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Mister Bates
Aug 4, 2010
So, I've completed my first self-imposed mission in Victoria 2/AHD with the Pop Demand Mod installed: survive as the United States of Central America until at least the 20th century, remain a democracy, and become either a Secondary Power or Great Power. Things looked bleak at first - in the 1840s the National Party, a reactionary party, was elected to power and turned the country into a dictatorship. They lingered around until being forced from power by a Militant Socialist uprising in the late 1860s and everything's been fine and dandy ever since. The Presidential elections are so heavily skewed towards the Socialists that we're effectively a one-party state, but other than that we're a free and open democracy. The political and social reforms we've rammed through means that the USCA has the highest rate of immigration in the entire world, even more so than the United States, and we have minimal militancy and unrest.

Becoming a Secondary Power was slightly harder, but it was made a lot easier when Yucatan declared independence from Mexico and decided to join my country, giving me an entire extra state right off the bat. After that it's just been decades of building up prestige and industry while maintaining a moderately-sized military to deal with the occasional nationalist uprising. I also managed to conquer Haiti and Panama, but was then strongarmed by the United States into giving them the Panama Canal Zone. :smith:

As of 1915, USCA is the 13th-ranked nation in the entire world, the only nation with 'Unity' as their National Value, and is most probably the most culturally diverse nation on the planet, with fully a third of the population from foreign cultures and Mahayana Buddhism the second-largest religion in the country. I have no idea how I created a socialist utopia without cheating, but it's awesome.

Other fun stuff from this playthrough so far (it's now early 1914):

-Scandinavia united into a single country early on, then the monarchy was quickly overthrown by Jacobin rebels and liberal democratic Scandinavia has been one of the Great Powers ever since, with loving massive African colonial holdings.
-The American Civil War didn't start until 1875, and the Confederacy inexplicably took over and cored the Mexican state of Chihuahua at some point. The Union ended up defeating them decisively and annexing them, and Chihuahua has been an American state ever since. My pretty borders! :(
-Every single German minor state, along with Prussia, fell to Communist revolution in sequence in the 1890s and then united into the communist North German Federation, except for one tiny West German state (can't remember which) that remained as an independent communist nation. Austria-Hungary fell to socialist revolution in the early 1900s, followed shortly by the Netherlands falling to communism. There's now a huge-rear end bloc of leftist nations in Central Europe.
-France and Italy both fell to Fascist revolutions in reaction to the Communist risings, and fascists also took over Spain and reformed it into Carlist Spain. Western Europe is now run almost entirely by fascists or reactionaries.
-Roughly a third of the Chinese warlord cliques have turned democratic.
-Sokoto still exists as an independent nation.
-Colombia didn't abolish slavery until 1911.

This is actually my favorite part of Paradox games, playing as a mostly minor and insignificant nation and watching weird and interesting things happen in the rest of the world. :allears:

Currently looking forward to the Mother of All Wars which is almost certainly about to go down in Europe. Curious about what Russia will do, they're a major wildcard - constitutional monarchy controlled by a liberal/reformist party with significant civil and political rights, but less than friendly towards the commies.

Mister Bates fucked around with this message at 07:16 on Jan 3, 2013

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Mister Bates
Aug 4, 2010

Pimpmust posted:

Moving/retreating land forces too? Those would just melt away in <4 hours under a stack of Stukas in the original/early Darkest Hour.

The HoI2 air attack model always seemed to fluctuate wildly between "attacking ground units is like using the Death Star for close air support" and "Utterly useless to even bother with, use interdiction only".

More broken than early NAVs obliterating fleets, or stacks of 30 submarine flotillas doing the same :allears:

In Kaiserreich, at least, tactical bombers and CAS still obliterate moving ground units and lone divisions involved in battles. It's how I won the Second American Civil War as the Syndicalists - just pummeled every enemy division to death one at a time with aircraft.

Mister Bates
Aug 4, 2010

theghostpt posted:

I was trying EU3+ just now and this happened, I suppose it's some bug where the new ruler didn't get a name or something? Or is this normal?



The Nameless live on!

Mister Bates
Aug 4, 2010

ZearothK posted:

The problem is that the game needs eight great powers, and one can only be a great power if they are civilized and have at least two states, so the game crashes when it can't find any. Artesans can produce any and all missing goods, so that's a moot point.

In the Srbja-LP scenario I'm often guilty of not finishing (but one day will!), Europe is a broken backwards mess of dictatorships, theocracies and feudal rulers, while the most advanced nations in the world are in India, Iran and the Aztec successor states in America.











Do you perchance have a download link for that scenario?

Mister Bates
Aug 4, 2010

DrProsek posted:

Small issue with EUIII+; christian daymios get the decision to become Jerusalem. They can't really do much with it unless they become Shogun and then conquer Judea which I doubt the AI will do but I suppose a crafty play may find a way to make use of it :v:.

:unsmigghh:

Firing up a playthrough right the gently caress now as a Japanese state with the sole goal of eventually becoming Shogun of Jerusalem.

Mister Bates
Aug 4, 2010

Lichtenstein posted:

I think we should set up Gort and Darkrenown for a trial by combat, with Steppe Wolfe being the weapon of choice.

They should both start as OPMs in Japan and the first man to become King of Jerusalem wins.

Mister Bates
Aug 4, 2010

Quantumfate posted:

Speaking of completing game talks: I have probably sunk upwards of 300 hours into eu3 alone and never really completed a game. I got to about 1700 as northumberland :shepface:

I did complete a few games in eu2 with the AGCEEP mod, took hussite bohemia into a major power and fought a reverse thirty years war. Played castille and all the fun that entailed with constantly getting events that assassinated your advisors.

I had fun with the dark continent scenario, maybe I should give that a shot again as iceland or faransa.

Different subject though, have we heard anything about the music they're doing for EU IV? I'm genuinely curious to see what direction they take it because I loved some of the tunes in ck2 and eu2 had the perfect soundtrack for this game. Ideally I'd like to see paradox code in a different soundtrack for different eras, reneissance music for 1400-1500, baroque for 1600-1700, classical for 1700-1800 etc. One of the fondest memories I have from eu2 is waging a napoleonic period battle as bohemia with vivaldi's summer blaring and making me cry because I couldn't micromanage fast enough for the music.

Still, andres waldetoft is great, and songs of the rus is amazing. Is that new eu3 music DLC worth it?

This makes me really sad that CK2 is only playable on this lovely computer with that TrueMute mod installed.

Mister Bates
Aug 4, 2010
I would legit pay money for a Dwarf-Fortress-detailed small-unit strategy game. Maybe something like the original Rainbow Six or the old Close Combat series, only with more detailed individual soldier stats and stuff.

Mister Bates
Aug 4, 2010

ZearothK posted:

A SRB DIVIDED DELUXE BETA EDITION Mk. I

Experience a disturbing vision of a 19th century where the white man is less relevant. The colonial empires of Western Europe have fallen and shattered, the Kaiser reigns supreme over reactionary Europe, while the Aztec successor states ascend in the Americas. In Tehran an industrial revolution promises to re-center the world and Asia rises to lead a new age of Imperialism that shall reshape the world. Are you a bad enough dude to lead your nation through the challenges of industrialization, revolution, world wars, localization errors and colonialism? Then boy, do I have a mod for you.

Compatible with Victoria II: A House Divided 2.31

Download!

Features:
-An alternate-scenario based on an award-winning* Mega-LP!
-No major gameplay changes! Easily adaptable to your favourite balance mod!
-Promise of future updates!
-Bugs?

Credits:
The forum goons Servant, Ramba Ral, Sniper4625 and ZearothK
sam. for creating the succession LP and the many, many players that made it what it was
Some content from Divergences and New Nations Mod











*No awards won

How the hell did Croatia end up in Australia?

Also, will this work with the A Pop Divided mod?

Mister Bates
Aug 4, 2010

Jakse posted:

In all my games of Victoria I don't think I've had a good proper Great War. Granted I play as the US a lot but in Vicky or Vicky 2 are they actually fun or are they just lovely cascading alliances like in EU3?

My last game had an amazing one between a bloc of mostly-fascist countries consisting of France, Italy, and Belgium with their colonial empires and minor allies fighting a bloc of Communist and Socialist countries consisting of the North German Federation, Russia, and the Near East Popular Union (Ottoman Empire after a Communist revolution) and their minor allies and colonial empires. They pulled in a bunch of other nations around the world as a result of alliances, including myself as the USCA - I wanted to bite off Spain and France's colonial holdings in the Carribean.

The communists ended up eventually winning and extracting loving huge reparations from the losers, so as of 1936 there's a bunch of extremely pissed-off, reactionary, revanchist sore losers in Western Europe about to take over their respective countries and presumably whining about a stab in the back from some minority ethnic group or other.

This is also the first game I've ever seen the anarcho-liberals gain control of a major country - Carlist Spain fell to an anarcho-liberal revolution and they reorganized the country into a capitalist dictatorship in the name of safeguarding liberty and free enterprise.

Mister Bates
Aug 4, 2010

Tomn posted:

EU: Alpha Centauri. At last, we will have the technology required to deal with sighted comets appropriately.

"The Spartan Federation offers us peace on the following terms: they will pay 50 energy credits."

"Cult of Planet rebels have risen up in New Jerusalem!"

Mister Bates
Aug 4, 2010
Does anyone know why my Communists keep spontaneously disappearing in A House Divided, and how to stop it from happening? I'm playing as the United States and it's happened twice now - I slowly inch my population's support for Communism up, Communists now make up 26 percent of the population and they're set to win the election, and then, literally overnight, every single Communist supporter drops out of the party and it falls to zero percent. There's no dialog box, no event, no invention, they just loving disappear. It's getting really irritating. I'm playing with the Pop Demand Mod if that helps.

It happened in my last playthrough as the USCA once too - the country was actually in the middle of a communist revolution, the rebels were about three days from winning and then they, and all communists in the country, straight-up loving vanished. I didn't mind that time because I was trying to avoid going communist in that playthrough, but it still struck me as odd.

Has this happened to anyone else? Is it a vanilla issue, or is it exclusive to the mod? Do the Pop Demand devs just hate commies?


e: :effort:

Mister Bates fucked around with this message at 06:26 on Feb 1, 2013

Mister Bates
Aug 4, 2010
So, I just tried A Srb Divided for the first time, and I have to say this is the highest concentration of sheer loving insanity I've seen outside of Steppe Wolfe. Every few minutes I see another thing that makes me go, "What...how...? :psyboom:"

The Papacy is based out of Birmingham. There are Basques in California, Croats in Australia, an Italian colony in Siberia, a civilized Inuit monarchy in Alaska, and Serbs in Guiana. The Kingdoms of England and France no longer exist. There is a country literally called 'Not Croatia'. The list goes on.

It's awesome. I really want to track down the LP this is based on now, just so I can see how the gently caress the world ended up like this.

Mister Bates
Aug 4, 2010
So, quick question for anyone with a basic knowledge of dicking around with Victoria 2: how do I change a political party's positions in a game in progress? I'm playing as the United States and finally managed to form the People's Republic of America in a glorious mass popular revolution, and all is well and good, except for one major problem - Communist Party USA is Pacifist. I cannot declare any wars for any reason unless I am called into an ally's war or someone declares on me. This is especially problematic because Mexico attacked me immediately after the revolution ended, while my military was literally nonexistent, and seized Arizona, New Mexico and parts of Texas. Also, reactionary rebels took over Illinois and declared it an independent state and the Party's suicidal dedication to absolute pacifism is preventing me from reintegrating them.

Mister Bates
Aug 4, 2010
How do I influence nations as a GP? I can't find a button or tab for it anywhere.

E: Er, in Victoria II, I mean.

Mister Bates
Aug 4, 2010
While on the subject of accomplishing my goals in a Paradox game:



:911::respek::ussr:

I also managed to spread glorious communist revolution to Haiti, Cuba, Puerto Rico, Mexico, and Hawaii and sphere all of them. The Cherokee homeland is sphered and puppeted but is an isolationist vaguely-liberal democracy and I don't have the heart to declare war on my Indian buddies. :3:

e: The American Communist Party is pacifist by default, but I went ahead and just edited the game files to make them Anti-Military. Still mostly the same in terms of effects, except now I can actually declare war on people.

Mister Bates fucked around with this message at 23:56 on Feb 19, 2013

Mister Bates
Aug 4, 2010
So, my read of peoples' opinions of MOTE so far seems to be that the game has a lot of cool concepts and is pretty fun but also has a lot of mild bugs and just-plain-silly design oversights (in other words, a typical release-day Paradox game). Is this about right?

Mister Bates
Aug 4, 2010

Zip posted:

Ill check out Dominions 3 and yea Wine is kind of right in that I would like a fantasy themed paradox grand strategy game but that CYOA game looked pretty good.

It just trips me out with how well they do detailing historic events, don't you think if they unleashed fantasy on top of their grand strategy games they'd create something spectacular? I mean a cyberpunk grand strategy game or a fantasy one. Jesus Christ I would never leave the god damned house.

Or hell a grand strategy secret society one that has similar themes for The Secret World but you know... Actually fun? (Sorry to any tsw fans in advanced. Not trying to stir poo poo up)

I'd play the poo poo out of a globe-spanning strategy game in which you run the Illuminati or something. Infiltrate organizations, spread disinformation, use pawns and intermediaries to advance your goals, and feud with other secret societies. 'Our agent at Nellis Air Force Base has died under mysterious circumstances! Your spymaster believes The Lizard People were involved.' 'The International Liberal Agenda has declared war on the United States! They cite "Enforce Agenda 21" as their casus belli.'

Seriously, just give me a world map and shitloads of options for espionage and subversion and general underhanded dickery and cram every possible out-there conspiracy theory in there. I'd play forever.

Mister Bates
Aug 4, 2010

DrProsek posted:

I think you need to start repealing political rights; have no voting, an appointed upper house, and no parties and then I think if you are fascist it makes you into a dictatorship.

Also, if fascist, reactionary, communist, or anarcho-liberal parties are elected to the government it's possible for them to launch a coup and reorganize the government into a dictatorship of their type. Not sure exactly what influences that, but I've seen it happen with all four ideologies.

Oh, and gently caress anarcho-liberals. It's hard enough trying to keep a Communist America together without having to deal with free-market-worshiping glibertarian assholes launching uprisings in the name of liberty every couple of years, and if they take over they repeal every single one of your social reforms. It is pretty funny when they reorganize a country into a Bourgeois Dictatorship, though.

Mister Bates
Aug 4, 2010
I'm getting Supreme Ruler vibes from EvW. I've never played the Cold War one, but I played a lot of Supreme Ruler 2020 a few years back during a really boring summer. It's a really cool concept, a globe-spanning grand strategy game in the near future, but it was a mess in terms of execution. They poured a shitload of effort into stupid, pointless things and ended up leaving a lot of important stuff unfinished or just totally missing.

The political side of the game was so simplistic as to be practically nonexistent. There were a bunch of treaties you could sign that didn't do anything, there were three or four different government types that couldn't be changed and did absolutely nothing, there were political ideologies that couldn't be changed and did absolutely nothing. The only things that mattered on the political and diplomatic side of the game were alliances and wars.

The economy was ludicrously, almost pointlessly detailed, with shitloads of different commodities produced by shitloads of different buildings that all had to be individually built on the map at appropriate places and processed into things at factories individually built on the map, and everything needed to be connected by roads or railroads that you had to manually build. There were pages and pages of charts and graphs to dig through, too.

War was the real meat of the game, and holy loving poo poo did they cram a lot of unnecessary detail into the war side of the game. There were, I poo poo you not, thousands of different unit types with different stats and stuff. Pretty much every model of tank, IFV, artillery piece, anti-aircraft gun, helicopter, fighter, bomber, ship, etc. they could think of was in the game. You wanna cross a river? Well you better build and deploy some bridging vehicles, multiple models of which are in the game! Jesus loving Christ, they even had multiple types of 'Technical' unit (Toyota Technical, etc.). They also modeled individual missiles for planes and ships, and there were hundreds of individual missile models too, which you had to build manually and then equip your planes with.

With all that detail, I still find it hilarious how totally broken their war system could be. The hostile AI was so bad that there is actually a question on the game's official FAQ that boils down to 'Why is the AI so bad?'. The friendly AI for your own units wasn't much better, and there were too loving many of them in any sizable war to just control manually. Instead of having to use anything resembling real strategy, fighting in SupRul 2020 required making use of ridiculously gamey tactics like the 'buzzsaw' - taking a fast, light unit like a scout car and ordering huge numbers of planes to escort it, then driving it into the enemy. Multiple unit types or attributes were in-game but did absolutely loving nothing - you could get NBC hardening for your vehicles, but it had absolutely no effect on anything; you could build minelayers but mines were not in the game.

It could have been good, and it was actually reasonably fun at times if you played a fairly small country (I did a fairly long campaign as Minnesota). Overall, though, it was a poorly-made mess.

Oh, added bonus, the Supreme Ruler series was also developed by an outside studio and published by Paradox.

Mister Bates fucked around with this message at 00:57 on Feb 23, 2013

Mister Bates
Aug 4, 2010

WhitemageofDOOM posted:

Dear paradox devs, do you know why i'm not conquering germany with an army of angry normans in viccy 2 right now?

Because it is micro hell, it is really annoying to have to keep chasing down stupid stacks of 2000 austrians or they will siege my provinces and breaking my sieges and make the dumb computer think it can win after i crushed their army three times now. Also the computer deciding i need to siege st.petersburg to make russia accede to my demands on great power prussia is kinda dumb.



Also EU4 looks awesome and i hate you for starting your dev diaries so far away from the release date.

The Victoria games are actually my favorite Paradox sub-series, and Vicky II in particular is a blast, but it has a lot of issues like this one. In particular, if you're running a large country, mobilizing your reserves and getting them organized to fight is a massive loving pain in the rear end, even with rally points. Individually sorting out 600-some brigades into properly sized stacks and sending them off to proper locations takes a long-rear end time, and you can't just cram them all together into a mega-doom-stack without getting murdered by attrition. The game really needs some sort of Military Manager that lets you see all of your individual units, order certain units to certain rally points, and give units customizable merge and/or split orders (i.e. 'I want these ten units to move to this province and then merge together when they arrive').

Mister Bates
Aug 4, 2010
So, I just got the Finest Hour expansion pack for HOI3 (I already own all the other expansions) and fired up a new Grand Campaign as Republican Spain. I have no mods of any kind installed. When I started the game, this was there:





That is Nationalist Spain, occupying precisely one province, and it already existed on January 1, 1936. It is not at war with me, I cannot declare war on it, and it is now February 20th, 1937 and the Spanish Civil War events have still yet to fire.

The gently caress is up with this game?

Mister Bates
Aug 4, 2010
So, trip report after finally getting HOI3 to play nice:

It's...okay. It is definitely not a bad game and I had fun with it, but I still think Darkest Hour is a better game and I'll almost certainly be playing more of that than I do of HOI3. Also, all gameplay differences aside, Darkest Hour has the Kaiserreich mod and HOI3 doesn't, which immediately puts the latter game at a disadvantage.

The most questionable feature in 3, the ability to give the AI control of your military, is actually quite handy when used sparingly. Playing as Republican Spain, I kept all my forces on manual control during the sticky parts of the Spanish Civil War when I needed to be precise about troop movements, and then when it became clear I was going to win I popped everything over to AI control to let the computer handle the boring mop-up phase. There's also a bunch of little additions that I just love, like the new command chain system, the OOB view, and my personal favorite, the ability to click on a slider to automatically set it to the amount of IC currently needed and lock it in place.

That's not to say the game is without flaws. So far, the stuff I don't particularly like:

- The political system is still pretty bare-bones, and is also really opaque. Political parties gain and lose popularity and organization levels seemingly at random, with no real indicators as to why and seemingly no way at all for the player to influence any party in either direction.

- I really don't like the new technology system. There's nothing objectively wrong with it, I just vastly prefer the old system of 'tech teams with varying specialties and skill levels' to the new system of 'generic research points'. The system of building up theoretical and practical knowledge about a certain subject to speed research is pretty cool, though.

- As with all Paradox games, reorganizing units once they have been built is a huge pain in the rear end. This is especially problematic with Spain, because the Civil War will fragment the hell out of all your units and you'll end up with ridiculous things like a corps composed entirely of a headquarters detachment or 'divisions' with 750 men.

Mister Bates
Aug 4, 2010

reignonyourparade posted:

I'm pretty sure one thing you can do to get jacobins is suppress any movements for progress on the political track that have a large base of support.

Yeah, basically you get Jacobins by oppressing the living gently caress out of absolutely everyone. Roll back as many reforms as possible, and any time a movement for political reform begins to build up a large base of support, suppress the hell out of it. Note that if you're playing with the Pop Demand mod, there's a possibility that this will result in Militant Socialist rebels rather than Jacobins, but the end result of the rebellion will still be a democracy. In both the modded and vanilla game, you'll want to focus your oppression on the political side of the reform spectrum, as people pissed off about the lack of social reforms tend to go Communist.

Mister Bates
Aug 4, 2010

DrSunshine posted:

I guess we'll just have to wait for their next grand strategy title for our 1945-Present Day geopolitical simulation game. :sigh:

Give me the Cultural Revolution, Arab Spring, the Fall of the Berlin Wall, the rise of the Internet! Let me be Mikhail Gorbachev and try to lead the USSR through perestroika and glastnost. Let me fiddle with interest rates, or land a Mars rover, navigate a global financial crisis, develop into a first-world country, get my nation on the Security Council of the UN or form the European Union! Let me topple a government and install a friendly dictator, or sponsor a local insurgent group to fight for my cause!

http://en.wikipedia.org/wiki/Balance_of_Power_%28video_game%29

Not going to post a download link in case it qualifies as :filez:, but the game's creator has released it online for free and it's very easy to find. Also, this game is really loving good and you should play it if you haven't.

Mister Bates
Aug 4, 2010

DrSunshine posted:

I think it would be kind of silly. I get enough things like "Our town is under seige!" "Yes Milord!" from games like Warcraft or Command and Conquer, I don't need every single army in my 200K manpower empire saying that every time I order them around!

Especially prior to the invention of radio. What are they doing, praying to the immortal God-King? This game takes place on some loving huge maps, and you're ostensibly playing your country's head of state, so I sincerely doubt you'd ever go out and personally give orders to every minor military formation in the country.

Mister Bates
Aug 4, 2010

Antinumeric posted:

Also I tend to view CK2 as a simulation of some madcap version of Europe where everyone is bloodthirsty and insane.

So, just plain old ordinary Europe, then?

Mister Bates
Aug 4, 2010

Wolfgang Pauli posted:

To dig up the old conversation about a Red Mars game, this seems to be pretty close. Paradox should jump on this, because it'll be a cold day in hell before a product this niche raises $700k in a month. It seems like the kind of interesting niche strategy game that's right up their alley.

*edit*
I'd use Lucky Nations more if it wasn't a total lie. It only chooses lucky nations from a small list of European nations. You're not going to see a lucky Sibir or Ashanti or Cherokee, which is disappointing.

That actually looks like it would be pretty awesome, I doubt they'll even come close to raising their funding goal but at the same time I really hope they do.

Also, is there a guide anywhere for converting a scenario from EU3 to Vicky 2? I spent a good long game building Mega-Byzantium and now I want to carry the game over into the V2 era, play as some other world power and destroy Mega-Byzantium.

Mister Bates
Aug 4, 2010
So, if you're playing as the United States in Vicky 2, is there any way to get the various Native American tribes to 'accepted culture' status without having to ethnically cleanse them? The decision that adds the Cherokee as an accepted culture is the loving Trail of Tears, for example, while in order to get the Dakota as an accepted culture you have to massacre them at the Black Hills.

If there isn't, I might throw together a minimod that adds a couple of decisions that let you grant citizenship to all the Indians or recognize their autonomy or whatever. Maybe make it so your ruling party has to be socialist or communist, or at least needs Full Citizenship. I just think it's really silly that they'll basically be assimilated out of existence eventually if I don't go kill a bunch of them.

e: These events might have been added by the Pop Demand Mod, I'm not sure. If they were, that's even worse, because it means there's no way to get any of the natives up to 'accepted' status in the vanilla game.

Mister Bates fucked around with this message at 07:14 on Mar 13, 2013

Mister Bates
Aug 4, 2010

DrProsek posted:

The Trail of Tears was added in APD.

I had a free moment so I decided to whip up a simple version of your mod you hadn't already made it. I believe it should work although I'm not positive if NOT = { accepted_culture = x } works or not. If you want it to work for another culture, replace cherokee with another nationality, and if you want to only work for communists or socialists instead of full citizenship, put a # in front of the citizenship_policy line and remove the other #s. It has no localization files so the decision name, and description will be gibberish but you can add that later if you so want.

http://www.mediafire.com/?6omsndk7mvsz71c

E: Oh right, if you want to install it, drop it into a folder /victoria 2/mod/[name]/decisions, and create a text file that has the lines
code:
Name = "whatever"
path = "mod/[name of folder in /mod/ folder]"
and save it as [name of folder in /mod/].mod.

Hey, thanks, man. I'll write a localization file for it and throw it on in there. Now I have a valid excuse to put off learning how to mod Vicky again! :downs:

If it's alright with you, I might actually use this as a jumping-off point for a slightly larger minimod that does this same thing for various minority cultures, with the ability to add them as accepted cultures if you fulfill certain requirements, and resulting in certain consequences for doing so, like increased militancy among primary-culture pops that have Residency as the dominant issue or something. I'll need to learn how to do this first, of course, but hey, gotta start somewhere.

Mister Bates
Aug 4, 2010

Jygallax posted:

Can I get the rundown on Vicky 2? I picked up Victoria 1 on the cheaps few weeks ago and posted in the thread a little asking how to play. I figured out vaguely what to do and played about 1.5 games, but it still feels a little complex. From what I understand, Vicky 2 is about the same game, except simpler, right? which sounds great for me, I love the whole industrial revolution time period and would love play around with it, making communist america, and stuff, but I'd like to hear some more opinions about it before picking it up. Is it worth the dollars if I'm not heavily invested in having my super-complex 19th century simulator, and would just like a big 19th century sandbox I can have fun messing around with?

Oh, and is A House Divided necessary or really good to have? If it fixes a lot of broken stuff I'll pick up the complete Vicky 2 package, but if not I'd be happy to save :10bux:

Vicky 2 is flawed is hell but paradoxically (:downsrim:) is also fun as hell, at least once you've got AHD and maybe a couple of mods installed. It's actually my favorite Paradox game and I've put more time into it than any other. It has the most detailed political simulation of any of their games, so if you like messing around with internal politics you'll love V2. It also has an economy which is so detailed as to be nearly impossible to figure out, although you can learn enough to get by.

I play with the POP Demand Mod for preference, myself, but opinions on it are very much divided and it is by no means necessary or objectively better than the base game.

e: VVVVV CK2 is one hell of an awesome son-stabbing, cousin-boning, Pope-bribing intrigue simulation and I love it to death, but it doesn't really simulate a political system, with its interplay of party ideologies and voter issues and legislation and reform and national political movements, near as well as V2 does. Hell, it doesn't even really try, as the focus of the game is primarily character-based rather than country-based. That's neither a good thing or a bad thing, they're just fundamentally different games with different focuses and goals.

Mister Bates fucked around with this message at 08:17 on Mar 16, 2013

Mister Bates
Aug 4, 2010

Wolfgang Pauli posted:

Just kicked off the first Great War in my Afghanistan game after making a second colonial bid in India. I'm leading the Afghan alliance, alongside France, Germany, and the Afghan-aligned states (Ireland, Persia, Oman, Egypt, the Ottomans, Kashgaria, and the balkanized Caucasian states). I'm up against the British Empire (who got knocked down to 4th, after me, the Americans, and the Germans), the Dutch, and the Austro-Hungarians. Within like a day there were so many blockades that France tacked on a colony grab from the Dutch.


Holy poo poo, Ireland, how long have you been waiting for this moment? I'm glad I backed Irish independence during the last India war.

I'm kind of worried about France and the Ottomans. The Ottomans had an uprising after I declared war and I'm moving my Persian army to Istanbul as a guarantee, leaving me kind of exposed near the Caucasus. Ottoman uprisings are nothing new and I'd normally have my Suez garrison there in a week (I funded their rail corridor up the Levant just for this purpose), but I can't leave the North African colonies open with the Dutch and British colonies so near. France is also in the middle of a land grab with Italy and their main army is in Lombardia. I think there are enough German armies stomping across the Netherlands and enough ships in the Channel that they should be safe.

Hopefully the war goes well enough that you end up splitting the British home isles into Great Britain and Irish-occupied North Great Britain. :getin:

Mister Bates
Aug 4, 2010

DrProsek posted:

Something I'm trying out now in V2: Voluntary Balkanization game. When a nation reaches Great Power status, or just starts as one, tag over and release as many nations as possible (start smallest and work your way up to release the maximum number of nations). I'm now playing as Malta and I gotta say, it at least lead to a more colourful map of Europe.


My playthrough as Communist America I made it my goal to release as many Native American nations as possible, so the former United States ended up as a loose federation of Navajo, Sioux, Cherokee, Inuit, native Hawaiian, and thanks to a war with Mexico, Maya people, all closely allied with, but independent from, the central Communist government. After the Great War I added the Metis Confederacy to my repertoire, as well as the Free State of Columbia as a refuge for all the displaced white people.

Mister Bates
Aug 4, 2010

Kavak posted:

Eh, I disagree. Germany is more democratic than not (There's also a distinct lack of Nazis), Russia isn't being ruled by Stalin and has a chance to stabilize its democracy, Japan can pull back from military rule, etc. Parts of the world are much more troubled, like the United States, but I have my own issues with the ACW event chain. Kaiserreich's more unstable than OTL, definitely, but not all the outcomes are bad.

Yeah, if anything Kaiserreich is less bad than OTL, there are no pure 'good guy' factions but there are also no unambiguously horrible villains either. There are still extremist leftists and extremist rightists but they're both distinctly less horrible than their real-life counterparts - there's no 'stab-in-the-back' myth for the Nazis to make use of, so Germany is mostly just conservative and authoritarian rather than bloodthirsty and genocidal, and the defeat of the Bolsheviks in the Russian Civil War caused much of the far left to switch away from Bolshevism to the anarchist/syndicalist school of socialist thought, which is significantly less authoritarian. Things can still turn out really bad, but there are also a number of possible outcomes that border on utopian.

Mister Bates
Aug 4, 2010

Ofaloaf posted:

You're right about the Midwest thing. Don't know for sure why the AUS' powerbase was moved from the Midwest to the Old South-- aside from possibly trying to bring up Confederate connotations while breathlessly denying it in the same moment, the South has more IC to work with?

Well, Huey Long himself was big in the Deep South, and it honestly makes total sense for a right-wing populist movement to gain a lot of steam in the 1930s Southeast. I'm a bit surprised that there's no significant unrest from the massive black minority in the area mentioned, but other than that it doesn't seem that implausible. I could even see themselves going out of their way to deny being a neo-Confederate movement, being all 'no, we are first and foremost a movement of the American farmer', yadda yadda yadda.

e: The most probable reason was just for gameplay balance, though. The Midwest is basically empty land in Kaiserreich - almost no IC, few resources, barely any manpower to speak of. The South gives them a bit more of a fighting chance.

Mister Bates
Aug 4, 2010

Spiderfist Island posted:

Heh, I actually have never posted on the KR forums, though I do look at it from time to time. To be honest, since I have a mac I've never actually played KR and just live vicariously through reading the code. The amount of effort in the mod is still amazing despite its problems.

And on the subject of "not much knowledge of US politics," I have found references to the parliament of the USA in the text files. :v:

Looking over the code to the "Communists seize power instead of Nazis" mod, I would like the KR group to do something similar with how they handled the Fourth International as a new faction. Since DH can't support more than three major alliance blocs, if Germany goes Trotskyist the Fourth International replaces the Axis as one of the factions– which makes sense, since Germany was the lynchpin of the whole alliance.

Since Weltkrieg II inevitably ends with at least one of the three alliance blocks completely destroyed, I think having several potential new postwar alliances able to form would be a good addition. The Syndicalist-Totalist conflict is foreshadowed in the first year of gameplay, and the Totalists would inevitably try and form their own "pure" Internationale once the reactionary pressure's off a bit. If the Qing, Republic of China, or Japan manage to fully dominate Asia in the absence of the Entente or Mitteleuropa, they could proclaim their own "East Asian Co-Prosperity Sphere." For a third replacement option a Russian or nonsyndicalist US-led alliance could be a possibility, or possibly an Anticolonialist faction. It would spice the gameplay up after the war's over.

Yeah, it would be awesome to win the war as the Internationale only to have it split into the Syndicalist International and the Totalist International and have a three-way Cold War between them and the Japanese Empire or whoever. The game lasts until 1963, so when Weltkrieg II ends there's usually more than half the game left, and nothing much happens.

Mister Bates
Aug 4, 2010

Fister Roboto posted:

If by "go communist" you mean passing all the social reforms and have a communist party in power, then yes this is correct. But in order to become a proletarian dictatorship, you need a revolution. Otherwise you'll just have a democracy or HM government with a lot of social reforms.

Also encouraging party loyalty only makes POPs more likely to vote for a certain party, it does nothing to their reform desire.

If a Communist party is in control of the government in a Democracy and certain circumstances are met they'll reform it into a Proletarian Dictatorship. I'm not sure exactly what the circumstances are, but I think it's tied to the population's Con/Mil and party membership. The Anarcho-Liberals will do the same into a Bourgeois Dictatorship, the Fascists into a Fascist Dictatorship, and the Reactionaries into a Presidential Dictatorship.

Mister Bates
Aug 4, 2010

DrProsek posted:

Adding anarchists, or even just replacing the Victorian Atheist Ron Pauls of Victoria 2 would be fantastic. I always wanted to have my nation just say "gently caress all your extremist ideologies, we're going with nothing". I'm not sure how their politics would work but it'd be cool to at least see some cool anarchist flags :buddy:.

In gameplay terms they'd probably play similarly to the Communists - anarchism is a radically anti-capitalist ideology, so most of the anarchist 'parties' would be Planned Economy. Politically, they should probably function as sort of a hybrid between a Proletarian Dictatorship and a normal Democracy - high political reforms and social reforms, free party representation in the abstracted 'legislature', but the anarchist 'party' is always the party in power in the government.

Mister Bates
Aug 4, 2010

DrProsek posted:


My problem with giving them Planned Economy is that it implies and plays like a highly centralized state. I know to some degree you would have to hand wave some things, and anything other than PE starts to make less and less sense as you get closer to LF, but it still kinda rubs me the wrong way. I do like the other ideas though, I think a democracy with maximum political rights is a great plan. For citizenship policy I'd say all anarchist parties need full, religious I would say secularized (although in the mouseover text for atheism it says it's a total separation of church and state, which would make sense, but in elections when you're arguing for certain religious policies, the options that argue for atheism say things like "God is dead!" versus Secularized's "Religion is not a political matter"). Religious policies don't do anything in vanilla anyway though so it's not a huge issue. For trade policy I could see it either way.

From last page, but yeah, the economic policy thing is the hardest to fit an anarchist society into. Giving them Laissez-Faire or Interventionism wouldn't just be ridiculous, it would be beyond ridiculous; Victorian-era anarchists were pretty much the exact inverse of modern libertarians, they wanted to abolish capitalism and the market system completely. The closest in-game equivalents to an anarchist economic system would probably be either Planned Economy or State Capitalism - ironic, because centrally planned economies and state capitalist societies are traditionally despised by most anarchists, but they're also the only two economic systems in the game that aren't some form of market capitalism. If the anarchists are syndicalist-flavored, the ideal they'd be working towards would be a decentralized, noncompetitive economy with local communes who coordinate with each other and plan major economic projects through representatives sent to a centralized 'Labor Exchange', maintaining a large degree of local autonomy but still being part of a larger federation. For game purposes you could probably use State Capitalism or Planned Economy to simulate that acceptably well, but it just feels a bit silly. Can new party positions/economy types be modded in?

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Mister Bates
Aug 4, 2010

Wolfgang Pauli posted:

So is civilized India. The game was never meant to have a strong Western power with such a stupidly high population, it just destroys the economic model.

And it's beautiful. :allears: There's just something amazing about seeing the liberal democratic Republic of China becoming the world's dominant power and forcibly de-colonizing most of Asia.

Mister Bates fucked around with this message at 15:25 on Mar 27, 2013

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