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Vagabong
Mar 2, 2019
How did the (nominal) republic of Haiti play in Vicky 2? As one of the few states calling itself a republic at the start date of 1836, you'd figure it'd be a pretty interesting start.

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Vagabong
Mar 2, 2019

Cantorsdust posted:

Correct. Every pop represented 4 people (wife and 2 kids) and losing a pop from war deleted the whole family. So representing a pop with different numbers of workers and dependents does open up new avenues of simulation, eg families with 10 kids, aging population, veterans and widows etc.

Where did domestic servants fit into the equation in Vicky 2's simulation? Where they just counted as dependents of the aristocratic pops or did you need to maintain them as a pop to keep the blue bloods happy?

Vagabong
Mar 2, 2019

AnoHito posted:

Gonna make a "Ford's Nightmare" mod, which will do to trade goods what Voltaire's Nightmare did to the HRE.

90% of the new goods are different colours of car paint.

Vagabong
Mar 2, 2019

Zeron posted:

This is interesting. I guess that means the global population of slaves will be pretty static and generally decreasing. Prevents all the fantasies people on the paradox forums are having about enslaving their favorite undesirables at least. I guess you could theoretically just do debt slavery and manipulate laws/discrimination to get certain people into slavery and then change to a harsher slavery law.

Did they mention how the creation and importation of slaves interacted with discrimination laws? I'm no expert on the subject, but to my knowledge by 1837 racism was so culturally embedded in the practice of slavery in the Americas that it'd be weird if they just started importing white debt slaves as soon as they became available on the market, which unless I've misunderstood something would happen in-game if say, France passed the debt slavery law.

Vagabong
Mar 2, 2019
The Potato Famine is an interesting problem to handle, because the arrival of the blight was essentially a random event, but systemic political issues that had forced many subsistence farmers across Europe to rely on a single crop for food meant that it threatened large parts of the population with starvation. The Irish famine is the most infamous outcome, but I think I've seen the blight named as a sort term cause for various revoltions that occured during 1848. Does that mean that the arrival of the blight should be an event that hits during the 1840s that pushes alot of the peasantry across Europe into starvation unless you've changed your laws to provide for the peasantry, or should the game systems aim to simulate such an event by relying on random famines where you could avoid the blight entirely due to luck?

Vagabong fucked around with this message at 17:34 on Oct 1, 2021

Vagabong
Mar 2, 2019

RabidWeasel posted:

Yeah it's weird that some people just want 5 different versions of EU in different time periods but with the same gameplay (because warfare is fundamentally broken in favour of the player and the AI always loses, so the non-warfare parts of the game aren't actually that important)

Yeah, this change to fronts has been the first thing to get me really excited for V3, because all the complexity at the backend doesn't amount to much if you can use the same warfare tricks every time to break the game over your knee. Hell, if they do it right, this might be the first Paradox game where attrition actually works as intended rather than as a micro tax on the player and something they have to turn off for the A.I; and the mid/end game might present an actual challenge instead of just a mopping up of an A.I that cannot effectively oppose you.

Vagabong
Mar 2, 2019
I just hope we get a combat system where you can't micro/exploit the A.I into massively lopsided wins in a game where internal management is supposed to be important; EU4's combat it serviceable for a game that is ultimately focused on warfare, but CKIII's focus on interpersonal relationships is undermined by the fact that you can piss off everyone in your realm and be unconcerned because you can fight far more effectively than the A.I can.

Modernising the Qing empire in Victoria 3 will be a lot less of an interesting game if you know you can just bait every reactionary rebellion into attacking you across the Yellow River and handily destroy them, for example.

Vagabong fucked around with this message at 17:24 on Nov 12, 2021

Vagabong
Mar 2, 2019
At least we got a lot of cool concept art out of it

Vagabong
Mar 2, 2019
Its better they take big swings with the warfare mechanics than stick with the same busted old system they've had for how long?

Vagabong
Mar 2, 2019

StashAugustine posted:

My big complaint with the V2 civil war is that the Union effortlessly crushes it because you don't get saddled with incompetent leadership in the east for the first two or three years

hopefully the new war system means that they can somewhat model having a general staff full of incompentants/sympathisers

Vagabong
Mar 2, 2019

DaysBefore posted:

It kinda does. Forcing a general to retire negatively impacts relations with the interest group they're associated with so you may have to suck it up and accept a McClellan if it means firing him will make the landowners or whoever start a revolt.

Honestly the war changes are probably the most exciting thing about V3 for me right now. If it works I kind of hope they find some way of backporting a more era appropriate version to CK3; a game that focuses on character interactions everywhere apart from warfare, which is mostly a matter of micro and numbers.

Vagabong
Mar 2, 2019

DJ_Mindboggler posted:

That's true, but it's trivial to do. "Build the most buildings (in your very limited number of domain holdings) which give bonuses to my MaA (which are exclusively of one type), make sure to mix in some siege units" is a lot easier than whatever the hell it is I'm being asked to do in HoI4, wrt micromanaging armies.

That's the issue, a small amount of systems mastery trivialises the entire warfare system which pushes the whole interpersonal relationship system into the background. Real medieval warfare was about managing the personalities of a bunch of catty nobles while trying to stop them charging off and getting themselves killed, whereas in CK3 you just spam the best MaA and can win most conflicts.

Vagabong
Mar 2, 2019

Cease to Hope posted:

generally they do not allow themselves to be annexed out of the game, and the rare occasions where it's been possible (like in EU4) it's been problematic!

Could you expand on what you mean when you say diplo-annexation in EU4 has been problematic? Becauase I and presumably a lot of the other posters here still don't have a clear idea of what your objection to the system is.

If the issue is that new players can get caught out by the system and face unceremonious game overs, I'd call that more of a problem of tutorialisation than an underlying problem with the system itself. EU4 has a ton of poorly explained mechanics that can catch players out, but I wouldn't call that grounds for removing the systems themselves.

Vagabong fucked around with this message at 09:45 on Jul 1, 2022

Vagabong
Mar 2, 2019
It's such a weird outside case, that someone entirely new to paradox games starts up the game, ignores all the signage pointing them towards powerful nations, lacks any historical/intuitive knowledge about what nations are going to be stronger than other, turns on ironman, and then rather then being unceremoniously conquered by their powerful neighbour is vassalised (does the A.I ever even pick that peace option?), and after all that is surprised that their campaign ends poorly.

Like i'm sure this has happened, but the odds of it occuring regularly has to be pretty low.

Vagabong
Mar 2, 2019

StashAugustine posted:

James Scott is a great writer and has lots of interesting ideas but if you take them too far you end up in the "rulers are imperialism" camp

You claim rulers are not imperialism, yet the one I'm looking at right now has inches on it.

Vagabong
Mar 2, 2019

DaysBefore posted:

Oh no now the capitalists are in charge and might even be worse

Don't worry this is an essential part of the process, you just gotta wait 25-50 years to advance to the next step.

Vagabong
Mar 2, 2019
Instead of asking for help on the historical front they should of just posted an incredibly wrong cultural map and generated enough intensively researched internet posts to finish the game.

Vagabong
Mar 2, 2019
Hyped to intentionally gently caress up Qing and then tag swtich to Taiping and try and fix it.

Vagabong
Mar 2, 2019

Hellioning posted:

Vicky 3's warfare, if it works, will work because there is a robust economic system behind it that you can focus on instead of the warfare.

I do not think CK4, EU5, or HoI5 would have as robust an economic system, and therefore Vicky 3 warfare would suck.

It's not just a matter of challenging, the warfare also needs to be interesting, and I'm not sure if it's that right now.

I do think that CK3 has a fairly robust character system that is presented as the primary focus but suffers from being mostly disconnected from how war plays out. As much as managing your vassals and making careful alliances can make wars easier, the busted Men at Arms system and all the classic regiment moving tricks the human player can deploy means that the interpersonal mechanics can fade into the background. I don't think just importing the Vicky 3 mechanics unchanged would be the right move, but CK3 would probably benefit from a more hands off warfare system that emphasises what makes the game unique.

Vagabong
Mar 2, 2019

Gamerofthegame posted:

We'll see how this current system works, but I personally kind of predict it'll turn the game kind of like Imperator in the way that everyone starts to feel and play the same, with the fronts removing a sense of tactics and defensive terrain, etc, that prompts your nation building and how you do things. So it'll be more about just your internal country, which everyone runs on the same internal markets with a few fluff buildings and mostly universal resources. Different starting laws and cultural stuff, sure, but in an era about change that's not going to last. I think the luster of the war system will wane within the first play through. Still, we'll see actually touching it, ofc.

See you say this, and it's possible that the underlying systems are weak enough that most tags do end up homogenous, but I have no clue how moving little army men around prevents it. If the underlying economic systems are bad then all the EU4 combat would do is add a microtax that could distract you from the game being bad.

Vagabong
Mar 2, 2019
Pretty much every mainline paradox game gets significantly better over time, so I'm not feeling a major rush to get it. The only real danger is ending up in an EU4 situation where the base game gets increasingly busted without dlc, but I think they moved away from that model.

Vagabong
Mar 2, 2019
It also sucks beacuse unit micro skill is identical between a lot of paradox GSGs. There was nothing worse than booting up CK3 for the first time and realising that small stack on good terrain next to large stack was the be all and end all of strategy in that game.

Vagabong
Mar 2, 2019
Just unified Peru and Bolivia and on top of nobody really doing anything to stop it I'm incredibly disappointed you don't get the cool confederation flag.

Vagabong
Mar 2, 2019
After buying the game at launch but not really playing, I've had a really engrossing campaign the last two days playing as Peru-Bolivia. The only problem right now is that I'm running up against population issues; I ate Chile which provided momentary respite but now I'm slowly being forced to build the world's largest rail network in the most mountainous region in the world in order to slacken the labour market. It's been pretty fun so far all in all.

Vagabong
Mar 2, 2019
My Peru-Bolivia game just started to heat up as my starting Caudillo has died and been replaced by a military dictator from the ranks of the intelligentsia; I'm sort of RPing it to ram through a bunch of unpopular humanist legislation before relinquishing the reigns of autocracy, which had pushed a huge part of the country to the brink of revolt in defence of the Catholic church. It's all been enjoyable dramatic.

I will say it is weird that the intelligentsia seem universally progressively humanist, for the lack of a better term. Many of the intellectuals of the period were dedicated to creating scientific justifications for racism, and in cases like the cientificos in Mexico, were fine with endorsing a dictatorship along with liberal economic reform. It'd add some interesting friction to the political systems if the path to early liberal democracy wasn't as simple as 'boost the intelligentsia'.

Vagabong
Mar 2, 2019
I kinda wish the interest group buffs/debuffs scaled with opinion rather than being on/off switches. It'd cut down on notification spam and allow them to be more impactful on the extreme end of things.

Vagabong
Mar 2, 2019

Tahirovic posted:

Heinrich Cotta who is considered to be one of the fathers of modern, sustainable forestry (at least here in Switzerland/Germany) die during the early period of Victoria 3. I think a lot of his theories/how to's are from the late 18th century.

It would make perfect sense to have a PM for sustainability, at the cost of output. Players could choose to rob nature of everything and have a wood shortage mid/late game as forests deplete or have lower output guaranteed the entire game.
The sustainabiltiy factor not being present for any of the agriculture/resource buildings is kinda weak.
From what I remember certain industries also had some kind of partial/mini recycling in their production processes to save money (Glass being one of the earliest?).

The inevitable consequences of your rapid and endless lust to see the gdp chart go up seems like good dlc fodder: pollution affecting quality of life and mortality, natural resources depleted from over use, arable land rendered incredibly dangerous to farm due to shelling, that kind of thing.

Vagabong
Mar 2, 2019

VostokProgram posted:

There's no way stockpiling could be a paid feature, that would break the game. If it exists it'll be free and the associated paid dlc might give you unique warehouse buildings that are better than the free ones or something

Dlc that's just hundreds of warehouse and stockpile based events

Vagabong
Mar 2, 2019
Wrapping up my first real run of the game as Peru-bolivia run moving into the 1920s with a fairly successful social democracy and the seventh largest GDP in the world; I'd probably follow onto the end point but I don't have any socialist IG leaders and the economic and military gap between me and the standard assortment of great powers seems unsurmontable. All in all its been really fun fighting the economic uphill battle to industrialse in the face of awful infrastructure and low population; it helps that South America has all you need to run an effective autarky.

On the political and diplomatic side things have been a little less exciting, although it probably was made a lot easier by the fact that Bolivia starts a the game with somewhat liberalised laws to begin with, and the fact that I was fairly conservative with my international maneuvering. Regardless, outside of the catholic church making some threatening noises when I enacted freedom of conscience, I never really faced any serious opposition to the state from the elites of my masses of poor labourers. Itis funny that all it took to achieve one of the highest standards of living in world was to conquer Argentina to get access to the huge amounts of arable land it has available and then build a poo poo load of wheat fields.

Overall, it was a fun playthrough and it feels like the games in a good place right now.

Vagabong fucked around with this message at 10:02 on Mar 30, 2023

Vagabong
Mar 2, 2019
I'm glad I managed to sneak one full playthrough under the wire before tommorrows dev diary that will render me incapable of playing until the next update.

Vagabong
Mar 2, 2019
I get that they want the political system to be dynamic but when an ideologly is mostly based around one or two laws the affected interest group should probably be proportionally more angry about it being disrupted compared to more diffuse changes.

Vagabong
Mar 2, 2019
I do think that giving clout reductions from a law change a period in which they tick down ould be worth while; right now passing a law is usually the toughest part, as reactionary movements are immediately weakned by the law changes.

Vagabong
Mar 2, 2019

BBJoey posted:

I'm really pissed off about Louis-Napoleon.

I'd just come to terms with the fact that it is mechanically impossible to have Emperor Napoleon III and was willing to be content with a presidential dictatorship led by Louis-Napoleon, and after finally succeeding at 1) making France a republic 2) getting Napoleon as leader of armed forces (part of the legitimiste party, of course) 3) creating an insurmountable electoral lead for the armed forces, making Napoleon president 4) passing oligarchy against the wishes of all the radicals created by the Springtime of Nations that accomplished 1).

And Napoleon dies.

Turns out going from voting franchise to no voting franchise as a republic will kill the current president.

What? Why does it work like this?? Why would you possibly program it this way????

It feels like a cruel joke that Paradox put in a unique flag for Napoleon then made it just about impossible to get him to actually lead France as president for life, let alone as emperor. I guess we have to wait for the inevitable France DLC.

Switching distributions of power should really pop an event for the current head of state to work out their place in the new order of things.

Vagabong
Mar 2, 2019
I think you can produce agitators that are discriminated internally, you just can't invite agitators to come and be discrimated against.

Vagabong
Mar 2, 2019
Maybe it'd be good to have conflicts that are initiated across power ranks start off with limiting how many battalions the greater powers can deploy, regardless of which side the power is intervening on. Then, if there are greater powers intervening on both sides, they could have the opportunity of escalating things upwards, allowing for a chance to add more war goals, involve more powers, and deploy more troops, while also risking greater devastation and their opponents doing the same.

Vagabong
Mar 2, 2019
The big warfare change I want is it actually having an effect on internal politics

Vagabong
Mar 2, 2019
Does anyone know how tough a Paraguyan campaign would be? I want to check out the new content, but I've not played with the new military mechanics yet, so its unclear how much of an uphill battle it would be.

Vagabong
Mar 2, 2019

Eiba posted:

Legitimately, an "enclosure" decision that just lowers quality of life for subsistence farmers, without having any immediately positive economic effects for anyone else, wouldn't be terribly ahistorical.

I mean it should probably make the landowners a fair bit of cash

Vagabong
Mar 2, 2019
Really discrimination needs to be linked into more mechanics; to the best of my knowledge discriminated pops only get paid less and are less likely to get qualifications, whereas it'd be good to see various laws and institutions have knock on effects on discriminated cultures. A high level police or home affairs institution should probably have a knock on negative effect on discriminated pops, and they should also find themselves excluded from access to public schooling, welfare, and health care. Right now you can run fairly exclusionary laws but avoid a lot of issues through social welfare programs.

It'd also be good to see minority political aims expresses outside of just the succession mechanic. It'd be a fudge to just lump every discriminated pop into a single new interest group, but at least then they're could be broader interaction with what factors might drive secessionist movements.

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Vagabong
Mar 2, 2019
Really excited for this upcoming update; foreign investment alone seems like it will completely upend how the game plays.

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