Paradox Studio Thread

Favorite Paradox Game?


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Being able to overcome tech superior and huge numbers of enemies by gaming the AI defeats the purpose of everything else.
I do not understand how anyone can have this opinion, and why it has infested the entire normie PDX space.

Overcoming superior advantages is called skill; that is the entire purpose of why video games are played. A good player, like any good general or business leader or whatever else, will use their skills to convert disadvantage to advantage. Using your knowledge of games to outplay several opponents, using a reverse slope to cancel your enemy's superiority in direct fire weapons, using your limited funds to over invest in a certain product to blow your competitors out of the water.

The reason that a Germany world conquest is not impressive is precisely the same reason why a Jan Mayan world conquest is.
 
I do not understand how anyone can have this opinion, and why it has infested the entire normie PDX space.

Overcoming superior advantages is called skill; that is the entire purpose of why video games are played. A good player, like any good general or business leader or whatever else, will use their skills to convert disadvantage to advantage. Using your knowledge of games to outplay several opponents, using a reverse slope to cancel your enemy's superiority in direct fire weapons, using your limited funds to over invest in a certain product to blow your competitors out of the water.

The reason that a Germany world conquest is not impressive is precisely the same reason why a Jan Mayan world conquest is.
The charitable interpretation for what they want is for your skill in economic/diplomatic matters to matter more, so rather than winning a war through maneuver, you win the war through careful planning. If the AI is so brain dead that it becomes piss-easy to defeat the AI by maneuver despite the computer having vastly superior forces, then building up prior to the war, choosing good alliances and foes doesn't matter as much. However, it's pretty obvious that the problem is not that you can control your armies, but rather that the AI is completely brain dead.
I suspect that if the AI was skillfully reactive in diplomatic and economic matters (as in, they aggressively pursue their own interests and try to increase their own power and counter the player's plans), they'd probably whine about that too, since it would get in the way of their 'perfect' plans.
 
New Saturday building
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This building has been added to the Age of Renaissance after feedback on what goods we should have..
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It's great to see how much feedback they've been getting and implementing.
 
Any opinions on the latest Stellaris dlc?

Consoomer minded redditors would have you believe it's the greatest addition since Utopia, but I'm sorta sceptical on the matter:

  • Individualistic machines have little to no flavour about them: it's like playing organics with a machine portrait (with mandatory pop assembly). They still get pop growth techs without actual organics present, event chains that only make sense for organics, and overall just seem like a tacked on addition.
  • The new crisis, while definitely well made and lore rich, is rather heavily scripted in its sequence. It will always beat up fallen empires, give you demands and special projects (technically optional, though she does punish you for not going with them) while the crisis sits and does nothing, and you can only fight it after doing a bunch of those projects/the crisis' doom timer reaches a certain point (AI can only declare war under the same conditions, and AI being incompetent means you're largely on your own). Now it's true the old crises weren't exactly impressive in what they do (spawn and burnrape), but their lack of scripted sequence gives them a sort of unpredictable outcome for the ongoing storyline.
  • Related to the above, despite being the machine/synth expansion, the crisis is most easily beaten by calling up daddy Shroud and paying some space crack to bail you out. Psionic bias strikes again!
  • Balance is completely out of line with new machine ascensions and Cosmogenesis giving you stupid amounts of resources/research right after they had the tech nerf update. They are planning on balancing it soon so at least they're aware of it.
It's not all negatives, though, the new kilostructures are definitely welcome additions, the soundtrack is a banger, and the origins and civics are quite satisfying.
Haven't played Stellaris since the changes to FTL, as I just disliked hyperlanes too much to keep up with the game afterwards. A shame, as I really enjoyed it when it first came out.
 
If you'd asked me last week what I missed most about pre-2.0 Stellaris, I'd have said the multiple FTL systems.

Having played a couple games of it through version rollback, I can now say I actually miss the planet tile system the most, followed by the "sphere of influence" star system control method & Influence - based planet colonisation pricing.

First, tiles. Love me these little things, each planet feels like an actual topology and not completely abstracted. On top of the performance benefits of a max of 25 Pops per planet, the adjacency bonuses and innate resources on tiles add an additional level of planning to planet colonisation that provides a more intuitive and interesting method of minmaxing than e.g. plopping down 11 identical Research Labs on a Relic World, and the harder limits on resource production and Pop quantity prevents the ridiculous Resource snowballing that now plagues Stellaris. The Pops themselves have more nuances, too, like Mechanical life-forms built by Organics having distinct tiers rather than immediately upgrading to Droids and Synths as soon as the technology is researched.

As for the influence-based method of governing system ownership, it just feels less arbitrary and game-y than plopping down a Starbase and suddenly "owning" a region of space, and it doesn't suffer from the now over half-decade-old issue of shared systems (or impossibility thereof); under the old method of determining system ownership I could actually coexist with another empire, both of us controlling planets around a single star! Imagine that! Imagine two mutually exclusive planetary bodies being capable of supporting two nationally and ideologically distinct populations, madness I say! It just. Can't. Be. Done. Indie company, pls forgive. Everyone knows the reasonable way for planetary populations and their administrative systems to behave is to immediately surrender themselves to whomever has authority over the megastructure orbiting the system's star, planetary defenses and ideological differences be damned! Seriously, I know even the retards at Paradox could work this out somehow, because not only did it work in the past, it still works for the purposes of Primitive worlds, rudimentary empires that can exist within stellar empires' territories, even territories with - dare I even say it? - colonised planets.

As for the other differences, the old implementation of Strategic Resources was cool, but it's not much different than empire-wide modifiers now added by buildings, or added to stellar objects or planets by mods. I can take it or leave it, no tears shed. And the various FTL systems, while unique, were frustrating to deal with, and making Stellaris Hyperlanes-only made chokepoints viable; I'm not sure how competing FTL methods could be reintroduced that wouldn't make everything other than fleets obsolete for map control. As for starting weapons, they're good fun at the start in a rock-paper-scissors sort of way but the freedom to research other options makes this choice a minor difference in the long run, at least for games versus AI.

Just think of how well the game could perform if not for the devs' pigheaded obstinance for sticking with the current dogshit Pop system...

Any opinions on the latest Stellaris dlc?
The Virtuality ascension path, while laden with +x, -x modifiers, is also a massive game-changer in terms of how you plan and run your Empire. I wish Paradox would focus on making more stuff like that or like the Clone Army origin, anything that shifts or limits how Pops are created maintained and distributed, and thereby makes me not play the game on autopilot due to everything else effectively being the same shit every time.

The portraits are trash. I hope that a trainee made them because if that's as good as their current art staff gets they'll never make a good portrait pack again (did they lose the folks who made Toxoids? Those dudes don't just look cool in screenshots, they're beautifully animated). Firstly, the Synthetic Age portraits use the same animations for Organic and Cybernetic / Synthetic meshes, so any mechanical parts (that don't have tons of clothes) deform as if made of flesh. It looks wrong, all wrong. But they're still nice Organic portraits at least, right? Right? Ha. The animations are still nearly as bad when witnessed on the Organic variants, with limbs and torsos stretching unnaturally, as if all of the aliens are just Buffalo-Bill skinsuits for masses of worms. Actually, the current artist might be able to do a good horror portrait DLC all this shit looks so uncanny, but they won't be good for much else.

Everything else is take it or leave it, the overwhelming meh of more stuff that just doesn't shake up the gameplay or differentiate Empires in any qualitative way: "here's more ways to purge pops and to research shit! It's a new coat of paint on nearly the exact same gameplay!"

Oh, and I guess Nanite ascension is a bit different (you passively doomstack Nanite corvettes), but it's so tedious it isn't worth pursuing because the corvettes need to be manually merged and can't exceed normal fleet caps, and there's no way to stop them from accruing so you can't enjoy mixed-fleet doctrines because while the corvettes themselves have no upkeep, they do blow out your naval cap like Goatse's asshole and will make any other ship unsustainable; in short, a pidgeonholed playstyle.
 
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If you'd asked me last week what I missed most about pre-2.0 Stellaris, I'd have said the multiple FTL systems.
First, tiles. Love me these little things, each planet feels like an actual topology and not completely abstracted.
As for the influence-based method of governing system ownership, it just feels less arbitrary and game-y than plopping down a Starbase and suddenly "owning" a region of space
Early Stellaris was extremely influenced by Stardock's GalCiv series and far closer to a traditional 4X. 1.0 could be best be described as GalCiv3 but RTS.

IMO, it's changed for the worse and has very little soul. Outside of window dressing, you don't play each unique polity differently.
I can take it or leave it, no tears shed. And the various FTL systems, while unique, were frustrating to deal with, and making Stellaris Hyperlanes-only made chokepoints viable
It's way too far in the other direction now; choke points are the only thing that is viable, with expansion and warfare being dictated by positioning yourself on choke points. Even allowing your enemy control of a choke point is now favorable rather than having two or three borders with the same neighbor.

It would have been better (and harder) to develop complimentary systems; hyper-lanes are easy to grasp and set up but should require a wheel-and-spoke or mandala system to maintain then reinforce local forces against warp drives that can fly in from nowhere. Likewise, warp societies need to concentrate their resources into as few systems as possible to make up for their lack of freedom of movement and punish hyper-lane users through hit and run tactics. As it is now, you just develop, find enough star systems you are happy to develop, plop a choke point star-base, and then relax and grow from within your very thin, very long lines. This is true of every single game I've played since 2.0.
 
How does Victoria III represent the Congo Free State?

The most interesting aspect of it IRL (and in PDM) is that it was essentially a privately owned independent nation, created by diplomatic conference, that just happened to be in personal union with Belgium.

As I recall PDM, in keeping with good design (also like MEIOU and Taxes), had a generic version where a Secondary Power could potentially get an opportunity to petition for this and the Great Powers had some say, so it could be the Sicilian Congo, Polish Congo, Norwegian Congo etc.
 
How does Victoria III represent the Congo Free State?

The most interesting aspect of it IRL (and in PDM) is that it was essentially a privately owned independent nation, created by diplomatic conference, that just happened to be in personal union with Belgium.

As I recall PDM, in keeping with good design (also like MEIOU and Taxes), had a generic version where a Secondary Power could potentially get an opportunity to petition for this and the Great Powers had some say, so it could be the Sicilian Congo, Polish Congo, Norwegian Congo etc.
Places like Colonial Cuba are represented as semi-independent entities, so I imagine Congo would as well. I wouldn't bet on it having any flavor or events though.
 
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Ohhh, what could it be next for hoi4?
Probably 5 new focus trees for Nations no one cares about and 1 new feature that adds practically nothing to the game but extra bloat and minor stat boosts.

Somewhat serious answer, given the fact it premiers on June 6th, maybe something relating to Vichy France and Naval Invasions?
 
With the most recent Paradox games mods no longer impact ironman
Johan might pull a fast one on us

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Also, for some reason only the dynasty of Menteşe has no -oğulları suffix after it. And I guess it makes sense that the Ahiler and free cities have no dynasty, but Denmark?
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Johan gets extra minus points for such a low quality image. I SNEED to examine every single irrelevant shithole and learn about their dynasties.
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