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MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


I am so hype for this. The kind of tending your national garden gameplay is exactly what I love about Vicky and what they're describing is making me really optimistic about it.

One of the things I like to do is boot up Vicky1 and compete with myself to see how powerful I can make Uruguay without conquering (just a bit of war to colonise for the prestige and trade for more claims) so I absolutely love the idea.

One of the things that I really hope they keep is the, idk, dynamism of V2? It was cool to see the way governments will pivot over time. I'm listening to the Revolutions podcast now and one of the things I've realised is that clumsy and awkward as the rebels mechanics are, they kind of work to represent the way that 1830 and 1848 worked out in France at least.

MinistryofLard fucked around with this message at 03:54 on May 22, 2021

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MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


AnEdgelord posted:

Great podcast but now I really want to know what you were going to say

Haha I did finish it but the way 1830 and 1848 worked out is kind of modelled through the rebel mechanics.

The dream for me is that V3 can model mass movement regime change, both successful (1830 and 1848 in France) and unsuccessful (1848 in Austria), persistent civil wars (Russia), and separatist Nationalist movements (Hungary, the Balkans) all coming from internal factors and actually feeling dynamic and allowing different outcomes from game to game.

I'd hate if Revolutions in the late game never happened because all of Europe ganged up on them every time it happened. The revolutionary war in EU4 always feels like something for the player more than a thing to deal with.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


The other thing I really hope they preserve in Vicky 3 I'd the feeling of, idk, melancholy and ominous buildup in the endgame.

Like yeah you've achieved your goals and are now the number one great power, but you've created a world of haves and have-nots and those have-nots are radicalising and your ability to control them is slipping. And in the process all the countries you've been wailing on have radicalised as well, because all you've really done is made them fertile ground for ideologies purely dedicated to your overthrow.

And the world order you've shed all this blood for are slowly slipping away because securing all of it is taking more resources than you have, and it's all building up to the big one and the world will never be the same again afterwards.

Now a lot of that is just historical determinism and projecting the historical 20s and 30s onto the game but Vicky2 really works to give you that feeling and build that narrative. I hope Vicky3 can do that as well.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Every dev post about V3 makes it sound better and better. It's like Wiz reached into my brain and made it my dream game.

I'm also kind of excited because what is being written shapes up to be a pretty good Cold War game with just a change in scenario. Even the Great Powers being a variable number (so you force it down to 2) is great, and abstract fronts that drain resources slowly is a pretty good way to model Guerilla warfare.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


New revolts and cultural separatism are cool. I posted somewhere upthread about how hard it is for a single revolts system to emulate everything that happened 1836 to 1936 - this is a pretty cool crack, esp. since you can mechanically model the difference between say:

1848 in France - a rapid rebellion in the capital over a couple of days, ingame a rebellion play which the regime knuckles to
1848 in Germany - a rebellion that forced significant changes in leadership, direction and policy but not the fundamental structure of the state, ingame a large and significant movement which the regime knuckles under to and maybe brings into govt
1848 in Austria - ingame a separatist secession that spirals into a war with foreign intervention
the Russian Revolution - maybe ingame a revolution play by liberals which the regime knuckles to, followed by 9 months later another play which spirals into civil war by socialist movements if there's no cooldown on revolutions.

Obvs if the system works and has cool and interesting results then it's good, but my "gameplay must support fluff with minimal need to adapt to narrative" hindbrain is hoping that pops in the capital factor really heavily into it and you can lose your capital at the start of a revolutionary play - historically the need to appease the mob in Paris and Petrograd was a bigger deal than the need to appease them elsewhere. Paris going into revolt basically decapitated the French monarchy because, you know, they're right there and can kill you. Maybe losing your capital state (even alone) to a brewing revolt should have strong weighting for the AI to surrender, but I'm not sure what should encourage the player - maybe nothing really.

The other thing that feels needed is an absence of cooldowns between rebellions. If you look at, say, 1871 in France or 1918-19 in Russia and Germany, you can see a chain of events where the ruling regime is overthrown (close to bloodlessly, or at least without a civil war) by a pretty loose coalition which then needs to defend itself against a further left wing uprising in months. This is pretty key, and in many ways losing a revolution should make you more vulnerable.

Also, I'm not sure this is already modelled but if the push for e.g. census suffrage has broken out into a revolutionary play they should absolutely rewrite all the laws in accordance with the factions that backed the revolution. Once people are revolting they shouldn't stand for just one change. A liberal revolution overthrowing Queen Victoria should at least consider it once they've won.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Zkoto posted:

The UI is an absolute work of art. It is really easy to navigate around once you have a basic idea of what the different sections do.

Paradox should just drop the next build on Steam as early access, all these people playing the leak version will happily pay for it anyway (I know I would).

I've been struggling a little bit - maybe it's just me and I'm missing something but specific instances which frustrate me;
- if you want to create a trade route, either you don't see how much you need to balance buy and sell orders or you don't know how many convoy capacity you have. The values are on different screens. If you do it via the map you see neither.
- The popups about other parties interacting with your market are also not great. The tooltip should take you to the market so you can immediately embargo the good or cancel the inactive trade route or whatever.
- I have no idea what's happening when you're at war. Just a bunch of numbers floating over the area. Still not sure who's fighting, how many soldiers there are or if I'm advancing. I started a war in a colonial conflict and then realised that my general in the area wasn't advancing because he had no soldiers under him.

The core gameplay loop is fun, I'm liking the balancing and the national garden tending. Keeping your people happy and passing laws while growing your gdp is fun. I'm overall optimistic about the game and it scratches my "number go up" itch - just waiting for release for the game to scratch my "observe the world change" and "craft cool narrative" itches and JD's basically got everything I want from a Vicky game.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Arrath posted:

Oh hell yeah now I'm imagining community challenges (like I've seen the Rimworld subreddit do), download some whack setup and see how you did when the Martian Tripods showed up, vs everyone else running the same challenge.

They did this at some point with CK2 - everyone picks the same start and character and see how people go.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


It's not ahistorical for countries to vote to surrender their sovereignty and independence and annex themselves into another state.

This can be for nationalist reasons but there have been plenty of short lived states effectively formed for the purpose of having a recognised sovereignty to give up. Texas being the most famous.

For example, the treaty of Waitangi, while a little more complicated than giving up sovereignty and wasn't mutually understood to be as such, involved a confederation put together for basically this purpose: https://en.m.wikipedia.org/wiki/United_Tribes_of_New_Zealand

It's complicated but things like this are what V3 should model as a peaceful annexation. The incorporation and union of states into other states is a complex relationship but there can be a lot of advantage for the powerbrokers in the smaller party many of whom are making decisions based on individual or ideological concerns - it's much more nuanced than simply a hostile takeover enforced under duress by the larger party.

MinistryofLard fucked around with this message at 13:28 on Jun 30, 2022

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Did they break the content embargo on v3 all of the sudden? I'm seeing a lot of V3 footage that doesn't look like it came from the leaked build.

Ed: wait no it's from the leak lol

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Eiba posted:

Oh man I hope there are a ton of mods for this game. By the nature of the period its gotta simulate countries at every level of development so you could go back and put some more details into different types of aristocrats and serfs and such, add in a few different interest groups and simulate like, the middle ages or Roman times or whatever.

Basically the only thing the game needs to simulate the cold war is the ability to limit a conflict to a single front or region so the US and USSR can sink soldiers into a proxy war without invading each other.

The fronts system is a great way to simulate insurgent and asymmetric conflicts - an abstract meatgrinder that you push resources into.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Is anybody else getting the issue where they can't save games?

I thought it was it was an anti-malware or permissions issue but it's not triggering any alerts I can action.

Ed: fixed - for anyone with the same issue you have to do it manually as it doesn't generate any blocks on Windows Security.

MinistryofLard fucked around with this message at 04:26 on Oct 26, 2022

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


How do I deploy soldiers from one front to another? I want to have at least a few brigades in Africa in case a crisis breaks out, do I have to build them there rather than shuffling a brigade or two down?

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Formed Scandinavia and annexed Denmark and Norway in the 1850s, and immediately now have like a -30k weekly deficit. This wouldn't be a problem except I'm already running very close to the cap because I almost bankrupted myself desperately building railways after I switched over to better production methods in my mines and didn't notice for a while, but the damage had already been done.

What's causing the drain and how do I fix it? Looking at my spending it's not anything I can work out, they don't have a huge army or bureaucracy or anything that's sucking up the money.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Slim Jim Pickens posted:

It's most likely construction sectors, which can consume so many resources that they spike their prices to maximum, leaving the government to foot the bill. Just delete a bunch of them.

Overbuilding oor not downgrading construction sectors is a bit of a noob trap. It's definitely something that needs to scale with your greater economy.

It's pretty bad even when I'm not building - then it's like 30k.

Interestingly, I found that if I'm building something then the QOL of my workers and my GDP spikes a lot because it's increasing the price of wood and iron, which I produce by the bucket. So construction is a good way to directly deficit-fund your GDP, which is a fun interaction.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Snooze Cruise posted:

idea: whenever you piss off an interest group the leader should also sometimes send a randomly generated insult to you along with the typical tooltip

To Germany: your low character was a subject of Greek plays!

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


If anyone from Pdox is reading this - please let me cancel trade routes from the screen which gives a breakdown of where my input and output for a good is.

It lets me create import and exports but if when I look it's because there's a trade route I created ages ago I have to go into a different screen to kill it, which is a pain.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Sweden game came unstuck about halfway through - overinvestment in colonies and I guess welfare meant I had a huge bureaucracy shortfall and then that, plus my spending on bureaucrats, meant I had a -250k deficit and eventual bankruptcy. Couldn't fight a civil war for my vassal in Holstein so I think that game is over.

At least I think thats what happened, hard to tell. I also had a steadily dropping QOL, likely from my colonies? Do they count?

Was able to attract mass immigration though which is nice.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Either the game massively overuses the bandit trait or the career transition from literal highwayman ro politician or general was very common in 19th century Australia.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


A Buttery Pastry posted:

Did you know, Australia used to be a penal colony?

I mean when you put it like that it makes sense.

Also my other weird frustration is that revolts aren't sufficiently different from their parent nation politically. In this game North German Radicals have started a civil war over the principle of having a National Guard, I guess?

I figure if a faction is starting a civil war it should take the opportunity to really rewrite their laws.

Despite being a coalition of the Trade Unions, Petit Bourgeois and the rural folk opposed to what is essentially the establishment, they're going to set up the exact same state when they win. So what's the point?

MinistryofLard fucked around with this message at 13:10 on Nov 2, 2022

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


I think the game feels a little flavourless for a few reasons, one of which is that once you kind of get how to play you probably won't have these organically generated crises that the game relies on.

The other issue is that I don't really see them happening to the AI. You don't have the same visibility into AI markets so you don't get to see how a shortfall in UK food because of immigration made them start importing it from France, which raised the price of food in the French market, dropping SOL and causing a civil war in France.

If the game did model 1848, you wouldn't see it unless you were in the country.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


For what it's worth and even my complaining upthread, I think it the game does nail making political outcomes the result of economic conditions and does let you national garden and make number go up.

Yeah it's buggy but systems are complex so that's not so unexpected. Game just needs a bug and balance pass and flavour for what's happening around the world. I think the response is to the hype surrounding the game as it was coming out - Vicky 3 was meant to be everything for everyone and I certainly saw it as Paradox making the history simulator we always wanted, which is a hard row to hoe.

I'll say this much for the complaining, the war system is fine. I used to try to avoid war as much as possible in Vic2 because of the tedium so this is an improvement.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Is anyone else finding Welfare or Healthcare a trap? I find that it very quicklu becomes impossible to pay for.

I was running a huge surplus as Australia off of Gold minting alone but healthcare and 3rd stage Poor Laws drained it incredibly quickly. I guess it's a pop explosion thing but is it meant to be so expensive?

I figure that I'll keep running the surplus until it eats all my gold reserves and then pare it back but I went from +30k to -20 in the span of weeks I think.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Schnitzler posted:

I think the trap factor stems from the fact that in other games, healthcare and welfare would improve some kind of happiness metric in your population, so they are always beneficial. But here, healthcare just improves your population growth. Which is great when you need people, but causes issues at a certain point. Same with open borders. I found myself going closed borders around 1905 due to being unable to build fast enough outbuild population growth, causing steadily rising unemployment.

Welfare is the same, it's great when your population is dirt poor because it doesn't cost you much yet, but helps create demand in you country for the stuff you produce by giving your pops some level of wealth. Which creates issues once your pops get wealthier since the welfare payments scale with average wealth in the nation. This is especially bad if you concentrated wealth in only a small handful of states instead of spreading it around your country. That is also where minimum wage laws start becoming useful, because if your average standard of living is pushed up by one very wealthy state, you pay lots of welfare (and subsidies if activated) in other states where workers still work for peanuts and receive welfare to make up the difference. So minimum wage laws force the factories there to start paying up, reducing the welfare payments you have to make, but cutting into profits.

I really like they way these mechanics interact with each other, I think it's very well done.

It's one of those cool mechanics that make me like the game when I think about it - rather than the Vic2 Strat where all you ever want to do is push up welfare slowly to reduce militancy and grow pop, there's a balancing act where being a welfare state has its own set of problems and advantages.

In the end I dropped welfare down and as a result my unemployment dropped when everyone immigrated out, this spiking my SOL and bringing me back to balance again which I could build up (along with invading other countries in Indonesia for gold).

RabidWeasel posted:

It's very funny how the gameplay currently works as a minor, you latch on to a GP's market and get your economy turbo charged by integrating with it, but this causes you big problems further down the line if that market has any issues.

This is a big risk factor for the "supply another market" strategy - I was doing great for a while until the British got a civil war in the 1890s and my SoL dropped 6 points and my GDP halved. After that happened I decided I'd built enough to be my own supplier and went for independence, which also cut my recovered SoL to a point where it took 20 off years to recover after victory.

It's a fun concept and it makes for cool gameplay and decisions.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


More advanced PMs like chainsaws which use more expensive resources but fewer or better educated workforces make sense of you're limited in pops and struggling to get people. The problem is that even if you're running a pretty repressive society you end up with a lot of pops in the midgame because your standard of living will spike when you run a halfway function economy. So most of the time you won't be needing to run lean industries.

Despite being an oligatchic monarchy which still had immigration restrictions (but did have multiculturalism to absorb my Central American, Canadian US conquests easier, which might be the root of the problem) my Mexico game ended with huge unemployment despite every industry being maxed out and significant peasant surplusses, so there's no reason to use the advanced methods.

Is there a country where you actually have to struggle with a limited population most of the way through? I figure it might be fun. My Australia game I specced into immigration to support the goldfields ASAP so ended up with a similar problem earlier.

GreenMarine posted:

They had a revolt and changed tags into Greater Manchester.

Hahahaha I can't believe that's a tag - how do you get Greater Manchester to spawn?

MinistryofLard fucked around with this message at 06:31 on Nov 27, 2022

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


On the subject of India and for the next content patch - the East India company needs some events to turn it into India or something if it becomes a Council Republic at the least. A Company that has broken free of India but retains a thin oligarchic British strata of leadership makes sense but as soon as it moves to Landed Voting, or a Monarchy or Council Republic that should be a tag switch or something so that the Leader of the Council Republic of British India being an English guy under Landed Voting.

In general Council Republics and Landed/Wealth voting should be incompatible Laws. It's a weird setup right now where Revolutions only change a few laws so you end up with Landed Voting Council Republics formed by the Rural Folk.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Also another fun one from my Uruguay game - I was a part of the American Market via my Protector master Brazil, and America went to war with France - very suddenly a few weeks into the war my entire economy collapsed because I, and Brazil and the American colonies, had no market access into the American market.

What happened here? The war is over but the access hasn't come back.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Jazerus posted:

war is still fun even though it's half-baked. just spend your infamy as it decays and you'll have plenty to do other than building stuff most of the time. sitting and building can be an effective way to play but if it's boring then go stir up some trouble

Don't even need to wait for it to decay - I'm at 1000+ in my France game and most opponents will cave pretty quickly to demands even if Russia and Austria mobilise to stop you.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Construction industries also employ pops and presumably pay them pretty good wages because they typically need to pull people from somewhere when they start. It also uses steel, tools, coal and lumber which raises the prices of those, which in turn makes the pops there richer too.

I've found that my SOL tends to go up when I'm building, which is why the investment pool is such a big deal - it enables the perpetual construction gravy train to keep going further.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Tieing yourself to a customs union, then getting screwed because they imploded is good and is working as directed - there should be some risk to tieing yourself to a huge larger market to the point that you're dependant.

The real problem is when the Market partner goes bankrupt, which should also be a problem for the problem to deal with, and then deletes all their ports, which is not reasonable.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Is there a good country to relearn the economy with in V1.2? I thought I had it a few games ago but I think I was just relying on minting from gold mines.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Tried to dislodge the Aristocrats as Japan but boosting the Clergy IG, and with no success figured I'd try my luck at reforming to a Theocracy - this worked eventually, but my new high priest... Is part of the Shogunate.

At the very least the new leader of the of the Clergy is an abolitionist so I might be able to ditch serfdom.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Ill say this for V3, it's managed to find a new way for capitalists to annoy me.

Rather than them building random useless factories, instead as soon as I built a construction centre as Langfang they immediately took up 75% of it for their own projects. The buildings are probably profitable, even in the long run, but it means it takes too long to build the critical factories I need to prop up industrialisation. It's a fun challenge to have.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Is there a good guide for industrialisation as a small country without a lot of natural resources? I know you need to leech of a bigger market but I think it's gotten harder this patch - as Uruguay in the US sphere I go bankrupt basically as soon as I build another construction sector, but without one industrialisation is just too slow.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Fister Roboto posted:

Play any other country. Seriously, you don't have the resources OR the population to industrialize at a reasonable pace. If it was one or the other it might be fine, but not both.

drat that's a shame - making Uruguay into a great power has always been my go-to in Vicky since 1.

Funky Valentine posted:

I think Victoria is an outlier among Paradox games where there are just some countries you can't really play.

I'm getting that vibe, I think it's a current patch issue - I managed to do it successfully on the previous patch but somehow private construction sucking up half your build points so you're too slow to industrialise off the ground or it's just become more expensive or what.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


I really like that Paradox is investing resources into making V3 better for free - a lot of CK2 and EU4 dlcs felt like they were including mechanics to make the game harder in the free patch and then giving you the tools to manage it in the paid DLC.

Steam looks upset because the paid DLC is anemic but that's a better alternative to making you pay for features which should be in the base game. I know the Pdox model is to release paid DLC to fund the ongoing work on the base game but I don't know how to square that with people's expectations that DLC has sufficient content.

I guess what I'm saying is I hope that Pdox doesn't look at the response the FranceDLC got and decide that they should either stop supporting Vic3 or start gating necessary improvements to the game behind $250 dollars worth of DLC, because I think that's the wrong conclusion to draw.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


Finland run was pretty fun, managed to accidentally get out of Russia's thumb because the French Republic decided to do a transfer subject play for me despite being a Republic. Immediately jumped back into their market for the pops to sell too but being a free agent meant I could go conquering for all the coal and sulphur that was lacking in their market.

Being a dynastic union partner is tough, you're basically limited to colonisation of a very small number of places to get your resources. In Finland's case it's coal and sulphur, Namibia was propping up my industry for a while. It's not a great area either but was all I could do.

Run is probably over unfortunately. I refused to pass a council republic for long enough that my almost all powerful Trade Unions have left government to start a civil war for it. Nobody else has the Legitimacy to pass laws so it's definitely a civil war, which wouldn't be too bad as my rather anemic military is wholly based in the capital, but the rebels have convinced Scandinavia and their much larger force to join. Either I play the loyalists and probably lose or I play the rebels and the war takes ten years of AIs beating their heads together, both of which are probably game ending.

The good thing is that all those defeats feel like an actual consequence of my choices, which I like. Even a realistic one. Game is, even losing feels, uh, satisfying in a way.

MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


North Vietnam and Kyushu are probably some of the best states in the game for the raw resources you need esp. in the mid game, to the point that I end up targeting them every game.

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MinistryofLard
Mar 22, 2013


Goblin babies did nothing wrong.


How do you make fleets bigger in this patch? I've got five boats apparently queued for a while and they just... Don't spin up half the time? Like the naval bases build but either they don't recruit or somehow don't turn into ships.

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