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Ged563

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I have a honest question especially geared towards the so called "grogrards" of the paradox games. It's not a defiance and it's not a troll question.
I became playing those games more or less 10 years ago with ck2, eu4, vic2 and years after then stellaris. I also bought ck3, that I played, and hoi3/4, basically never played. Coming from total war series and other more mainstream titles (like Aoe or Sc2), I really appreciated the little things that those titles brought to the table: for ck2, the atmosphere, eu4 for diplomacy, vic2 economy, stellaris the in universe stories. I never really appreciated the combat system nor, especially, the choice of creating a lot of variables that were little or at all explained or even inferable from playing the game (without looking at the wiki or videos). There are many examples of that, but I will just put there, for ck2, the combat tactics system, that not only are not well explained in game ( a lot of info is not there to read) but even by reading the wiki you will need to look at it every minute (cause sorry but no, I can't remember if I have to put 10% or 15% light infantry and 40 or 50% light cavalry to attempt to fire a cool tactic). For stellaris i will put instead the megastructure system, that if you don''t go to read the wiki you will never know you have a massive chance to get it if you have another megastructure in your space. And there are a lot others.
The problem I always had with that system is that it gates away HUGE parts of the games, not only " eastern eggs", and even then I would have to argue that at least a good part of eastern eggs in a good designed system should be obtainable almost by mistake, not by putting togheter a huge list of eccentric conditions.
Then I became reading the forums and reading "dumbed down this, dumbed down that", generally about silly things like navies for ck3 from ck2 or the same tactic system, that I never liked or considered some type of cool and "so smart" mechanic. I will say that I consider the course of action that began from ck3 (and, in part at least, stellaris - can't talk about hoi4 but for sure ppl consider it dumbed down from hoi3) a good thing for the developers: no more unclear, unexplained, vague but -extremely influent on the game- mechanics and instead well developed and explained ones. I don't consider it to dumb down, cause in my opinion the difficulty should come from challenging mechanics, not badly or not at all explained ones that need to be understood by looking at the wiki. But I seem to understand that a lot of the loud minority that always make those complain is that they miss that treasure hunt of sorts that "allows" them to discover how some parts of the game work still after hundred of hours and allows the game to last more since you will have probably always something else to discover, about the game mechanics.
Prefacing that i think it's a completely silly thing, cause imho discoveries should happen from gameplay, not mechanics, I'm still curious to know if those people miss the unclear mechanics or instead think those mechanics were so smart that ck3 can be considered a dumbed down version of ck2, almost a for kids version of the same game.
 
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Tiax

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I totally agree with you that difficulty should come from the quality of the mechanics, not the sparsity of their explanation. But I don't buy that CK3 does a particularly good job on this. There are lots of completely unexplained mechanics, many that aren't even explained on the wiki. How does Title Allegiance work? What are the rules for deciding what land a populist revolt gets? The in-game Encyclopedia that's supposed to explain these things often has no more than a sentence.
 
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prismaticmarcus

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there's a fine line between 'difficult to learn' and 'opaque.'

CK3 is way easier to learn than CK2, i reckon.

i think all games like this would be better if there was a continuously replenished list of loading screen tips, like in EUIV.
 

Torredebelem

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OP, you could have made your post more legible, had you separated with paragraphs and lines your wall of text.

Regarding what you say, Paradox titles are most of all holistic designs - and this is their charm - where cause and effect are many times not only directly related but also related indirectly and many other times, by pure chance. Being a player of Paradox titles for more than 20 years, being an enthusiast of the sprinkle of randomness in game mechanics - it's like that in reality! - I am used to get the overall gist of them to have a general understanding of what's going on pretty quickly but only learn about the subtleties of the game mechanics in layers of understanding (and even then, avoiding like the plague going too deep, turning the emotional model into a mathematical one).
After all, Paradox games try to portray reality and reality cannot be conveyed by a mathematical formula, only by our emotions facing different situations and how we decide to act upon them.

In fact, one could consider any Clausewitz game as an onion in terms of knowledge: we go deeper, layer upon layer, the more we play (or we read). This is all fine with me and my only complaint about Paradox designs is that - except for Stellaris - being based in History, they don't try to portray even barely the world constraints such as cultural, religious, sociological, political and anthropologic ones in what those affect the geographical growth attainable.

Without mods, gameplay revolves significantly about the boring activity of painting the map, using ad nauseum the tricks available within the mechanics, instead of facing internal challenges that would increase, the geographically bigger and more diverse the polity played is.

As a final word, I think the CK3 tutorial is a good step in the way of teaching the ropes to the new players and certainly CK3 is more user friendly than CK2. Whether it is dumbed down or not, it depends about the version of CK2 we are talking about as that over the years many expansions added lots of new mechanics to CK2, so, for now, CK3 is clearly more straightforward and much more barebones.
 
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YellowPress

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What part of ck2's naval system was opaque? You have ports, you raise your vassals, merchant republics have more ships due to more cities.
The change has a terrible application for alliances, crusades, and other wars
 
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Ged563

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OP, you could have made your post more legible, had you separated with paragraphs and lines your wall of text.

Regarding what you say, Paradox titles are most of all holistic designs - and this is their charm - where cause and effect are many times not only directly related but also related indirectly and many other times, by pure chance. Being a player of Paradox titles for more than 20 years, being an enthusiast of the sprinkle of randomness in game mechanics - it's like that in reality! - I am used to get the overall gist of them to have a general understanding of what's going on pretty quickly but only learn about the subtleties of the game mechanics in layers of understanding (and even then, avoiding like the plague going too deep, turning the emotional model into a mathematical one).
After all, Paradox games try to portray reality and reality cannot be conveyed by a mathematical formula, only by our emotions facing different situations and how we decide to act upon them.

In fact, one could consider any Clausewitz game as an onion in terms of knowledge: we go deeper, layer upon layer, the more we play (or we read). This is all fine with me and my only complaint about Paradox designs is that - except for Stellaris - being based in History, they don't try to portray even barely the world constraints such as cultural, religious, sociological, political and anthropologic ones in what those affect the geographical growth attainable.

Without mods, gameplay revolves significantly about the boring activity of painting the map, using ad nauseum the tricks available within the mechanics, instead of facing internal challenges that would increase, the geographically bigger and more diverse the polity played is.

As a final word, I think the CK3 tutorial is a good step in the way of teaching the ropes to the new players and certainly CK3 is more user friendly than CK2. Whether it is dumbed down or not, it depends about the version of CK2 we are talking about as that over the years many expansions added lots of new mechanics to CK2, so, for now, CK3 is clearly more straightforward and much more barebones.
I agree that sometimes that holistic design works, IMHO the best option for it to work is when it's clearly explained or inferable that a certain thing might happen but you don't know or need to know exact %. For example, IMHO death by battle or by disease in ck2 works really well: you know that if you go to battle you might die and decide to take the risk ( without knowing %), you know you catched a disease and have a high chance to die (but high could mean anything between what, 50% and 90%? I don't really care, I know I have a good chance to die and that's it). And I never felt "cheated" by the system when my genius son died from disease or my 40 martial king died in battle, i took the risk, I always assumed it was fair game ( I don't know if game try actively to kill good heirs, but I don't think so and always accepted they could die like bad ones).
The problem for me is when I don't even know there is a choice or a % that heavily change the game by itself, so every time the game puts a high influential % that I know nothing about and is not reasonably inferable by the player ( don't want to know the exact % btw, only that it exists and is low/middle/high so I can try to make a INFORMED choice about it)).


About playing the game itself, I think that, but it's only my opinion, games can be played in a relaxed way or a competitive one. Some games can effectively be played only in a competitive one, like Dark Souls, or you will die, others only in a relaxed cause the game is in no way challenging even if you try to make it so, the great part can be both. The problem IMHO is, for paradox games, that they still are strategy games. There is a continue battlle between strategy needs and RP reasons, and at least for me, strategy needs win- every time, even if i'm playing a relaxing run, I will never play against my interests as a player only because my PG is a zealot catholic. It just isn't in my veins. Maybe that's my problem with ck serie, i never really manage to feel that PG as really mine. Perhaps my problem is that I still consider it a game and nothing more, I don't know... I could accept that I always chose suboptimal roads IF the game was like a libro- game, where there are 2 "bad" choices:
1. go wrong way, die, begin again from last page, no biggie
2. choose bad choices but not so bad so well... I didn't kiss red sorceress but who cares, I still saved white princess so it's still ok
I can't accept to do a run that lasts ten, twenty or more hours and still be taken over.So basically I can accept to have incomplete info IF i "informally" know that things will turn well and that those info that I don't have woudn't have given me massive advantages... when the game presents difficulties and I discover while playing that a lot of things become way easier after discovering "masked" info, for me that's a problem... you give me a relaxed game (with complete or incomplete info) or a difficult one with complete one.

"
Without mods, gameplay revolves significantly about the boring activity of painting the map, using ad nauseum the tricks available within the mechanics, instead of facing internal challenges that would increase, the geographically bigger and more diverse the polity played is." Completely agree.
 
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matgopack

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I generally agree, personally - a lot of the 'difficulty' in CK2 came from unclear mechanics or the UI being hard to navigate -but once you knew what to do, it's really comparable to CK3 in difficulty.

The military system in particular is a big step forward in CK3, IMO - the whole "you need to have these ratios for the right tactics that aren't anywhere in the game, and get a commander of the right culture" optimization is extremely unclear. Whereas it's now very obvious the modifiers, and all men at arms are actually useful. This can give a lot more flexibility in the game, since the difficulty won't be nearly as biased between someone that knows where to look up optimal compositions and a player just doing what seems reasonable for the medieval period on their first game.

On the whole, I am definitely hoping that the devs can take this strong foundation for ck3 and add in some difficulty that will be more even - that is, rather than difficulty that stems from not knowing the buttons to press or the systems to abuse, having them be a challenge for everyone. That really needs to be slotted into kingdom and especially empire tier realm management, I think - where more should be occupied with internal affairs and take a good chunk of effort (and political capital) to marshal your forces towards external conquest. But that's a different story
 
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Torredebelem

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The problem for me is when I don't even know there is a choice or a % that heavily change the game by itself, so every time the game puts a high influential % that I know nothing about and is not reasonably inferable by the player ( don't want to know the exact % btw, only that it exists and is low/middle/high so I can try to make a INFORMED choice about it)).
Events can solve this problem by having really detailed tooltips. In this way you understand the chances given and what is causing them. In my designs in EU4, CK2 and CK3 I go to great pains explaining why the probabilities are as they show. On the other hand, in a single event I have many instancies were base (unmodified) probabilities are randomly different, so you get a different version of the event everytime you experience it.

Of course in hardcoded systems it really depends on the amount of info the Devs present.

I could accept that I always chose suboptimal roads IF the game was like a libro- game, where there are 2 "bad" choices:
1. go wrong way, die, begin again from last page, no biggie
2. choose bad choices but not so bad so well... I didn't kiss red sorceress but who cares, I still saved white princess so it's still ok
You are technically referring to "Devil's Fork" designs, very useful systems to balance games.

I am a very relaxed player who roleplay most of the time and in EU4 I rebalanced the design to take it out of the competitive sphere (map painting) and adding a much more developed internal layer to managing the country, otherwise I long had stopped playing it.
 

Torredebelem

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The military system in particular is a big step forward in CK3, IMO - the whole "you need to have these ratios for the right tactics that aren't anywhere in the game, and get a commander of the right culture" optimization is extremely unclear. Whereas it's now very obvious the modifiers, and all men at arms are actually useful. This can give a lot more flexibility in the game, since the difficulty won't be nearly as biased between someone that knows where to look up optimal compositions and a player just doing what seems reasonable for the medieval period on their first game.
I can only agree with this and also add the combat system is now much easier to modify, resulting in much better models that fit one's own taste.
 
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