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oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
never thought this day would. still not entirely convinced, but willing to be surprised. and it's gamepass so fortunately not a huge barrier to entry

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oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

Fister Roboto posted:

Wasn't the economy also programmed by a libertarian who used it to "prove" that taxes are bad? Or is that just a rumor I heard.

you're probably confused with the GalCiv games, whose lead developer, Brad Wardell, is a noteworthy rear end in a top hat and idiot. In GalCiv 2 and 3 he based the economic model around the (trickledown, completely discredited and entirely nonsensical) Laffer Curve. It made no sense at all and made for very bad gameplay, but libertarian's gotta libertarian

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

ilitarist posted:

I certainly hope so.

The design in general reminds me of Anno games. There the icons were much more pronounced and it all was more schematic. To me those pictures don't look like something to easily identify building. More like an art in a card game where you always have a card label to properly identify a card. Here there are no labels so the pictures/icons have to be perfect.

yeah, reminds me a lot of catan

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

Vagabong posted:

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.

hard agree one of the biggest problems i've had with Paradox games the last few years is the huge attention paid to customization and role-playing (the ever-expanding designers in HOI4, ship-designer and nation-building in Stellaris). I get what they're going for and I respect that they're giving each player the space to decide for themselves how they want to fight battles and play the game, but these systems drain a lot of attention of the player for very little gain. Two weeks after each new patch or DLC some hardworking redditor will have found the new optimal meta and after that these systems really are just fodder for suboptimal play (though fortunately the AI is bad enough that you can easily win even if you don't follow the optimal meta. Simultaneously, I don't think the AI is actually capable of making use of these systems, and might even lead to the AI failing, looking at you HoI4 with AI nations having dozens of interchangeable divisions). Moving a step back from this kind of meaningless decisionmaking towards a more macro decisionmaking process might just be what the doctor ordered. Feeling more and more excited for Vicky!

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

VostokProgram posted:

Are you being hyperbolic? Wouldn't an actual Nazi be banned?

guess what? he was! but despite his reprehensible posting and large rap sheets, the mods stopped halfway through getting rid of him so he's come crawling back (much akin to the actual nazi's in post-WW2 west-germany!)

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
in any case, this unification mechanic looks much more dynamic and interesting than the one in vicky 2, so that's another good step forward. if Wiz can pull off the execution, this might well be the most interesting paradox game out there. definitely looking forward to the rest

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

Tomn posted:

Didn't the scandal about Nazis in government lead to most of the Nazis getting purged in West Germany, while the same thing not happening in East Germany lead to them staying on? I.E. the reason why far-right parties do better in former East Germany than in West Germany today.

That's definitely not the case. Sure, there's a lot of historical discussion about the efficacy of denazification in East and West Germany, and the Soviet's also chose to ignore the nazi past of certain important officers and magistrates, but in general the Soviets were much more committed Denazification in East Germany than the Western Allies in the West. West stood by and ignored the nazi pasts of important ministers and national politicians, including one of the authors of the Nuremberg Race Laws in order to construct a strong Germany as shield against the Soviets. It might be a bit reductive to call NATO a Nazi institution because an early Chairman was a former Wehrmacht officer (who probably committed war crimes on the Eastern Front), but the West wasn't particularly interested in a fully denazifyied Germany. You really shouldn't underestimate the continuation in terms of government and military officials from the Third Reich to the BRD.

Raenir Salazar posted:

IIRC that's a fairly reductionist take that ignores the practical realities on the ground.

Cyrano4747, who I believe studies this sort of thing professionally, has an effort post about it in the Milhist thread, which is probably the better place to discuss it.

Hmm, this seems to more about debaathification than denazification. Debaathification is an incredibly good example of what you shouldn't do as an occupier.

oscarthewilde fucked around with this message at 11:58 on May 28, 2022

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

The Cheshire Cat posted:

Yeah there's obviously going to be some techs that have more utility for some strategies than others, but I think they aren't going to have any like the "terrorism" invention from Victoria 2 where it's a straight up negative no matter who you are, since that kind of design wouldn't make sense with the way V3 techs work.

A shame they got rid of that, really. Having this kind of 100% positive tech system, without allowing for the introduction negative externalities of (semi-)problematic socio-economic phenomena is not reproduces surprisingly Hegelian whig-history ideas, the vicky 2 tech/inventions distinction allowed some interesting mechics and flavour. In general, it looks like Vicky 3 has a less holistic vision in some aspects, which imho is a step back

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

A Buttery Pastry posted:

It resulted in people posting stuff like this.

But seriously, what did the Romans even do that justifies their reign of terror?

the importance of the corpus iuris civilis cannot be denied

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

AnoHito posted:

He's undercover



this unholy combination of jeremy corbyn and W. will haunt my dreams.

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

OPAONI posted:

A War of the Worlds DLC would be rad.

I still miss the wacky Paradox with its Sunset Crusades and its HOI 2 UFO cheats. After Sunset Invasion I really thought they would give each game should get at least one (1) wacky, out there DLC. Still awaiting the HOI 4 alien invasion and EU 4 Heaven vs. Hell DLC, though hopefully modders will pick up some slack. Anywho, Anbennar is way better than vanilla eu4 anyway, so hopefully they'll perform their magic on Vicky too.

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
Well, I'm most of the way through a Germany run, and as much as I like the idea of Vicky 3, the simulation as a whole still needs a lot of work. Even in spite of war being much less complex, the AI still can't really handle wars without a shared border (especially intercontinental, wow). Worse, the AI is somehow both too aggressive and too passive, with huge wars being fought over some really weird wargoals, yet things you'd expect big conflicts over (US-Mexico, the Balkans, Japan, China etc.) are left alone. In general, the economy needs a lot of work. As far as I can tell the AI is pretty decent at actually industrializing, but incapable at running a late-game industrial economy. Even in the 20s and 30s, Germany produced 80% (!) of the worlds oil, just with their two tiny oilwells. Mexico was only building their first oilwell around 1925, despite there being a huge demand for oil. As a result of this massive shortage of oil, I could barely develop my industry past a certain point. The early and midgame are pretty well balanced, but the economy runs aground afterwards. Also, land-based trade needs some rebalancing. Even with protected domestic supply selected, and a mercantilist trade policy, the AI will buy all your cloth of grain before your own population has the chance to. Every couple of years, I'd suddenly see this huge spike in radicals, which I later discovered was the fault France importing about 5000 pieces of clothes. I was making hand over fist in tariffs, but the price of clothes had risen so sharply my pops were losing SoL. I know it's the point of the game, but there should be more gradual control over export and import than either raising export tariffs (which the AI will just completely ignore) or immediately resorting to a full embargo.

The AI is also bad at handling their internal politics. Early on, somewhere in the 1850's, the UK suffered this huge rebellion, which led to the East India Company declaring independence. The end result was the UK as a minor power at a solid rank 11. That was bad enough, but after losing that rebellion it's, like they just gave up, never fighting any wars to regain lost territory or anything. It's like they laid down and just decided to die.

It's a good game, don't get me wrong, but it's still a Paradox release.

Curious to see what you all think, it might well be the case that the AI performs relatively well in one game, but it's not able to respond properly to a lot of small weird things compounding

oscarthewilde fucked around with this message at 21:23 on Oct 26, 2022

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

Mantis42 posted:

I trust ISP's judgement and it sounds like a lot of my misgivings are confirmed by the negative reviews and none of the positive posts ITT have mollified me. I'll be following the updates to this game but it sounds like another CK3 to me, a game where you say "the base mechanics are great, can't wait for them to add content" and then two years later I'm still waiting for that content, still waiting for it to be half as fun as the preceding entry in the series.

For people who are enjoying the game: what did the US civil war look like in your current playthrough? Every screenshot I've seen online has resulted in bizarre borders for the CSA.

lol, there was no civil war and the Proletarian Republic formerly known as the US still has legacy slavery in 1925. afro-american anti-slavery revolts, but the were easily nipped in the bud.

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

Mr. Fall Down Terror posted:

all the oil and rubber are in the places where the industrial nations aren't. get colonizing

not so easy when all the relevant resource spots have already been colonised by an AI that, more often than not, has decided it's not worth exploiting. this is, of course, in spite of the fact that there a huge demand for those goods and ample free labourers. the cost-benefit analysis capability of the AI still needs a lot of work. the market might be purely rational, the AI is assuredly not.

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
As I mentioned earlier, it's insane that two minuscule oil fields would be enough to turn my Germany into the biggest producer of oil, even as late as 1925 (and probably until the end of the game even. I got tired of the constant crashing so decided to stop that playthrough). Exploiting scarce recourses like opium, oil, rubber and dye should be priotised by the AI. Not only is it a huge money maker, without sufficient oil and rubber there is no late game economy. Either Paradox prioritised playtesting and balancing the early and mid-game or they changed some things at the last minute that actually made made things worse (not unlikely, considering the rumours we've heard of France not being quite so OP in the pre-release patch).

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
imho, Vicky 3 is very promising beginning, but still not entirely there. The major thing I really dislike is the relative ease with which the player can build a relatively self-sufficient and autarkic, something they're basically forced into doing due to the still malfunctioning AI. Combined with a disconnect between RGO's, labour and inputs and outputs, the result is a pretty easy, unchallenging game where most of the challenges faced by the player are determined by their internal politics at the start of the game rather than materialistic, economic factors that (should) lie at the core of the game.

One example that popped into my head recently was fertilizer. I read Adam Tooze's Wages of Destruction recently (a really interesting book for anyone into economics and history, would definitely recommend it) and what really surprised me was his discussion of the agricultural productivity in Germany and its occupied terrorities. Besides general war-time chaos, lack of mechanisation and corresponding lack of abled-bodied men, one of the major causes of the huge decline in agricultural productivity was the suspension of Brazilian animal feedstock exports. Without sufficient grain and seedoil imports, the intensive dairy farming was unsustainable. Combined with the production of explosives being prioritized of over fertilizer, food production in Europe was doomed to collapse.

In my ideal view, war in Vicky 3 would confront the player with exactly these kinds of situations. But, because it's too easy, if not required, to construct an mostly autarkic economy, and it's too easy to import missing goods in wartime, things just don't click. I really hope patches will improve the game in the short term, and I really really really hope Vicky 3 doesn't fall into the same DLC-hole as HOI, Stellaris and EU4, where each successive DLC provides width rather than depth. If things work out, this might be Paradox' best game. If they don't, it'll still be a good experiment, but I'll be sad they never realised its full potential.

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
as much as i like these new changes, and respect wiz and the team for doing something new and interesting, Vicky 3 won't ever be a great game if they don't fundamentally improve the AI. imho, they're really only treating symptoms without actually treating the underlying disease.

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
i genuinely wonder what kind of theoretical assumptions the devs are working from. economically speaking, they were clearly inspired by Marx, Riccardo and Smith, but politically Vicky 3 is much more muddled. if they haven't already, reading Weber's more political works might give them some good ideas.

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
Good Dev Diary, and in general a really good addition, but one that kind of shows a problem I've had with Vicky 3 since its reveal. Vicky 3 has what's probably the best internal political system of any Paradox game, but that still has a fundamental flaw at its core: there is no mechanical difference between law in the books/blackletter law and law in practice. One of the things you very quickly learn as a student of law, especially if you're slightly radically inclined, is that there's a huge gap between the more political, performative, universal aspects used to present some particular legal development, and its actual practical meaning.

The still-flawed representation of multiculturalism is probably the best example (not only is it pretty much impossible to imagine a truly multicultural 19th-century society, but it's an incredible stretch to believe that discrimination would not exist in a legally multicultural state. To this day the ECJ and ECHR rule against the unintentionally/intentionally discriminatory aspects of laws, but it's also evident in the whole depiction of land reform. The moment some new law passes parliamentary or political muster, it is instantly realised in practice without any actual use of government authority. I understand why it's done this way -not only is it pretty satisfying to have immediate effects for laws, but it's probably impossible to code a system for compensating the nobility for losing control of their serfs and land - , but it presents an incredibly unrealistic view of the way law and politics actually work

I'm probably the only one who really cares about this - I can't imagine that the venn diagram of 'radical legal philosopher/legal historian/paradox enjoyer is particularly big - but it still kind of irks me.

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oscarthewilde
May 16, 2012


I would often go there
To the tiny church there
i guess that I want to say that, historically speaking, laws should be more difficult to pass. from a purely legal perspective, actually realising a socialist welfare state should probably be impossible without a revolution

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