|
DelilahFlowers posted:That's not the hohenzollern mod, that's the ccHFM mod with shattered world. He's only playing as hohenzollern, you rube. Yeah that'd be difficult to do since Hohenzollern was played in Victoria 1, V2 hadn't even come out at the time.
|
# ? Aug 15, 2021 12:29 |
|
|
# ? May 28, 2024 12:48 |
|
Yeah I just saw the title "victoria hohenzollern mod" and posted before investigating
|
# ? Aug 15, 2021 14:25 |
|
https://twitter.com/Martin_Anward/status/1428012793836589064
|
# ? Aug 18, 2021 16:48 |
|
A Pickelhaube in Smolensk... where's our country-specific military hat icon dlc.
|
# ? Aug 18, 2021 17:43 |
|
When paradox announced Pickelhaube in Russia it tore away something, it prevented me from feeling slavic.
|
# ? Aug 18, 2021 17:48 |
|
wait I did some checking and it turns out the Russians wore them too for a while so I suppose this actually checks out
|
# ? Aug 18, 2021 17:56 |
|
No skilled labourers? What about carpenters, smiths and masons?
|
# ? Aug 18, 2021 18:06 |
|
Buller posted:No skilled labourers? What about carpenters, smiths and masons? If it works like Vicky 2, then "clerks" represent most skilled laborers. With probably many others falling into the "engineer" and "machinist" categories depending on how you wanna define "skilled laborers." Pakled fucked around with this message at 18:16 on Aug 18, 2021 |
# ? Aug 18, 2021 18:13 |
|
Takanago posted:A Pickelhaube in Smolensk... where's our country-specific military hat icon dlc. Pops have CK3 style models with unique clothes based on culture and religion. If we don't get a dlc to influence national fashion, I riot. HoI: tank designer Vicky: Epaulette designer
|
# ? Aug 18, 2021 19:27 |
|
S.P. A.A. Epaulette mk9
|
# ? Aug 19, 2021 01:15 |
|
Dev Diary #11 - Employment and Qualifications https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-11-employment-and-qualifications.1487723/
|
# ? Aug 19, 2021 17:05 |
|
I'm getting nervous. Just about every design they reveal sounds excellent and very well constructed. What's the catch? The entire game crashes two years in due to an underflow bug in fish markets right?
|
# ? Aug 19, 2021 17:30 |
|
Kaza42 posted:I'm getting nervous. Just about every design they reveal sounds excellent and very well constructed. What's the catch? The entire game crashes two years in due to an underflow bug in fish markets right? All the designs have been great but of course the problem is "can they actually pull it off". Its like yeah on paper a stellaris expansion mentioning "much better planet construction AI" would be a game-fixing addition and obviously a good idea, the question is if they can actually do it (they couldn't). Victoria 3 is setting a lot of ambitious systems with a ton of moving parts in the background, all areas rife for algorithms that don't quite work, AI's that have trouble making reasonable choices, tricky balance issues. But you also have a lot of games out there with bad design-level ideas that are also badly implemented. At least having a foundation of good ideas you can hopefully eventually get those good ideas running smoothly. Bad designs can't be fixed as easily as you have to come up with a whole new design on top of making it work as intended. Although sometimes a good design intention that sounds great on paper ends up being bad because no one can ever get it working in intended (ie half of stellaris) and you end up needing to come up with a whole new design that's a little more realistic from a a "can we get this working reliably and as intended" perspective. I just hope V3 is being designed with those sort of limitations in mind, that the ideas can be backed up by actual working code.
|
# ? Aug 19, 2021 17:39 |
|
your rule of thumb for 'how is this pdx game gonna be hosed' is 'the ai is poo poo' and i have no reason to believe otherwise. for something this complicated i would be pulling out the big guns ai wise and pdx cannot afford the peeps who know how to pull out the big guns. so they get a pile of jank heuristics like every other pdx game
|
# ? Aug 19, 2021 17:41 |
|
I've been reading through a bunch of marx recently and its giving me a lot of confidence that so many of the dev diaries mention economic, production, and class theories almost word for word.
|
# ? Aug 19, 2021 18:07 |
|
Baronjutter posted:I've been reading through a bunch of marx recently and its giving me a lot of confidence that so many of the dev diaries mention economic, production, and class theories almost word for word. Even if you disagree with Marx's solutions, you have to admit he described the economic structure of the era remarkably well. They'd be fools not to crib from Marx.
|
# ? Aug 19, 2021 18:13 |
|
Minenfeld! posted:Even if you disagree with Marx's solutions, you have to admit he described the economic structure of the era remarkably well. They'd be fools not to crib from Marx. Asiatic mode of production
|
# ? Aug 19, 2021 18:21 |
|
Baronjutter posted:All the designs have been great but of course the problem is "can they actually pull it off". Its like yeah on paper a stellaris expansion mentioning "much better planet construction AI" would be a game-fixing addition and obviously a good idea, the question is if they can actually do it (they couldn't). Victoria 3 is setting a lot of ambitious systems with a ton of moving parts in the background, all areas rife for algorithms that don't quite work, AI's that have trouble making reasonable choices, tricky balance issues. Hearts of Iron 4 has a lot of bad mechanics, that are completely ignored in a bunch of really really good story total conversions. I anticipate the mods for Vicky 3 are going to be better than the base game. It's a shame Stellaris doesn't have a ton of those, aside from New Horizons (which I haven't played, but heard good things about). EDIT: got the name wrong. TwoQuestions fucked around with this message at 18:45 on Aug 19, 2021 |
# ? Aug 19, 2021 18:34 |
|
I'm already hard for TNO: V3 edition
|
# ? Aug 19, 2021 18:38 |
|
I'm really curious if you're going for a classless society if that's even possible within the game mechanics. Absolutely you'd have worker-owner factories, but I wonder if there will be special laws to equalize all wages in factories so labourers and machinists and engineers all get the same wage. Or to even do this on a national level, to even out wages between buildings. I hope there's options for all of the above! Simply having factories worker-controlled but still paying wages and still concerned with profits and competition between firms would be a good way to model some sort of syndicalism, but to achieve "full communism" you'd need options to fully abolish class. Hell it would be amazing to see options to abolish money, having citizens simply take needed goods from the economy regardless of employment status, simply equally distributed based on need and availability.
|
# ? Aug 19, 2021 18:54 |
|
I'd imagine it'd have to be very abstracted for that stuff. You still need in-game money being produced and consumed to keep the wheels of the international economy moving. Laws that let you put it together in your head are good enough for me
|
# ? Aug 19, 2021 19:20 |
|
Gaius Marius posted:Asiatic mode of production Ok fair.
|
# ? Aug 19, 2021 21:18 |
Just because he went on weird racist diatribes on occasion doesn't make the rest of his analysis invalid or any less correct, especially compared to contemporaries spouting similar level of racist bullshit.
|
|
# ? Aug 19, 2021 22:22 |
|
Marxism Simulator 2022 really isn't the worst way to do a 19th century game
|
# ? Aug 20, 2021 00:22 |
|
Wait are people suprised 19th century people were racist? They literally all are. No real point cancelling them
|
# ? Aug 20, 2021 00:25 |
|
kinda hyped for next weeks diary; wanna see if they're doing anything cool with deficits
|
# ? Aug 20, 2021 00:32 |
|
Baronjutter posted:I'm really curious if you're going for a classless society if that's even possible within the game mechanics. Absolutely you'd have worker-owner factories, but I wonder if there will be special laws to equalize all wages in factories so labourers and machinists and engineers all get the same wage. Or to even do this on a national level, to even out wages between buildings. I hope there's options for all of the above! Simply having factories worker-controlled but still paying wages and still concerned with profits and competition between firms would be a good way to model some sort of syndicalism, but to achieve "full communism" you'd need options to fully abolish class. Hell it would be amazing to see options to abolish money, having citizens simply take needed goods from the economy regardless of employment status, simply equally distributed based on need and availability. Wages no but ownership yes, we have economic models where all workers get an equal share of the profits.
|
# ? Aug 20, 2021 01:05 |
|
Gonna occupy the entire world so we can finally abolish Jobs once and for all
|
# ? Aug 20, 2021 01:12 |
|
ThatBasqueGuy posted:Gonna occupy the entire world so we can finally abolish Jobs once and for all Wow okay bud, FFT was easily the best game of the series sorry it didn't appeal to you but don't ruin it for the rest of us
|
# ? Aug 20, 2021 01:13 |
|
Wiz posted:Wages no but ownership yes, we have economic models where all workers get an equal share of the profits. That's exciting, specially since it sounds like all those social/economic/government policies are fairly decoupled from each other unlike previous victoria games. I hope we'll have the freedom to do really odd things like a monarchy with worker-owned industries or just any mix of models.
|
# ? Aug 20, 2021 02:24 |
|
Baronjutter posted:That's exciting, specially since it sounds like all those social/economic/government policies are fairly decoupled from each other unlike previous victoria games. I hope we'll have the freedom to do really odd things like a monarchy with worker-owned industries or just any mix of models. Bees???
|
# ? Aug 20, 2021 04:15 |
|
Baronjutter posted:That's exciting, specially since it sounds like all those social/economic/government policies are fairly decoupled from each other unlike previous victoria games. I hope we'll have the freedom to do really odd things like a monarchy with worker-owned industries or just any mix of models. good news: it's confirmed but it will probably require some crusader kings-esque hilarious fuckery to do it effectively since many parts are uncoupled but tied to the specific politics of interest groups which have their own tendencies and biases, having Alexander III, tsar of all workers' russias should be doable with some extreme hijinks
|
# ? Aug 20, 2021 04:39 |
|
I just so love the incredibly weird stories that can develop in some paradox games. "Through a crazy series of events the UK is entirely relegated to Ireland which became the Republic of Britain, Communist france invaded england but later an english rebellion took over which had a wargoal to restore the UK, which still existed but was a republic so a new monarchy was formed. But since communist france had set their factories and a majority of the population into supporting worker-owned factories the newly created Social Kingdom of England formed which is now at war with the republic of Britain over in ireland" Just live for that poo poo.
|
# ? Aug 20, 2021 04:47 |
|
Gaius Marius posted:Wow okay bud, FFT was easily the best game of the series sorry it didn't appeal to you but don't ruin it for the rest of us I want you to know your joke is appreciated.
|
# ? Aug 20, 2021 07:25 |
|
devereaux has another dealio out, with an implicit question to pdx https://acoup.blog/2021/08/20/collections-teaching-paradox-victoria-ii-part-ii-the-ruin-of-war/ quote:At the same time, Gat notes that human societies didn’t suddenly reinvent themselves in 1900. We have all of these institutions, these social habits, these values, these works of literature and culture which were produced to help our societies survive in the environment of competitive militarism that existed before 1900. It is hard to stress the magnitude of the shift Gat is talking about here – taking the modern state, the most efficient violence-machine ever developed by humans – and putting it in a world where war is maladaptive is roughly like dropping a polar bear in the Serengeti. Everything that bear has ever learned is suddenly pretty useless or actively harmful. So societies entered this brave new industrial world with a whole lot of habits and institutions designed to push them towards war because war used to be how one profited and survived.
|
# ? Aug 20, 2021 23:46 |
|
bob dobbs is dead posted:devereaux has another dealio out, with an implicit question to pdx Yes! very good reflections on the game. Vicky has been the only paradox game where war feels costly and can leave permanent scars on history. Seeing a huge dip in your population and economy from that time you lost 4 million people in an utterly pointless war no one got anything out of is something that you don't see in other paradox games. Not even stellaris with whole mechanics around genocide really capture that feeling of impact, of loss.
|
# ? Aug 20, 2021 23:56 |
|
War is often harder on the aggressor than the aggressed
|
# ? Aug 21, 2021 00:01 |
|
War is an extension of economics
|
# ? Aug 21, 2021 00:07 |
|
ThatBasqueGuy posted:War is often harder on the aggressor than the aggressed Is this Somme kind of profound point?!
|
# ? Aug 21, 2021 00:22 |
|
|
# ? May 28, 2024 12:48 |
|
Baronjutter posted:Yes! very good reflections on the game. Vicky has been the only paradox game where war feels costly and can leave permanent scars on history. Seeing a huge dip in your population and economy from that time you lost 4 million people in an utterly pointless war no one got anything out of is something that you don't see in other paradox games. Not even stellaris with whole mechanics around genocide really capture that feeling of impact, of loss. Yeah I've always felt one of the key problems with the pops in Stellaris is that there is functionally no impact on them in warfare, unless you are losing. You can get a million of your own ships blown up, send a million armies to their doom trying to assault planets, but so long as none of your own planets get occupied/bombarded, none of this has any impact on your population, because these are all things that are produced with resources and the people are abstracted out of the equation.
|
# ? Aug 21, 2021 01:13 |