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Super Jay Mann
Nov 6, 2008

Can't wait to burn Capitalists to the ground and turn my country into an advanced Autocratic Workers Community Welfare State.

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Super Jay Mann
Nov 6, 2008

The biggest test is going to be making China playable without breaking the game on its knees.

Super Jay Mann
Nov 6, 2008

The Anatolian Republic better be a formable tag.

Super Jay Mann
Nov 6, 2008

Zedhe Khoja posted:

heres hoping they pull off that holy grail of concepts: making internal management interesting

Instead of painting the map, you're now painting your pops.

Super Jay Mann
Nov 6, 2008

I better be forced to painstakingly click every single province in my sprawling empire to make railroads in each of them :colbert:

Super Jay Mann
Nov 6, 2008

Wiz posted:

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

We're getting the Polar Bears back, right?

Super Jay Mann
Nov 6, 2008

Zeron posted:

Someone posted a Q&A on reddit that answers a lot of questions asked in the thread.

Earlier start dates aren't ruled out, just not going to be in on release. No mission trees or focus trees. It seems like they're focusing on making each nation unique by A. Their starting situations can be vastly different and B. Unique differences to interest groups. Artisans are out, it sounds like there's a "guild-based" factory equivalent for early game.

Most importantly...


MORE. FLAGS.

Giving out this much info on announcement makes me hopeful that release isn't going to be years off.

Vicky 3 breaks new ground by implementing the most innovative, rich, and immersive procedural flag generation system video games have ever seen.

Super Jay Mann
Nov 6, 2008

Parties should be what they are in real life (in theory anyway...): a confluence of disparate but otherwise in-agreement interest groups that choose to be represented collectively. Let the parties form organically based on what interest groups want, don't have parties that just exist and so happen to appeal to enough interest groups to get into power.

Super Jay Mann
Nov 6, 2008

Japan is easy mode in V2 and provides the most flexible middle-to-end-game, but my favorite nation to play in Vicky 2 is actually Panjab. They're surrounded by great and minor powers that want to eat them but unlike other classically hopeless unciv starts in similar situations they actually have the starting position to actually succeed without too much absurd luck.

Kicking Britain out of India, overwhelming the Ottomans, making a mess of the Russians, you've got decent goals to work towards in every direction.

Really I hope Vicky 3 retains that same satisfaction of starting as some backwater nobody respects and turning the tables in the late 18th century through pure diplomatic and economic power :getin:

Super Jay Mann fucked around with this message at 02:29 on May 25, 2021

Super Jay Mann
Nov 6, 2008

Mantis42 posted:

What nations are you guys looking forward to playing as for your first few games? I want to do the US first, out of familiarity and interest in 19th century American history. After that I'll probably do a Prussia into Germany or an Italian unification game to experience nation building in Europe. I'd also be interested in doing a Taiping game if that turns out to be viable.

Just for old time's sake, the first nation I also played in Vicky 2: Brazil.

Super Jay Mann
Nov 6, 2008

An underreported part of US history is that until around the postwar period the US Federal Government was actually quite toothless, and in many respects still is down to this day. While it would make for a rather needlessly complicated game state you very well could model US states from the Victorian time period as being their own sovereign nations if you wanted to.

Super Jay Mann
Nov 6, 2008

Ofaloaf posted:

ha ha i'm a dev on this

Gothia will rise again :getin:

Super Jay Mann
Nov 6, 2008

Really I think the best way to model things is to severely limit any sort of mass conscription mechanic for most all countries in the early game, with notable exceptions being the big European powers that were pioneering the concept at the time (so I guess France and Prussia?). Mass conscription can be something a country develops willfully either through tech or political maneuvering or whatnot or can be a consequence of major events, in the US's case the Civil War forcing the hand of both sides.

If done right this would also remove the need to arbitrarily railroad the world into a "Great War" scenario by the turn of the 20th century. Great Wars wouldn't really be possible before that time period even if all the diplomatic conditions are in place because the military tech and ability to employ mass conscription on your people and also move and supply millions of said people wouldn't be a thing. Having professional armies fighting each other in isolated battlefields with decisive victors does not a forever hell war make after all, even if everyone is doing it to each other.

Super Jay Mann
Nov 6, 2008


They should let us write letters of condolence directly to Dependent pops for a Loyalist boost.

Super Jay Mann
Nov 6, 2008

I hope I can play the Kingdom of Hawaii and tell the US or Japan or whoever to kick rocks as I bunker down and cultivate my socialist island utopia free from the vices of modern civilization.

Super Jay Mann
Nov 6, 2008

Modern day mod, Japan becomes the dominant Great Power by getting the rest of the world addicted to anime.

Super Jay Mann
Nov 6, 2008

I think it'd be interesting if there was some level of granularity on demand for goods based on where they come from. Something like "We the Bourgeois want lots of coffee, but we especially like the coffee made in Brazil so we'll be happier if you import from there". I'm not sure how historically accurate that would be for the time period or how you would even model that type of targeted demand in game but it's an idea at least.

Super Jay Mann
Nov 6, 2008

Started a game as Brazil and spent the next hour being overwhelmed with menus, buttons, a huge list of goods, buildings, options, all sorts of minutiae about every single facet of my country and absolutely no idea what to focus on, what my immediate needs are, or even how the hell to do anything. I never even started the timer and just kept it paused the whole time.

In other words, it's everything I ever wanted based on first impressions :allears:

Super Jay Mann
Nov 6, 2008

Capitalists living in poverty, seems like a good result to me!

Super Jay Mann
Nov 6, 2008

HerpicleOmnicron5 posted:

It’s better to have happy people and spending through your gold surplus than it is to have angry people and making money, in one part because turmoil will hurt your production, also because debt is good for growing your GDP.

Yeah, the thing about money in this game is that, perhaps counter-intuitively, you shouldn't think of it as a currency you stockpile and then spend. It is, in fact, what it says it is in game: a budget. With that mindset, the primary goal in managing your budget isn't "making the most money" it's simply "don't go bankrupt" which is an easier goal to accomplish than it sounds. If you have a massive stockpile of money that isn't being earmarked for something in the near future (an expensive long war for example) then something went wrong because every pound you make is a pound that should be spent on making your economy better.

Broadly speaking, population, or more specifically, happy population is the asset stockpile you should be using to benchmark your progress, as that drives every other system in this game.

Super Jay Mann
Nov 6, 2008

"EU4 sieges in a trenchcoat" is straight up brilliant wordsmithing. :allears:

Super Jay Mann
Nov 6, 2008

One thing I can think of to more closely model how gradual (and sometimes haphazard) law implementation is to gradually phase in/out bonuses and penalties when changing certain laws, like for example instead of instantly going from +100 to +50 authority after changing your form of government it'll slide towards that value over a number of years. The speed of the change would be determined by the strength of various interest groups supporting/opposing the law, turmoil, standard of living, etc. etc. You can even have events similar to the law passage process that "roll back" the progress of certain bonuses depending on your choices (like if your current authority from above is at +65 trending downwards and you get an event where you throw a lavish military parade and add +10 "back" to your falling authority).

Heck, if you want to get really :goonsay: then you can further divide the progress of law implementation to the state level to model stuff like rural hicksville states with paltry infrastructure and no government administration being much slower on the uptake on efficiently implementing progressive tax laws than centralized urban areas. And the difference in total implementation would serve as an additional source of turmoil that would need to be dealt with, lest radicalism grows out of control and revolts become more of a danger.

Obviously, this wouldn't apply for all law changes, emancipating slaves is pretty much a "you either do it or you don't" kind of thing, but it seems like a neat idea that wouldn't outright upend the current system we have now.

Super Jay Mann
Nov 6, 2008

I think even if gradually phasing in a new law's effect isn't tenable or desirable, the idea of allowing states to have their own individual implementation of laws outside of your direct control and contingent on the demography of the state itself can lead to some interesting and challenging decision-making. Obviously the most obvious beneficiary for such a change would be the heavily federal US system of government it's not like implementation of laws within localities wasn't an issue to deal with everywhere.

More broadly, I think one thing that rubs people the wrong way about this game is that while it does a bang-up job modelling the changes and effects of politics and political movements of the time period, it does a comparitively poor job modelling the changes and effects of government, which is a problem cause politics and government kind of go hand-in-hand.

Super Jay Mann
Nov 6, 2008

HerpicleOmnicron5 posted:

what country are you playing as

also you shouldn’t be earning money, you should be sustainably losing money

It's this. You're not playing the game right if you're not losing money. There is virtually zero benefit to stockpiling money other than giving you more of a cushion to lose money quickly as you expand your economy.

The goal shouldn't be to lose money, it's to avoid going into a spiral of debt.

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Super Jay Mann
Nov 6, 2008

Should have set the lighting model to Wumbo.

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