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edit re: concerning terraforming in v3 god what a bad snipe Decision: Drain the Swamp! Effect: You can now actually live in DC
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# ? Sep 22, 2021 11:31 |
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# ? May 29, 2024 23:24 |
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"Improvement" is pretty good at covering stuff like canals and railways as well as regional industries etc, it would even go so far as to cover things like land clearance and shore defenses, if those are in the game.
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# ? Sep 22, 2021 11:45 |
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Goa Tse-tung posted:edit re: concerning terraforming in v3 god what a bad snipe Does it also remove all the clown pops from the state Re: the 'building' discussion, I don't think anyone's going to get confused to see a canal show up in a tab labelled 'buildings'. If you were really fussed, couldn't you just rename the entire 'buildings' section into 'structures' or 'infrastructure' or 'built infrastructure', since it seems to be where everything that uses 'infrastructure capacity' appears anyway? It seems to be a resource that's only used up by physical buildings, going by the dev diary. And similarly, if you want to be 'realistic' you can just rename 'X factory' into 'X factory district' or 'X factory complex' to indicate that it doesn't represent a single factory. It seems like the kind of question where you have to balance the need to clearly and succinctly communicate information to the player without too much cruft, with the opportunity to teach the player a realistic sense of scale and geography (i.e. this is approx how many factories, literally, would have been in a region of this size in the 19th century).
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# ? Sep 22, 2021 11:51 |
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would clown be a profession, ethnicity, or standard of living
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# ? Sep 22, 2021 11:52 |
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Gort posted:You wouldn't call a railroad or a canal a "building" either, though. You build them, but they're not buildings, because English. It's not actually correct but it's the sort of not actually correct that is accepted just fine in games all the time, not really a big deal.
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# ? Sep 22, 2021 13:40 |
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RTS games taught me that "town center" is somehow a building, my power over abstraction is floating high above petty squabbles over "mana" and "influence" and "buildings".
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# ? Sep 22, 2021 13:59 |
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What do you mean? Throughout all cultures and time periods, towns have developed around a square two-story structure with two one-story rectangular wings perpendicular to each other.
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# ? Sep 22, 2021 14:08 |
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Cease to Hope posted:would clown be a profession, ethnicity, or standard of living gently caress I hope not
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# ? Sep 22, 2021 14:59 |
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Gort posted:You wouldn't call a railroad or a canal a "building" either, though. You build them, but they're not buildings, because English. Development?
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# ? Sep 22, 2021 15:11 |
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Goa Tse-tung posted:edit re: concerning terraforming in v3 god what a bad snipe On this note, I hope the previous biomeleaves it's mark after improvement. In Northwest Ohio there's the Great Black Swamp, which is now drained to what is effectively Plains, and we grow a ton of beans and corn here now because the soil is so good. When it rains, the Swamp returns for a little bit, longer if the ditches aren't maintained.
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# ? Sep 22, 2021 15:12 |
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I know it would be a performance pain in the rear end to do well but it'd be nice if instead of having Teak making all ships like 1% less expensive in maintenance, it gave a large bonus to specific ships made with it; because production from one region of the world is probably not enough to your whole navy and its neat to have conceptually the idea of having more powerful ships as being a function of how they're actual made specifically instead of being abstracted behind tech; rather instead it would be more neat for tech to enable larger and cheap production of such goods to improve your units. For more granular militaries, economies, etc.
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# ? Sep 22, 2021 15:47 |
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Cease to Hope posted:would clown be a profession, ethnicity, or standard of living
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# ? Sep 22, 2021 16:23 |
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dont worry there's gonna be a day 1 mod to replace all "buildings" with "factroys" anyway
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# ? Sep 22, 2021 16:35 |
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My stupid pops are obsessed with building clown factories.
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# ? Sep 22, 2021 17:01 |
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Can't to spend forty years trying to pass the 'Free Clown College' education reform
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# ? Sep 22, 2021 17:04 |
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Reports on MAJOR DISCOVERY Scientists in our country have discovered: MIMES
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# ? Sep 22, 2021 17:37 |
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A Buttery Pastry posted:It's a religion. EU4 reformation DLC but it's Funny Clowning vs Spooky Clowning
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# ? Sep 22, 2021 17:44 |
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Edgar Allen Ho posted:EU4 reformation DLC but it's Funny Clowning vs Spooky Clowning The thirty years war starts because I added pratfalls to the holy canon
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# ? Sep 22, 2021 18:01 |
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Cease to Hope posted:Reports on Wars between great powers will now become great wars
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# ? Sep 22, 2021 18:45 |
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Cease to Hope posted:would clown be a profession, ethnicity, or standard of living Interest group representing most content creators, middle managers and politicians.
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# ? Sep 22, 2021 19:00 |
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Edgar Allen Ho posted:EU4 reformation DLC but it's Funny Clowning vs Spooky Clowning vs "the midway security toughs are out there dressed like clowns," somehow also including the gang fights between competing circus caravans in the winter-stayover towns, please
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# ? Sep 22, 2021 19:37 |
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The Three Stooges successfully lead a clownarchist uprising that turns the US into a jester's paradise
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# ? Sep 22, 2021 19:40 |
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Wiz posted:It doesn't make any sense for quite a few buildings, like barracks or canals, to be called an industry. Are you talking about canals in "provides Infrastructure" sense or in "ships can go through land" sense? Or something else?
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# ? Sep 22, 2021 19:50 |
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NO GODS OR MASTERS ONLY CLOWNS
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# ? Sep 22, 2021 20:26 |
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a space station 13 mod seems like it would be too small scale for Vicky 3 bit I'm down
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# ? Sep 22, 2021 20:39 |
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Add clown as an accepted culture for -5000 prestige and +20 Militancy for all Security pops
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# ? Sep 22, 2021 20:42 |
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Agean90 posted:a space station 13 mod seems like it would be too small scale for Vicky 3 bit I'm down oh no the assistants have radicalized
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# ? Sep 22, 2021 20:43 |
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Automobile demand is just one for every 12 clown pops.
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# ? Sep 22, 2021 20:56 |
Agean90 posted:a space station 13 mod seems like it would be too small scale for Vicky 3 bit I'm down think bigger: a dominions mod for v3
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# ? Sep 22, 2021 21:04 |
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Jazerus posted:think bigger: a dominions mod for v3 Age 385 lich clowns
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# ? Sep 22, 2021 21:08 |
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Day 1 Clownmod for Vic3, replacing the "clink!" noise of accumulating money with a squeaky rubber honk. We demand it.
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# ? Sep 22, 2021 23:52 |
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Jazerus posted:think bigger: a dominions mod for v3 Oh man, this would be great! The introduction of a Dominions mod would also be a brilliant time to invest in candle factories for your nation, due to the increased demand for spreading the True Faith of Slapstickism (Still not sure why there's such an obsession with candles to represent faith, in that game)
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# ? Sep 23, 2021 04:30 |
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https://twitter.com/PDXVictoria/status/1441069939599806468?s=20
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# ? Sep 23, 2021 17:03 |
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Great diary, as nice as the economic stuff is, I am, in fact, a map game player, so how the map functions regarding states and regions is very appealing to know about. The concept of Homelands is interesting too, and it sounds different than cores. Might be a way to get around Serbia having cores on half of the Balkans for the entire game.
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# ? Sep 23, 2021 20:58 |
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Yeah my reading is that incorporated states are basically the economic parts of cores from previous games, but homelands are the diplomatic part. Although the dev responses do note that you get a claim if an incorporated state is taken from you, but I imagine it needs to be a full Homeland state to trigger revanchism/get really good CBs. lachek posted:We know what Pops are in which Buildings, we know where the different city hubs are in the state, and we can reasonably compute which province a given number of levels of a building might be in. What this means is that we can determine as-needed which Pop "might" be in which province. This is then used to determine which Pops, building levels, etc go where in case of a split. So provinces really are solely for war pretty much. That's a good change.
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# ? Sep 23, 2021 21:13 |
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Zeron posted:Yeah my reading is that incorporated states are basically the economic parts of cores from previous games, but homelands are the diplomatic part. Although the dev responses do note that you get a claim if an incorporated state is taken from you, but I imagine it needs to be a full Homeland state to trigger revanchism/get really good CBs. I think pdox games have had too many provinces for a while, and hopefully this is one way to kinda pare it down a bit. If they actually had the balls to do it i'd love it, but i understand gamers like big number so the province quantity has to be huge.
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# ? Sep 23, 2021 21:18 |
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Hudson's Bay Company world conquest. You'll buy our overpriced clothes and lovely perfumes at bayonet's point
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# ? Sep 23, 2021 21:32 |
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Zeron posted:Yeah my reading is that incorporated states are basically the economic parts of cores from previous games, but homelands are the diplomatic part. Although the dev responses do note that you get a claim if an incorporated state is taken from you, but I imagine it needs to be a full Homeland state to trigger revanchism/get really good CBs. I feel like homelands are probably going to be a big deal for independence movements as well.
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# ? Sep 23, 2021 22:11 |
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Zeron posted:Yeah my reading is that incorporated states are basically the economic parts of cores from previous games, but homelands are the diplomatic part. Although the dev responses do note that you get a claim if an incorporated state is taken from you, but I imagine it needs to be a full Homeland state to trigger revanchism/get really good CBs. I kind of hope that this split of incorporated states and homelands puts cores down for good. Cores in V2 were extremely limited and artificial feeling. They didn't easily change. And one of the most important parts of Victoria to me, and also it sounds like to the design team, is this possibility of taking your nation in a new direction, growing it, and having the game and its systems acknowledge the work you've put in. I want it to be possible for Britain to firmly integrate parts of India with enough effort, not just leave them as colonial states for the rest of the game. I want it to be possible for the US to conquer Canada and admit every Canadian province to the Union. And Victoria 2's system just didn't account for this very well. The former with Britain would never happen because you would never be able to get enough British bureaucrats into India to incorporate a state, and while you probably could incorporate Alberta as a US state, it would never be considered a core. It feels like the older more hardcoded Paradox generations than EU4, where with enough time and points you could core any state and with limited exceptions remove other cores.
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# ? Sep 23, 2021 22:29 |
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# ? May 29, 2024 23:24 |
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Cantorsdust posted:I kind of hope that this split of incorporated states and homelands puts cores down for good. Cores in V2 were extremely limited and artificial feeling. They didn't easily change. And one of the most important parts of Victoria to me, and also it sounds like to the design team, is this possibility of taking your nation in a new direction, growing it, and having the game and its systems acknowledge the work you've put in. I want it to be possible for Britain to firmly integrate parts of India with enough effort, not just leave them as colonial states for the rest of the game. I want it to be possible for the US to conquer Canada and admit every Canadian province to the Union. And Victoria 2's system just didn't account for this very well. The former with Britain would never happen because you would never be able to get enough British bureaucrats into India to incorporate a state, and while you probably could incorporate Alberta as a US state, it would never be considered a core. It feels like the older more hardcoded Paradox generations than EU4, where with enough time and points you could core any state and with limited exceptions remove other cores. One of the interesting things is that I'm 99% sure that cores never disappear in Vicky 2, if a state starts as a core of a nation it will stay that way until 1936, same with any cores that you ended up gaining. Also, I believe a core can appear in any state, I'm pretty sure the USA could core Alberta, you would just need to wait for the random event to pop up. The main problem would be getting the state in the first place, The UK can kick the USA's rear end for like 80-100% of the game's timeline. Also, I think should be hard if not downright impossible for the UK to make any territory in India a state. France tried and failed to do that with Algeria, and that had a smaller population. Plus it was literally just across from the Mediterranean.
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# ? Sep 23, 2021 22:59 |