Hi everyone.
Disclaimer: I really mean well. But I think Victoria should have stayed unique
I want to say some harsh words about the current update which the people seem to enjoy. Trust me, this comes from a place of love. Over these two or so years, I've enjoyed V3 a lot, I absolutely don't think it's a downgrade compared to V2 (which I also played a lot back in the day, as well as V:Revolutions), as I've seen people say, and I really hope that it will continue development for years, turning into the greatest game ever.
However, I believe, with SoI, a mistake was made, one that will be hard to correct without deliberation and societal pressure.
The general premise of the thread is that PDS games are all cool and meaningfully different and should be diversified beyond just eras in which they're set. HoI has a way deeper military mechanics that I would want in any other game. CK is uniquely character-focused. EU is kind of in-between everything, but it's the only game spanning completely different epochs, and its game design decisions are dictated by it: it has to operate on a higher abstraction level and be more mana-filled.
I think that these disctinctions are what makes PDS games stronger, and we should cherish and further these differences, not unify the games.
Now, what is the Victoria's specialty? It's a simulator (it even says so in promotional materials: "society simulator"). And in simulators, even if they are also games, we need to be moderate. reserved with the mechanics, they should have some representation in real life or at least be possible in real life and possible to be explained in real life terms. I think that 1.7 mechanics fail this criterion.
What 1.7&SoI did right
Of course, not everything in the new update is wrong. There are solid mechanical foundations that can be used for future development, and probably at least one of them will be.
I'll focus on two main ones:
What 1.7&SoI did wrong and why I am pessimistic
Unfortunately, with these solid foundations comes not-as-solid realization.
First, of course, to vent. Then, to understand whether this sentiment is shared by a part of the community.
And finally, I really want devs to reconsider the factual filling of the blocs mechanics. Nothing like "religious convocations" should have ever appeared in a simulator of a 19/20th century sociery. And while it's now hard to simply remove this feature without people crying "damn, we paid for it", I think that it needs to be done. V3 can be magnificently unique, it doesn't have to be a bad earthbound clone of Stellaris.
Please share what you think.
Disclaimer: I really mean well. But I think Victoria should have stayed unique
I want to say some harsh words about the current update which the people seem to enjoy. Trust me, this comes from a place of love. Over these two or so years, I've enjoyed V3 a lot, I absolutely don't think it's a downgrade compared to V2 (which I also played a lot back in the day, as well as V:Revolutions), as I've seen people say, and I really hope that it will continue development for years, turning into the greatest game ever.
However, I believe, with SoI, a mistake was made, one that will be hard to correct without deliberation and societal pressure.
The general premise of the thread is that PDS games are all cool and meaningfully different and should be diversified beyond just eras in which they're set. HoI has a way deeper military mechanics that I would want in any other game. CK is uniquely character-focused. EU is kind of in-between everything, but it's the only game spanning completely different epochs, and its game design decisions are dictated by it: it has to operate on a higher abstraction level and be more mana-filled.
I think that these disctinctions are what makes PDS games stronger, and we should cherish and further these differences, not unify the games.
Now, what is the Victoria's specialty? It's a simulator (it even says so in promotional materials: "society simulator"). And in simulators, even if they are also games, we need to be moderate. reserved with the mechanics, they should have some representation in real life or at least be possible in real life and possible to be explained in real life terms. I think that 1.7 mechanics fail this criterion.
What 1.7&SoI did right
Of course, not everything in the new update is wrong. There are solid mechanical foundations that can be used for future development, and probably at least one of them will be.
I'll focus on two main ones:
- the new ownership system is definitely a great step forward, necessary from both the simulation and gameplay strategy/dynamics PoV. Now we finally have ways to dump our capital abroad, which is both the major reason for imperialism and allows us to keep developing in late-game (the old-as-life balance problem of "everything being already build by 1910" seems to be gone)
- the leverage system for blocs is decent and makes sense as something allowing the blocs to compete for influence. It is also very much less micro-heavy than the dreaded V2's sphering clickfest
What 1.7&SoI did wrong and why I am pessimistic
Unfortunately, with these solid foundations comes not-as-solid realization.
- The foreign investment is chaotic and untrackable. I would want much more data on why my Midlands capitalists invest in Brazil's coffee plants instead of Chile's sulphur mines or Midlands engine factories. I would also want much more ways to incentivize them to do what I want. Of course, the prerequisites to all this should be that investment pool purchasing decision be based on potential profitability (which, as I understand, is absent at the moment, but the reasoning for investing is now so unclear that I'm unsure). After that we need options to tip the scales, adding weigh to certain options, so that the investors would choose what we want. It can be done with decrees, or special mechanics of tax cuts, or promising something to them (like maybe "not expanding labour laws"), anything. I hope that this will be improved in 1.8 and further, but now it looks more like a placeholder
- Everything in blocs beyond the leverage mechanics is just absolutely terrible and out of place in Victoria. There's no other way to put it, this all ruins the simulation, providing insanely powerful bonuses, not rooted in anything historical or realistic.
What would be realistic? In my view, there are two acceptable bonus types that could be unlockable by tenets:
1) something that eliminates international barriers, letting you treat the foreign states as yours or almost as yours and vice versa. Market unification (or, in mild cases, tariff reduction) is a perfect example. Enforced defensive pacts are good too.
2) something that affects the weights in decision making of individual agents, especially if those agents aren't playable. For example, I wouldn't object to a couple "imperial propaganda" tenets that would raise migration attraction and investment attraction
Unfortunately, that's not what we have, mostly. We are filled to the brim with tenets that create infrastructure from thin air, allow to steal money from private investors or provide magic innovation points. And this at the moment looks like the whole point of the bloc system. I'm sure adding all those is a big mistake. I'm also sure it's not a mistake that's easy to correct without mods, as first thing, it has to be acknowledged as a mistake, and second, some of the playerbase probably likes it, and deliberately chose to spend their money on it.
What do I want now?First, of course, to vent. Then, to understand whether this sentiment is shared by a part of the community.
And finally, I really want devs to reconsider the factual filling of the blocs mechanics. Nothing like "religious convocations" should have ever appeared in a simulator of a 19/20th century sociery. And while it's now hard to simply remove this feature without people crying "damn, we paid for it", I think that it needs to be done. V3 can be magnificently unique, it doesn't have to be a bad earthbound clone of Stellaris.
Please share what you think.
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