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Grand Strategy Victoria 3

Fedora Master

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This is one case where the only way to avoid retardation is not to play.
That's fair.
The fundamentals are still bad and all you do is stare at the shitty building queue. Journal entries and flavor aren't going to save this mess.

e: PDX are also simply BAD CODERS
 

AwesomeButton

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While Paradox are picking their asses, there are mods like this already out:



Inspiring if you ask me. And guess what, it doesn't have to cost 30 EUR to be good. It doesn't have to cost anything at all.
 

darkpatriot

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Have any of the updates or DLCs fixed the problem that the core gameplay was managing a single build queue?

Or is that still the core gameplay of this game?
 

AwesomeButton

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Have any of the updates or DLCs fixed the problem that the core gameplay was managing a single build queue?

Or is that still the core gameplay of this game?
From my experience with 1.7, it's possible to raise your sight from the building queue and start dealing with expansion, provided you play as a great power. As a GP eventually you can reach a high enough amount of construction sector points, AND also enact laissez faire, which in combination allow you to stop caring about the construction queue and leave price imbalances to the AI to take care of. Then you can move on to map painting through colonisation and wars, and undermining other GPs by diplomatic means.

Any difficulty lies, as usual, in the chance of overextending yourself. At least for me, without house rules and historical RP the game loses my interest.

If you are the type of player who just wants to see how high he can drive GDP by 1936 without collapsing into revolutions, then it's the building queue for you, and cheese like taking all the gold producing provinces, enacting multiculturalism and importing pops from China to work in your country. This sounds abhorrent but to each their own.
 
Vatnik Wumao
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Gameplay loop is just not fun imho. And the game design taken as a whole seems to be more oriented towards bringing in the Anno & co. crowd.
 

AwesomeButton

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Gameplay loop is just not fun imho. And the game design taken as a whole seems to be more oriented towards bringing in the Anno & co. crowd.
It's early access, the country content and the balance aren't there. Mechanics like combat resolution on land and at sea are not developed to a minimum amount of detail to attract the player's attention. Destroyed ships are "rebuilt" after combat is over, lolwwut?!
 
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The fundamentals are still bad and all you do is stare at the shitty building queue. Journal entries and flavor aren't going to save this mess.
Fair point, but remind me what was so exciting in Vic2 please?
Watching the population mapmode hatching change as I enacted ethnic cleansing decisions and got to see the visual feedback of unaccepted cultures disappearing and my country gradually becoming more pure.

Which V3 is of course missing because they ditched the hatching effect and made tiles mono-coloured.
 

AwesomeButton

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You have to appreciate gold exchanges like this one:

https://forum.paradoxplaza.com/foru...not-for-problem-reports.1694727/post-29760999
Wait... can you... avoid the opium war by deleting all ports as Qing? Britain needs a treaty port for the opium war entry to fail, no?
This should in theory switch Britain to 'okay, I'll just conquer bits of China then' but I'll be honest and say I haven't tested that piece of AI in a long time so I might have to make adjustments in future updates. Not going to worry too much about exploits though, you can also just always use the console if that's your inclination.
 

Fedora Master

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There's a prominent loading screen showing an arctic expedition. Can you even DO those in Vic3?
Germany has a journal entry for a Himalaya expedition which is impossible to do because you can't place an Interest there.
 
Vatnik Wumao
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There's a prominent loading screen showing an arctic expedition. Can you even DO those in Vic3?
Germany has a journal entry for a Himalaya expedition which is impossible to do because you can't place an Interest there.
DFg5TKC.png
 

AwesomeButton

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There is a decision "antarctica_expedition", though hot air baloons in Antarctica, I don't know... Also journal entry "je_tibet_expedition".

I also assumed it's in the Arctic circle, because of the ship being mast and sails.
 

AwesomeButton

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Highlight of the latest hotfix:
  • Aristocrats no longer starve due to Subsistence farms suddenly raising wages for peasants
Glorious.
 

Fedora Master

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Played to 1912, Saxony into Germany. Game is still a shitshow, even if you can get some enjoyment out of the basic systems. The world is a complete mess, in an unfun way:
usa.jpg


Powerblocs are also a waste of time. When I formed Germany (Click Button, Receive Wurst) I somehow got parts of Austria and a bunch of random minors as subjects. So I formed a bloc to replace the Zollverein and tried getting my neighbors in. It takes ages to gain enough points to invite anyone to your bloc. Austria was a rump state that consisted mainly of Hungary, yet even with decades to spare I couldn't get them to join peacefully. You also can't really do shit as a bloc leader anyway.
 

AwesomeButton

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Powerblocs are also a waste of time. When I formed Germany (Click Button, Receive Wurst) I somehow got parts of Austria and a bunch of random minors as subjects. So I formed a bloc to replace the Zollverein and tried getting my neighbors in. It takes ages to gain enough points to invite anyone to your bloc. Austria was a rump state that consisted mainly of Hungary, yet even with decades to spare I couldn't get them to join peacefully. You also can't really do shit as a bloc leader anyway.
This is a problem with their general approach. They used to get on a high horse when talking about how scripted events are a dead end and generic mechanics are the future. But once they put the theory into practice, their generic mechanics are too generic and too difficult to balance in order to provide a plausibly-looking experience in a history-themed game. Maybe it will be just fine in a fantasy-themed or sci-fi-themed game.

I'll use the Egyptian-Ottoman war as an example, because I'm just figuring out how to translate that into a simple event tree. I can present the war and the diplomatic crisis with their impact on the politics and society in France with 4-5 events. I can hook an event when a diplomatic play starts, where specifically the OE wants to take specific states from Egypt. Then I can use events to provide different paths of action to France with short- and long-term consequences which are not immediately evident, like it was IRL. I can use event effects in order to boost France's "leverage" over Egypt, making it easier to pull into a block. I can add a modifier "Egyptian army trained by French officers" for example, boosting leverage and relations. BTW a question worth asking is where is Paradox when it comes to giving custom treatment to specific situations such as a famous historical diplomatic crisis. The uncomfortable answer is - busy charging 25 EUR for 10 events and a couple of event images.

My point is that generic systems provide good hooks to use when writing custom scripts to represent a historical situation, but going just with generic mechanics makes the game feel barebones at best and a shitshow in most cases. On the other hand, if we lacked the systems, it would have been much more dificult to detect specific conditions when an event would make sense to be fired.
 

thesecret1

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This is a problem with their general approach. They used to get on a high horse when talking about how scripted events are a dead end and generic mechanics are the future. But once they put the theory into practice, their generic mechanics are too generic and too difficult to balance in order to provide a plausibly-looking experience in a history-themed game. Maybe it will be just fine in a fantasy-themed or sci-fi-themed game.
It won't. Stellaris the only fun part of the game is the scripted events they put in, everything else is a below-average 4X. EUIV, you have Anbennar mod, which is the most successful fantasy adaptation of their formula. What does Anbennar stand on? Lots and lots of scripting... Generic mechanics are great to provide a solid gameplay loop, but if you want flavor, you gotta script it in.
 

Fedora Master

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As can easily be seen, an unguided approach will result in bullshit.
 

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