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Panzeh
Nov 27, 2006

"..The high ground"
Honestly, there was plenty of state industries even in ostensibly liberal capitalist governments at the time so I think it's a good choice to not have liberal capitalism be the "AI delegation" thing. The way management of companies runs differently based on ownership is very good, anyway.

Also, the granular political model rather than the weird HOI style polar system really captures the politics of the early part of the game much better than trying to fit Bonapartists vs Orleansists into "liberal vs conservative".

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Panzeh
Nov 27, 2006

"..The high ground"

BillBear posted:

This would honestly be amazing but unfortunately, player-controlled armies are kinda non-negotiable for most. It would be seriously cool though if your armies hinged on the quality of your generals and military staff and how they would conduct the war on your behalf. Some rear end in a top hat general making a clown of himself costing you the entire war but can't be replaced because of his political connections would be right up my alley. I love it when you actually have to deal with incompetent morons in your nation.

I think for that to work you'd have to have big enough provinces where you could shuffle a lot of the military detail into a black box so you're not just watching the AI do dumb poo poo so I don't really think the automated military really fits the design as currently done. It'd probably be an ideal way to do it.

Panzeh
Nov 27, 2006

"..The high ground"

Charlz Guybon posted:

US board of ordinance or whatever it was called was controlled by a guy who thought the same. IIRC Lincoln wanted to introduce as many repeaters as possible but that guy had a lot of political backing.

The main problem logistically with the new repeaters of the time was that they required specialized cartridges and the quantities needed just weren't available early on. The US did adopt the Spencer officially during the war though and eventually cartridge production came up enough that it wasn't such a big problem. The army was very interested in breechloaders and had quite a few of them, but not in the numbers to do much more than equip cavalry.

"We'll use up all the ammo" was definitely a statement but it's also "all our stores of powder and paper cartridges would not be useful" whereas pretty much every repeating rifle needed a brass-cartridged bullet.

Panzeh
Nov 27, 2006

"..The high ground"

Edgar Allen Ho posted:

Not really unless you consider Northern Virginia to be the entire war, and besides having them be useless pushovers is really boring gameplay-wise.

I'm baffled that people do the gamey yankee soldier play in a game like Vicky. It's not like you're going for an EU cheevo. Similarly I don't understand people who powergame in CK.

People play games for different things, i powergame the gently caress out of CK, i dunk on that game a lot.

Panzeh
Nov 27, 2006

"..The high ground"
Yeah, honestly, I think Russian serfs would probably be better modeled as peasants as 'peasants' is a much more useful catch-all for pre-modern subsistence agricultural workers. American chattel slaves are really not in the same category as Russian serfs.

Panzeh
Nov 27, 2006

"..The high ground"

A Buttery Pastry posted:

They pretty much are for the purposes of the game though, unless Paradox has expanded the mechanics.

A specific pop for pre-modern agricultural workers was added for victoria 3. That's what peasants are for.

Panzeh
Nov 27, 2006

"..The high ground"

CharlestheHammer posted:

I mean at that point you have to model the internment camps for the western colonies or the arrests that happened during the war for being dissidents but those are mostly only gonna be useful as role playing and doesn’t accomplish much

Yeah, if we're going to get into spectrums of unfree labor, you really can't ignore the colonies, where even though the colonial power officially banned slavery, debt peonage was very common.

Panzeh
Nov 27, 2006

"..The high ground"

Raenir Salazar posted:

It's the name of a boardgame that uses game mechanics to teach lessons about the holocaust.

It's not a very interesting commentary, it's quite literally "game thing you were doing, actually lol you were running the holocaust trains, owned"

Panzeh
Nov 27, 2006

"..The high ground"
Imperialism I actually ends up having a hellwar mechanic despite just being a victorian themed 4x game because once oil becomes completely developed, there's no longer any need to maintain population to run industry and thusly they can all be put into military units, which also frees up a bunch of transport for more iron and more guns so you can just fight ultra-wars, and also the game shifts from the skirmisher being the best unit to tank heavy artillery shots to the tank becoming the best unit for that

Panzeh
Nov 27, 2006

"..The high ground"

Koramei posted:

They were also engaging in actual imperialism (up to genocide; see Dzungars) throughout the period; there’s a reason Qing’s borders are so much more expansive than Ming’s. The Qing really weren’t the heroes in their story.

Uh, not that the British were either.

It's one of the reasons the Qing court was so broke- they spent it all trying to fight frontier wars, the trade with Europeans, so long as it was bringing in silver and not, say, opium was a godsend for the court. Once that went away, things spiraled out of control, at least in the Qing imperial court- the provinces themselves(the coastal ones, anyway) seemed to do okay on the tolls the Europeans let them collect which is why they ended up fighting the Taiping rebellion and spearheaded Chinese military modernization.

Panzeh
Nov 27, 2006

"..The high ground"

Eiba posted:

If the information is fixed and knowable, but hidden, that's just pointlessly loving over new players, and adding nothing to the experience of experienced players who've learned the hidden values.

The only reason to hide information is if it's slightly randomized so players have to infer values from effects, but even then the effects need to be clearly presented, and usually they aren't. And even if they were that's not really a game I'd be interested in playing, personally.

A game would really need to be built around this principle. Paradox games aren't about the experience of an individual (not even CK, really), they're games about systems. And when you're playing as a system, it's going to be more fun if you know what's going on.

Yeah, as someone who actually play games to play them rather than just 'have an experience', most of these hidden mechanics add nothing and mostly just make things more sluggish and random in a way that's not interesting to me at all. I'm okay with hidden information, but only if there's an actually compelling reason for it, and not just "well governments aren't omniscient". True, and you can't save and load irl, either. Games are not real life.

Panzeh
Nov 27, 2006

"..The high ground"
Most of these ''thematic" limitations just kind of end up slowing the whole game down a bunch and making it more random.

I kinda think someone should at some point give the 'immersion' gamers what they want and make a paradox game where instead of having a nice UI and map you have to first person navigate several ministries and go through dialogue trees to find out basic statistics about a region, then run over to the chancellery to order railroad construction. I can't imagine that ever being remotely fun to play out, but people really like to hear about bizarre concepts.

It's like that one developer that's trying to make a ww2 tactical game where the entire game is dialogue trees. People just hear about it and go gaga over it because they think "finally, a ww2 tactical game i can play, one in which theres really not much tactical maneuvering at all"

Panzeh
Nov 27, 2006

"..The high ground"

CharlestheHammer posted:

I mean I don’t think that’s true. I think that’s one of those things that people like in theory but in practice would hate.

Though I feel this would happen when these pre release threads happen as it’s all idea guts that never think about actually developing a game. Where instead of a sprawling mess it’s usually best to focus on something

Yeah, and honestly a lot of stuff in this vein gets made, it's just not very good. See: Radio Commander. You toy around with it, and then the novelty wears off and you realize it's an awful strategy game. There are tons of indie games that try to do this because it's much easier to obfuscate than make systems and have them engagable.

These threads do tend to be 'wow this sounds cool' without really thinking things through. The paradox forums are much, much worse though, and they're freaking out over the laissez faire change making it not as stupid in the gameplay sense.

Panzeh
Nov 27, 2006

"..The high ground"

HerpicleOmnicron5 posted:

Yeah, and I'd rather have Radio Commander and Radio General then yet another hex and counter wargame. It's largely a moot point with Vicky because this is a very different beast, but Imperator was just another EU4 (well, an EU:Rome) and nobody liked that.

I'd much rather have more well thought out, well done hex and counter wargames than more radio commanders, or suzerains, or burden of commands or whatever. At least those try to be interesting games in play(though a lot of the ones that come out are, yeah dreck).

Then again, i don't play games for the narrative of them. Story in games is like a story in porn, etc. (thanks john carmack)

Panzeh
Nov 27, 2006

"..The high ground"

fuf posted:

I dunno I kind of like the idea of slightly vague newspaper headlines or alerts that are like "uh oh looks like Russia is building a big fleet"

in some ways it's less information because there are no exact numbers, but in other ways it's actually more info for the player because it's flagging something that you might not spot unless you are poring over the ledger.

like there's a difference between perfect information being theoretically available to the player and the player actually spotting big shifts in global power or production

Kind of a separate point but I also like the idea of newspapers / alerts because as a bad paradox player I've had a lot of moments where I suddenly realise that the giant nation next to me has splintered into three new nations and I didn't even notice. Or the nation I've been planning to go to war with has a new ally and I don't even realise until I'm on the declare war screen. So I hope there are alerts for diplomatic events between the great powers at least.

Honestly, I don't mind this kind of notification if it's in addition to actually being able to look stuff up. It was not difficult for a power to know what another power's navy looked like in pretty good detail anyway. I'd probably turn off 'newspapers' if it was an option but if you take away my ledger and make me stare at headlines, i'd probably not enjoy it.

Raenir Salazar posted:

I'm not sure if it is inherently bad for the game to "slow down" a big problem for me in stellaris is just how fast the tech and snowballing can be. For a game with vicky which presupposes mostly established polities; there's no reason why the gameplay should be particularly fast until the end game where the technological progress has exceeded mankinds ability to reconcile all of its knowledge, forcing the mind to flee into a comforting new dark age.

If the problem is that things happen too quickly, it's a lot easier to make direct adjustments rather than adding an order delay in a game like this. It just adds a bunch of frustration to make the game more obtuse and opaque in order to 'slow things down'. It's not slowing the game down as in making things take longer, so much as it to me is like slowing the game down by forcing you to play with a very low mouse sensitivity. For example, Total War was significantly improved when instead of having to move a diplomat to another country's capital to do any kind of negotiation, you could just open a diplomacy screen and click on them and negotiate.

Panzeh
Nov 27, 2006

"..The high ground"
Yeah, PoN had some interesting ideas, but they never really came together. For example, the idea of separating private capital and state funds a separate resource pools is actually a pretty good abstraction that lets you guide the country without making finance a total farce. Unfortunately AGEOD picked such a complex game that it was never going to work.

I'm actually in favor of a greater level of abstraction in warfare for Vicky 3, especially if it can be handled in such a way as to actually make the navy more important for more than just prestige. Big provinces where you send in the troops and there's just a big 'campaign' box like a battle from eu4 but a lot slower, especially depending on the situation and the techs, and in the meantime you see the little sub-provinces change hands here and there. It's one of those blind spots of abstraction, though, probably because people are less willing to accept it. People who play Civilization, for example, accept the abstraction of 'hammers' but need to see their troops as 'swordsmen' and 'pikemen' which is kind of a weird mismatch.

And as a side note, i'd love to see an Imperialism III as those games were awesome, even if they weren't trying to hit what vicky 3 was doing. It was always really nice to see a game where naval superiority was super critical. Imperialism used the abstraction that all international trade was sea trade and international trade was the only way to really run massive industry and make money on the side to make falling behind on the naval race horrible since if you went to war and got choked off, you'd be done, but if you tried to create an autarky and keep making money off of say gold/gems you'd fall way behind the AI in production of things like steel and arms and lose to a land invasion.

Panzeh
Nov 27, 2006

"..The high ground"

ilitarist posted:

I like that he acknowledges that most of what he talks about is the intention behind the system, not the actual result. Victoria 2 actual political, economic and military systems suggest that the right way for any state in 1836 was to focus on clergy, research Free Trade/Mechanization and start forging papers on owning Sokoto.

Honestly, that's my take on victoria 2 as a game in general, much more interesting to think and talk about than to actually play. ACOUP's criticism of EU4 do sometimes lie in ways it sacrifices history or realism for being an interesting game, so I imagine he'll like the game that leans less in that direction.

Panzeh
Nov 27, 2006

"..The high ground"

hot cocoa on the couch posted:

i love the thought of southerners grappling with the morality of slavery and being like "it's the RACISM that's the problem, egalitarian slavery is the answer"

tho tbf, that would draw them even closer to their roman republic roots

Many of the apologetics for slavery in this period were very much that any society that relied on free laborers would inevitably end up as a tyranny of mob rule, while a servile class was the only way to preserve Liberty.

Slave economics as a way to preserve a reactionary regime well past the liberal period strikes me as good representation of its game-utility I think.

Panzeh
Nov 27, 2006

"..The high ground"

Pharohman777 posted:

I kinda wanna know more about how the slave trade is gonna be depicted in centralized African kingdoms that actively exported slaves.
Is there going to be a slave raider job done by soldier pops that actively captures pops in neighboring regions you dont control and converts them into slaves to be shipped?

I read on the forums that socities with debt slavery export some of their slaves to those who have the slave trade running, it's not really that complex a system.

Panzeh
Nov 27, 2006

"..The high ground"

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.

So provinces really are solely for war pretty much. That's a good change.

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.

Panzeh
Nov 27, 2006

"..The high ground"
I'm shocked nobody thought to do that sooner. I mused about how the discrete units in a game like civ don't really make sense at the level of abstraction they operate at but it's nice to see paradox giving a more abstract warfare model a go.

Panzeh
Nov 27, 2006

"..The high ground"
I think it's something they're working on getting implemented. There's not a lot of old games for guidance on how to make this stuff work.

Panzeh
Nov 27, 2006

"..The high ground"
There have been cardboard ancients games that tried to use nato symbols.

Panzeh
Nov 27, 2006

"..The high ground"
Honestly i'm pretty pro-nato symbols and wouldn't mind them being there for vicky 3 in whatever ui they use for allocating forces but we'll see.

Panzeh
Nov 27, 2006

"..The high ground"

Fray posted:

And military access treaties are still a thing.

They say that they tested split fronts and it sucked, but I dunno, still sounds weird to lump everything together. Killing direct unit control sounds good but I hope there's still a sense of discrete war areas and identifiable events. With the new importance of generals, you should face hard choices of where to put them and I don't know how that works if, say, the US civil war is just one big mass of stuff happening.

Honestly, i think what they'll probably end up having to do is split it into discrete 'campaigns' or something like that where you can assign a general to it and the result at the end is some change of territory potentially, or not.

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Panzeh
Nov 27, 2006

"..The high ground"

fuf posted:

So imagine a set of starting conditions where you had, say, five major European powers, and five major Asian powers, of exactly equal strength.

The game would have to arbitrarily decide that one group is the Official Great Powers Club, and the other group is "unrecognized". (Or maybe a mix of the two groups would constitute the Great Powers, but that wouldn't seem to make much sense diplomatically.)

I get that this is necessary for how diplomacy works in the game, but it still strikes me as an unfortunate vestige of hard coding in a game which is otherwise beautifully dynamic.

It also seems like the reason why all the suggested terminology sounds a bit awkward: it's a game where relations are immanent and fluid, but then there's this one set of terms that are imposed from above and framed by a particular perspective.

I imagine if modders wanted to model that, they could create their own mechanics to handle that, but since Vicky 3 takes place in the real starting date of 1836, it's not that weird to have the mechanic work that way.

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