Well it is of course [REDACTED]What's your personal non-binding top pick for the next major paid DLC?
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Well it is of course [REDACTED]What's your personal non-binding top pick for the next major paid DLC?
With all due respect, and without wanting to seem impertinent, but exactly when did the Ottoman Empire and the Soviet Union attempt multiculturalism, before or after the genocides they caused to ethnic groups within their territories?He could also be referring to stellaris. I think you're reading into this things that aren't there.
Clearly you've enjoyed the game then, and gotten your 60 dollars worth.
The Ottomans and Soviet Union(tried). But you're generally correct, and it's now nearly impossible to pass multiculturalism in most playthroughs, so I don't see the issue.
I prefer victoria 3 warfare to eu4 whack-a-mole. It's improved significantly since 1.0. Navies still leave much to be desired.
A lot of people seem to fetishise stacks.
With all due respect, and without wanting to seem impertinent, but exactly when did the Ottoman Empire and the Soviet Union attempt multiculturalism, before or after the genocides they caused to ethnic groups within their territories?
I agree with you. You are absolutely correct about this, and yet there is a greater point you may be missing.Looking at EU4 and HoI4 DLCs? Last thing I want in this game is mission trees. Also there is already EU4, HoI4 and upcoming Tinto game to micromanage troops, why do you need Victoria 3 to also be about unit micromanagement?
I agree with you. You are absolutely correct about this, and yet there is a greater point you may be missing.
Vic 3 needs players at the moment, and it's not really attracting them nearly enough.
So, for instance, what if the majority of Paradox players likes, at various degrees, to micromanaging troops around?
A practical example of what I'm saying? It's 10 o'clock on a Monday night, and here's how Vic3 compares to a title almost 11 years old and the other Paradox siblings. It makes me wonder, what if the audience that wants Vic3 as a mere economic simulator is (and probably always was) the minority?
Vic3 needs players first and foremost, and without them, I don't know where the game will end up.
I’ve said this before and seen it re-iterated multiple times. It’s not the right clicking little troops around that people are missing in the war system. It’s literally everything else.I agree with you. You are absolutely correct about this, and yet there is a greater point you may be missing.
Vic 3 needs players at the moment, and it's not really attracting them nearly enough.
So, for instance, what if the majority of Paradox players likes, at various degrees, to micromanaging troops around?
A practical example of what I'm saying? It's 10 o'clock on a Monday night, and here's how Vic3 compares to a title almost 11 years old and the other Paradox siblings. It makes me wonder, what if the audience that wants Vic3 as a mere economic simulator is (and probably always was) the minority?
Vic3 needs players first and foremost, and without them, I don't know where the game will end up.
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God please no. Please let us have one grand strategy game where combat takes the secondary focus instead of trying to shoehorn wargaming being the primary focus into every single game even where it does not belong.I’ve said this before and seen it re-iterated multiple times. It’s not the right clicking little troops around that people are missing in the war system. It’s literally everything else.
There’s just offense defense and two relevant unit types in Vic3 at the moment.
If you added everything else, corp designer, order of battle, forts and army academies/army capacity. The current war system would feel much more engaging.
watching two people have an argument and manpower lines on a chart decrease is the part that’s not engaging.
Having a graphic showing the battle unfold and having different stats factor in would make it much more engaging.
I don’t understand how giving us better war and flavor would be making this into a war game.God please no. Please let us have one grand strategy game where combat takes the secondary focus instead of trying to shoehorn wargaming being the primary focus into every single game even where it does not belong.
Not every game needs to be a wargame.
That is "just" making the most in-depth war system of any game, including (debatably) HOI. Potentially worth it, but not exactly something that can be done in a month.I’ve said this before and seen it re-iterated multiple times. It’s not the right clicking little troops around that people are missing in the war system. It’s literally everything else.
There’s just offense defense and two relevant unit types in Vic3 at the moment.
If you added everything else, corp designer, order of battle, forts and army academies/army capacity. The current war system would feel much more engaging.
watching two people have an argument and manpower lines on a chart decrease is the part that’s not engaging.
Having a graphic showing the battle unfold and having different stats factor in would make it much more engaging.
No it would have to be a major DLC for sure. I disagree that it would be more complex than HoI- it wouldn’t include stockpiles, unique weapons, unique units, air battles, preferred general traits, HoI supply, volunteers extc. HoI is a full on war simulator so it would not be close to that.That is "just" making the most in-depth war system of any game, including (debatably) HOI. Potentially worth it, but not exactly something that can be done in a month.
You are literally asking for a unit designer and orders of battle. That's not "improving flavor", that's turning what should be an economic and society management game into a wargame.I don’t understand how giving us better war and flavor would be making this into a war game.
First off it’s not mutually exclusive, better war doesn’t mean the economic gameplay diminishes, if anything it gives it more purpose. None of what I’ve proposed with a corp designer will make the gameplay much more complex. You’ll need to design some corps and select some doctrine, but this also feeds into the economic gameplay because you need to make more trade off between economy and military, which actually what happened in period. It also enhances diplomatic and colonial gameplay.
Secondly, war DLC will sell and do a lot of good for Victorias player count which will in turn ensure that the game has a long life and give the devs breathing room to tackle something like Victoria era finance. The majority of complaint threads regarding Victoria are still regarding war and navy.
I have zero interest in tinkering with barrel sizes, I don’t think I’ve ever seen anyone suggest that.You are literally asking for a unit designer and orders of battle. That's not "improving flavor", that's turning what should be an economic and society management game into a wargame.
And you say it's not mutually exclusive. Except it is when you're talking about which parts of the game are taking up a player's attention and focus. And military micromanagement, whether it be moving soldiers around or tinkering with what specific size barrel your rifles have, takes up a lot of player attention. Which for wargames is fine because that is by design the primary focus of the game. But for other games, like economic management games, city builders, and other non-wargames, those kind of things take up far too much of a player's attention for where the game is designed for the player's attention to be focused on.
Every game needs to manage the balance of a player's limited attention with the level of detail of its mechanics. If you're a wargame like HOI, that means making a high level of detail on the military management aspect while limiting the detail on other things like the economic management, which for HOI means only having two types of factories. For an economic management game like Victoria, it means having very detailed economic mechanics while having less detailed military mechanics. This is not a bad thing, this is just the basics of game design.
Again, not every game needs to be primarily a wargame and it's okay for a strategy game to have its primary player focus be somewhere else like managing the economy.
Just to follow up on this more so, during HoI I fee like all my “APM” actions per minute are taken up by managing the frontline through right clicking and what not. I think I might re-design divisions three or 4 times throughout the entire game?I enjoy having one map game I can boot up and not order dozens of tinmen around the map. Not to say a more detailed comhat system would be unwelcome, I’m much more happy with subject interactions being fleshed out than with yet another frontline manager. The current tools for customizing barracks and armies is more than I would have asked for.
Doctrines + some sort of military academies/tradition is like one of the areas I thought they would expand for Vicky 3. Like having some sort of general staff and what not that influenced how your military fought would have been cool. It gives you agency over military without having to be super micro heavy.Just to follow up on this more so, during HoI I fee like all my “APM” actions per minute are taken up by managing the frontline through right clicking and what not. I think I might re-design divisions three or 4 times throughout the entire game?
And selecting tech(doctrines), especially when you can queue up techs(doctrines) is also not a big APM hog for a player
I agree that this is tedious micromanagement. A corps designer would be even worse micromanagement. This is honestly one area where I think the game was better on release and has really just been made worse by the changes over the patches, with most of those changes coming as trying to appease the wargaming crowd instead of sticking with the game's original design vision. But again, the solution for that is going back to something simpler and less invasive to the player's attention like only having the production methods determine the unit makeup, not by making things more complex with a completely separate designer interface. Place what micromanagement there is in the primary focus of the game, in this case it would be the production methods and where to build conscription centers and barracks to tie directly into the economic management part of the game and that part of the game alone. That is what should be determining the makeup of your units, not some completely separate interface that has no ties with the rest of the game's mechanics.I have zero interest in tinkering with barrel sizes, I don’t think I’ve ever seen anyone suggest that.
Currently you have to tinker around with getting your ideal composition between artillery, infantry and horses into the right ratios at a per battalion level and then make sure than when you split those units off you also get the right ratios by using sliders.
That is tedious micro management in my book. Creating a corp designer, and splitting off entire corps gets around this by front loading it onto a player before the war starts. I also think you could have the game give you an “auto best” template as well. So I think it’s safe to say that piece of the suggestion would be a net good for both war and non war camps.
Getting into wars in pretty much any strategy game is never satisfying or fun. It's not fun in Victoria, it's not fun in Crusader Kings, it's not fun in Civ. And the reason it's not fun in any of those is because suddenly the game becomes entirely about managing the war and the player is no longer engaging with the intended main focus of the game because all their attention is being taken up by managing the war. Making warfare even more complex than it already is and take up more of the player's attention would not help that, and would in fact make that feeling worse.Also no-one is saying Victoria needs to become a war game, just that when you do get into wars it’s not satisfying and not fun. Which is where the order of battle displays come into play.
So you're saying that in your multiplayer game, where a large part of the game is the social aspect of talking with and negotiating with the other players, you actually have time to participate in that social aspect and negotiate with other players? That just means you have a good group to play with that encourages that sort of thing in their group dynamic. That's not a problem, and if you think it is, it's a problem with that specific group, not with the game.Academies are just a way of increasing and representing economic costs as well.
Lastly you mention player capacity, I’m not sure about you but I certainly feel like I have a lot of spare capacity while playing Vic3 MP on 4 speed, so much so I’m typically watching YouTube or chatting with someone about how to split up Africa.
I don’t understand how a corp designer is more work than individually counting and separating battalions. Especially if the game gives you an auto best. It’s work you do once vs work you do every single time you split a formation and have to get exactly right.I agree that this is tedious micromanagement. A corps designer would be even worse micromanagement. This is honestly one area where I think the game was better on release and has really just been made worse by the changes over the patches, with most of those changes coming as trying to appease the wargaming crowd instead of sticking with the game's original design vision. But again, the solution for that is going back to something simpler and less invasive to the player's attention like only having the production methods determine the unit makeup, not by making things more complex with a completely separate designer interface. Place what micromanagement there is in the primary focus of the game, in this case it would be the production methods and where to build conscription centers and barracks to tie directly into the economic management part of the game and that part of the game alone. That is what should be determining the makeup of your units, not some completely separate interface that has no ties with the rest of the game's mechanics.
Getting into wars in pretty much any strategy game is never satisfying or fun. It's not fun in Victoria, it's not fun in Crusader Kings, it's not fun in Civ. And the reason it's not fun in any of those is because suddenly the game becomes entirely about managing the war and the player is no longer engaging with the intended main focus of the game because all their attention is being taken up by managing the war. Making warfare even more complex than it already is and take up more of the player's attention would not help that, and would in fact make that feeling worse.
So you're saying that in your multiplayer game, where a large part of the game is the social aspect of talking with and negotiating with the other players, you actually have time to participate in that social aspect and negotiate with other players? That just means you have a good group to play with that encourages that sort of thing in their group dynamic. That's not a problem, and if you think it is, it's a problem with that specific group, not with the game.
Is there disagreement on what a corps designer means here or something? Because what I think @Prob32 is describing and what I’m imagining is that a corps designer would be objectively less micromanagement, because instead of having to set the composition of every army separately you’d be templating your chosen composition and reusing that template. That should mean that both making changes is less fiddly and there’s less need to revisit it all the time.A corps designer would be even worse micromanagement.