Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Grand Strategy Project Caesar - Paradox Tinto's New Game

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,710
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Combat better be something utilizing unit types like CK II, but actually balanced for impact of unit choice, or this will suck badly on that front too.
 
Joined
May 11, 2007
Messages
1,854,289
Location
Belém do Pará, Império do Brasil
Each religion has a religious group it belongs to and attitudes towards other religions. Tolerance and religious unity are in, missionaries are out in favor of "slow" conversion, many religions already have unique mechanics.
The original system was always weak anyway.

All in all, these changes are promising a FAR more interesting colonial America game. One where you can't turn your American holdings into nice little loyal catholic portuguese in ten minutes with zero effort, and indian raids are never a real problem.
 

None

Arbiter
Joined
Sep 5, 2019
Messages
1,917
Combat better be something utilizing unit types like CK II, but actually balanced for impact of unit choice, or this will suck badly on that front too.

Many unit types looks to be the plan, here's just one example.

PY1i0QRMAuYEsej-5zpt_7lZMxXLLCCBPTddUNCRR9GQ3qDpT2Eta_rsPp1z80rKS4IG-Mtn4NJ5RlX9wOnuLziEx6j4XoD4CNCoiWuo8uO6vGEWtXnFSnPBqaQpg_-0E_qhfpPpLmwWngETkCafyhU


Balance, as always, is a crapshoot. We'll just have to wait and see.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,370
Location
Space Hell
The level of trolling is magnificent over there. EUV announced intersecting organizations, where Holy Roman Empire member could be also a member of some religious order or ally of someone. And at the same time victoria 3 devs announce that POWUR BLUKZ...with the main feature, where UK cannot be member of Entente because UK is a member of a "UK power block".
It is like an old trick to place some ugly and incompetent idiot near you so you will shine in comparison.
 

Minecrawler

Educated
Joined
Jun 13, 2020
Messages
75
european%20(1).jpg

"Here you go. We'll have plastic 3d characters, but we will use them only for the same stuff as eu4. WE ARE NOT CRUSADER KINGS.
Have fun purchasing tons of clothing dlcs for a 500-year timeline though."

I guess some retardation had to be expected from Johan, Imperator should have taught me not to trust the swede.
 

Minecrawler

Educated
Joined
Jun 13, 2020
Messages
75
Not conjuring spouses for royal marriages out of thin air is not even some hardcore simulationism, just common sense.
Should have been in eu4 too.
But whenever he promises it will be less than even in Imperator, that's when you better believe him.
No loyalty system combined with Imperator-like rebellions will suck.
 

Minecrawler

Educated
Joined
Jun 13, 2020
Messages
75
Why... why are there mana symbols underneath the characters?
Nope, that lesson he did learn (or so it seems).

"these attributes will not add any sort of mana, but they will impact how well the character will perform certain roles. One example is that the diplomatic ability of an admiral impacts the morale of the navy he leads."
 
Joined
Dec 24, 2018
Messages
1,869
Why... why are there mana symbols underneath the characters?
Nope, that lesson he did learn (or so it seems).

"these attributes will not add any sort of mana, but they will impact how well the character will perform certain roles. One example is that the diplomatic ability of an admiral impacts the morale of the navy he leads."
IMO, the original problem with mana wasn't that it was spendable but rather that it was too abstracted and didn't represent particular things, but rather, bundles of thematically related things, like bird mana was used for ship design, but also for cultural conversion, and also for diplomacy... what did it represent? Nothing, it was just the stat for shit that fit under the 4x trader-diplomat archetype. Changing it from bird mana to a bird stat doesn't fix that - spendable points, especially in a flux economy sense (you get X per day and your active tasks automatically spend them) are perfectly fine, you just need them to represent particular things, which means you need a lot of them rather than just three.

Suppression points in Victoria 2 were fine because they represented something concrete: the amount of work that your secret police can get done disrupting/shutting down rebel groups that haven't yet entered active revolt. They can only do so much. In EU4 that gets lumped under sword mana, and the points you could spend suppressing rebel groups could also be spent designing a new type of cannon, as though your spies and state thugs pull drafting tools out of their arses and start drawing up blueprints for the culverin.
 

Minecrawler

Educated
Joined
Jun 13, 2020
Messages
75
Well, Johan's line of reasoning for keeping the bird and keeping it called "DIP" is that it goes back to prestigious days of EU1 and beyond, so it will stay that way.
About as innovative as Ubisoft. Also, doing more attributes would expand character system too much, have to be really careful here. Character overdose is a real pandemic and it disproportionately affects EU4 player communities.

Any potential for characters lies only in moddability. Same with pops. Vanilla pops are already shaping up to be an "estate, but with number". No nuance, no power base on provincial level.
Build house in random province -> +10 nobles -> nobles estate 10% stronger.
 

None

Arbiter
Joined
Sep 5, 2019
Messages
1,917
ethno_religions.png

Oy vey Jews don't assimilate? This is anti-Semetic, shut it down!

:keepmymoney:

With the reveal of different country types, I bet it'll be possible to play as a Jewish banking cabal.
 

None

Arbiter
Joined
Sep 5, 2019
Messages
1,917
That's a… lot of provinces.
It is. And it's probably the biggest concern I have so far.

If we're interacting a lot at the province level it could become very tedious, very quickly without the right tools. Auto-build and auto-management settings are going to be a necessity.
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,062
Location
Adelaide
The UI and overall look are giving very unpolished vibes. Like they've just slapped this on over the top of their Victoria 3 assets. Example of unpolished, a lot of the text doesn't align properly, the province borders are all too thick. I hope they're dynamically adjustible.
I like that things have gotten more complex but this in turn means that late game is probably going to be a total mess full of border gore and way too much macro.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,515
MEIOU already solved the issue of too many provinces by having provinces build shit and develop themselves over time, with the player potentially speeding it up with micro if he so chooses.
 

Joggerino

Arcane
Patron
Vatnik
Joined
Oct 28, 2020
Messages
4,587
MEIOU already solved the issue of too many provinces by having provinces build shit and develop themselves over time, with the player potentially speeding it up with micro if he so chooses.
With a massive performance hit
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,515
MEIOU already solved the issue of too many provinces by having provinces build shit and develop themselves over time, with the player potentially speeding it up with micro if he so chooses.
With a massive performance hit
It's not that bad, honestly. They improved it a lot over the years. And besides, they're just modders - Paradox should be able to do even better
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,606
MEIOU already solved the issue of too many provinces by having provinces build shit and develop themselves over time, with the player potentially speeding it up with micro if he so chooses.
With a massive performance hit
It's not that bad, honestly. They improved it a lot over the years. And besides, they're just modders - Paradox should be able to do even better
This is correct. The performance hit was primarily caused by having to use scripting.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom