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Grand Strategy Victoria 3

Fedora Master

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AwesomeButton

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Biggest satisfaction of this game I've felt yet - when I refactor my mod's scripts for v1.7 and I start the game in debug mode, and I see no errors related to my code in the log. :lol:
 

thesheeep

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Watched some streamers play it with the DLC, and the picture is basically exactly the same as I had and when I watched streamers play close to release.

"Wtf is going on?"
"Why did this thing just happen?"
"Oh I missed this message in my spammed message log and now I'm a bad situation."
"I feel like I'm just following along instead of being in control."

I don't think any amount of added content can turn this game around.

What's funny is that they apparently changed how governments work at some point and now you can get into the awkward situation where VERY suddenly the leader of one of the parties in government leaves (founds a new party for whatever reason), takes the ENTIRE PARTY with him, the government collapses, you go from 90%+ support to 2-5% within the snap of a finger (a day or two) and you can't do shit about it.
Utter panic, so you click that magic "reform government button" - but what that does is cement the messed up situation.
What you are "supposed" to do (or at least should) is... nothing. After a week or two, you'll be back to 90%+ support and the leader that left will be part of government with a freshly named party.

When I played the game, I mostly focused on the economic part, as I know how broken military was and the political part was basically just waiting for RNG to bless what you WANT to do.
But it seems now the political part is just as broken as the military one? :lol:
 

thesecret1

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Remember how optimistic this thread was before the game released, when they posted dev diaries? "No stupid war micro!" "POPS!" "A deeper political system with leaders and all!" How did it all go so wrong? It's like a game made using a monkey paw
 

thesheeep

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Remember how optimistic this thread was before the game released
No?
Please. Codex was ecstatic about the proposed warfare system. "No more toy soldiers! And the AI will be better because it needn't pathfind!"
I still think that their idea of the warfare system is good.
No micro, only designate some targets and make sure supply can keep up.
Focus on politics and economy instead - makes sense to me.

But it is implemented so utterly bad, so riddled with bugs, so full of disruptions of the space time continuum (now your soldiers are here, now they are not, teleportation won the civil war), that they'd indeed have been better off with EU4's lame unit stacks or sth super simple.
They chose to go for a pseudo-simulation and messed that one up wildly.

I do still think the game is good for 20-30h or so (before you understand what's actually happening and how you actually have very little control), and maybe at some point I'll come back for another dozen or two.
But this is so far behind the 100s of hours I was able to spend in EU4 or still can spend in HoI4...
 

AwesomeButton

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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
Watched some streamers play it with the DLC, and the picture is basically exactly the same as I had and when I watched streamers play close to release.

"Wtf is going on?"
"Why did this thing just happen?"
"Oh I missed this message in my spammed message log and now I'm a bad situation."
"I feel like I'm just following along instead of being in control."
My impression from looking at youtubers is that only GeneralistGaming and possibly a couple of other guys know what's going on in this game. :lol:
 

Stavrophore

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players: we want less micro with less one sided battles
paradox: ok we removed the micro alltogether and made the front system consist of you waiting for inonsequential battles forever.

At least they slightly fixed it between what was at release and it got more depth, but its still do not engage player much. If you dont want to make system engaging by micro or other tactical minutae that doesn't really fit the strategy game, then provide depth to STRATEGIC options like supply, front pushing, distinction between production levels, instead of just "small arms" for soldiers despite going from muzzle loaders to bolt action, same for ammunition, in that era you got from simple muzzle loading, to paper cartridges with BP, to metallic cartridges with BP and finally with smokeless powder metallic cartridges. Cannons also transformed during that era from muzzle loaders to breech loaders, and to rifled barrels. Imagine if supplying soldiers and armies took into account all these, and better soldiers didn't just mean better stats alone, despite consuming just more of small arms, imagine if to have better soldiers you would need to produce breech loading rifles instead of muzzle loading rifles. My pet peeve therefore is that in a game centered around production and industrial processes there are just not enough products and substrates, not enough production methods that would entagle multilayered production chains in order to obtain final product. These would create more distinction between less developed countries providing raw resources, middle man countries doing light refinement, and developed countries basically profiting from making highly refined and highly sophisticated end products. I've actually been making a mod with a lot of products, but i have no willpower to continue tbh. In my mod you start for example with black powder that you can make from nitrates, sulphur and charcoal obtained from wood. Fairly simple process without needing much refinement, just grind them in ball mill factory. Whereas to make smokeless powder, you need nitrates, to first make nitric acid, then you need sulphur to make sulphuric acid, you can use cotton, wood or paper to get cellulose. To make late game high explosives, you need ammonia which you get from either nitrates or from haber bosch process that needs liquified gases, which in turn factory needs coal or oil for energy used to compress these gases. To make ammunition you need brass which needs copper and zinc. Every farm give you unrefined product, not sugar, but sugarcane, not chocolate but cocoa beans, all needs refinement in appropriate building, same for metals, you dont get metal from the mine, you get metal ore that needs smelters. This delimination of processes and their complications allow for greater difference in economies in the world.

Here's an example.
Untitled-1.jpg
 

AwesomeButton

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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
I played a "Great Game" campaign as Britain where in the beginning I went into a full scale war because Brazil would rather go to war with Britain in 1836 than outlaw slavery. That's the kind of realism we are talking about you are telling me about the evolution of firearms.
 
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AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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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
The week since releasing 1.7/SoI shows an increase from 7-8k to 20k of the daily peaks of concurrent players in steamcharts. Looks like they are turning it around
 

whydoibother

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Biggest satisfaction of this game I've felt yet - when I refactor my mod's scripts for v1.7 and I start the game in debug mode, and I see no errors related to my code in the log. :lol:
My most memorable moment is still when I was trying to intervene in the USA civil war, and both sides got rebelions - AfroAmerica in the south, and socialists in the north. So it was a 4 way war, and with the way the game worked back then, I got stuck in a war with a non-existant country and had to quit.
That, or when my Ethiopian Empire got collapsed because too many Yankees emigrated and started revolting.
 
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IDtenT

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The week since releasing 1.7/SoI shows an increase from 7-8k to 20k of the daily peaks of concurrent players in steamcharts. Looks like they are turning it around
If you look at the trend, the in between months with no content releases, they have definitely been growing the loyal base steadily. Maybe enough to keep churning out DLC.
 

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