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Grand Strategy Victoria 3

Deflowerer

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It's funny because to me Vicky 3 certainly feels like a cookie clicker but much more slower and boring. I recently played after avoiding this game for over a year. I chose Japan because the location and circumstances of this country make it as some sort of benchmark for Paradox DLCs and patches.
So, no more retarded "Give me your port" demands from countries like Prussia, nice. Now, either GB or USA threaten me after few years to open my market. Fair enough. But then nothing really happens aside my economy tanking rapidly. From what I gather there are some spheres of influence now and the same countries that are so interested in opening Japan market just stop caring after you accept it? They don't want to dictate anything, no pressure, no exerting their influence (now I assume these spheres from the newest DLC just give you positive effects?) over your weaker country. Aside from this, you can still stave off the invasion for a bit longer by investing in army from the beginning and AI now can invade Japan from different sides. Something changed, but not so much.
I also played other countries like Sweden, Spain and Two Sicilies but overall there is not enough interaction with this new DLC stuff. This game is still about making a long ass queue of stuff to build and passing some laws. I was under impression this newest DLC was supposed to focus on diplomacy but it seems like they've moved some options around and instead of having a real game of political manoeuvres game is the same boring war clock. Yawn. See you in a year or so, Vicky3!


On my Japan plays with AI stance put on aggressive, I've had moments where Russia and even France tried to invade.

Historically it's not that far removed though, most countries didn't really give too much of a fuck about Japan overall once the ports and markets got open, and even the trade was never such a big deal like it was with China.
 

Lord Kane

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Historically it's not that far removed though, most countries didn't really give too much of a fuck about Japan overall once the ports and markets got open, and even the trade was never such a big deal like it was with China.

That's just the thing though, isn't it? Do we want to have mechanics adherent strictly to reality of that time or do we want to have any sort of meaningful interaction wrapped in such reality. There just isn't much to do in this game. I cannot asses it properly of course since I only have base game but from what I have seen Victoria 3 is going the same way as Stellaris does- radical changes adding more stuff on paper but less so in terms of gameplay.
Also, having separate mode for Great Game is just pure bullshit. The whole Victoria should be a Great Game. What's next, a mode made solely for combat?
 

Joggerino

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I hate this game. I tried playing again and kept at it for a few days and with different countries. Don't think I had fun at any point, there's just nothing I enjoy in this game. I played paradox games since eu 2 (but more actively since eu 3) and this is my personal worst of them all.
 

Fedora Master

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I hate this game. I tried playing again and kept at it for a few days and with different countries. Don't think I had fun at any point, there's just nothing I enjoy in this game. I played paradox games since eu 2 (but more actively since eu 3) and this is my personal worst of them all.
It doesn't work either on a macro or micro level. Countries are all the same, the way to modernize is always the same, politics rarely becomes an issue unless you deliberately cause a revolution.
The closer you look at the details the worse it gets, like nonsensical events and party attitudes that go against their own interests.
 

thesheeep

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The closer you look at the details the worse it gets, like nonsensical events and party attitudes that go against their own interests.
And the way you game around that nonsense, by trying to heave people into party leadership that agree with what YOU want instead of what would make sense for the party, is the little cherry on top.
 

Fedora Master

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The closer you look at the details the worse it gets, like nonsensical events and party attitudes that go against their own interests.
And the way you game around that nonsense, by trying to heave people into party leadership that agree with what YOU want instead of what would make sense for the party, is the little cherry on top.
It's a problem that has plagued PDX games since at least CK2, where events have no connection to character traits whatsoever. Somehow your pro-Slavery king will force through abolition and the Intelligentsia will switch to hardcore authoritarianism on a dime for no real reason. How hard is it to add a couple of checks to these events that test for fucking character traits?
 

Fedora Master

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booze.jpg


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Fucking why?
 
Last edited:

Fedora Master

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Every time I take another look at the game I end up getting some retarded event like this, throw up my hands and uninstall.

NEVER EVER PAY MONEY FOR PDX GAMES.
 

thesheeep

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NEVER EVER PAY MONEY FOR PDX GAMES.
I wouldn't go that far.
Some of them are very enjoyable, especially with mods. Stellaris, HoI4, EU4... often more of a relaxing LARPing experience, but still, that has merit on its own.

But this one.... nope. Not even that. Even mods only add more fluff because the foundation can't really be fixed. I'd really only recommend Vicky 3 on a deep sale and to play until you figure out (most of) the systems.
There is some fun here until then, but once that happens, there really isn't much you can do or see anymore.
 
Vatnik Wumao
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But this one.... nope. Not even that. Even mods only add more fluff because the foundation can't really be fixed. I'd really only recommend Vicky 3 on a deep sale and to play until you figure out (most of) the systems.

There is some fun here until then, but once that happens, there really isn't much you can do or see anymore.
Construction queue simulator.
 

thesheeep

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I don't remember if I posted that here, but my most recent attempt at the game (in December according to Steam) didn't even get cut short by being pissed at/bored by the core gameplay.
It was bugs. They still haven't fixed combat at all. I was doing some colonization as France and ended up in the ludicrous situation of being kicked out of multiple (!!) of my colonies in Africa - not by the English or any other colonizer nation, but by tribesmen!

"But how?! Those are impossible to lose against!"
You'd think. But the game found a way: Despite controlling the entire coastline + multple ports on them when the natives declared war, despite having more than enough ships and everything, despite owning provinces further to the west (full control, with a military access province owned by someone else in-between) the game simply did not allow me to send troops to the frontline. It claimed there was no way to get to it.
All I could do was watch in horror as I lost colonies to invisible walls preventing my troops from going anywhere :lol:
 

Lord Kane

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All I could do was watch in horror as I lost colonies to invisible walls preventing my troops from going anywhere :lol:

I had the same issue as a Spain.

Also, when I recently played as Italy, I managed to ally myself with France. France then proceeds to go to war with Austria and Russia over control of Greece, and me being a good ally I help by attacking both. War goes on and on when I realize - France never bothered to occupy Greece, the sole reason it got to the whole affair in the first place! Because of that, the war progress was stalled, but France was more than happy to throw their men on pointless attacks. I had to invade Greece from the sea (it was poorly defended by just one Greek stack or something), thus finally ending this embarrassing "war."

Before this experience I believed war system was dumbed down due to players complaining about tedium of moving armies (I don't get it) but now I think that Paradox team itself is too dumb to implement a competent AI that has at least basic of basics working e.g. I want to take objective A, I will move my armies as much as possible to take it. If the war system still had moving stacks, we would experience headless chicken armies of CK3.
 

Tyrr

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Everyone who ever fought a war against the AI in any Paradox game knew the game was fucked when they announced that in V3 all your wars would be handled by the AI.
 

thesecret1

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Everyone who ever fought a war against the AI in any Paradox game knew the game was fucked when they announced that in V3 all your wars would be handled by the AI.
You haven't read this thread back when the game was still in development. Half the Codexers were ecstatic about the prospect of no longer moving toy soldiers on the map or whatever and how it would all be more "strategic"
 

thesheeep

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You haven't read this thread back when the game was still in development. Half the Codexers were ecstatic about the prospect of no longer moving toy soldiers on the map or whatever and how it would all be more "strategic"
I was one of them and we were right.... in theory.
Paradox only had to take HoI4's frontline system and improve upon that, it's not a bad system if you got better automation on how to hold/advance frontlines. And implementing it from scratch would've been such a good opportunity for that, too.

Instead they came up with something entirely new and bungled it by turning it into a buggy black box with your only influence being "spend more resources for more bonus".

Also, at least I did not expect that the rest of the game would just be waiting for building queues to complete or RNG votes ( :lol: ) to advance. I expected to be kept busy by the rest of the game so the AI could handle more details of warfare. Instead both warfare and the rest of the game is mostly just waiting for bars to fill.
 

thesecret1

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Paradox only had to take HoI4's frontline system and improve upon that, it's not a bad system if you got better automation on how to hold/advance frontlines. And implementing it from scratch would've been such a good opportunity for that, too.
Last time I tried HoI4, it kept shuffling troops back and forth illogically across frontlines (thus negating any entrenchment bonuses) and basically gave up the moment I broke through the front.
 

Beastro

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Paradox only had to take HoI4's frontline system and improve upon that, it's not a bad system if you got better automation on how to hold/advance frontlines. And implementing it from scratch would've been such a good opportunity for that, too.
Last time I tried HoI4, it kept shuffling troops back and forth illogically across frontlines (thus negating any entrenchment bonuses) and basically gave up the moment I broke through the front.
I honestly don't underatand how you could play a Paradox game without unit stacks simply because I often have to console command or save edit to make the AI move their units in ways that make them win wars.

How can you do thay without stacks?
 

thesheeep

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Paradox only had to take HoI4's frontline system and improve upon that, it's not a bad system if you got better automation on how to hold/advance frontlines. And implementing it from scratch would've been such a good opportunity for that, too.
Last time I tried HoI4, it kept shuffling troops back and forth illogically across frontlines (thus negating any entrenchment bonuses) and basically gave up the moment I broke through the front.
That's what I mean. Imagine that system without the bullshit, working as one would think it was intended.
I've always wondered why they didn't fix any of the crap surrounding frontlines, it's not like that would be some impossible task. But I guess a task impossible to them.
 

thesecret1

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Paradox only had to take HoI4's frontline system and improve upon that, it's not a bad system if you got better automation on how to hold/advance frontlines. And implementing it from scratch would've been such a good opportunity for that, too.
Last time I tried HoI4, it kept shuffling troops back and forth illogically across frontlines (thus negating any entrenchment bonuses) and basically gave up the moment I broke through the front.
That's what I mean. Imagine that system without the bullshit, working as one would think it was intended.
I've always wondered why they didn't fix any of the crap surrounding frontlines, it's not like that would be some impossible task. But I guess a task impossible to them.
Funny thing is that the AI is very competent at managing the front in DH... But it seems a trend that Paradox's AI gets worse and worse with each new release.
 

AwesomeButton

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Paradox only had to take HoI4's frontline system and improve upon that, it's not a bad system if you got better automation on how to hold/advance frontlines. And implementing it from scratch would've been such a good opportunity for that, too.
Last time I tried HoI4, it kept shuffling troops back and forth illogically across frontlines (thus negating any entrenchment bonuses) and basically gave up the moment I broke through the front.
That's what I mean. Imagine that system without the bullshit, working as one would think it was intended.
I've always wondered why they didn't fix any of the crap surrounding frontlines, it's not like that would be some impossible task. But I guess a task impossible to them.
Funny thing is that the AI is very competent at managing the front in DH... But it seems a trend that Paradox's AI gets worse and worse with each new release.
I have a very limited knowledge of the inner workings but I their problems stem from wanting to make sandbox where they should actually care about only a limited number of plausible scenarios, which they could much more easily handcraft.
 

Malakal

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Paradox only had to take HoI4's frontline system and improve upon that, it's not a bad system if you got better automation on how to hold/advance frontlines. And implementing it from scratch would've been such a good opportunity for that, too.
Last time I tried HoI4, it kept shuffling troops back and forth illogically across frontlines (thus negating any entrenchment bonuses) and basically gave up the moment I broke through the front.
That's what I mean. Imagine that system without the bullshit, working as one would think it was intended.
I've always wondered why they didn't fix any of the crap surrounding frontlines, it's not like that would be some impossible task. But I guess a task impossible to them.
I mean they literally could reuse frontline system from HoI but make units invisible/AI only and teleport for naval invasions and it would work out better...
 

thesecret1

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Paradox only had to take HoI4's frontline system and improve upon that, it's not a bad system if you got better automation on how to hold/advance frontlines. And implementing it from scratch would've been such a good opportunity for that, too.
Last time I tried HoI4, it kept shuffling troops back and forth illogically across frontlines (thus negating any entrenchment bonuses) and basically gave up the moment I broke through the front.
That's what I mean. Imagine that system without the bullshit, working as one would think it was intended.
I've always wondered why they didn't fix any of the crap surrounding frontlines, it's not like that would be some impossible task. But I guess a task impossible to them.
Funny thing is that the AI is very competent at managing the front in DH... But it seems a trend that Paradox's AI gets worse and worse with each new release.
I have a very limited knowledge of the inner workings but I their problems stem from wanting to make sandbox where they should actually care about only a limited number of plausible scenarios, which they could much more easily handcraft.
I don't think so. DH has tons of completely ahistorical mods, and the AI is just as competent in any setting. It's not flawless, of course but "AI leaves too small a garrison to defend England against invasion" is an orders of magnitude smaller problem than "AI sits by and watches as I blitz through its lines and conquer the heartlands."

It's just incompetence.
 

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