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Eimi posted:Greece should at least rely on prosperity more or something. There's no real good way to model the Slavic migration there with CK2's mechanics but it was an area that was out of Imperial control for a long time for a reason. Aren't we talking about Imperator, the game with pops and migration mechanics?
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# ? Mar 27, 2019 01:05 |
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# ? May 9, 2024 03:18 |
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SlothfulCobra posted:Aren't we talking about Imperator, the game with pops and migration mechanics? He said ck2 dude.
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# ? Mar 27, 2019 01:37 |
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There is an RTS game called Hegemony that takes place in ancient Greece that I thought was interesting in how it handled borders. There is a Philip of Macedon campaign where you start with just one city and eventually grow into a giant empire with dozens of cities as you conquer Greece, and a big part of the challenge comes from keeping your remote border regions supplied and garrisoned. The moment you move troops away from one region and toward another, your neighbors will immediately take advantage of it and start launching raids into your poorly defended areas. If you move the troops back, the enemy might fight you or just retreat altogether. You have to keep just enough troops garrisoned in your frontier regions to deter raids and rebellions, but if you put too many troops, you will have a lot of trouble bringing enough food out there to supply them (especially if it's some remote mountain region), and it can be very tough to find the right balance. If all your frontier cities are well supplied and garrisoned, the enemy will never attack you, but it will also be very difficult to expand unless you pull troops away from somewhere else thus making you vulnerable. You have to defend and supply all your borders at once, while at the same time keeping just enough troops set aside for your own offensive campaigns elsewhere. Casualties are also very slow to replace, and if you expand too fast, it's easy to get into a death spiral where you take too many losses after losing a battle, making you vulnerable to raids, which causes you to take even more losses, which leads to even more raids and so on until you are being attacked from every direction simultaneously and your empire collapses. I thought it was a good way of simulating the difficulties of managing a large empire, and the game would get more difficult the larger you get, and the longer your supply lines get. Paradox games usually end up getting easier the larger you get. It would be neat if you had to keep troops spread out everwhere all across your empire instead of having them in giant doom stacks that cant be defeated.
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# ? Mar 27, 2019 06:58 |
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WhiskeyWhiskers posted:They're aware this is VTM right? Is there a tabletop with a higher concentration of trans players that exists? PbtA?
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# ? Mar 27, 2019 10:39 |
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SlothfulCobra posted:Aren't we talking about Imperator, the game with pops and migration mechanics?
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# ? Mar 27, 2019 10:43 |
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Dwesa posted:That reminds me that I am considering buying I:R, but I know nothing about it. No thread for it yet?
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# ? Mar 27, 2019 12:07 |
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The Rome player in the dev clash has said that actually he has literally hundreds of thousands of mostly light infantry doing nothing but keeping revolts down in specific provinces and beating up barbarians. The real problem is that the only restriction on raw army numbers is having enough gold and he's ultra powerful compared to everyone else, also raw army numbers are actually not all that meaningful because the difference in effectiveness between expensive and weak unit types is absolutely huge. If you're wealthy enough to have lots of troops and you're not suffering significant military losses then there's no difficulty in having both plenty of peacekeeping troops and a huge army to war with because you don't pay any manpower upkeep for armies in the field and there's no force limits unlike in EU. RabidWeasel fucked around with this message at 23:28 on Mar 27, 2019 |
# ? Mar 27, 2019 21:03 |
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RabidWeasel posted:The Rome player in the dev clash has said that actually he has literally hundreds of thousands of mostly light infantry doing nothing but keeping RR up and beating up barbarians. also everybody fights him 1 on 1 instead of ganging up. Rip Carthage, betrayed by perfidious pritania
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# ? Mar 27, 2019 21:06 |
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RabidWeasel posted:The Rome player in the dev clash has said that actually he has literally hundreds of thousands of mostly light infantry doing nothing but keeping revolts down in specific provinces and beating up barbarians. Yep, if they balance according to multiplayer clashes they have in the office they definitely should try to balance it a bit. Interesting that there is no force limit, I didn't know that. I wonder what the reasoning was for removing the force limit.
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# ? Mar 28, 2019 18:11 |
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The force limit feels really arbitrary. Theoretically I prefer manpower upkeep for forces in the field. The current manpower mechanics in HoI, for example, don’t really account for the fact that people might eventually leave the military. Every manpower expenditure is permanent, as if the only outcome after enlisting is that you’re killed, maimed, or serve forever. In EU you can theoretically raise 10,000 soldiers, station them at a quiet border, and spend no more manpower on them for a century without the Supercentenarian Division ever suffering a drop in effectiveness. Edgar Allen Ho fucked around with this message at 18:35 on Mar 28, 2019 |
# ? Mar 28, 2019 18:32 |
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Pump it up! Do it! posted:Yep, if they balance according to multiplayer clashes they have in the office they definitely should try to balance it a bit. We don't.
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# ? Mar 28, 2019 18:42 |
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In the Thirty Years War armies were like ballistic missiles which burnt human lives for fuel. It might not be fun for your armies to drop to a tenth of their strength just by walking three provinces to the North.
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# ? Mar 28, 2019 18:43 |
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So Paradox isn't doing jack poo poo with the Prison Architect IP, yeah?
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# ? Mar 28, 2019 19:51 |
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Tercio posted:So Paradox isn't doing jack poo poo with the Prison Architect IP, yeah? They acquired it, what, 2 months ago? Kind of a rush to judgement there. Edit: I can grammar, I promise! Dreissi fucked around with this message at 20:20 on Mar 28, 2019 |
# ? Mar 28, 2019 20:16 |
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Gort posted:In the Thirty Years War armies were like ballistic missiles which burnt human lives for fuel. It might not be fun for your armies to drop to a tenth of their strength just by walking three provinces to the North. My name is Gallas, Destroyer of Armies: Look upon my work ye Habsburgs, and dispair.
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# ? Mar 28, 2019 20:17 |
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Tercio posted:So Paradox isn't doing jack poo poo with the Prison Architect IP, yeah? Based on how many times they specified they bought the rights to the 'Architect IP' you can probably safely bet a bajillion dollars they are working on a new game in the same genre right now, and they all but confirmed they will be doing PDX style DLC for Prison Architect.
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# ? Mar 28, 2019 20:24 |
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Maybe a Stellaris crossover? Mr Blorg's Friendly Pastures.
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# ? Mar 28, 2019 20:57 |
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Poil posted:Maybe a Stellaris crossover? Mr Blorg's Friendly Pastures. I want this, unironically. Stellaris Prison Architect would be super fun to make and play. Different Ethos means different kind of prisons.
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# ? Mar 28, 2019 23:05 |
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Groogy posted:I want this, unironically. Stellaris: Rogue Servitor Architect. Create a beautiful
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# ? Mar 28, 2019 23:26 |
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Gadzuko posted:Stellaris: Rogue Servitor Architect. Create a beautiful Would absolutely play this. 200%.
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# ? Mar 30, 2019 19:26 |
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Castle Architect would be a be an obvious one, with a riff off the old Castles game. Build your castle and village to support it, get attacked and sieged.
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# ? Mar 30, 2019 20:27 |
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It's not like Paradox bought out introversion or suddenly acquired the ability to make management sims. They could've always made a castle sim if they wanted.
Dr. Video Games 0031 fucked around with this message at 21:11 on Mar 30, 2019 |
# ? Mar 30, 2019 21:09 |
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If you think about it a certain way, CK2 is about putting More Stuff in your castle.
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# ? Mar 30, 2019 21:41 |
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groogy please buy Stronghold thanks.
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# ? Mar 30, 2019 23:26 |
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Every battle in Imperator dev clash seems to revolve around reinforcements not arriving in time for doomstack clashes, which results in an arbitrary curbstomp. It looks unfun as gently caress.
Baron Porkface fucked around with this message at 23:52 on Mar 30, 2019 |
# ? Mar 30, 2019 23:49 |
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wukkar posted:groogy please buy Stronghold thanks. A new stronghold that doesn't suck would be amazing
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# ? Mar 30, 2019 23:51 |
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Hell yeah https://www.youtube.com/watch?v=h4etRfGIa0c&t=1434s
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# ? Mar 31, 2019 00:25 |
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Baron Porkface posted:Every battle in Imperator dev clash seems to revolve around reinforcements not arriving in time for doomstack clashes, which results in an arbitrary curbstomp. It looks unfun as gently caress. Uggggh
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# ? Mar 31, 2019 00:51 |
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devils advocate: maybe paradox devs are just bad at the game
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# ? Mar 31, 2019 00:54 |
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Stairmaster posted:devils advocate: maybe paradox devs are just bad at the game this is why the platonic ideal paradox game is vic 2, a game so complex and obtuse that nobody can actually be good at it
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# ? Mar 31, 2019 00:56 |
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Catching up on Al-Andalus lp, it might be the best because it causes people to have mega DnD breakdowns about their fictional pops and accuse everyone around them of being irl reactionaries and nazis
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# ? Mar 31, 2019 01:06 |
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Edgar Allen Ho posted:Catching up on Al-Andalus lp, it might be the best because it causes people to have mega DnD breakdowns about their fictional pops and accuse everyone around them of being irl reactionaries and nazis I mean it’s a paradox game so it’s a safe bet they are
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# ? Mar 31, 2019 01:07 |
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Cease to Hope posted:this is why the platonic ideal paradox game is vic 2, a game so complex and obtuse that nobody can actually be good at it
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# ? Mar 31, 2019 01:25 |
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CharlestheHammer posted:I mean it’s a paradox game so it’s a safe bet they are On any other forum but here in in the past few years, I’d agree Here, I blame V2, because we’ve mostly chased out the shitters E: wouldn’t be shocked if LP is different, but I trust in the mods and their policy of “don’t be a bigot”
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# ? Mar 31, 2019 01:27 |
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There's been a big trend lately in Japanese media of super-tight fantasy settings where they get really into explaining like the logistics of how the world fits together, like with Maoyuu Maou Yuusha, Delicious in Dungeon, and Drifting Dragons, I'd really like to see a game where they take that spirit and get into more of those lower-down logistics, maybe at the expense of the standard historical setting. Simulator games back in the day had a habit of turning into a whole spaghetti of obtuse variables, but I think with modern tools and methods it's easier to turn a big mess of things into something more easily readable. Edgar Allen Ho posted:Catching up on Al-Andalus lp, it might be the best because it causes people to have mega DnD breakdowns about their fictional pops and accuse everyone around them of being irl reactionaries and nazis It's kind of inevitable with Paradox games that push towards the present day, because in a game about maps, reactionaries and fascists are the ones that create the most visible change on those maps, whereas the things that most other people hold dear like human rights, standards of living, or propagation of media like map-based videogames, get reduced to little easy-to-miss statistical blips. If Paradox games were a bit less abstract and showed visually how lovely and run-down your population was, or how oppressed they were, then it'd probably push players in different ways.
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# ? Mar 31, 2019 01:55 |
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PittTheElder posted:Uggggh Did I say something that gets repeated a lot?
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# ? Mar 31, 2019 02:08 |
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Baron Porkface posted:Every battle in Imperator dev clash seems to revolve around reinforcements not arriving in time for doomstack clashes, which results in an arbitrary curbstomp. It looks unfun as gently caress. Are you talking about the Rome vs everyone else battles? Those tend to work that way because you can't time anything well when you're coordinating multiple different people. I'm also not sure what your desired alternative is? Regardless of what you do, at the end of the day battles are decided mostly by who had more men because that's just kinda how Paradox games work. You can get into the nitty gritty and try to bait people into attacking you on defensive terrain but in player vs player battles that's never going to work. Like I'm legitimately curious; how would you prefer for combat to be resolved?
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# ? Mar 31, 2019 02:23 |
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A mechanic that encourages/forces people to have a small number of large stacks rather than a large number of small stacks. I get that the opposite works in Stellaris but that's a function of it's totally different map and tempo. I don't know why Kaiser Johan and Britain Guy have 10 armies of 15k running around different places.
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# ? Mar 31, 2019 02:29 |
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Baron Porkface posted:Did I say something that gets repeated a lot? No I'm just so sick of that micro-heavy combat from EU4. I'm not saying I know a better way to do it, I just know I'm real tired of that.
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# ? Mar 31, 2019 02:29 |
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# ? May 9, 2024 03:18 |
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Baron Porkface posted:A mechanic that encourages/forces people to have a small number of large stacks rather than a large number of small stacks. I get that the opposite works in Stellaris but that's a function of it's totally different map and tempo. That's what happened historically due to supply limits. You can't station 50k people in one spot or they die of starvation. Large battles did happen historically, but very infrequently and usually those large armies we're composed of lots of smaller armies. You also generally don't want one general in charge of half your army because he'll just up and declare a coup.
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# ? Mar 31, 2019 02:33 |