Why does Paradox keep saying their historical grand strategy games aren't about war?

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kawamuratc

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It's fair to say that the scope of the bingo card expands and contracts according to what I find amusing at any given point in time.
Curious, curious. You say the bingo card contains things that amuse you, and yet, it does not cater to my own preferences. Also, where are the letter tiles? There’s nary a double word score on the board!

I guess it’s just an objectively bad bingo card.
 
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They say it because it's true. The Total War franchise is a perfect example of games that is 95% about war, war, and nothing but war. Paradox games are not similarly focused, even if war is a prominent feature in their games.
 
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To be honest i can understand the new shift in Victoria saga, but saying that also about CK worries me. In CK you manage characters, and yet you are most of the time in decisive wars that could end your dynasty, raids, invasions, crusades... i find it ridiculous.

To me both managing characters and war are essential to Crusader Kings
 
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Curious, curious. You say the bingo card contains things that amuse you, and yet, it does not cater to my own preferences. Also, where are the letter tiles? There’s nary a double word score on the board!

I guess it’s just an objectively bad bingo card.

"I remember when Johnty5's bingo cards were hardcore. These days it's all jokes to drive memes for the casuals on Reddit"
 
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It is in fact possible to make a game without the game also having deep mechanics for everything imaginable . . . you guys know that, right? More than that, it is advisable, even more than that, it is the only thing possible, otherwise, you are just simulating the universe.

Then again, if you wanted to create a deep warfare system and you played as the ruler, you would probably have very little influence, as the game would also need to simulate travel delays, disobeying orders, misunderstands so... I don't really even see the point of all this.
 
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In theory, you are completely right. (Or almost - some rules did lead armies personally.)

However, when playing the game, I have a very different experience. The entire warfare system is designed around RNG. Numerical superiorty is worth very little. Technical superiority is worth a bit more, but even than bad RNG can delay things for months.

Also, you can't demobilize while "at war" (even if it is phony), which can unnessecarily bankrupt you.

Having the ability to micro would solve these issues. Alternatively, PDX could take the effort to actually fix the current system, but I think the former option is less work.

Numerical superiority is more important the closer in tech you are to your opponents.

Inability to demobilize is pretty weak tbh. There's a half decent idea underlying the decision but the implementation leads to irritation more than anything else.

Why would making the player able to micro be less work? There's no systems in place to support that, they'd need to be built.
 
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Let's play VICTORIA 3 COMPLAINT BINGO!*



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* not all complaints about Victoria 3 are unjustified. However, silly complaints are silly. Who gets to decide what constitutes "silly"? Everyone gets to decide for themselves, obviously. Please don't reply with "WHAT?!1 SO WE AREN'T ALLOWED TO DISLIKE ANYTHING ABOUT VICTORIA 3 NOW?! FANBOY", as that is literally the centre square in Victoria 3 complaint bingo.
:D

At least the devs know that the game is great if they only see complains about those timeless classics.
 
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Because Crusader Kings' draw is fantasy eugenics managing interpersonal relationships, and Victoria's big draw is managing the economy. It was in both Victoria 1 and 2 entirely possible to have a satisfying game with lots of stuff to do and never actually go to war (of course depending on who you were playing), something that is very much not true of Europa Universalis and HoI.

Also, for pity's sake, can you people get over this already? It's been a year since the war dev diary and never a day has gone by since without people coming in to bitch about it. Yes, literally one GSG wasn't made to have war as a primary focus, such a tragedy, you'll just have to content yourself with every single other one.
How many war focused paradox gsgs are there for the victorian era made in the current gen? None
Thats the complain
 
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kawamuratc

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It is in fact possible to make a game without the game also having deep mechanics for everything imaginable . . . you guys know that, right? More than that, it is advisable, even more than that, it is the only thing possible, otherwise, you are just simulating the universe.

Then again, if you wanted to create a deep warfare system and you played as the ruler, you would probably have very little influence, as the game would also need to simulate travel delays, disobeying orders, misunderstands so... I don't really even see the point of all this.
Doesn’t recreate the universe in its entirety. Literally unplayable.

I do appreciate the complaints, though. My spouse bought Vic 3 after I read up a few choice ones, so now I can try it out on his account :cool:

Some of the complaints paint a picture of a really lovely game.
 
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In paradox games, the AI is so bad that war is usually the optimal way to expand your resources.

For example, in vic 3, there is no reason whatsoever to convince someone to be your subject or join your customs union when you could just take their states away and optimize the buildings. Whats the point of convincing hanover to be in my customs union when the AI wont build any of their oil rigs? The only real solution you have is to take the state away and build the oil rigs yourself.

Not to mention AI setting their generals to attack even though they are constantly losing every single battle. Better to control those generals yourself.

I just puppeted the Netherlands which also gave me the Dutch East Indies and i was like...why keep the Dutch East Indies? It is simply better for me to annex them and manage the colonies myself. Unlike EU4, there is no governing capacity mechanic or anything else to encourage the use of subjects, and the AI is a lot harder to mod in Vic 3. In EU4 i was able to quite easily mod the AI to be very competent, have very efficient economies, pick good idea groups and have effective militaries to help you out in wars...Prussia as a march is an excellent subject to have for example.

In Vic 3, i see no reason whatsoever to use subjects unless you are forced to, like if its a personal union which cant be annexed.

In vic 3, migration is a lot better, it is actually possible to grow your country effectively via migration if you are the richest in the world. But it is still much slower than conquering new states and nothing stops you from conquering new states for more pops/resources AND getting migration. War is simply the best, and in some cases, the only realistic way of expanding.

If paradox doesnt want to make war games, they need to make better alternatives to expansion than war. Vic 2 actually had a better mechanic for this which was sphering countries to get access to their resources and foreign investment to build up their factories. Vic 3 has a customs union system that is actually worse, because it forces you to subsidize the less optimal AI countries in your market, especially for things like transportation and services, the less efficient countries use tons, but dont produce enough, so you are using a higher % of your pops to produce those essential goods and getting less in return.

I actually experienced this as Belgium when I joined the UK's custom union and i took a major hit to transportation and services.
 
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The elephants in the room (World War One and the American Civil War) seem curiously absent from the more strident defences of this game's approach to war. I actually remember my initial reaction to the news that war would be automated based on "front lines", I thought it would make sense for World War One (before I discovered one of the more comical aspects - the province by province hopscotch over the map) but make no sense for the ACW, which I'd suspected would get a least a little love.

Then, of course, I pinned my hopes, on the political/diplomatic elements of the ACW (like the Slavery Debate, Bleeding Kansas, Westward Expansion, and Reconstruction) getting a suitable level of attention. As it happens ... that turned out not to be the case.
 
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Let's play VICTORIA 3 COMPLAINT BINGO!*



"Assert secret conspiratorial reason for a design decision you don't like" - TICK



"Make an absurd comparison with another Paradox game"- TICK



"Remember the good old days? Pepperidge Farm remembers..." - TICK



"Devs are stupid!" - TICK



* not all complaints about Victoria 3 are unjustified. However, silly complaints are silly. Who gets to decide what constitutes "silly"? Everyone gets to decide for themselves, obviously. Please don't reply with "WHAT?!1 SO WE AREN'T ALLOWED TO DISLIKE ANYTHING ABOUT VICTORIA 3 NOW?! FANBOY", as that is literally the centre square in Victoria 3 complaint bingo.



EDIT: *%&@ it. This is now my sig. :D
Strange take. But sure. I can agree to disagree.

Ck3 and victoria have stated that war is not a focus in the game. This is a demonstrable shift. Which is what I'm saying.

War is a major part of human history and should be just as fleshed out and important as any other mechanic. My complaint is about their demonstrable shift from that.

My hypothesis is, which is also demonstrable, that rather than deal with player complaints about AI performance they say the game is about dynasties or economics.

Doesn't seem that much of a stretch.
 
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Because Crusader Kings' draw is fantasy eugenics managing interpersonal relationships, and Victoria's big draw is managing the economy. It was in both Victoria 1 and 2 entirely possible to have a satisfying game with lots of stuff to do and never actually go to war (of course depending on who you were playing), something that is very much not true of Europa Universalis and HoI.

Also, for pity's sake, can you people get over this already? It's been a year since the war dev diary and never a day has gone by since without people coming in to bitch about it. Yes, literally one GSG wasn't made to have war as a primary focus, such a tragedy, you'll just have to content yourself with every single other one.
You really think CK3 is about managing relationships? Cmon bro. Seems like they barely matter, and events are so rng and not impacted by relationships.
 
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War is a major part of human history and should be just as fleshed out and important as any other mechanic. My complaint is about their demonstrable shift from that.
Do you know what's also a major part of human history? Economics. The work people do. The food they eat.

But in every other Paradox game, this is extremely abstracted, far more than warfare is in Vicky 3.

That's hardly the only concept that's vastly important to real humans and their lives that other Paradox games abstract into literally or figuratively nothing.

So I don't think your argument here holds water.
 
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You really think CK3 is about managing relationships? Cmon bro. Seems like they barely matter, and events are so rng and not impacted by relationships.
Have you ever actually looked at how people talk about Crusader Kings 2 and 3 and the sort of things that popularised them? Putting Glitterhoof on the council sold more copies of those games than every 'look how big my empire is' post put together.
 
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Strange take. But sure. I can agree to disagree.

Ck3 and victoria have stated that war is not a focus in the game. This is a demonstrable shift. Which is what I'm saying.

War is a major part of human history and should be just as fleshed out and important as any other mechanic. My complaint is about their demonstrable shift from that.

My hypothesis is, which is also demonstrable, that rather than deal with player complaints about AI performance they say the game is about dynasties or economic.

Doesn't seem that much of a stretch.
Could you explain to me how your hypothesis is demostrable again?

To be clear: your hypothesis is, as I read it, “devs have decided to claim (as a form of trickery) a different focus in each IP so they do not have to improve AI performance”.

And that’s something you can prove in spite of 1) devs demonstrably altering AI (recorded in patch notes) and 2) previous dev statements about the focus being to emphasize one part of the simulation as a design choice not as a way to hide their flaws.
 
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Field Marshal
Jun 11, 2019
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Have you ever actually looked at how people talk about Crusader Kings 2 and 3 and the sort of things that popularised them? Putting Glitterhoof on the council sold more copies of those games than every 'look how big my empire is' post put together.
People talk about the memes because thats the value of memes. But most people play it to build an empire, not because they genuinely find incest marriages entertaining.
 
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Soter I

Second Lieutenant
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Have you ever actually looked at how people talk about Crusader Kings 2 and 3 and the sort of things that popularised them? Putting Glitterhoof on the council sold more copies of those games than every 'look how big my empire is' post put together.
So true and sad at the same time
 
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