- Joined
- Apr 13, 2021
Is this his comeback arc?You really don't get it do you? This is not Johan developing Project Caesar, it's PVNISHED Johan. He learned his mistakes from I:R and EU$
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Is this his comeback arc?You really don't get it do you? This is not Johan developing Project Caesar, it's PVNISHED Johan. He learned his mistakes from I:R and EU$
I'll believe it when I see it. And by that when they actually show off gameplay and a beta has been played to completion.Is this his comeback arc?
Still awful, but it seems like Paradox has finally realized its so awful they're not making any money and as a result are breathing down CO's neck to fix their shit.Did City Skylines 2 ever improve or is it still awful?
and then paradox nerfs the attrition because AI cannot handle it.It should also allow historic powers like Persia to resist much bigger armies by scorching the Earth.
They need to just make HoI5 an EU/Vicky-esque GSG if they're going down the path they are now and cover 100 years of modern warfare or something. It's no longer a war game where you create detailed armies using abstract industry and resources, it's a production simulator creating abstract armies. The design as it is now would be better to abstract the battles further, with the strategy being dominance of resources and economics to outproduce on giant, attritional fronts, not directing divisions in Greece.It makes more sense to just kick back the start date of HOI to earlier if it's going to accommodate other ideologies.
On a lark, I once increased the cap on attrition in EU4 from 5% to 10%. It was great how the AI would just let its armies melt while sieging forts, refusing to split their forces and move one province back for reinforcement. Made going full Defensive ideas a pretty worthwhile investment.and then paradox nerfs the attrition because AI cannot handle it.
Only problem is that the pre-war already sucks tremendous ass making it longer would blow even flithier anuses. Also what's people's opinion of when DDRJake was Lead Designer of EUIV?It makes more sense to just kick back the start date of HOI to earlier if it's going to accommodate other ideologies. 1922 is my favored year for that, 1918 for early start.
They'll keep it alive for as long as their contracts require them to, and then they'll stop updating it and cash in on the suckers who keep buying it.How long till they decide to put this thing out of its misery?
If done right this could give huge intensives for Moslem powers to tax the living shit out of eastern goods coming to Europe and European powers to get around those taxes by finding new trade routes; meaning actual meaningful simulation instead of arbituary modifiers for discovering the east or something. Johan, I can't kneel any more, my knee is hurt.It's Wednesday my dudes. It means it's time for another Tinto Talks about Project Caesar. Today's topic: buildings.
As it was mentioned you don't really have building slots the same way as in EU:IV or CKIII but instead you can build a lot more on some provinces but only certain buildings are allowed or even useful. There are also some buildings which you cannot build and instead the estates are the ones who build it.
The main point however on this diary is how the buildings are actually built and how that fits into the economy of the game. In summary they have hijacked the Victoria II style of needing not only money but the goods themselves to put up a building. Here is a example of a construction in progress.
View attachment 5933971
You will also need to supply many of these buildings with goods so they produce things in return, your churches cannot maintain themselves and hold sermons alone they need maintenance and supplies. Same for forts as they now require the supplies themselves instead of money turning directly into garrisoned troops.
View attachment 5933969View attachment 5933968
Finally you have the production of goods and supplies themselves. Some goods like stone require a dedicated building to produce, with a input of "fuel" to keep them going. While other goods like paper are produced by artisans and guilds without a need for a dedicated production building from the nation but still requiring the input of supplies. This is also impacted by prices, as you can see on this example that wood pulp made paper is the only one turning a profit.
View attachment 5933970View attachment 5933967
Fuck me, I'm actually interested now. Where was this design when they were making fucking EUIV?It's Wednesday my dudes. It means it's time for another Tinto Talks about Project Caesar. Today's topic: buildings.
As it was mentioned you don't really have building slots the same way as in EU:IV or CKIII but instead you can build a lot more on some provinces but only certain buildings are allowed or even useful. There are also some buildings which you cannot build and instead the estates are the ones who build it.
The main point however on this diary is how the buildings are actually built and how that fits into the economy of the game. In summary they have hijacked the Victoria II style of needing not only money but the goods themselves to put up a building. Here is a example of a construction in progress.
View attachment 5933971
You will also need to supply many of these buildings with goods so they produce things in return, your churches cannot maintain themselves and hold sermons alone they need maintenance and supplies. Same for forts as they now require the supplies themselves instead of money turning directly into garrisoned troops.
View attachment 5933969View attachment 5933968
Finally you have the production of goods and supplies themselves. Some goods like stone require a dedicated building to produce, with a input of "fuel" to keep them going. While other goods like paper are produced by artisans and guilds without a need for a dedicated production building from the nation but still requiring the input of supplies. This is also impacted by prices, as you can see on this example that wood pulp made paper is the only one turning a profit.
View attachment 5933970View attachment 5933967