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Susana

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Paradox Announces Supreme Ruler: Cold War at Gamescom
Build hot weapons, to uphold that cold war


COLOGNE - August 19, 2010
– Paradox Interactive today announced plans for the release of Supreme Ruler: Cold War at their Gamescom press event. The newest addition to the Supreme Ruler family is scheduled for release in Q2 2011

"It's been a few years since we released an installment in the Supreme Ruler series so the timing feels perfect,” said Mattias Lilja, Executive Producer at Paradox Interactive. “The series has always had a strong fan following and we're expecting Cold War to be the best one to date. Tying in recent real-world events promises to keep this game interesting for a long time."

In Supreme Ruler: Cold War, players will enter a portrayal of the world in the 1950's based on recent real-world headlines. Battle economic challenges, unstable governments and worldwide tensions in this grand strategy experience.

· Play as the United States or Soviet Union in Campaign Mode
Control any Nation in Post-World War II Era in Sandbox Mode

· Use Diplomacy, Trade and Espionage to influence the policies of other nations

· Research new Technologies to give your nation an edge

· Grow and Modernize your Economy

· Control Military production and deployment, or let your Ministers take care of the details

· And when Diplomacy Fails… Sophisticated Real-Time Strategic and Tactical Control of your Military Forces

· Enhanced Graphics and Sound including New 3D Terrain

· Experience the redesigned GUI with improved On-Map feedback and streamlined controls

· Up to 16 players in Multiplayer over local network or Internet
 
We will be posting much more information in the coming weeks. Certainly one of the major goals of development of Supreme Ruler Cold War is to improve upon the user interface and make it easier to play from a "strategic level" for those players that are not interested in drilling-down and micro managing the economic or military details.

And of course the Cold War area adds a change of focus, away from straight military action into more subtle activities such as influencing other regions, espionage, and hopefully preventing a nuclear holocaust :)
 
And of course the Cold War area adds a change of focus, away from straight military action into more subtle activities such as influencing other regions, espionage, and hopefully preventing a nuclear holocaust :)

Don`t get me wrong, but there should be an outro-movie in the case the players fail. :D
 
I wish you the best of the lucks in this project.

I've been looking for a good Cold War strategy game, and I hope it might be this one. But I think you'll need a real overhaul of SR2020 to get the outcomes expected. In special, I don't consider the batallion-level proper taking in account the scale.

But you've got my vote of trust :)
 
I wish you the best of the lucks in this project.

I've been looking for a good Cold War strategy game, and I hope it might be this one. But I think you'll need a real overhaul of SR2020 to get the outcomes expected. In special, I don't consider the batallion-level proper taking in account the scale.

But you've got my vote of trust :)

Hi there,

my biggest Problem with SR was and is ... that millions of units on one hex ...
I really would prefer something like to create Armies/Divisions with Generals ...
so I have a GUI where I say, that and that unit goes to that army (or at least division) and I only have the commanding general on the map ...

best would be even to place the units somehow on an tactical map, how they would arrange themself on the map hex in case of a battle ...
(so you could do that for any division ... and only arrange the units there ... how many units a division could handle depends on Techlevel AND GENERAL SKILL (administration skill) ... if there is a fight you could klick on the hex and you will see it how your troops perform ...

LONG SPEECH short description ... SOMEONE KNOWS "Dominions III" ? that is how I would like it ... plus OFFHEX Support (Airplanes, Artillery, Ammo, Helicopters ) and ARMY arrangement ... so an IMPORTANT key to win is also which troops (bonuses) you use and how you have arranged that "Divisions" on the map, so they could support each other -> Army.

I still miss that strategical and tactical level in any grand scale game (apart somehow in Dominions III
http://www.shrapnelgames.com/Illwinter/DOM3/DOM3_page.html )


With that level of wargame, the AI could at least be placed in a prepared position to defend his country better ... what I mean is, as the units are now placed in divisions and armies , they could be placed somehow logical on the map, so they could help each others ...
now it was a mess of million worthless units scattered around the map ...

with that above it could build armies and placed as a whole on the map to defend key regions ... if proper designed , it would look if the AI is a lot smarter as it was !

Anyway will see, how Vold War will be ,hope I want to buy it , after more informations !

Best luck and maybe you could have a look at that Dominions III war model ...
 
That could be one path, but I should prefer a simplier one. I don't see warfare as the main feature of a Cold War game, but politics, economics and research, as well as diplomacy and spionage/prestige. Warfare would be the sixth feature of such a game IMO.

It doesn't mean not role at all for a combat system, but taking in accounted limited resources, I should priorise other features (the "cold" ones). And looking for the ability to represent that timeframe conflicts:

- Not so much conventional war, and between middle-sized powers (Korea, Iraq-Iran, middle-East...). A WWIII would be game breaking IMO... Lot of abstraction should be allowed in that case.

- More about civil wars and revolutionary/counterrevolutionary movements, as well as liberation wars, with or without direct intervention of great powers (Angola, Algeria, Vietnam of course, Nicaragua, El Salvador, Ethiopia, Afghanistan...).

- Coup d'etats and repression (Chile, Indonesia, also Hungary or Czechoslovakia).

- Terrorism.

I'm not talking about having these or whatever historial events (I strongly support the sandbox approach for grand strategy), but having features which allow us to play that different kind of conflicts.

But overall, I'm really interested on the "cold" features

If I had to show a model, I'd go for Paradox's Victoria2.






Hi there,

my biggest Problem with SR was and is ... that millions of units on one hex ...
I really would prefer something like to create Armies/Divisions with Generals ...
so I have a GUI where I say, that and that unit goes to that army (or at least division) and I only have the commanding general on the map ...

best would be even to place the units somehow on an tactical map, how they would arrange themself on the map hex in case of a battle ...
(so you could do that for any division ... and only arrange the units there ... how many units a division could handle depends on Techlevel AND GENERAL SKILL (administration skill) ... if there is a fight you could klick on the hex and you will see it how your troops perform ...

LONG SPEECH short description ... SOMEONE KNOWS "Dominions III" ? that is how I would like it ... plus OFFHEX Support (Airplanes, Artillery, Ammo, Helicopters ) and ARMY arrangement ... so an IMPORTANT key to win is also which troops (bonuses) you use and how you have arranged that "Divisions" on the map, so they could support each other -> Army.

I still miss that strategical and tactical level in any grand scale game (apart somehow in Dominions III
http://www.shrapnelgames.com/Illwinter/DOM3/DOM3_page.html )


With that level of wargame, the AI could at least be placed in a prepared position to defend his country better ... what I mean is, as the units are now placed in divisions and armies , they could be placed somehow logical on the map, so they could help each others ...
now it was a mess of million worthless units scattered around the map ...

with that above it could build armies and placed as a whole on the map to defend key regions ... if proper designed , it would look if the AI is a lot smarter as it was !

Anyway will see, how Vold War will be ,hope I want to buy it , after more informations !

Best luck and maybe you could have a look at that Dominions III war model ...
 
That could be one path, but I should prefer a simplier one. I don't see warfare as the main feature of a Cold War game, but politics, economics and research, as well as diplomacy and spionage/prestige.

Agreed. I`d prefer a very simplified military part. A country builds units and these are deployed in different zones (provinces/whatever) in a country. If there is a war, the forces in the attacking zone fight it out with those in the defending (maybe taking in account stuff like moral, terrain, technology level, intel, supply or so).
 
Agreed. I`d prefer a very simplified military part. A country builds units and these are deployed in different zones (provinces/whatever) in a country. If there is a war, the forces in the attacking zone fight it out with those in the defending (maybe taking in account stuff like moral, terrain, technology level, intel, supply or so).

If you remove the thousands of different unit designs of the game you will kill 75% of the charm of this game series.
 
If you remove the thousands of different unit designs of the game you will kill 75% of the charm of this game series.

I don't think anybody wants that. What I think a lot of us want is something like HoI3's theater AI assistants, where you give General Smith some units and a target, and get out of his way. The problem with Supreme Ruler 2020's AI assist is that, even if you have 2000 land units, it'll just grab the closest 5 units, which will get themselves killed attacking garrisons, and then nothing happens for a couple years. It doesn't reevaluate the situation often enough, nore use a reasonable and prudent proportion of the forces available to it.
 
I almost never use hotspots, and even i can use them better then that.

As for garrisons,they are MUCH easier to kill off now,not that they were hard to begin with.

Don't make the mistake of thinking it's about skill, or balance. It's simply this: if I've built a huge military, the AI should be able to mount a huge attack without me babysitting it every step of the way. The UI/AI should help me, not be one more challenge to overcome.

I love the game, but this is an area where MUCH improvement is possible. Battlegoat's mantra should be "how few clicks can the game be played with and still be fun." That's how you design a UI.
 
Skill ? Nah,its simply knowing the game and how to use the tools in it.

Like assigning multiple hotspots to the same general location,thereby increasing the amount of units the AI directs to the area.Like using the escort order to tie units together,so that when one is sent somewhere the ones tied to it go along also.

And with the last update and its garrison adjustments and city supply rule additions.....
 
Skill ? Nah,its simply knowing the game and how to use the tools in it.

Like assigning multiple hotspots to the same general location,thereby increasing the amount of units the AI directs to the area.Like using the escort order to tie units together,so that when one is sent somewhere the ones tied to it go along also.

And with the last update and its garrison adjustments and city supply rule additions.....

You're still missing The Point. I want the game to do those things with 1 or 2 clicks, not with 15 or 20. It's not that we can't do them now, it's that they should be easier and more intuitive. Having to cluster hotspots is a sign that the UI isn't working as well as it could/should.
 
Im not missing anything.You put forth a point and then "support" for your point, i merely disagree with your point on a whole, and showed how your "support" didnt hold water.

I DONT WANT a HoI or EU clone, where i just build a blob and rope a dope the other blob.I dont want an interactive movie, where i click the "fight war" button and go make popcorn while the game plays itself for me.

I dont want any monkey can win simplicity.The SR series is already too damn easy.:(

Add in battlegroups, formations, and move at common speed and i can already move huge amounts of troops in a fairly coordinated fashion as a solid wave.And if even that tiny amount of effort was too much for me, i can use hotspots along with other functions and put in even less effort into my "play".
 
Im with Tkobo, I dont want to see the game dumbed down to the point where battles are fought in blobs.

Each hex in SR is a different battlefield, each has its own different supply and different terrain modifiers. Getting units to the battlefield in a coordinated attack is part of the challenge of the game.

Nah,its simply knowing the game and how to use the tools in it.

The problem with Supreme Ruler 2020's AI assist is that, even if you have 2000 land units, it'll just grab the closest 5 units, which will get themselves killed attacking garrisons,

If you knew the game better, you would know that if you used a hotspot and then moved those 2000 land units closer to the hotspot , the AI would use them to attack the hotspot if you have the right ROE settings.

Rubberband the units, a couple of clicks to set up the ROE, click the spot to move to....set a hot spot....its that easy even a caveman could do it....
 
If you remove the thousands of different unit designs of the game you will kill 75% of the AI-failures of this game series.

Fixed. :)

Don`t get me wrong. I`ve played SR2020 and I always said, that it had more potential, but the AI is simply stupid. A few thousand units are a good thing, as long as the AI is able to use them properly. Since it isn`t, it will greatly improve the game, if it doesn`t have to.

Just my 0,02 $.
 
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