Every country is bland and lifeless. Victoria 3 seems like an early access product, and to get a version that feels reasonably finished you have to buy all of the DLC.
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Too much wasted development effort. Keep Victoria 3 a sandbox.As I said elsewhere... Leaving it open would be fine, if the mechanics would be in place. Which they aren't. Or do you see a mechanic that allows Russia to claim protection of the Christians in the Ottoman Empire (a major thing, that lead to at least three wars iirc!)?
And as somebody else then added (and I agree!), the history before 1836 must also be considered. At the moment, all nations seem to have their history wiped out in 1836, to start from what seems like a newly created universe. This needs to change.
A mechanic which is missing even more, would be for the concert of europe. Things like the Balkan Conference (1878) or the Africa Conference (1884).
You can create uniqueness without stupid scripted crap. That kind of uniqueness isn't even fun. It's just checking off boxes for bonuses.
And that uniqueness should come from the different starting situations, resource availability ect. and not by railroading mission trees.
What? I literally suggested two mechanics to make Vic3 a genuine sandbox to simulate (instead of script) historical events.Too much waster development effort. Keep Victoria 3 a sandbox.
You're taking a dump on HOI4's focus trees but isn't HOI4 literally Paradox's most successful game ever? Lmao
This is a historical game, so there should be a historical background to it. Otherwise they should make a fantasy game.Too much wasted development effort. Keep Victoria 3 a sandbox.
What? I literally suggested two mechanics to make Vic3 a genuine sandbox to simulate (instead of script) historical events.
Focus trees aren't good because they dominate the entire game.
EU4's mission trees are better, because they allow more freedom while also allowing some direction.
They already have one, its called Stellaris.This is a historical game, so there should be a historical background to it. Otherwise they should make a fantasy game.
Funny that you say that, because this was literally the system they had in place before the mission trees. They are a godawful addition and don't fit EU4 at all.But imo even they railroad too much, and ideally there would be some sort of dynamic alternative tree so you don't objectively lose out by doing your own thing (you shouldn't be punished for not doing the historical thing).
I feel like a lot of HOI4 focus trees tend to have a decent amount of choice in them. First of all the strategic choice of picking which focuses to do and what order, which is a major strategic concern, as well as some foci being multiple choice in nature, with branching political paths or paths emphasising tactical bombers versus CAS, as an example.
Try playing a sandbox game and watch everything get ruined by AI making alt-history choices. There are too many combinations the game can't account for.
Also, the focus tree becomes so dominant that the only paths open to you are available through the options it provides. It tells you what leaders you can have, what countries you can core, and what generals/officials you can get, as well as severely punishing any play outside of the tree with no cores and no free casus bellis. Once the focus tree is finished, the game feels completely dead, because that entire game is based around the focus tree.
Further, sometimes you might research techs before you get them for free in the focus tree, and often won't have time to do the military choices before war. You can get locked into terrible outcomes, and too much being scripted means that your game can basically be ruined by one RNG failure with the focus tree and events as they work together.
To say nothing of the growing inconsistency in tree quality over time, and how further expansions made past trees feel much more incomplete.
But overall, you don't get much freedom to customise the details of your country in a way that feels like you're building something new. The game offers you a few storylines of consequence for your country: you pick one, and hope that RNG doesn't ruin your game.
I agree with you. I also think that its not like the only option for adding flavor and history is a mission/focus tree. Unique decisions, formable tags, and even just unique events/journal entries that are at least correlated to initial conditions within nations (looking at you, US Civil war) can all be sufficiently flavorful to actually make players interested in playing different nations, without necessitating the player or AI be railroaded into the historical outcomes of those nationsYeah look listen I was defending the focus trees for HOI4 because I think they're unfairly maligned sometimes, but I still think they aren't a good fit for Victoria 3 because HOI4 is over so much of a narrow historical period and it kind of needs railroading on historical anyway.
I mean, I import wood when I play Russia as well. Why shouldn't the AI do it? I'd rather build tool factories or iron mines first, if I can import wood for cheap.what is most annoying to experience was that i saw ai russia import wood
You can make quite a buck to import wood and then sell it to others via tarrifs. It also creates trade centers in your states, which creates middle strata jobs.I mean, I import wood when I play Russia as well. Why shouldn't the AI do it? I'd rather build tool factories or iron mines first, if I can import wood for cheap.
Additionally, those types of variety only offer a very limited amount of flavour. Resource variety doesn't give legs to the game, its the presentation of history or a narrative of history. That's why people who are interested in history play these games
I personally hate this mindset for Vicky3 and the open-ended sandbox nature of the game is one of its biggest flaws in my opinion, and this is coming from someone that actually likes the game. Do I want the possibility to shape stuff so it ends up different from historical events? Absolutely, that's not even a question. Everybody wants that possibility, even those who are historical purists. But I don't want a sandbox that opens up and offers nothing but my input past the first 5 years.Rather please stop asking for Hearts of Iron railroaded history.
All of those things the OP wants can happen in the game, but not because they are scripted but when the game situations warrants them.
There's a middle ground somewhere, and there are definitely cases in V3 where a little more scripting wouldn't hurt, but adding "uniqueness" in the form of arbitrary events, one of mechanics and random bonuses only available to specific tags is incredibly shallow, particularly when a lot of the more overly "immersion breaking" stuff can likely be fixed with small tweaks to the simulation given enough time.