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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

gradenko_2000 posted:

What would be a set of goals to set for oneself as the UK in terms of keeping close to or beating historical performance? I get what most other countries need to do (Germany wins WW1/dismantles France/has a colonial empire, Russia industrializes/doesn't go Communist/goes super-Communist, France doesn't fall behind everyone else/dismantles Germany).

But for the UK, aside from establishing African and Asian colonies (and maybe the Crimean War and of course re-winning WW1) it seems like all of the interesting stuff happened before or after the time period covered: The US has already been independent for quite some time, and the Empire didn't break up until after the cost of WW2. What am I missing as a to-do checklist?

The UK's greatest failure during this period was being overtaken economically by Germany and the US. Unfortunately, preventing that doesn't really constitute a challenge in V2.

Preventing the breakup of the empire isn't actually outside the period- the white colonies started to drift away during WWI, Ireland left in 1921, there was the Indian Mutiny in 1857 and Gandhi was active from 1915 on. By '36 the breakup was basically inevitable.

But there's not a lot of challenge in that, either. Hanging on to Canada, Saafrica et al boils down to not releasing them in the first place, and there's not really anything you can do about India. Well. It might be possible to state-ify some of it, if you beeline for education and medicine techs, and you have no other colonies, and you get a lot of Civil Violence events. And if you worked some jiggery-pokery with the Liberate CB you might be able to get them to assimilate. But it doesn't seem likely.

Ireland is slightly more interesting. What counts as a "victory" here is open for debate; "Ireland not independent in '36" would be the obvious option, but again that's hardly difficult. Sculpting the population so that they don't want independence is a little harder. Either you've got to keep the Irish happy enough that they don't start an independence movement/it never grows beyond a nuisance/it never evolves into a general uprising, or you've got to make Ireland majority British.

Still not a lot of meat there. British foreign policy during this period (and most other periods, actually) revolved around preventing any single power from dominating the continent, and this does actually take some doing. You need to involve yourself in just about every major European war, trying to hinder or contain anyone that looks to be on the way up (Germany, France, rarely Russia) and prop up anyone that looks to be on the way down (Austria, Turkey, sometimes Russia).

Apart from that, there's not a lot to do beyond colonise all the places.

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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

LordPants posted:

Hot drat Mount and Blade is a terrific game by the way. Just sayin'.

Pity about the complete dearth of information on the sequel. That's got to have been in development for at least a year now.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

WeaponGradeSadness posted:

How does a kingdom become a theocracy in CK2? I was playing as Brittany, spent a little time taking over Normandy and bits of Ireland and then I decided to look down and see what France was up to since they've had more-or-less constant internal strife since the beginning and suddenly they had a King-Bishop or something and their title was Theocracy of France. I've never seen that happen before :psyduck:

It can happen when someone with a title claim is given a bishopric as their first holding. If they then press the claim- or someone else presses the claim for them- they become a king-archbishop rather than a plain old king.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

NEED TOILET PAPER posted:

So now that we're touching on military composition chat, I might as well ask away: I've finally gone past 1900 in my Vicky 2 game for the first time in HoD, and I've been wondering what my army composition should look like once tanks and airplanes become available. Up until now, my armies have looked something like this: 4 regulars, 2 guards, 4 artillery, 2 engineers, and one each of hussars, cuirassiers, and dragoons, for a grand total of 15 units. I understand that cavalry are supposed to be phased out in favor of the technologically newer units, but I'm not sure how the presence tanks and aircraft should be proportioned according to the other unit numbers.

Ignore tanks. Even after all the relevant inventions, they fight only marginally better than guards or infantry, and engineers are better siegers. They also cost twenty times as much in upkeep as the humble infantry brigade. Planes are much better; they completely outclass any other unit for recon, they fight in the back row, and they have a ludicrous defence score.

My late game armies are generally 50% inf, enough engineers and planes to max out recon/siege efficiency, and the rest is artillery. Nothing beats endgame artillery for sheer concentrated killing power.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Pakled posted:

If I remember correctly, Johan said that Paradox's next big project after EU4 was something totally new.

Every time they announce a new project I hope it is Dark Ages, and then I am disappointed because it is never Dark Ages.

But I just can't stop myself hoping. :negative:

Baloogan posted:

How about a space empires game?

Emperor of the Fading Suns remade Crusader Kings style would also be acceptable. :colbert:

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Winter Stormer posted:

There could be a button on the character profile page for 'trace relationship' or something so it'd only compute it for characters where I'm actually curious, so as not to lag when I'm just looking through my court or whatever.

"Find nearest common ancestor" would be nice, yes.

By the time I have 600+ people in my dynasty, figuring out how I'm related to random kinsman x, who is suddenly the Byzantine Emperor for no readily explicable reason, requires half an hour and a notepad.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

gradenko_2000 posted:

It's possible to gain cores on places that you've arbitrarily conquered which would then remove the additional militancy, but you can't really count on this as it takes a long time and just happens randomly.

I think you need to have a primary culture majority in the province now, too.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Alchenar posted:

Yes. The problem is that the warscore appears to be capped at 100. The warscore needed to achieve all my aims is more than 100. I can occupy all of Mexico and it seems not get the peace I want.

Tag switch to Mexico and force them to accept the peace.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

az jan jananam posted:

Are the Great War mechanics in HoD completely borked? I am playing as Germany, and I was allied with the UK against a coalition of five states led by Russia. I was destroying Russia, had occupied the Caucasus up to St. Petersburg, etc, when they gave me a peace offer containing some of the demands I wanted and a "5x Great War Capitulation". I left the war, leaving the UK to it (still winning, obviously). Later on, a Russian ally (Netherlands) peaced out by offering a "15x Great War Capitulation" which I assume applied to the UK and all its allies, and then Hungary (another Russian ally) repeated the same. Even though both countries were destroyed, had no armies, etc. Why did that happen? Doesn't the capitulation basically destroy a country (disarming, reparations, etc?).

edit: At the end of the war, another Russia ally peaced out by imposing the 15x Capitulation on the UK, and then Russia surrendered by accepting a Capitulation :wtf:

Hmm. This was supposed to be fixed in the patch; are you using it?

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Fintilgin posted:

I was going to say I didn't see the need for V2s economy system in a Cold War game (Our Craftsmen have produced 45.6 Sega Genesis systems today!), but I don't see the need for it in V2 either, so I'm biased and will bow out on that argument. :v:

You don't see the need for a industrialisation mechanic in a game about the industrial revolution? :frogout:

The economy isn't the reason EvW should be based on Vicky, anyway; that's the in-depth political, social and demographic systems. You could simulate the Civil Rights Movement in V2 as easily as making citizenship policy a reform and Afro-American a non-accepted culture*. In HOI, you have to fashion an entire social movement system from whole cloth.

*It'd be a pretty basic simulation, in fairness. You'd want to extend it with an event pool, add a character system for faction/movement/party leaders...

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

SkySteak posted:



I spent way too much time trying to get a similar look in the Ruler Designer :negative:

Tough Soldier? Not Thrifty Clerk*? :v:

*The joke is that that would have been her choice, but in CK2 it's a junk result.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Baloogan posted:

Which one was Chris King? Was he the annoying guy on the streams?

Scottish guy. Overweight, wears glasses. Was responsible for Ricky (just the expansion), and V2.

I met him once, thought he was an alright guy to share a drink with, but he's known in some places for being... aggressively unresponsive to fan criticism? Username on the Pdox fora is King.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Rejected Fate posted:

I'd guess at another Rome game.

I believe podcat or Shams or someone has ruled out a Rome 2 for the foreseeable future.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

quadrophrenic posted:

Is the HoI series one of those things that you have to play ahistorically to have fun, or what? Because if not, count me as one of those people who doesn't get the appeal of those games. I've played vanilla 2 and 3 and DD and it seemed like every game was just about building IC and quickly-obsolete reserves for years and years and doing nothing else except watching tech go up, then having a big fuckoff war that could easily go wrong if not completely micromanaged.

Did I miss something? Is there a mod for either game that makes it more exciting, or are they just the kinds of games where you're supposed to make althistory fanfic if you want to have fun for the first few years.

If the long build-up period doesn't appeal to you, maybe one of the "war right now" scenarios would be worth trying?

Soup du Jour posted:

Nope, gotta stay true to "the creator's original intentions"


This is funny, given that Sarmy does not even give the slightest gently caress about Kaiserreich these days.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

uPen posted:

Because they're the most expensive unit in the game barring dreadnoughts so you want as many as possible to inflate your mil score.

And then you run headfirst into a rubber crisis, because a tank brigade needs something like 7 rubber a day, and global production maxes out at, what, four hundred?

I tried building an all-tank army once. It wasn't pretty. Then I tried it again, after modding in synth rubber factories. When I eventually gave up and disbanded them all, I think global industry scores dropped by something like a third, because by that point the entire world economy revolved around synth oil and synth oil derivatives.

e: if I was going to spam build brigades for mil score (dreads are usually more than sufficient, but I guess I tend to play naval countries more than land-biased ones), I think I'd pick arty. You can never have enough arty.

KOGAHAZAN!! fucked around with this message at 03:13 on Jun 29, 2013

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Gorgo Primus posted:

The answer is that is that Johan has no clue what socialism/communism is. The gulag is literally a retooled Katorga, which Stalin revived in the late 1920s and 1930s; and it's silly to assume that the first worker's state that is the Revolutionary Socialist Republic of Mexico (for example) would suddenly set up Tsarist work camps - or what this really is in V2 - pick out a group to set up for chattel slavery.

Uh, no. Communists can reinstitute slavery in V2 because a Communist UH can always repeal political reforms, and the abolition of slavery is a political reform. Reading it as "Johan doesn't know what communism is" rather than "unintended consequences" is bizarrely ungenerous, especially when Johan was even lead dev on V2 (that was King).

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

gradenko_2000 posted:

Then the problem is that the system may be a bit too generic. I mean, we do know why Communism is allowed to reinstate Slavery under the game mechanics, the criticism is that the game mechanics shouldn't work like that.

Oh yeah, I'm not going to claim it makes sense. Just that we maybe shouldn't be so quick to attribute it to malice rather than incompetence. Especially when the ideologies seem so obviously designed to be evenly distributed in a will advance/will hold/will revert political/social reform possibility grid rather than to accurately simulate their real world counterparts. :shobon:

Gorgo Primus posted:

Perhaps a more generous assessment would be that the entire political reform system is broken and dumb and that communist parties seem to get the brunt of the shittiness for various reasons.

Got me thinking now, can we design a better reform system?

fspades posted:

I don't understand why each ideology can not support (or oppose) specific reforms or support certain reforms when they are in opposition but oppose when they are in power.

That'd probably be the first step.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

The Narrator posted:

Australia's well set up. I've always wanted, but unfortunately never really seen, a divided Australia.

The continent doesn't really lend itself to division, unfortunately.





Most, nearly all, of the arable is concentrated in the east, and, since in the pre-industrial era people generally lived where the food was, that's where the population is going to be in 1836. Westminster System's setup basically gives Canada to the Malaysians, Nevada/Utah to the Caliphate and New England/Dixie/Texas/California to Lotharingia.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Darkrenown posted:

Well, the centre of the Orthodox faith is a lot more likely to be Russia than Byzantium in this period. Unless you're playing BYZ :black101:

Darkrenown, honey, I love you, but in EU a resurgent BYZ is far, far more likely than the AI ever forming RUS. It does a better job uniting Spain, for Chrissakes, and I think I've seen that happen maybe four times ever in hundreds, if not thousands, of games. :colbert:

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

John Charity Spring posted:

I'm always confused about people who say that - and you're not the only one in this thread who says it regularly - because in vanilla EU3, in all the expansions, and from extensive experience with Miscmods Divine Wind, I've seen both Russia and Spain form in the majority of my games. Spain almost always ends up eating Portugal, too, and becoming one of the most powerful nations; Russia is less stable and I've seen it fall apart again after formation a fair few times.

Hypothesis: it might be heavily dependent on what nations you play. I know I tend to stick with England/Scotland, France, Burgundy/Netherlands, Turkey/Bezants, Vijayanagara and Creek; if you play different countries that might deform the strategic landscape in different ways and change how specific AI nations tend to perform. It might make for an interesting case study, if it didn't take so drat long to play a full game.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

A Buttery Pastry posted:

I'm in the process of making a map (probably other things eventually as well) mod for EU4, but I've realized something: Coming up with province names is a real chore. Sure, I can just use the original ones for places that are pretty much the same as in real life*, but what about the places that are nothing like real life? Anyone got some excellent resources for names that fit specific cultures/languages? Stuff like how Salzburg is literally Salt Fortress in German, but, you know, just a long list of nouns and poo poo that I can mash together to create plausible names.

*Many of those names are probably also younger than when history diverges, but that's not really a big deal.

Nnnnurgh. This drives me bonkers. I've been working, on and off, on an EU3 map for years now, and when it came time to do China I sat down, ran some figures and decided that I'd need to find something like two hundred provinces, minimum, to do it justice. Two hundred provinces? Let's see, places I know in China: Beijing, Shanghai, Hong Kong, Macau, Canton, Guangdong, Guangzhou and Sichuan. And then you realise that Canton, Guangdong and Guangzhou are all the same place :v:

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Kersch posted:

Their speed actually isn't any faster than infantry, I think :v:. I actually tried using a stack of nothing but cavalry for rebel hunting after replacing all my hussars with airplanes. It didn't work out that well, though. They definitely darted around the map faster than a regular army, but it took them so much longer to win the battle that I don't think it was worth it.

I think they're 9kmph to INF's 7, but anything you can pair them with (except planes, maybe?) is slower, so a properly constructed stack is never going to take advantage of that. And, like you noted, stacks spend much longer fighting or sieging than moving around, so it's not that much of an advantage anyway.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

ExtraNoise posted:

I've been thinking about releasing an update for Scythlyr in his absence (it's been a little over a week since anyone has heard from him as far as I'm aware) and it would fix a lot of this kind of stuff, in addition to my handful of visual improvements thus far.

The one that really bothers me the most is that the Yankee culture was changed to "American" but they didn't add that new culture to the localisation file so now it shows up as "noculture" in the game and the US quickly becomes all African-American.

I got to thinking about it, and there's no reason that various new cultures couldn't be added for the US. We have Yankee and Dixie, of course, that can carry over - but we also have like Midwestern, Texan, Cajun, Latino, Mormon, New England, Appalachian, Cascadian, and Californian off the top of my head.

There are dozens and dozens of cultures in the base game for Europe and I think it could be justified the creation of more for North America (not just the US as I mentioned) for the Modern Age mod.

You really don't want to be adding cultures to Vicky unless there's a very good reason for it, because more cultures means more POPs and more POPs means more per-tick operations. Also, Texan is already in the game.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

YouTuber posted:

There is a huge cultural difference between "red states" and "blue states." Generally blue states are all urban centers and full of liberal people while red are either small town or agrarian based leading to conservative types. The Yankee/Dixie divide just merely took on a different name and swapped political parties after the Civil Rights issues.

Right, but, a cultural divide isn't actually the way to make this happen in Vicky. Culture only affects how POPs vote if it's a non-accepted culture; otherwise it's mostly down to poptype, consciousness and whether they're getting their needs or not. So, if you wanted to make the red states vote, uh, laissez faire/free trade/moralism/limited citizenship/jingoism (?), you'd want to...

Man, it is really hard to parse the issues weightings in /poptypes/*.txt. :confused:

I think I'd need to make up a spreadsheet to work out who prefers what when. But I think the general idea is that poor pops vote for more socialist positions if they have high consciousness and more conservative positions when low.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Dr. Video Games 0031 posted:

Paradox's marketing is loving weird.

Paradox's marketing is loving glorious.

https://www.youtube.com/watch?v=Y53_GV2aAg8

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

ExtraNoise posted:

Here's the percentage breakdown from what I could figure out based on the base game:

code:
Urban Percentages

aristocrats = 0.2% - 1%
capitalists = 0.2% - 2%
bureaucrats = 0.2% - 4%
officers = 0% - 3%
clergymen = 2% - 3%
clerks = 1% - 4%
craftsmen = 20% - 30%
artisans = 30% - 40%
soldiers = 1% - 5%
farmers = 20% - 30%


Rural Percentages

aristocrats = 0%
capitalists = 0% - 1%
bureaucrats = 1% - 2%
officers = 0% - 1%
clergymen = 1% - 3%
clerks = 0% - 2%
craftsmen = 0% - 4%
artisans = 40% - 60%
soldiers = 2% - 5%
farmers = 40% - 60%
I'm hoping this will save a lot of time. :)

Eh. These are just rough figures, right? They don't really bear any resemblance to the makeup of a modern society at all.

Looking at the ten-sector breakdown for the US in 1993, we have

Agriculture, Forestry and Fishing - 1.94%
Mining and Quarrying - 0.51%
Manufacturing - 14.41%
Public Utilities - 0.55%
Construction - 5.2%
Wholesale & Retail, Hotels % Restaurants - 23.81%
Transport, Storage and Communication - 4.77%
Finance, Insurance and Real Estate - 15.9%
Community, Social and Personal Service - 6.11%
Government Services - 26.8%

Which is

Farmers/Labourers - 2.45%
Craftsmen/Clerks/Clergy/Artisans* - 70.75%
Bureaucrats/Officers/Soldiers** - 26.8% (!!!)

*You have to represent service-industry personal because, while that doesn't make a whole lot of sense, it makes much more sense than making them primary-sector workers
**(I am assuming here that "government services" includes the armed forces here, need to check that)

Breaking it down further:

Farmers and Labourers split automatically depending on the RGO type, so obviously we don't need to worry about that. Remember, though, that in Vicky "Aristocrats" include yeomen and smallholding farmers: anyone that owns the land they work qualifies as an Aristocrat, basically, even if they do the work themselves. I don't know how much of a factor that is in the States: I think your agriculture is mostly in the hands of big agricorps now?
Kind of hard to figure out who's an "Artisan", these days, but generally you're looking for skilled or semi-skilled professions that typically do not work in an office, factory or retail outlet/eatery: I'm thinking builders, plumbers, electricians, that sort of thing, as well as traditional artisans like luthiers. I very much doubt this segment is going to be as large as Craftsmen or Clerks; actually, I very much doubt it's going to be anywhere even close. "Construction" is 5.2%, add 2% for "misc" and round it up; call it 8%.
"Clergy" includes educators and academics in general, as well as actual clergy, but I doubt any of those are a particularly large class, even today. Say 2~3% in the countryside and 4% overall.
That leaves 58.77% to split between Craftsmen and Clerks, the important question being, what separates one from the other? Tertiary education, I would say; Wikipedia agrees with me. A quick glance at the class in the US article tells me that 28% of the population have a Bachelor's or better; in 1993, it was closer to 20%- say 23%. Most, but not all, of those will be held by Clerks, Bureaucrats or Clergy. If we say, for the sake of argument, that all Clergy have degrees, and split the rest proportionally, we get... 13.29% Clerks and 45.48% Craftsmen.
Soldiers: I'm not sure what the size of the US Army was in 1993, but coming out of the Cold War, 2 million seems like a good figure (do yourself a favour; make brigades 10k men per). That's about 1.54% Soldiers or Officers, leaving a whopping 25.26% of the population to be Bureaucrats. Obviously, this is far more than V2 thinks can be useful, so you want to either increase the administrative cost of reforms, knock ~17% back to Clerks & Craftsmen (-> 17.19% Clerks, 58.48% Craftsmen), or have nearly a fifth of the population sitting around being useless (aka, the Tea Party position).

So, in summary:

code:
aristocrats = 1%
capitalists = 0.25%
bureaucrats = 25%
officers = 0.25%
clergymen = 4%
clerks = 13%
craftsmen = 45%
artisans = 8%
soldiers = 1.5%
farmers = 2%
I don't want to be that spergy rear end in a top hat that rants at you to get every tiny detail correct, but I think you can do better even as a first draft, and it's not really something you can neglect- this sort of social make up is going to have a radically different political character.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Beamed posted:

However, I still hold that there's going to need to be a new type of POP to adequately handle modern economies effectively, and thus some sort of tie-in to the RGO system. Just as a limitation of the Vicky engine

What did you have in mind? :crossarms: A new primary-sector worker (:confused:)? A split of the actuarial/managerial types from STEM Clerks? Something to differentiate retail wage slaves from manufacturing wage slaves?

RagnarokAngel posted:

I should note that in 3 though slaves were one of the least profitable commodities, and there weren't like events that talked about it or anything.

There were slave revolts, and abolition decision. Not much, but there is a little.

uPen posted:

With how trading has changed in EU4 I hope it has. It wouldn't make a whole lot of sense to be shipping slaves to your European trading port.

Last time I checked, the way the trade network works, all trade flows to Flanders or Venice. No Africa -> America edges.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

ArchangeI posted:

Aren't slaves hard coded to not be allowed to vote?

They have the is_slave = yes property, which, among other things, prevents them from voting, yes. It'll take all of five seconds to strip that out, though, if you want to repurpose them.

Or you could just straight up add a new poptype. :geno:

e: No, actually, they have an allowed_to_vote = no line as well :v:

KOGAHAZAN!! fucked around with this message at 11:30 on Jul 18, 2013

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Alchenar posted:

Honestly I don't care. The Americas are there to be interesting from the perspective of people trying to colonise them, not interesting to play in their own right.

Guess what: representing Mesoamerica as something more than two or three big blobs makes it more interesting from the perspective of the people trying to colonise them. The colonial side of the EU is the most boring thing in the world at the moment, and adding some genuine strategic depth to the region would go a long way towards ameliorating that.

This is why the "it's about Europe :supaburn:" argument is complete horseshit, at the conceptual level: in a game about Europe encountering the rest of the world, reducing the rest of the world to a feeble caricature of itself reduces the European experience to a feeble caricature of itself.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

A Buttery Pastry posted:

That's the cache right? The one that's calculated based on the map? The formula for calculating that is half the discussion we're having. (Specifically whether it acknowledges that the map is purely a representation of the world, or if it calculates distances as if the map itself is the world.)

You could do proper spherical distance from a flat map. Run the projection equations backwards (EU4 is the Miller Cylindrical, right?), then use the great-circle distance formula. So it's, uh,





which looks scary, but you'd only have to do it once for every pair of adjacent provinces, so about... 4,500 times? Which is nothing, really.

I dunno, maybe that's already how they calculate distance.

Fister Roboto posted:

Well, if I'm wrong and province distances are actually based on province position, then making the map into a sphere would increase the game's workload significantly. Cartesian coordinates and vectors are a hell of a lot easier to calculate than spherical surface coordinates and great circle paths.

Distances are cached. The game doesn't have to recalculate them every time something wants to move.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

ExtraNoise posted:

What I think you mean is that Victoria III should come with an EU4 to V3 converter!

If only there was any hope of seeing V3 in the next couple of years. :smith:

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Waffles Inc. posted:

Well...



A culturally Welsh Catholic middle-east seems like a good place to start EU4

Culturally Welsh Catholic Middle-East? How about a culturally Scottish, Lollard Europe? :frogin:



This wasn't even my fault. All I did was put a relative on the throne of France. They then inherited Italy and the Byzantine Empire,and the AI proceeded to conquer the entire continent on its own. :stare:

KOGAHAZAN!! fucked around with this message at 03:55 on Aug 3, 2013

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

RagnarokAngel posted:

A lot of people don't like it from a gameplay perspective because it just dumps a bunch of doomstacks on the west coast and says have fun. There's no real challenge to it if you get hit by the aztecs, you just either game the system or die.

That's a legitimate criticism even if I don't necessarily agree it's a deal breaker.

Yeah, hordes are a terrible game mechanic. The only reason they're even vaguely acceptable in the east is that they're historical.

Not that the Aztecs are actually all that formidable, as hordes go.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Dr. Video Games 0031 posted:

When I was watching the Idle Thumbs' CK2 streams (which are pretty great, they're totally clueless about the game and just roll with it) one of the AI characters actually assassinated someone out of spite. It made me realize how far their AI and general gameplay as come. The game reacted to an absurd situation in an almost perfect manner. (the situation in question)

That's actually an event. The player can get it too, if someone tries to kill them.

code:
#Failed assasination attempt on us, reacations possible
character_event = {
	id = 40020
	desc = "EVTDESC40020"
	picture = "GFX_evt_shadow"
	
	is_triggered_only = yes 
	
	option = {
		name = "EVTOPTA40020" #Inside same realm, go to top liege.
		trigger = {
			same_realm = FROMFROM
			independent = no
			NOT = { top_liege = { character = FROMFROM } }
		}
		ai_chance = {
			factor = 1000
		}
		top_liege = {
			character_event = { 
				id = 40021
				tooltip = "EVTTOOLTIP40021"	#ask liege for help.
			}
		}
	}

	option = {
		name = "EVTOPTF40020" #Inside same realm, but its my top liege!
		trigger = {
			same_realm = FROMFROM
			independent = no
			top_liege = { character = FROMFROM }
		}
		ai_chance = {
			factor = 1000
		}
		top_liege = {
			character_event = { 
				id = 40026
				days = 2
				tooltip = "EVTTOOLTIP40026"	#will be exposed.
			}
		}
	}
		
	option = {
		name = "EVTOPTB40020" #Are we his liege?
		trigger = {
			same_realm = FROMFROM
			independent = yes
			FROM = { FROM = { prisoner = no } }
		}
		ai_chance = {
			factor = 1000
		}
		if = {
		 	limit = { realm_intrigue = 16 }
			random = {
				chance = 70
				reverse_imprison = FROMFROM
			}
		}
		if = {
		 	limit = { 
		 		realm_intrigue = 9
		 		NOT = { realm_intrigue = 16 } 
		 	}
			random = {
				chance = 50
				reverse_imprison = FROMFROM
			}
		}
		if = {
		 	limit = { 
		 		NOT = { realm_intrigue = 9 } 
		 	}
			random = {
				chance = 30
				reverse_imprison = FROMFROM
			}
		}
	}
	option = {
		name = "EVTOPTC40020" #slay him, he is someone elses prisoner
		trigger = {
			same_realm = FROMFROM
			independent = yes
			FROM = { 
			 	FROM = {
			 		prisoner = yes
					NOT = { host = { character = ROOT } }
					NOT = { has_opinion_modifier = { who = ROOT  modifier = i_attempted_murder } }
				}
			}
		}
		ai_chance = {
			factor = 1000
		}
		FROM = { FROM = { opinion = { who = ROOT modifier = i_attempted_murder months = 2 } } }

		send_assassin = FROMFROM
	}	
	option = {
		name = "EVTOPTE40020"	#slay him, he is prisoner
		trigger = {
			same_realm = FROMFROM
			independent = yes
			FROM = { 
			 	FROM = {
			 		prisoner = yes
					host = { character = ROOT }
				}
			}			
		}
		ai_chance = {
			factor = 1000
		}
		FROM = { 
			FROM = { 
				death = {
					death_reason = death_execution
					killer = ROOT
				}
			}
		}
	}
	option = {
		trigger = {
			NOT = {	same_realm = FROMFROM }
			FROM = { 
			 	FROM = {
					NOT = { has_opinion_modifier = { who = ROOT  modifier = i_attempted_murder } }
				}
			}			
		}
		name = "EVTOPTC40020"		# Someone in another realm.
		ai_chance = {
			factor = 1000
		}
		
		FROM = { FROM = { opinion = { who = ROOT modifier = i_attempted_murder months = 2 } } }

		send_assassin = FROMFROM
	}
	option = {
		name = "EVTOPTD40020"		#we dont dare do anything..  (player option, incase of worry.)
		ai_chance = {
			factor = 1
		}
		piety = 5
	}
}

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

EDIT: Wait, thought I was in the EUIV thread. :downs:

EDIT2: Well, I guess it works here too.

Aaaaaaaaaaaaaaaaaargh.

I just passed the Renovatio Imperii reform and my coring time has leapt from a few dozen months to hundreds. This has completely killed any desire I had to continue playing. Which joker thought this was clever game design?

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

What is with the chronic underproduction of liquor in V2, anyway? Regular clothes and furniture too, but liquor especially, which is being underproduced in my current game to the tune of three thousand units, or about half of demand. It can't be lack of inputs- there's never any shortage of grain or glass. Might be low returns per unit- though the price is over £9 per now. And even if there's a general glut of literally every other good, the capis will still do anything to avoid expanding into that untapped market. They'll build steel mills and fertiliser factories when they can't sell half of what they already make, but you won't catch them building a distillery unless they have no other alternative. Three years of playing this game and I still don't have the faintest idea of how capis think. It's enough to make a man go state cap.

And then the interface on the trade and production screens is just aaaargh. There's a lot of really useful information there, but it seems to be organised in such a way as to make answering the questions I actually want to ask far harder than it has any right to be.

What I want to know, when I open the trade screen, is

  • What is under supplied on the world market?
  • What am I a net importer of, manufactured goods seperated from raw materials?
  • Which inputs am I suffering from a chronic shortage of?
  • Which of the above am I most deficient in?
  • Who do I have to beat up to get my hands on them?
  • And where, if anywhere, is there slack capacity in RGOs?
  • What's the profit margin on any given good, per unit and per worker (at current tech levels)?
  • Relatedly, what's the potential value of untapped markets, and how much labour can I sink in them?

You can answer a lot of those questions there, but it's always a chore.

Actual £-values for production, imports and exports would be nice too.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider


So in the wake of this I ended up writing a program that eats savefiles and shits spreadsheets. Specifically, it shits two spreadsheets, one that ranks countries by their tax base and another that breaks down the player's and the world's economy by good.





I don't know if this interests anyone, but I put it up for download here. Put it in the savegames folder, and when you run it it'll prompt you to pick a file. Outputs are UTF-8, ;-separated .csvs, which should play nice with OO or whatever. Note: the Domestic Demand and Surplus columns are highly suspect, and probably shouldn't be taken very seriously.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

A Buttery Pastry posted:

What kind of music were you thinking here? Actual period music, or just additional "classical" music? I'm already in the process of making a mod that changes the music to match the period you're in in-game, though actually listening through all those Creative Commons recordings I've downloaded is taking some time. It's not like every piece of music is really suited for the purpose, a lot of them are long as gently caress, or just far too slow. Anyway, if that was what you had in mind, it might be easier to team up than make the same mod twice? Just throwing it out there. :)

This was already done by, uh, I think it was Petrarch, for EUIII and FTG. I'll see if I can dig the mod up, it might save you some work.

KOGAHAZAN!! fucked around with this message at 23:53 on Sep 13, 2013

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider


Okay, yeah, here we go. Maybe eighty songs, sorted by century but no weightings for war or whatever. Should all be legal and above board. Petrarch over on Paradox is guy whose stuff it is, so you should probably talk to him if you want to reuse it.

Shimrra Jamaane posted:

I wonder what the next Paradox game will be. It's been 4 years since HoI 3, so can we expect a return to that series?

They were making noises about something new, I think, though they don't really draw enough of a distinction between their in-house work and the published stuff when it comes to that sort of thing. HOI would be next in the rotation, if it's not new.

KOGAHAZAN!! fucked around with this message at 23:54 on Sep 13, 2013

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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

NihilCredo posted:

This is all in .mp3s, does EUIV support those or should we convert them to .ogg first?

I am shrugging like a mastershrugger. Throw them at it and see what happens.

  • Locked thread