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sskrypteia

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I noticed (unless i missed it) that Sengoku didn't have a tutorial, will CK2 have one. I have played the first one, but a tutorial would be better than just "hints"
 

unmerged(226921)

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A tutorial would be nice but I personally don't need one and I suspect many CK veterans wont need much of one either. We'll probably struggle a tad bit in our first game or two getting the new concepts down, but everything else at its core remains the same. For the sake of posterity (I mean this literally) though, they probably should release a tutorial.

Regards,

The Great
 
Apr 17, 2011
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Being an advocate of the MMM (Manly Mongol Method) I hardly need tutorials for strategy games, yet I love to play them after a few games to see that I got most things. :) And to be informed on the stuff that happened so rarely I missed.
 

unmerged(75409)

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The Vic2 tutorials were well done, even if they only serves as the most cursory intro to the game. Something like that should really be done for CKII, too, to broaden the appeal.

The visuals of the game are stunning and its potential is huge... also I love how Paradox has redesigned their project workflow to make this their best game so far. They should be rewarded with a commercial success and not just have the usual grognards (us) buy it
;)

A tutorial is needed so Paradox makes lots of money with CKII, and continues to stick to their new production model!!

(If it's not a success, they'll likely say "screw this, next game we're not going to invest this much time, the hardcore fans are going to buy it anyways")
 

unmerged(61650)

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Request for a Tutorial

I have read in Sengoku's forum that it lacks of a tutorial, and Paradox games are always complex and would be great to see all the new stuff in few episodes rather than a window near the menu.
 

thebigj_a

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I know two people personally who never could get into a Paradox game until Vicky 2. Entirely because of the excellence of V2's tutorials, they became fans, and one at least (maybe both, but one I know for sure) bought other Pdox games afterwards. I find that interesting, since I view Vicky 2 as perhaps the most complicated of the Paradox strategy games (maybe tied with HOI3).

I good, in depth tutorial would be a good investment for Paradox to make for CK2, I believe. One of the things V2 was praised for was the tutorials, and reviewers will notice if it doesn't seem like they're following up on that lesson. Most of the people here might not need it, but newcomers definitely will appreciate it. Sengoku uses pop-ups, which is maybe appropriate for a game of a smaller scale like that (arguably, anyway. I wish it had an in-depth tutorial mode), but CK2 is bigger and deeper.

I vote big, fat tutorial that covers all the bases.
 
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Nowadays there is a doctrine to avoid actual tutorials, and instead have the game have helpful popups (which depend on difficulty level and disabling).
For example, Civilization V has no tutorial per se, instead it floods you with informative popups until you block all of them.
For tut-hards it has a series of minor 'tutorials' that each can be completed in some five minutes, while there are almost a dozen of them - and as such, they are pain.

I vote for one or two (directed to different areas of the game) long tutorials, and probably another 1-2 which give an insight on what can be micromanaged and what can happen (but is unlikely to do so) (advanced tutorials). So for few, but wide-scope tuts.
 
Apr 17, 2011
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There will be one.
Firstly: Hooray!
Secondly: do we have to take it as
1) There WILL be one
2) There will be ONE
Because the first might mean the dozen 5-minute tutorials mess which is best avoided by all developers. So the second one is preferable (at least I think so).
 

siis

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I prefer ONE tutorial too, heavily scripted it should introduce the player in new game elements AND it must show the player how all the features work together. It was my biggest gripe with the tutorials in V2, while they descripted the different game elements they didn't tell the player how these elements work together in a real campaign.
For CK2, I think it would be nice to have a tutorial scenario where you play a little lord in england, and only the english isle is available on the map (the rest of europe isn't even shown). And then over time, maybe with a little bit of story telling, more and more gameplay elements are unlocked and explained.
 

John Forseti

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Could all the little variables and such also have nice informative tooltips? In Victoria 2 you have stuff like combat width, military hospitals and a whole host of other such little factors and things that change with technology and inventions but finding out what their effects actually are is a humoungous chore(there is no tooltip that I can remember, the tutorial doesn't explain and the manual is less than useful)
 
Apr 17, 2011
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In Victoria 2 you have stuff like combat width, military hospitals and a whole host of other such little factors and things that change with technology and inventions but finding out what their effects actually are is a humoungous chore(there is no tooltip that I can remember, the tutorial doesn't explain and the manual is less than useful)
Then comes Scientific method. That is, record stats before/after, repeat, repeat, analyze data tables, put together with either tooltips if there are any related, possibly have a look at game files... then test the theory if stats before/after are the same as you predicted.

Example: in EU3 overseas provinces have a -90% tax income, and some convoy reform gives +5% overseas tax.
Now as these are added up, after enacting it, the overseas tax modifier goes from -90% to -85%, thus the +5% is actually +50%.
If you experimented with this (look at the modifier before-after) you could uncover it was this way, and predict that another decision affecting overseas tax would have this-and-this effect. And then test to see if it indeed changed by the amount you thought it would.
 

InnocentIII

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There will be one.

Excellent. Will there be one on breeding really ugly people? Very much looking forward to the game (ugliness would just be a bonus).
 

sskrypteia

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There can be only one?
 

A_Dane

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good to know there'll be a tutorial, even though I've never really used them. (in any games, if It's too complicated for me to figure out by playing & reading some AAR's, then I don't consider my self smart enough to actually bother :p)
 

John Forseti

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Then comes Scientific method. That is, record stats before/after, repeat, repeat, analyze data tables, put together with either tooltips if there are any related, possibly have a look at game files... then test the theory if stats before/after are the same as you predicted.

Example: in EU3 overseas provinces have a -90% tax income, and some convoy reform gives +5% overseas tax.
Now as these are added up, after enacting it, the overseas tax modifier goes from -90% to -85%, thus the +5% is actually +50%.
If you experimented with this (look at the modifier before-after) you could uncover it was this way, and predict that another decision affecting overseas tax would have this-and-this effect. And then test to see if it indeed changed by the amount you thought it would.

So... like I said, finding out what they do is a huge chore, so it would be nice if a tooltip came up explaining it.