What are you saying "nope" for? In favour of the proposed change or against it? Is it sarcasm or serious?
There were three 'Nopes' as well, so if it was Nope cubed, then it could have been nope to the nope that replied to the original nope
What are you saying "nope" for? In favour of the proposed change or against it? Is it sarcasm or serious?
But common, you can say that moving from provinc to province is realistic??????????????
What about terrain?? The province consists from a lot of different terrain types, but u cant use them with "provinces" system.
Army movement in current PDS games for me is absolutely wierd. From proving to province, directly.
What a about roads and trade routes??????? much easier to do when you have smaller pieces.
Maybe we should leave the provinces system there, but still divide the map in smaller parts (hexagons or circles, whatever), so we can have more details on the map.
My nope is against idea of those hexagons or whatever they are.. It would completely ruin the game imo.. Its not civilization 5..There were three 'Nopes' as well, so if it was Nope cubed, then it could have been nope to the nope that replied to the original nope.
Common paradox, Province system is 20 years old, and much better systems can be implemented than dividing the whole map into province.
Divide the whole map into small hexagons, in which there are cities and stuff.
No. Would remind me too much of an game that ruined an franchise, and the borders would look unhistorical.
Supreme Ruler Cold War did this btw. Many problems with that game, but the hexagonal map tiles aren't particularly awful. I do prefer the pre-drawn borders tough.
I see some hostile reactions to this very simple idea. One common defense against hexagonal based gameplay is that you wouldn't get "historically accurate borders". I just don't get how province shaped borders are in any way historically accurate, it's not like borders of countries are determined by arbitrarily shaped blocks of anachronistic geographic abstractions that PDS games call provinces.
I personally would be a fan of it for some future title that Paradox may develop but not one at this time. I've always been irked by the fact that when you colonize in Victoria or Europa you always end up with provinces that reflect an administration that your country does not exhibit. I would prefer provinces to reflect administrative divisions than some abstraction of geography that can be conquered or lost.
That being said, I would prefer colonization to be more hex-based where settlers move and spread to different hexes and spread the settler population. The spreading of settler population would eventually lead to a dynamic province on the map reflecting the colonial administration of the area, with a bit of exaggerated claims over unsettled (or native) lands/hexes. The computing power needed to simulate this kind of colonization does seem unmarketable at the time, however.
Though this shouldn't stop at colonization, provincial administrations in Europe have definitely changed and it would be nice if those were dynamic and if combat depended on hex control rather than provincial control. This all necessitates an economy based on certain values of hexes rather than provinces overall. Unfortunately that seems like an unpopular idea that is likened to the shift from RTW to RTW2 (for some reason) and CIV IV to CIV V (which I would agree was a significant downgrade despite the hexes).
Hexagons are ugly. That's reason enough to not go that way. Why? Because it seems artificially uniform which doesn't really happen in reality. Entropy prevails. Also curves are more aesthetic than rectangles. Where do you see hexagons in real life in regards to terrain? Absolutely nowhere...
That's silly, it'll never catch on!This is a great idea! And why make so many games for different time frames? Just make one! Pdox can call it something like civilians or civilities..