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Wiz
May 16, 2004

Nap Ghost
The Christmas Patch was actually Dan (podcat)'s idea, I was one of the three people working on it but I don't think it would be fair to call it the "Wizpatch". I also did some design and implementation on Heart of Darkness but again, it was mainly podcat's show back then.

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Wiz
May 16, 2004

Nap Ghost

Eiba posted:

The fact that Anarchism and Communism are both modeled as different things and there's no mention of "anarcho-liberals" means that, no matter how janky and broken Victoria 3 is, it will be the best game ever. Because currently that's Victoria 2 and that game has problems.

What the gently caress. Is there a way to see all of Wiz's posts on Reddit? I have no idea how Reddit works, and don't want to, and deeply resent legitimate information being posted there. That's a great change, but come one, Wiz. Remember your roots. Randomly post really exciting specific answers here, if you're going to post them anywhere.

Not my fault you guys aren't asking the important questions :colbert:

Wiz
May 16, 2004

Nap Ghost

A Buttery Pastry posted:

I asked you the most important question: Have you read Das Kapital?

Dynamic Karl Marx confirmed.

Wiz
May 16, 2004

Nap Ghost

JosefStalinator posted:

Wiz can you confirm we will still have graphs and charts monitoring population demographics like ideology (or interest groups), class, and ethnicity, etc?

There are going to be charts galore.

(Also, just a heads up that there are a lot of questions I will not answer at this point due to there being things we're not ready to talk about yet)

Wiz
May 16, 2004

Nap Ghost

GABA ghoul posted:

What are the benefits of going communist? People enjoying a high standard of living is nice and good but what do I, a batshit insane and depraved dictator, get out of the deal? Can you agitate revolutionaries in capitalist countries if you are running a successful communist society?

e: maybe something like catholic reform desire in EU4. Well run communist countries increase global socialist reform desire and make people more likely to become socialist. Starving Stalinist hellholes decrease it.

There's several different models of communism/socialism simulated, worker-owned co-ops is good if you want high standard of living for the workers, state-owned factories is good if you want a more loyal elite to give some examples.

Wiz
May 16, 2004

Nap Ghost

Pakled posted:

I've got a question about characters: are they historical beyond the ones in-game at the start, or randomly generated? Will we see people who were born well after 1836 like Lenin and David Lloyd George?

We're probably going to want to at least have some post-1836 historical personalities but I can't go into details on this yet.

Wiz
May 16, 2004

Nap Ghost

wukkar posted:

Can I bribe GPs to back me in the diplomatic plays by promising them my own stuff, and not just pieces of our potential opponent? (Plombieres Agreement)

We want this to be an option, yes.

Wiz
May 16, 2004

Nap Ghost

Fuligin posted:

in my hours of daydream-designing about a future Vicky 3, one thing i've always though would be neat is some way of competing for prestige by means of exploration/archaeological pillaging; so, say, you could sponsor expeditions to climb the highest mountains, reach the poles, explore 'darkest' Africa and the interior of the Amazon, exploit and steal the cultural memory of other nations to stock your museums. This would be more likely to be DLC fodder than base game stuff, but im curious if anything like that is intended for the release candidate :)

I will only answer this with a big cryptic grin.

Wiz
May 16, 2004

Nap Ghost
We're definitely not replacing the interest groups at any rate, there's a lot of countries/political systems where parties don't make sense.

Wiz
May 16, 2004

Nap Ghost
Haiti starts the game with an ongoing crippling debt payment to France (that you can renege on but it gives France claims on you), it's certainly not tutorial island/easy-mode though doing well in spite of France being a giant jerk is very satisfying.

Fun fact: This debt wasn't paid back until 1947 historically.

Wiz
May 16, 2004

Nap Ghost

really queer Christmas posted:

That's not a fun fact, same as most facts about Haiti post independence :smith:

Haiti really is such a lovely tale of a nation setup to fail by the international community so that slaves in other countries wouldn't get ideas.

Wiz
May 16, 2004

Nap Ghost

Feels good man.

Wiz
May 16, 2004

Nap Ghost

The Cheshire Cat posted:

This is something that always bugged me about Victoria 2 - that your navy basically did not matter most of the time. Sure you could spam capital ships to pump up your mil score but otherwise you basically only needed enough of a navy to get your troops across the water to wherever you were invading, and if you never went up against the British, that usually wasn't a lot.

A design goal of V3 is definitely to make naval power more important, especially if you want to maintain a global empire.

Wiz
May 16, 2004

Nap Ghost
Making the steam forums lose its poo poo because we're not trying to be racist/fascist when designing V3 is a highlight of my week.

Wiz
May 16, 2004

Nap Ghost

The only game where you can acquire 75% of the Russian Empire by bamboozling the AI with province trades and the optimal way to run a factroy is to have a single craftsman overseen by a million capitalists.

I love Vic1 and Vic2 both but it's a hard contest on which of them is the more broken game.

Wiz fucked around with this message at 17:06 on Jun 1, 2021

Wiz
May 16, 2004

Nap Ghost

Eiba posted:

I've always felt this kind of capacity system is more satisfying than saving up a pile of ??? and spending it on a thing.

That said, I'm not totally sold on the implications of "authority." I get the idea of letting the player do more things the more centralized their state is, but with the "road maintenance" example I'm not sure authoritarian states should really be presented as more effective at doing things. How good were Czarist Russian roads? I guess the balance could be that Russia has way more things they need to do with their authority because their society is falling apart.

Alternately it would be fine if the effect was only a bonus to represent shifting resources and, for instance, a workers council would maintain their own roads without player input, at the cost of not giving the player a choice in the matter.

The more I think about it, the more I may be worrying about nothing, depending on implementation, but I saw "road maintenance" and thought about the old myth of fascists making trains run on time and it rubbed me the wrong way.

It gives you a limited set of pet projects for the ruler to act on, which are localized to states. You don't need to be fascist to have good infrastructure.

Wiz
May 16, 2004

Nap Ghost

Baronjutter posted:

I enjoyed the DD and concept of capacities, not 100% on the authority using "roads" as an example even after Wiz's clarification. If building roads directly through authority is only one way to construct them, how would say the other extreme of an anarcho-communist country build roads? The game is clearly moving away from the bad system of "free market capitalism means a bad AI runs things" but how will low authority countries then build stuff?

It's not "building roads", it's the ruler ordering the people in the state to keep the roads in shape. Building infrastructure is a completely separate mechanic divorced from Authority.

Wiz
May 16, 2004

Nap Ghost

Takanago posted:

anyway Wiz if you're reading this, it's clear that the people yearn for a force to challenge them and add chaos to what would normally be an orderly game. please add The Populists from Crete into Vicky 3 it will make the game better I promise you. it's what the people need

Populists starts to build a Motion Order Change

Wiz
May 16, 2004

Nap Ghost

bob dobbs is dead posted:

theyre not gonna remove britains world empire from a british world empire game

We are however turning most of it into subjects (this is a thing we're doing in general with a lot of established colonies), which is one of the things that makes Britain a lot more manageable to play in V3 vs V2.

Wiz
May 16, 2004

Nap Ghost

Gort posted:

I mean, you wouldn't use a clipper for fishing. Clippers were fast trading ships designed to cross entire oceans. They'd be massive overkill for fishing.

They were mostly used for time-sensitive cargoes - tea, opium, people, mail, and spices.

I'm not sure what the best catch-all term for "civilian sailing ship" is, but it's not clipper.

Then by all means let me know when you've figured out that best catchall term (that isn't something clunky as hell like "wooden sailboats")

Wiz
May 16, 2004

Nap Ghost

fuf posted:

hmm I know political parties would be cool but I hope they don't feel like they have to tack on an extra unplanned layer just to appease our idiotic whims

We're not going to add them if we don't feel they add to the game.

Wiz
May 16, 2004

Nap Ghost

Red Bones posted:

I think the devs have already mentioned that pops have preferences based on culture and religion, and religious taboos on alcohol were the example given. As fun as simulations are, I think going too far into dietary taboos runs the risk of ending up with way too many essentially identical trade goods to keep track of because you would need to split a generic 'meat' good up into pork/chicken/beef/lamb/etc, and then you could split those up further into halal/kosher/all else. Suddenly 40% of the trade goods screen is a series of very similar pink blobs.

Pretty much this. The main reason for the Sepoy rebellion was general British discrimination policies anyhow, the whole thing about the cartridges was IIRC basically an untrue rumor that fired up people who had other very much not untrue grievances.

Wiz
May 16, 2004

Nap Ghost

The Cheshire Cat posted:

Yeah the problem with rebellions in Vicky 2 is that they usually ended up just being rebel whack-a-mole, where the only time they were ever seriously threatening is when they appeared in such vast numbers that they were dropping stacks of like 100k+ units on your capital and sieging it down before you could gather a large enough force to push them back. Which meant that rebellions basically were either "zero threat minor annoyance" or "instant revolution you have no ability to stop" and absolutely nothing in between.

That's not entirely fair, there's also 'zero threat but enormous annoyance because you have to hunt down 100 small rebel stacks'

Wiz
May 16, 2004

Nap Ghost

karmicknight posted:

I mean, the counter argument to that is that you are describing the literal population of paris taking up arms against the state.

That's... a rather simplified description of the Paris Commune, considering a main reason they were so unprepared to meet the military was that the leadership of the Commune was actually trying very hard to avoid a civil war (and had convinced themselves the French government wouldn't be willing to suppress Paris through armed force, which, well, they got pretty wrong).

Wiz
May 16, 2004

Nap Ghost

Edgar Allen Ho posted:

48 wasn't the commune m'wiz

48 is when we deposed the liberal monarch for a republic, then immediately elected the heir of the previous royalimperial :agesilaus: house and installed him as a liberal monarch.

Then he bulldozed Paris to make sure people couldn't keep doing that (prime DLC fodder please let me do this)

e: Louis-Philippe gesturing to a barricade of detritus in a nasty alley "They keep doing this! Why do they keep doing this??"

Oh right, reading comprehension what is it even

Wiz
May 16, 2004

Nap Ghost

DrSunshine posted:

:lmao: That's like having a socialist revolution in the USA after Trump and then electing Obama again.

July monarchy-era politics has a lot of similarities with modern day US politics tbh.

Wiz
May 16, 2004

Nap Ghost
We actually have area charts too, you can toggle between them and pie charts.

Wiz
May 16, 2004

Nap Ghost

Beefeater1980 posted:

I’m curious about the pie charts. When I started doing serious data visualisation in corporate strategy teams I found that nobody used them, supposedly because they aren’t actually very intuitive to process. To the degree that it sort of felt like pie charts were obsolete. Have they had a renaissance or is it just that they’re good for the pulse caw somehow?

Pie charts are quite bad at conveying information tbh. People do like how they look though.

Wiz
May 16, 2004

Nap Ghost

ilitarist posted:

I think games use them to escape the "excel simulator" label. They look much more friendly than a line chart that would carry the same message. I'm working on data presentation at my job and pie charts often have much simpler logic from the design point of view. You don't have to worry about scale (how do you present a line chart with the value set of 985, 12, and 1?) or labels (the legend is separate so you don't have to worry about trimming the text).

Area charts are basically just better in every respect but as you say, they make the game look more officesofwarish. That's why we went with both, so you can choose whether you prefer aesthetics or readability.

Wiz
May 16, 2004

Nap Ghost

Gort posted:

Wait, why does social security increase the political strength of industrialists? That seems backwards.

Or is it a "industrialists are radicalised to push back politically against a society where they don't get to decide who lives and who dies by firing them" kind of thing

Same question regarding healthcare and the devout.

Because the actual law activating it is Poor Laws, aka workhouses and so on, and the health institution is Charity Hospitals.

Wiz
May 16, 2004

Nap Ghost
Baden and Nassau either joined in 1835 or early 1836 IIRC.

Splitting up countries into multiple internal markets was something we experimented with for a long time but basically it just didn't result in good gameplay no matter what solution we used so we nixed it and went for the system of Market Access that will be talked about tomorrow instead.

Wiz fucked around with this message at 15:59 on Aug 4, 2021

Wiz
May 16, 2004

Nap Ghost

VostokProgram posted:

is Vicky 3 a goon project

This, my dear, is the Zybourne Clock Factory

Wiz
May 16, 2004

Nap Ghost

VostokProgram posted:

Seems like a limitation of their chosen abstractions. Goods aren't stockpiled, so they never physically move anywhere. They're just sold into the ether to reduce prices and bought from the ether to increase prices. Therefore theres no bilateral trade between a producer and consumer that would benefit from a direct rail line, both are actually just "trading" with the market capital.

E: wiz if you read this, can you confirm something for me: if my market has mines producing 100 units of iron, and factories that can consume 500 units - will the factories only be able to operate as if they consume 100 units, or will they "magically" get all 500 they need but at inflated price?

Factories can buy what they need so long as the orders aren't completely out of balance. In the case you mentioned there'd be a shortage and your factories would deal with both maxed out prices and output penalties.

Wiz
May 16, 2004

Nap Ghost

DelilahFlowers posted:

That's not the hohenzollern mod, that's the ccHFM mod with shattered world. He's only playing as hohenzollern, you rube.

Yeah that'd be difficult to do since Hohenzollern was played in Victoria 1, V2 hadn't even come out at the time.

Wiz
May 16, 2004

Nap Ghost

Baronjutter posted:

I'm really curious if you're going for a classless society if that's even possible within the game mechanics. Absolutely you'd have worker-owner factories, but I wonder if there will be special laws to equalize all wages in factories so labourers and machinists and engineers all get the same wage. Or to even do this on a national level, to even out wages between buildings. I hope there's options for all of the above! Simply having factories worker-controlled but still paying wages and still concerned with profits and competition between firms would be a good way to model some sort of syndicalism, but to achieve "full communism" you'd need options to fully abolish class. Hell it would be amazing to see options to abolish money, having citizens simply take needed goods from the economy regardless of employment status, simply equally distributed based on need and availability.

Wages no but ownership yes, we have economic models where all workers get an equal share of the profits.

Wiz
May 16, 2004

Nap Ghost

Nothingtoseehere posted:

It shouldn't be, given the start date the international slave trade is a shadow of what it once was with the british interdiction on it.

The slave trade didn't really start dipping until a decade or two into the game. In 1836 the amount of people being shipped across the atlantic was still near peak levels I believe.

Wiz
May 16, 2004

Nap Ghost

fuf posted:

This is a minor thing but I wonder if they will change "building" to "industry" before release. They've said in dev diaries stuff like "obviously it's not actually a building, it's a whole industry".

It would help avoid things like railways being "buildings" and also just sound cooler imo

It doesn't make any sense for quite a few buildings, like barracks or canals, to be called an industry.

Wiz
May 16, 2004

Nap Ghost
The plan is to have a lot of fun/weird formables and releasables but let you turn the blatantly ahistorical/weird ones off (or make player only) with a game rule.

Wiz
May 16, 2004

Nap Ghost

Raenir Salazar posted:

It's really interesting to compare and contrast (new subforum?!) just how upfront Paradox or Wiz or the V3 team in general is about the politics of their mechanics and the time period while you have AAA companies like Activision-Blizzard and others going "No no our game isn't political" on one hand and actively rewriting history or disingenuously presenting the facts on the other.

Earlier in development, one of our core game design pillars (Everything is Political) was half-jokingly called 'Putting Politics in Video Games' in the design documents.

Personally I don't think you can really make a game that is supposed to tell any kind of story about people and isn't political in some shape or form, especially if that game is about history.

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Wiz
May 16, 2004

Nap Ghost
We're not adding any playable non-state entities at release, the only corporations that are playable are ones that controlled territory. It's an interesting idea for a future expansion but definitely outside the scope of release.

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