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Judge

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Derek Pullem said:
Well - the problem with Paradox games is that they gave to meet three criteria.

1. Be as bug free as possible
2. Be fun to play
3. Be historically accurate

It's the third one that is killing the games IMHO.

Now before you flame me, consider this. When a new game or patch comes out there are literally hundreds of posts about how this feature or that feature is crazy because it does not follow history to the letter (or the posters interpretation of history). There are very few on how good or bad the gameplay is. So, although we are all trying to be constructive by assisting Paradox in improving the game, the impression given by the boards is that Victoria is full of bugs and flaws and must be patched "because it is unplayable". That impression, that Paradox games are buggy, gets back to reviewers and the public. So the - "I won't buy it until they patch it" mentality rules and Paradox's income is badly hit.

The "best" game that Paradox have released is probably also the least "historical" in its gameplay. EU2 is a true classic, not because its historically accurate (its not) but because its fast, fun and has a veneer of history on top. And most players wouldn't really know much about renaissance history anyway to argue.

HoI and Vicky on the other hand are castigated by historical pedants on release instead of judging it by the gameplay. Victoria patch 1.01 is a beautiful example of this. Loads of players enjoyed the easy game with thousands of units and world conquest a real possibility. But it wasn't historical and there were loads of complaint. Then 1.02 is developed to bring the game back more in line with the historical roots and everyone complains that it is too difficult (oh, and also not historical - "nude empires" etc.).

So - before we say it was released too early perhaps we ought to ask ourselves what we were expecting.

A fast moving, empire building game with a historical flavour a la EU2

Or a simulation of 19th century social development, economics and technological advancement.

Cos you don't get both.

Derek Pullem

I agree that E U 2 might be the least historical in game play since it allows you to alter history more than the other games. However the game can be played in an historical way and then there is a lot of nice historical events, some packed with a lot of information and sometimes humour that really spices up the game. The major flaw is the trade system, which is not very realistic. Otherwise the game has a very good balance to it.

Obviously Vic is more of a sort of attempt to model the development of a whole society which is interesting. Naturally such a game is bound to get complex but it still have to be fun to play. Complexity in itself can never be a goal and when thinking what could have been done in other ways my thought are focused on the POP part. Perhaps the POP model should have been made a tad more basic to avoid all work with conversions to soldiers, workers and so on. Basically the POP could have been invisible and different actions, like building factories, units could have cost a certain amount of POP. Well too complicated to discuss here and too late too. Still I enjoy Vic and play the game a lot :)

It seems that most people here have a genuine interest for history and historical development. These persons are primarily looking for a game that allow them to feel like for example Otto von Bismarck when he faced the tough task of uniting Germany. Such persons may not necessarily fancy the prospect of playing a micromanagement heavy game that make you feel more like Dicken´s Mr Scrooge than Bismarck sometimes. I suspect that many here have a built in expectation of getting a mostly historical game from Paradox without too much micromanagement.

Preferably I would like a complex game but not one that involves too much “clicking”, small matters and micromanagement that distracts the interest from the historical feeling and development and sometimes I must admit that I find it a bit irritating to deal with these petty matters when supposed to run a huge empire (building 100 railroads for example).

It is certainly a tough job to make a good "historical" game but if anyone can do it, it is Paradox. My picture of such a game is a sort of EU 2 game with a WM trade model a la Vic (regionally based), more detailed provinces, units and some more nice events. Can´t ask for more really :)
 

pdrowe

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If nothing else, the pressure in this forum was absolutely incredible. (Lest we forget ;) )

The whole point to Paradox games is the incredible multilevel challenge involved with every game. This is why I keep coming back. It saddens me that Paradox may have to succumb to the demands of mass economics and bring down the intricacy and challenge of their games.
Stay strong Johan. Be a candle in the darkness.
 

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Johan said:
However, it does not seem that we were right, as the reviewers disliked the game, and hardly anyone bought it.

So from now on, we'll focus on games easier to play, and where we can put down enough inhouse testing time to make the games super-balanced before release.

I am sorry to hear that Victoria did not meet sales expectations. :(


I have a question about this shift in game design. Could you give us a little more detail on what you mean by saying easier to play. Are we talking about easier to play compared to Victoria, but still complex by most standards? Like EU2 for example? Or are you saying that Paradox will develope games that are a significant departure from the "EU" style of gameplay?


--
EnPeaSea
 

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The emphasis on micromanagement in Victoria is not a design flaw per se. But it does change the size of the target market that the product appeals to. In this particular case it definitely made the target market smaller. I think the other factor that hurt Victoria in reviews was the V1.01 patch which I think a lot of reviewers used. V1.01 introduced a number of bugs and in my mind is significantly inferior to V1.02.

Contrary to the prior poster I do hope that Paradox takes into account the factors that drive product sales. I say that not because I dislike "intricate" games, but merely because I want Paradox to stay in business. Maintaining bad business practices because you want to make a "statement" may appeal to one's romantic notions of "doing good", but in the long run you are just eliminating yourself from the landscape. And in Paradox's case, I think that would be unfortunate because I think they still have the ability to produce interesting and fun to play games.
 

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Johan said:
So from now on, we'll focus on games easier to play, and where we can put down enough inhouse testing time to make the games super-balanced before release.

I hope that this won't be the last word. Cause what brings me to Paradox is that I need to think before/during and especially after any decision. The complexity is the beauty of the game. Any minor actions has a sizable output.

Johan said:
I suspect that the policy we have had of patching games, extending the game with features hurt us more in the eyes of the masses.

But as a Fan of BF1942, I had the same experience with patches, they just released the 1.6! And masses are still buying the game. So it's not the quantity of patches that make the people ran away from the game.

Johan said:
Of course hardcore fans like it, but average joe just sees patch = broken.

That is extremely sad, but is true. After the last EU2 beta, I actually started the game again, and I am having TONS of fun, Again!!! But to the average player, he doesn't see that a Paradox patch is to improve the game, he thinks that is to fix the game.

As Final declaration: "I LOVE Paradox Games", played EU2, HoI and now Vicky.
 

Derek Pullem

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Arado said:
This question may seem irrelevant, but out of curiosity, I would like to ask the folks representing the inner circle if the folks from Paradox that decide when to release a game, forced the programmers and developers to release Vic when it was obviously not ready. Thanks

Going back to the original posters question - there was probably more dissent on releasing EU2 than with the decision to release Vicky. But that was because it was clear to Betas that release 1.00 meant that it got pressed and the patch 1.01 was going to be released before the game was on sale.

I'm intrigued by your comment about Vicky being "obviously not ready". Presumably you thought the game was bad then? Unplayable perhaps?

With reference to my last post in this thread - if a newbie sees a comment like this on the board they are going to think the game stinks. I hope you meant "the game could obviously be improved". If not - I guess we failed as betas.

Was Windows 95 released when it was "obviously not ready" - or was it released when it was a viable operating system. Should they have kept it a secret until Windows XP? You may say that Vicky is not as complex as an OS and you'd be right. But it is significantly more complex than other computer games and it has a much smaller number of programmers than Bill has to play with his public betas.

But if the sales are down then either

- the game sucked
- the pirates took away too much revenue
- the "wait until patch 5 brigade" were in the majority
- no one could find it

I suspect its a combination of 2 & 3
 

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Well Derek, when a company carves out a reputation for releasing the best historic strategy games what do you expect? It draws a bunch of people who like the fact that the games are historic strategy games.

The market has enough "Age of X" and Rise of Nations, and they are stiff competition; as gameplay features are less important than the latest 3-D effects. So it's little wonder that "space alien" features draw a lot of posts.

-------------------------

Johan

Did you ever consider one reason for poor sales being how hard it is to actually find Victoria? I still haven't seen it in Best Buy or Gamestop, and you might have read some of the threads during the US release with people driving around states trying to find it. The game reviews might not have been great, and not always fair, but reviews mean very little when the game is not actually available to buy anywhere.
 

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I got the game yesterday and immediately applied patch 1.02, so I can´t say anything about bugs and not even much about enhancements to prior versions, but I must say in the state the game is in atm it just rocks!

It´s very sad to hear that Vic didn´t sell good, but I don´t think it has much to do with game reviews.

I remember the reviews for EU, EU2 and HOI were even worse than the ones for Vic.

What is really missing from all paradox games is a good manual.
It was always much more informing to read faq threads than to read the manual and I think that is worth improving.

But all in all paradox games set new standards for strategy gaming and I hope that this will continue.

So heads up and keep the good work.
 

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Johan said:
The game was ready when it was released. We had fixed all reported bugs, and were convinced that it was great. However, we did not play every single country in all campaigns ourselves, so we had to acknowledge that there would be imbalances at times.

However, it does not seem that we were right, as the reviewers disliked the game, and hardly anyone bought it.

So from now on, we'll focus on games easier to play, and where we can put down enough inhouse testing time to make the games super-balanced before release.

I suspect that the policy we have had of patching games, extending the game with features hurt us more in the eyes of the masses. Of course hardcore fans like it, but average joe just sees patch = broken.

ps. basically, only the sales the first 2 months matter for a game to the developer. The fraction recieved from games in bargain-bin is <0.01$ for us.

Aw, sonofa...

Johan, any prospects of Paradox splitting its efforts between $45 games that these impatient fifteen year olds like, without the hassles of constant improvement from you guys, and games that intelligent adults with plenty of disposable income enjoy (like Vic)? I have no idea what portion of the community I'm speaking for, but I PROMISE that I would pay $100 for a Vic-type game. I can't be the only professional on the boards who has that kind of dedication to good, smart games.

This is horrible, horrible news. The whiners and moaners and unthinking rubes have ruined something that was great. F#*@.
 

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Derek Pullem said:
Well - the problem with Paradox games is that they gave to meet three criteria.

1. Be as bug free as possible
2. Be fun to play
3. Be historically accurate

It's the third one that is killing the games IMHO.

Now before you flame me, consider this. When a new game or patch comes out there are literally hundreds of posts about how this feature or that feature is crazy because it does not follow history to the letter (or the posters interpretation of history). There are very few on how good or bad the gameplay is. So, although we are all trying to be constructive by assisting Paradox in improving the game, the impression given by the boards is that Victoria is full of bugs and flaws and must be patched "because it is unplayable". That impression, that Paradox games are buggy, gets back to reviewers and the public. So the - "I won't buy it until they patch it" mentality rules and Paradox's income is badly hit.

The "best" game that Paradox have released is probably also the least "historical" in its gameplay. EU2 is a true classic, not because its historically accurate (its not) but because its fast, fun and has a veneer of history on top. And most players wouldn't really know much about renaissance history anyway to argue.

HoI and Vicky on the other hand are castigated by historical pedants on release instead of judging it by the gameplay. Victoria patch 1.01 is a beautiful example of this. Loads of players enjoyed the easy game with thousands of units and world conquest a real possibility. But it wasn't historical and there were loads of complaint. Then 1.02 is developed to bring the game back more in line with the historical roots and everyone complains that it is too difficult (oh, and also not historical - "nude empires" etc.).

So - before we say it was released too early perhaps we ought to ask ourselves what we were expecting.

A fast moving, empire building game with a historical flavour a la EU2

Or a simulation of 19th century social development, economics and technological advancement.

Cos you don't get both.

On one hand, it's heartbreaking for me to hear that Johan has decided that simpler games are the thing to focus on. On the other hand, if the current approach doesn't equate with survivability, something has to change.

There are certain factors, however, that need to be taken into account in thinking about future approaches:

A product that requires patches does not by itself alienate every customer. But there is a growing trend toward a general belief that software should be like appliances -- which generally don't need multiple recalls to work right. So it is true that in the current climate (and in all likely future ones, as well) a game that needs repeated patches will be perceived as unfinished and faulty. (At the very least, it will be hard in some cases to deny that there was less than enough time alloted before release, because otherwise why would there be a need for patches which address things like wooden navies that routinely defeat ironclads?)

Beyond that, in America at least, there will never be more than a niche market for games like Victoria. I often conclude that Europeans have no accurate conception of how truly awful the public education system is in the U.S. -- the mass majority of potential U.S. customers wouldn't even be able to tell you who Queen Victoria was or when WWI took place. (This is not hyperbole.) For these people, historical accuracy is meaningless, because they wouldn't know it if they saw it. (Frankly, these people are out buying things like deer hunting simulations, anyway. Does Paradox want to start producing those?)

The mass majority of Americans will not play any game that requires any reading in order to learn. So in fact the quality of manuals is not particularly important in America, because the majority of game customers do not ever read them anyway, and indeed feel that the game has failed them if reading the manual proves necessary at all.

The mass majority of Americans play games for one of three reasons only -- either they want mindless diversion, or they want intense sensory stimulation, or they want to feel a dominance rush. Those seeking mindless diversion will not be interested in games like Victoria, because such games require thought. Those seeking intense sensory stimulation won't find it because games like Victoria aren't fast-paced enough. Those seeking a dominance rush will not be satisfied with Victoria, because it's not the type of game where the player is going to feel like Superman every second.

This is the dilemma confronting Paradox. The games they are currently producing do not appeal to a mass market. Risk has mass appeal. Age of Empires has mass appeal. So do deer hunting simulations, golf games, and the like. But no game that takes a more detailed approach to history will ever have mass appeal, at least not in America. Because there is no educated mass for them to appeal to. (If you ask why America is important, then I ask you why was Victoria released there before so many other places?)

I would submit that if Paradox chooses to pursue the mass appeal route, they will find themselves turning out versions of Risk or Age of Empires and nothing more. Because there's no mass market for anything more. And while that may appear a recipe for success, it's not. (In my years of experience in advising businesses as an attorney, I've found it's a common mistake to think that money will role in if one just imitates what appears to be successful and then tries to do it a little better. The money doesn't roll in. Because by following that path you become just an imitator, and no one pays good money for that.)

On the flipside, there were some issues that hurt Victoria's appeal to the niche market where Paradox can actually expect to be successful. While I think that Victoria is a masterpiece of game system design, there were obvious, gaping holes in the history presented in the game. Some of this was apparently due to unfortunate choices. (The lack of any mechanism to simulate Guadalupe Hidalgo was, by itself, enough to alienate many American customers. The fact that event schemes were included for the formation of Italy and Germany and Belgium, but not for Guadalupe Hidalgo, can only be linked to a Eurocentric focus, which is a mistake when trying to appeal to an American audience. Especially when the game is being released in America before many other places. What were you all thinking? Did you really think that American customers would like a game in which the U.S. can't be formed in the way it was historically? And don't try to make it sound like it was a game balance issue. Those issues are a factor in the German and Italian events as well, but those events exist. And it also wasn't an issue about Guadalupe Hidalgo not being able to be simulated fairly, because in VIP we wrote an event that allows Mexico to refuse the treaty and continue the war, which eliminates unfairness concerns. It has to be conceded that decisions like leaving out Guadalupe Hidalgo were just ill-considered.)

Beyond that, though, there are many historical gaps that cannot be explained other than by research failures, lack of time or resouces, or just a fundamental lack of care or attention. (How do you leave out the Colorado gold rush, as if it never happened? Such an event is not a minor regional occurrence. And anyone with access to the Internet can find out that it happened with just a few minutes' research into American gold strikes, because it was one of the ones that left sayings and songs embedded in American history that cause it to be remembered. Even most of my ignorant countrymen have heard of Pike's Peak. It rings a little hollow to hear Johan say that the game was percieved as complete when it was released. The game may have been WAD, but it was not complete. And this is mainly why there was an outcry on the boards. Sure, there were complaints about game systems that still need perfecting. But keep in mind also how very many of the complaints dealt with simple research issues -- inaccurate populations, missing historical occurrences, and the like. I have a degree in history, and I know how time-consuming research can be, but when it's a selling point of your product you can't neglect it at all. And if you have to decide to focus on some things and not others, you then need to considered where you'll be trying to sell the product, and how it will be perceived there locally.)

The problem with such gaps and decisions is that Paradox has built a reputation for games that don't have such gaps and decisions in them. By releasing Victoria with these oversights, Paradox alienated segments of it's core audience, while at the same time pushing a product that wouldn't appeal to anyone else.

What folks at Paradox need to consider, however, before concluding that they should turn to producing "a fast moving, empire building game with a historical flavour" is that this road leads to producing variations on Risk. It would be a mistake to think that anything as complex as EUII will ever have mass appeal. It won't. What they will find themselves shooting for will be something more like War -- Age of Imperialism, and even that proved too complex to sell all that well.

This is the point behind the bad reviews -- it's not that most of the reviewers would actually have liked Victoria any better if it had been different in some respects. The only way they would have liked Victoria any better would have been if it was so simple it didn't need written instructions, and so fast-paced that a player was left gasping for air. This has to be clearly grasped before any change of course is decided upon. Producing versions of Victoria that allow any country to conquer the world will not result in better profits, because the masses do not want anything that requires even that much thought. Catering to the masses will inevitably lead to catering to the lowest common denominator -- and since that denominator is mainly swayed by fads and little else, such a path is like playing craps at best. At the same time, pursuing such a denominator will definitely destroy Paradox's existing customer base. Paradox will then likely find themselves alone in a cold, windy place.

It is understandable that the Paradox folks are downhearted at the moment. Criticism can be hard to bear. But anyone who works in any occupation involving publishing of a creative product has to inure themselves to that. Additionally, successful business decisions never result from a foundation of negative emotional reactions to criticism. If you're feeling stung it may be time to take a brief holiday, but it's never time to start making business decisions. (I've seen far to many people go under that way.)

(As a closing point, I'm going to be crass to make a point. I would submit that it might be a good thing for Johan and Co. to consider that the product they've produced is so magnificant that I'm willing to devote most of my free hours to it at the moment, either playing or writing events for VIP. I could be billing $150 an hour for each of those hours if I chose to work during that time instead, so anything that's excellent enough to hold my attention the way Victoria does is a super product. Then they should also take into account that the reason I can successfully charge that much per hour is that I have different qualities and capabilities from the mass majority, who where I live are out driving their SUVs and pickups, and who's preferred level of complexity in regard to anything stops at the level of Pacman.)
 
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dmshewchuk said:
This is horrible, horrible news. The whiners and moaners and unthinking rubes have ruined something that was great. F#*@.

Well that's not very fair is it, and leads to blame being attached to posters such as the one who started this thread in "wrecking Paradox." All those whiners and moaners you mention bought the game, something which actually contributes to Paradox's bottom line. If you want to blame someone, blame those who do not buy any Paradox games, or blame the market which hypes certain styles of game and not others.
 

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Dinsdale said:
Well Derek, when a company carves out a reputation for releasing the best historic strategy games what do you expect? It draws a bunch of people who like the fact that the games are historic strategy games.

The market has enough "Age of X" and Rise of Nations, and they are stiff competition; as gameplay features are less important than the latest 3-D effects. So it's little wonder that "space alien" features draw a lot of posts.

I agree with you. The market is packed with lightweight strategy games. Paradox has had strong sales with other grand strategic games. From everything I read, EU2 and HoI were both strong sellers. And I doubt that the gaming community has changed dramatically since those games were released.

So instead of wondering if the market for complex strategy titles is dead, perhaps the focus of Paradox's inquiry should be on why Victoria failed to achieve the success of the EU series.


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Johan said:
The game was ready when it was released. We had fixed all reported bugs, and were convinced that it was great. However, we did not play every single country in all campaigns ourselves, so we had to acknowledge that there would be imbalances at times.

However, it does not seem that we were right, as the reviewers disliked the game, and hardly anyone bought it.

So from now on, we'll focus on games easier to play, and where we can put down enough inhouse testing time to make the games super-balanced before release.

I suspect that the policy we have had of patching games, extending the game with features hurt us more in the eyes of the masses. Of course hardcore fans like it, but average joe just sees patch = broken.

ps. basically, only the sales the first 2 months matter for a game to the developer. The fraction recieved from games in bargain-bin is <0.01$ for us.

Johan,

Wow, I am simply stunned that Victoria did not sell well, and I feel like a black sheep because out of all the paradox games, I find Victoria to be the greatest- no contest. The only reason why I enjoy it so much, is beause of it's complexity- do I sound like a masochist when I say that? Games like EU & EU2 got boring for me rather quickly, because the economy was so abstracted, I just couldn't develop my country. All I could do is build a military and expand like a warmonger- which to me is just primitive and mind-numbing.

I think, because Paradox Games cater to such a specialized niche group of fans, you might want to reconsider how you sell the game. I sincerely believe you should start selling titles directly to us through your web site. We had threads on these forums polling people if they would buy the game directly from Paradox Games, through a download link, and if I remember correctly, a majority of people agreed. With this kind of system, you get a significantly larger portion of revenue from your game.

The main problem is, that then people don't get to see your games on the store shelves. This needs to be compensated with by either launching your own advertising campaigns (I don't remember seeing ANY ad from Strategy First on any Paradox game), or trying to work deals with your publishers sort of like Stardock software, which sells it's Galactic Civilizations title from both a download link on their web site and store shelves.

About the patches: I don't think it's safe to assume most people (average joe) thinks patch = broken, I say this because if you look at any major title out there, patches are released all the time, and they don't seem to be having a problem. I really can't think of any game which does not release patches after release.

Well, I'm deeply saddened by some of things you said, it's really heart-breaking for me- especially the 'dumbing down of future games' part, but I understand your decision. I just pray you look at the overall picture, in terms of publishing, advertising and play testing as well.
 

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My few cents...is that Victoria is a too narrow era to focus on, and the game is far more complicated than say EU II ever was to be honest...even hardcore people like me and my friends found it a hard game to start with, altough somewhat rewarding in the end..

Basically I think HOI 2 on the other hand, would bring them back into the fold...
Trying to simulate any era in time is nice and all..but be vary of narrow path which only leads to a place with few people and less profit.

Jan
 

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Derek Pullem said:
(.../...)
But if the sales are down then either

- the game sucked
- the pirates took away too much revenue
- the "wait until patch 5 brigade" were in the majority
- no one could find it

I suspect its a combination of 2 & 3

4 is true for France. I had to order it directly from the french distributor(Nobilis). It was scarce in stores & was quickly kidnapped where it was...
 

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Janster said:
My few cents...is that Victoria is a too narrow era to focus on, and the game is far more complicated than say EU II ever was to be honest...even hardcore people like me and my friends found it a hard game to start with, altough somewhat rewarding in the end..

Basically I think HOI 2 on the other hand, would bring them back into the fold...
Trying to simulate any era in time is nice and all..but be vary of narrow path which only leads to a place with few people and less profit.

Jan


I also believe that HOI 2, with a cold war extension is the way to go in order to make huge sales!
 

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dmshewchuk said:
This is horrible, horrible news. The whiners and moaners and unthinking rubes have ruined something that was great. F#*@.

I wouldn't go that far - Paradox have another game on the production line and no doubt more to come.

If I could make an analogy - the board wargame market went the same way. It started with simple designs, moved on to elegant playable games and then disappeared up the blind alley of Terrible Swift Sword, Europa, Highway to the Reich and War in Europe/ Pacific / World in Flames and Squad Leader.

I would hazard a guess that what Johan means by "easier to play" means less detail, more gameplay. To offer my own (unofficial, non-Paradox sanctioned ) example the POP system in Vicky could be abstracted by % for each class / culture. The player would have no control over the allocation of these wokers to their factories but would recognise that more craftsmen/clerks and more national culture workers would mean more income. More profit would automatically increase the literacy and number of middle class / artisans in the province / state / nation. So the economy is just the EU2 approach of moving 4-5 sliders about. But you've got the added bonus of the government policies and elections etc. No POP management.

Would that break Vicky - I don't think so. Would it be less complex - yes. Would some people bitch about it - yep. But its more accessible. And I'd still buy it.
 

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christianx said:
:(
I hope Ck becomes a huge success though!

Oh yeah, it would be great if CK could put us on the rightious path again. :)


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Theodotus1 said:
Beyond that, though, there are many historical gaps that cannot be explained other than by research failures, lack of time or resouces, or just a fundamental lack of care or attention. (How do you leave out the Colorado gold rush, as if it never happened? Such an event is not a minor regional occurrence. And anyone with access to the Internet can find out that it happened with just a few minutes' research into American gold strikes, because it was one of the ones that left sayings and songs embedded in American history that cause it to be remembered. Even most of my ignorant countrymen have heard of Pike's Peak.

........

The problem with such gaps and decisions is that Paradox has built a reputation for games that don't have such gaps and decisions in them. By releasing Victoria with these oversights, Paradox alienated segments of it's core audience, while at the same time pushing a product that wouldn't appeal to anyone else.

I rest my case - what is Pike's Peak? :D For the love of god - can't you see that its not world shattering outside of USA.

It's not a game breaking omission

The American-Mexican treaty was a judgement call in the end and it was decided not to go with it.

Criticise the interface, the design concept but please don't damn the game becuase it missed out a gold strike in America :rolleyes:
 
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