|
I'm sure if you all ask nicely enough Wiz will get Andreas to remaster the Ricky soundtrack too.
|
# ? Sep 2, 2022 04:14 |
|
|
# ? May 25, 2024 10:43 |
|
VostokProgram posted:I'm sure if you all ask nicely enough Wiz will get Andreas to remaster the Ricky soundtrack too. on sale now for just $27.99
|
# ? Sep 2, 2022 04:35 |
|
Can't wait to play as Brazil and export tobacco/coffee to the world and use it to fuel my dreadnought arms race
|
# ? Sep 2, 2022 04:46 |
|
VostokProgram posted:I'm sure if you all ask nicely enough Wiz will get Andreas to remaster the Ricky soundtrack too. Please Mr. Wiz, I've been a fan since your pirate mod, please put that music in any which way you can.
|
# ? Sep 2, 2022 05:15 |
|
Cease to Hope posted:on sale now for just $27.99 Worth it
|
# ? Sep 2, 2022 06:11 |
|
I cannot wait to fail as the USA and then play as my preferred country, Chile. The western coast of South America will be mine!
|
# ? Sep 2, 2022 06:43 |
|
Hellioning posted:I cannot wait to fail as the USA and then play as my preferred country, Chile. The western coast of South America will be mine! Why stop there? Encircle the Americas. Anyone that wants to trade in the western hemisphere needs to do it through a Chilean port.
|
# ? Sep 2, 2022 07:05 |
|
The Cheshire Cat posted:Why stop there? Encircle the Americas. Anyone that wants to trade in the western hemisphere needs to do it through a Chilean port.
|
# ? Sep 2, 2022 08:37 |
|
Our empire extends from Alaska to Tierra del Fuego. And sometimes as far as 10 miles inland.
|
# ? Sep 3, 2022 03:51 |
|
Long, long la~and!
|
# ? Sep 3, 2022 04:05 |
|
OctaviusBeaver posted:Our empire extends from Alaska to Tierra del Fuego. And sometimes as far as 10 miles inland.
|
# ? Sep 3, 2022 04:52 |
|
OctaviusBeaver posted:Our empire extends from Alaska to Tierra del Fuego. And sometimes as far as 10 miles inland. This is, of course, the dream, but alas, I am not confident in my ability to fight off the US.
|
# ? Sep 3, 2022 04:59 |
|
i can't wait to bring a secondary power up to colonial empire status, get owned repeatedly afterwards and see if my population goes full stab-in-back myth facist
|
# ? Sep 3, 2022 06:06 |
|
Hopefully there's more regressives to fight in general. V2 at least seemed to take a more bright and cheery view on humanity that people can't become regressive shitheels without outside factors like revanchist idealogies.
|
# ? Sep 3, 2022 07:56 |
|
I mean everyone in Vicky 2 (and 3) starts are regressive shitheels so you just find the people who haven't reformed and punch them.
|
# ? Sep 3, 2022 09:02 |
|
https://www.youtube.com/watch?v=Ng1CCHX2qk0 Don't think any of this is particularly new but it's nice to see some positive previews
|
# ? Sep 3, 2022 11:52 |
|
Getting excited for this, gonna make President Pancho Villa
|
# ? Sep 5, 2022 01:01 |
|
Wait SA user Wiz is a dev of Vicky 3? I’m finally watching the reveal steam.
|
# ? Sep 5, 2022 09:45 |
|
buglord posted:Wait SA user Wiz is a dev of Vicky 3? I’m finally watching the reveal steam. Of course Victoria 3 is a goon project.
|
# ? Sep 5, 2022 09:56 |
|
buglord posted:Wait SA user Wiz is a dev of Vicky 3? I’m finally watching the reveal steam. "a dev"? Try game director!
|
# ? Sep 5, 2022 10:00 |
|
Torrannor posted:"a dev"? Try game director!
|
# ? Sep 5, 2022 10:06 |
|
I'm half excited about Vicky 3 and half dreading it since most youtube and twitch channels I follow will all be playing it at the same time as soon as it's released.
|
# ? Sep 5, 2022 10:21 |
|
I'm mildly concerned that the political side of the game is going to be too easy based on all of the information we have so far but at least it's probably something easily addressed through modding just by increasing the numbers on all of the "interest group gets mad at you" modifiers. If reforming isn't particularly difficult then it stops feeling like an achievement and feels perfunctory instead, which isn't good for someting which is supposed to be one of the core "pillars" of the gameplay. Ditto with industrialising, but at least that ties into changing production methods / trade / economy more directly.
|
# ? Sep 5, 2022 12:44 |
|
What exactly does an obligation put you on the hook for? It does seem like you can get anything you want from other countries by giving an obligation
|
# ? Sep 5, 2022 14:05 |
|
Jackie D posted:What exactly does an obligation put you on the hook for? It does seem like you can get anything you want from other countries by giving an obligation It seems like an obligation is just something you can spend in a later negotiation to close a deal that the AI otherwise wouldn’t agree to. Don’t know how that works with human players. It apparently does have some function since in the stream they were being careful who they gave obligations to.
|
# ? Sep 5, 2022 14:11 |
|
I understand when the player uses it it's just +X reasons to accept an offer for an AI. As you can only use obligation when you know the AI will say yes, then AI will only probably use obligations if they themselves would agree to it in your place. One would think you could refuse but get a huge diplomatic penalty.
|
# ? Sep 5, 2022 14:17 |
|
ilitarist posted:I understand when the player uses it it's just +X reasons to accept an offer for an AI. As you can only use obligation when you know the AI will say yes, then AI will only probably use obligations if they themselves would agree to it in your place. One would think you could refuse but get a huge diplomatic penalty.
|
# ? Sep 5, 2022 16:10 |
|
I'd rather an obligation was literally you have to do it because long-term diplomatic penalties on the people you plan to murder and conquer aren't an actual cost. edit: it has to be something more than an external penalty, like it should absolutely piss off interest groups in your country and screw with your economy at the very least.
|
# ? Sep 5, 2022 16:32 |
|
It seemed like obligations allow NPC countries to compel you into actions, such as entering a customs union. I think what's possible might also depend on diplomatic relations between your country and theirs, since that seems to have a large effect on what is and isnt possible through diplomacy. Hostile relations are necessary before declaring war, so friendly relations might be necessary before entering a customs union or making someone a protectorate or something like that. A player might be able to avoid fulfulling an obligation if they take steps to tank relations after they give one.
|
# ? Sep 5, 2022 16:40 |
RabidWeasel posted:I'm mildly concerned that the political side of the game is going to be too easy based on all of the information we have so far but at least it's probably something easily addressed through modding just by increasing the numbers on all of the "interest group gets mad at you" modifiers. If reforming isn't particularly difficult then it stops feeling like an achievement and feels perfunctory instead, which isn't good for someting which is supposed to be one of the core "pillars" of the gameplay. Ditto with industrialising, but at least that ties into changing production methods / trade / economy more directly. In fact some of the most radical AARs on their discord have been in Canada and Siberia- countries with zero agricultural buildings. It seems like the landed interest group/aristocrats are one of the biggest obstacles to general reform to the point that simply having organized farms in your country seems to limit your freedom a lot. And to be clear: I think this is really cool from both a gameplay and historical perspective. But it does make me wonder what I'm missing that makes you think politics are going to be too easy.
|
|
# ? Sep 5, 2022 16:46 |
|
Eiba posted:And to be clear: I think this is really cool from both a gameplay and historical perspective. But it does make me wonder what I'm missing that makes you think politics are going to be too easy. I guess it comes down to the fact that, although IGs have things they like and dislike, they don't seem to actively defend and pursue their goals, they only react to the player passively, and appears to be quite possible to weaken the "bad" IGs into political irrelevance forever, which in my book should absolutely require a bloody civil war and purges and should only be temporary even after that. The same thing with capitalists and socialism, it simply shouldn't be possible to "organically" weaken IGs to such a degree that they just accept becoming politically irrelevant. But in multiple AARs this appears to have happened within the first 40-50 years of gameplay. I was totally expecting this because Paradox games have been slowly leaning more towards the "experience generator roleplay" side of things for ages, and it's not like V2 was that much different in this respect, but it's still disappointing because the game appears to nominally have a ton of mechanisms to slow the player down, which simply aren't being applied enough.
|
# ? Sep 5, 2022 17:31 |
I wonder if I can go all Castle Falkenstein and have Mad King Ludwig hold off Bismarck?
|
|
# ? Sep 5, 2022 17:44 |
|
Admittedly I haven't messed with the difficulty settings on EU4 but I wonder if an optional "hardcore" mode that makes politics and diplomacy harder to handle would be interesting- have the default mode let you mess around in a sandbox and have a different mode for people that want the struggle more
|
# ? Sep 5, 2022 17:48 |
|
No. Saying this as someone who has downloaded difficulty mods for CK3, Paradox games do not have interesting difficulties. They're generally just pure number increases or decreases.
|
# ? Sep 5, 2022 17:58 |
|
I'm certain there will be plenty of mods to satisfy both ends of the difficulty spectrum not even a week post-release. Some of them might even be good!
|
# ? Sep 5, 2022 18:02 |
|
RabidWeasel posted:I guess it comes down to the fact that, although IGs have things they like and dislike, they don't seem to actively defend and pursue their goals, they only react to the player passively, and appears to be quite possible to weaken the "bad" IGs into political irrelevance forever, which in my book should absolutely require a bloody civil war and purges and should only be temporary even after that. The same thing with capitalists and socialism, it simply shouldn't be possible to "organically" weaken IGs to such a degree that they just accept becoming politically irrelevant. But in multiple AARs this appears to have happened within the first 40-50 years of gameplay. First 40-50 years is literally half the game. Winning the struggle against the landlords is just the start too, once you win that you set yourself up for the second class struggle between industrialists and labour and fascists etc. Also there's been a few AARs where pissing off an IG straight up wrecked their economy/country. It has to be possible to win against the landlords because you literally can't do anything to industrialize otherwise, also it's historical this way anyway. There are a lot of other IGs that will fluctuate between being "good" and "bad" that you just can't make irrelevant. Once you've industrialized your country destroying the power of either labor or capital is going to be near impossible to do 100% safely or peacefully.
|
# ? Sep 5, 2022 18:03 |
|
Like a good roleplaying game, Paradox GSG has a dynamic difficulty based on your goals and starting position. If the game is too easy once you get bigger then it's a balancing issue, not the problem of lack of difficulty options.
|
# ? Sep 5, 2022 18:15 |
RabidWeasel posted:I guess it comes down to the fact that, although IGs have things they like and dislike, they don't seem to actively defend and pursue their goals, they only react to the player passively, and appears to be quite possible to weaken the "bad" IGs into political irrelevance forever, which in my book should absolutely require a bloody civil war and purges and should only be temporary even after that. The same thing with capitalists and socialism, it simply shouldn't be possible to "organically" weaken IGs to such a degree that they just accept becoming politically irrelevant. But in multiple AARs this appears to have happened within the first 40-50 years of gameplay. I'll say I think the IGs are necessarily going to be reactive to your reforms, but that's just the nature of reforms. They will actively form movements to try and roll back the stuff you did they don't like and while I imagine a stable country can deal with that, it could lead to chaos if you suffer another setback at the same time, like losing a war or loving up your economy somehow. I guess it comes down to how easy it is to reduce an IG into irrelevance. The examples I've seen were the landholders being a non-issue in countries with no agricultural buildings. If you're playing the United States, for instance, if you want to reduce the landholder IG you'll have to shut down a significant number of the plantations in the south- and not just shut them down, but find alternate employment for everyone involved or else standard of living is going to crash and you'll be at risk for all sorts of radicalism. If you don't do that, and your agricultural industries remain profitable, you'll have to deal with a powerful landholder IG forever. At best you'll have to industrialize hard and you'll have an incentive to pursue incremental policies that favor the IGs associated with factories (tarrifs, trade deals, etc.) if you want to reduce the power of the landholders enough that you can do incremental reforms. And even then, you've then got the industrialists to deal with if your aim isn't liberal democracy, but full communism. At least I hope that's how it works. If you can just spend some authority on an "unfavor" option until they go away in a couple decades, that would probably be what you're afraid of, and I can see that possibly being the case, but from what I've seen I doubt it. I feel like the right dynamics are in play though, so even if the base game is too politically malleable without much sacrifice or effort, it seems like the kind of thing mods could tweak, at the very least.
|
|
# ? Sep 5, 2022 18:27 |
|
Ithle01 posted:I'd rather an obligation was literally you have to do it because long-term diplomatic penalties on the people you plan to murder and conquer aren't an actual cost. Not like losing a major ally isn't an issue in EU4 before you become truly unstoppable, and hopefully Victoria III's military system makes it a lot harder to use your human brain to snowball so fast that you can become a global hegemon. A Buttery Pastry fucked around with this message at 19:09 on Sep 5, 2022 |
# ? Sep 5, 2022 19:06 |
|
|
# ? May 25, 2024 10:43 |
|
Eiba posted:I feel like the right dynamics are in play though, so even if the base game is too politically malleable without much sacrifice or effort, it seems like the kind of thing mods could tweak, at the very least. Yeah, exactly. I think a lot of the very janky looking stuff is down to things like, as you said, a country having literally zero agricultural buildings, which should probably just not be a thing you can do. If every IG had some kind of power base, even if small, then it would keep things interesting, and maybe there will be some last minute adjustment along this line so that you can't have a country which somehow exists with zero domestic food security.
|
# ? Sep 5, 2022 19:10 |