlegmish posted:smdh if you don't play as the uhhh and drive out the Indo-European invaders Basques.
|
# ? Jul 9, 2018 21:30 |
|
ExtraNoise posted:As the OP of that thread, gently caress that game and gently caress me for ever trying to defend it. Aahahaha. I remember reading that!! Man, you held out hope for that game for so long. I also remember the hilarious theatrics and sleight of hand that Maxis went through to protect the secret of their broken game -- preventing early players from playing past 1 hour into the game and so on.
|
# ? Jul 9, 2018 22:15 |
|
guns for tits posted:I was socialist before but a coalition put a lovely conservative party in charge after an election, and I didn't notice until they did their damage. Topical.
|
# ? Jul 9, 2018 22:19 |
|
Ms Adequate posted:Smh why they do Vicky like that Have you considered that Victoria 2 may have sold so many copies that it exceeded the bounds of their database?
|
# ? Jul 9, 2018 22:53 |
|
Hello I would like 2^31 copies of Vicky 2
|
# ? Jul 9, 2018 23:44 |
|
Drone posted:Social Democracy is the only way to play Vic 2. yeah, then you have to establish Full Communism which is almost as good (gotta micromanage building rails)
|
# ? Jul 10, 2018 00:10 |
|
Gobblecoque posted:City builders have always been super popular, it's just that in the gap between SC4 and C:S pretty much all titles in the genre sucked rear end (or had more niche settings/mechanics like Tropico) and so a lot of developer got it in their head that "hmm why isn't anybody buying these dogshit games? Must be that the genre is dead." Apparently it's a difficult mindset to change because it seems like nobody is seriously going after the gold mine that C:S proved was there. I knew C:S was popular and there was a large untapped market it was exploiting, but I'm still surprised at just how well it's doing. Six million copies sold is insane. Looking at steam reviews of the game and recent content, it seems like they're doing an excellent job at giving customers what they want, too. It's almost surreal seeing such unanimous contentment with the direction of a game. I'm used to people constantly bickering about stuff even in really popular games.
|
# ? Jul 10, 2018 00:32 |
|
Texas, the true land of opportunity: For comparison, the modern population of Texas is only slightly larger at 28.3 million. At this point in history in real life, Texas had around 6-7 million. I passed all political and social reforms in some time in the 1880s and the socialists have been in power pretty much since socialism became a thing. One thing I didn't anticipate is my factory constructions not being able to keep pace with the massive influx of immigrants. I essentially had a hard limit of 80,000 new jobs per year, and by the end I had nearly a million unemployed craftsmen. Of course they all had ample unemployment benefits so I guess that's not a big deal. I also ran out of things to research in the 20s. I probably could have gotten enormous if I had actually gone to war with anyone, but I just wanted a nice relaxing game as a socialist utopia.
|
# ? Jul 10, 2018 02:29 |
|
Fister Roboto posted:Texas, the true land of opportunity: I'm at least a little disappointed you didn't try to take over Mexico and form "Texaco". But I guess dealing with constant nationalist uprisings from your non-accepted Mexican pops would be a pain. With that many people in such a small nation I have to imagine you have a shitload of unemployment. Do you even have enough RGO/factory space available for them?
|
# ? Jul 10, 2018 02:38 |
|
Yeah like I said I literally couldn't build factories fast enough to keep up with the 200,000+ immigrants coming in each year. My RGOs weren't full but the vast majority of the immigrants were craftsmen. Also what's really funny about Texas is that when you start the game you can immediately abolish slavery, in the middle of your war for independence against Mexico, a war which was fought to prevent the abolition of slavery.
|
# ? Jul 10, 2018 02:45 |
|
Fister Roboto posted:Yeah like I said I literally couldn't build factories fast enough to keep up with the 200,000+ immigrants coming in each year. My RGOs weren't full but the vast majority of the immigrants were craftsmen. A funny thing is you can actually do the same thing in the US if things play out right - they're only blocked from abolishing slavery AFTER the "The Slavery Debate" event fires, which isn't right away. If you can build up enough support for abolition (which is tricky but I have seen it happen) before it triggers, the option will become available and you can short circuit the entire civil war.
|
# ? Jul 10, 2018 03:07 |
|
God, you guys are making me want to boot up vicky 2 again.
|
# ? Jul 10, 2018 03:37 |
|
Dr. Video Games 0031 posted:God, you guys are making me want to boot up vicky 2 again. I just quickly did a Communist France run, still good and recommend.
|
# ? Jul 10, 2018 03:40 |
|
Dr. Video Games 0031 posted:God, you guys are making me want to boot up vicky 2 again. I'm not seeing the problem.
|
# ? Jul 10, 2018 03:42 |
|
|
# ? May 9, 2024 01:31 |
|
Beamed posted:I just quickly did a Communist France run, still good and recommend.
|
# ? Jul 10, 2018 03:50 |