Paradox Studio Thread

Favorite Paradox Game?


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Have they covered over water trade yet? Because that trade systems seems to be an awful like euiv which is hot garbage
And only way to have decent economy in mid/ late game is to deal with trade.



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Swiss historical path have been show in dev diary. https://forum.paradoxplaza.com/foru...uencers&utm_medium=dev+diary&utm_campaign=bba
And it is as boring as expected. Main thing you will be doing is "mini game" simillar to one netherlands have.
That will give you option to suck dicks of your neighbors and if you side with/piss off too much one of them rest will invade

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It was probably anwsered in this thread already but I'll ask again - are Hoi3 and Darkest Hour any good? I have heard that first is stinkin garbage without at least two dozens of mods, don't know much about DH.

Also, am I the only one that fuckin hates how Vic3 map looks? It's so cartoonishly bright and looks like it's from some 5 dollar Appstore bootleg like Age of History II.
Great, another gargantuan focus tree for teritary power that most people will touch once and never play again, just like Mexico or Portugal. Why will they want $35 for this DLC again?
 
It was probably anwsered in this thread already but I'll ask again - are Hoi3 and Darkest Hour any good? I have heard that first is stinkin garbage without at least two dozens of mods, don't know much about DH.
HoI3 is not complex but is tedious management wise with your army. There is AI though, more rudimentary than HoI4's, but useable so you can focus on something and have the AI work elsewhere. HoI3 is also somewhat unstable without the Large Address Aware patch on the PDX Forums.
DH is amazing and is on sale for $2 on Steam. No excuse not to play. It's the best of every version of HoI distilled with basically no problems.
 
are Hoi3 and Darkest Hour any good?
Bush King is on the money.
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However, I have to assert a controversial opinion. If I am going to be doing as much micro as is required for those games, I want it turn based. Pause-able realtime works fine for CK and a large portion of EU age games, but moving into the modern era, turn based just feels better.

The exception that kind of proves the rule for me is Command: Modern Air Naval Operations. Which deals with a smaller number of units at an operational scale and a relatively slow pace.
 
Bush King is on the money.
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However, I have to assert a controversial opinion. If I am going to be doing as much micro as is required for those games, I want it turn based. Pause-able realtime works fine for CK and a large portion of EU age games, but moving into the modern era, turn based just feels better.

The exception that kind of proves the rule for me is Command: Modern Air Naval Operations. Which deals with a smaller number of units at an operational scale and a relatively slow pace.
You might like the Strategic Command series. Similar grand-strategic level gameplay, turn based. Thoroughly fun games, not without issues, but it does the best job I've seen of blending casual gameplay with higher concepts like logistics.
 
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The Strategic Command series is good. I like their WWI title the best.

Moving into more grognard territory is series like Decisive Campaigns. They have some "gamey" aspects with things like the card system, but it has a good combat model, and logistics matters a lot.

Then you get into the crazy stuff, like Gary Grigsby's War in the Pacific/East/West. Which, well... if you know, you know.
 
Moving into more grognard territory is series like Decisive Campaigns. They have some "gamey" aspects with things like the card system, but it has a good combat model, and logistics matters a lot.
I just like the role playing in Barbarossa tbh, very interesting and fun concept.
Then you get into the crazy stuff, like Gary Grigsby's War in the Pacific/East/West. Which, well... if you know, you know.
I bought the physical edition of West when it came out as a late teen. I "played" it for two minutes, realised my mistake and haven't gone back since. Maybe I should.
 
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I bought the physical edition of West when it came out as a late teen. I "played" it for two minutes, realised my mistake and haven't gone back since. Maybe I should.
War in the East 2 has quite a few quality of life improvements, and a decent AI to learn against. If I had to start somebody out on the series, it would be that one.

The first turn is always the worst. Look up a guide for some optimal starts and strategies, and go from there. Trying to figure out the first turn on your own without previous experience is... masochistic.

Burnout is also very possible and easy to do. I would seriously consider limiting a new player to a maximum of a turn a week on a grand campaign until they get a good rhythm down.

The communities around XTRG and Strategy Gaming Dojo are a couple places to look for others into the games. I would offer to help get you on track, but I am neck deep in a two turn a week PBEM War in the Pacific campaign, and that is zapping all my gaming free time and willpower.

If you do look into the games again, be sure to at least take a glance at the manuals, they really do explain a lot.

The titles should be on sale right now at Slitherine Software's website.
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Good luck, they are autistic even for me, and I played SPI's "Monster" wargames back in the day (War in Europe, yes it did take up an entire garage).
 
I think I found a way to fix stellaris, or at least improve it massively.
Let's start with basics, lag. It's caused by updates, mostly updating pops for faction, happiness and job monthly. Well, what if we stop, or at least limit later. Instead of checking for a new job each month, the game will only check if the pop can hold the job. While we are at it, let's decrease how often factions change. Let it be only once a year.
But wait, you'll say. Wouldn't that mean it's impossible for pops to change jobs? No, just let us manually drag pops into jobs we want. That has the added benefit of being able to micromanage more efficiently and no silly cases of pops being too high and mighty for mining.
That, however, increases the tedium. Managing a big empire will become impossible. So let's cut down the number of planets. Say 50 in a thousand star galaxy. To compensate they should get uncapped building and become somewhat bigger. This has the added benefit of opening door for such mechanics like better ground combat, limited war, logistics, local politics, better rebellion s, etc. as well as simply giving each planet more character. Another added benefit is less pops total. Bigger planets let you stack more buffs on it, so
If someone like the old system, it could be kept in game as a covic/toggle

In short: better preformance, less nonsensial mechanics, less but but more effective micro and a foundation to build more mechanics
 
I think I found a way to fix stellaris, or at least improve it massively.
Let's start with basics, lag. It's caused by updates, mostly updating pops for faction, happiness and job monthly. Well, what if we stop, or at least limit later. Instead of checking for a new job each month, the game will only check if the pop can hold the job. While we are at it, let's decrease how often factions change. Let it be only once a year.
But wait, you'll say. Wouldn't that mean it's impossible for pops to change jobs? No, just let us manually drag pops into jobs we want. That has the added benefit of being able to micromanage more efficiently and no silly cases of pops being too high and mighty for mining.
That, however, increases the tedium. Managing a big empire will become impossible. So let's cut down the number of planets. Say 50 in a thousand star galaxy. To compensate they should get uncapped building and become somewhat bigger. This has the added benefit of opening door for such mechanics like better ground combat, limited war, logistics, local politics, better rebellion s, etc. as well as simply giving each planet more character. Another added benefit is less pops total. Bigger planets let you stack more buffs on it, so
If someone like the old system, it could be kept in game as a covic/toggle

In short: better preformance, less nonsensial mechanics, less but but more effective micro and a foundation to build more mechanics
I downt want stellaris 5.0
 
Also, am I the only one that fuckin hates how Vic3 map looks? It's so cartoonishly bright and looks like it's from some 5 dollar Appstore bootleg like Age of History II.
It looks like shit. It reminds me of how they fucked up civ's maps, and how annoying civ beyond earth looks, when compared to it's spiritual predecessor - alpha centauri. Vic 2 had this looks, that oddly reminded me of Sid Miers pirates. It felt like I was both looking at an 1800's map of the world, and at the same time looking down on a world like a god game. It worked very well with the managerial style of that game. Vic 3, looks painfully generic, and just dumb.

That's my main gripe with newer paradox games, they're fucking dumb. They often revolve around 1-3 actual resources - like Mana in Rome - that make all the bullshit other materials pointless. They pupport to be economically deep, but they're not. In Vic2, if you're economy was imploding, clawing it back was a painful process. In Stellaris, if your economy shits the brick, just spend energy credits and it's fine. They're essentially mobile games in how they function.

I can't tell if Pradox's talent left, or the talent itself stopped giving a shit.
 
This Balance of Power shit in the new DLC for HOI4 annoys me.
Common thing, a developer or mod team will be coming up with ideas, and they come up with something so general it can be applied to any country, but then it only gets applied to the new ones they're doing. Why do Switzerland, Italy, and Ethiopia SPECIFICALLY need a Balance of Power and not anybody else?

I like there being special mechanics for each country (like American Congress and Stalinist purges), that one just seems real half-assed.
 
This Balance of Power shit in the new DLC for HOI4 annoys me.
Common thing, a developer or mod team will be coming up with ideas, and they come up with something so general it can be applied to any country, but then it only gets applied to the new ones they're doing. Why do Switzerland, Italy, and Ethiopia SPECIFICALLY need a Balance of Power and not anybody else?

I like there being special mechanics for each country (like American Congress and Stalinist purges), that one just seems real half-assed.
They're not even mechanics. It's the same shit as all the "mechanics" in the Warhammer Total War games.

You have some resource to spend to get rid of debuffs and give buffs. That's it. For the US, it means using your national focuses and a tiny bit more manpower, for Greece it's stability and manpower, for the USSR it's keeping more ministers. At the end of the day, all you are doing is clicking a button, a timer runs out, and then an effect is made. It's an illusion. It is optimal to be constantly doing it, and so all it does is replace the boring interlude of nothing with busy work.

It would have been far better had they introduced actual government mechanics rather than just a German-aligned, Soviet-aligned, United States-aligned, neutral-aligned system. It's out of scope of the game to have you simulate electoral mechanics for 1936 to 1940, but if they're going to half-ass a Congress then they've stepped into the pond themselves. It just promotes meta-gaming and min-maxing- as the US you ignore Congress until the November 1936 election because otherwise you waste PP, you get the four focuses you need, then ignore Congress. It adds nothing.
 
They're not even mechanics. It's the same shit as all the "mechanics" in the Warhammer Total War games.

You have some resource to spend to get rid of debuffs and give buffs. That's it. For the US, it means using your national focuses and a tiny bit more manpower, for Greece it's stability and manpower, for the USSR it's keeping more ministers. At the end of the day, all you are doing is clicking a button, a timer runs out, and then an effect is made. It's an illusion. It is optimal to be constantly doing it, and so all it does is replace the boring interlude of nothing with busy work.

It would have been far better had they introduced actual government mechanics rather than just a German-aligned, Soviet-aligned, United States-aligned, neutral-aligned system. It's out of scope of the game to have you simulate electoral mechanics for 1936 to 1940, but if they're going to half-ass a Congress then they've stepped into the pond themselves. It just promotes meta-gaming and min-maxing- as the US you ignore Congress until the November 1936 election because otherwise you waste PP, you get the four focuses you need, then ignore Congress. It adds nothing.
What would be better would be adding in a proper economic system - it doesn't have to be like Victoria II, but it has to exist - and kicking the start date all the way back to 1922 or earlier. A ton of the content in HOI4 could make sense and be implemented in a more freeform way but only if played out over a longer time period. Being able to take on any ideology is cool, for example, but the idea that a nation can fight a civil war and then immediately turn around and join a total war and win is absurd. If you kick it back to 1922 you've got a Russian Civil War winding down, Mussolini in power (symbolic of fascism entering the scene), WW1 settled down. Possible earlier state (like 1821 in Pop Demand Mod), kick it back a few years to get the wave of revolutions (Irish, Bavarian Soviet, start of Russian Civil War, etc.) to have a much more dynamic world. Like how Victoria with PDM had 1821, 1836, and 1861, have 191X, 1922, 1939. Maybe have it run to 1947, 25 year campaign.

Since Victoria 3 shit the bed somebody would have to make this as a fan game from scratch.


I've thought that one way an economy could sort of be represented would be by mixing up how Military/Civilian factories are represented. It struck me as silly how military to civilian factory conversion is represented as more difficult than changing production lines, because something like infantry equipment could be turned into appliances or army trucks into civilian trucks more easily than the other way around.

So one idea I had was to retool it to where you've got Civilian Goods as a variety of types, and factory types are based on a broad class of goods - Auto Plant, Light Industry, Heavy Industry, etc. - so that it's easy to change between models of the same thing (like a newer warplane), more difficult to change the thing entirely (civilian airliner vs strat bombers vs tac bomber), and difficult to change the basic type (like planes to tanks). Add on some more resources like coal and food which are very important, but Paradox ignores food because mUh CiViLiAnS.

Then, have some thing going on where civilians have a Living Standard and it can be increased by all goods, but they get more if its in the proper ratio, like you can keep pouring in refrigerators at them but if they have a bunch of refrigerators another refrigerator will only slightly increase their Standard of Living compared to another radio. Can either keep it simple and have a single SoL for an entire pop type (like, ethnic group/social class), or have it be more complicated and have some way of representing that pops in overproduced goods don't get paid as much. All of this I'm talking about isn't an actual market. Sales of goods, whether to your own population or abroad, raise funds for the government. Then, the government can buy out factory space to make war machinery, with things like:

Exports and imports: Sell off your surplus goods, import scarce things

Wages and welfare: Spend money raising Pop Standard of Living, or artificially depress their wages in wartime

Profit controls/nationalization: How much tax does the factory raise for you

If the Pop has low Standards of Living, it will then be attracted to extremist/opposition ideologies, with specific content (since this is only 25 years, and only about one generation before historical WW2) being particularly to the nation; generally speaking, rural areas should spawn more Communists, advanced economies more Fascists. Add some shit like Millennium Dawn does where events come along where you can choose a few options with different effects/gambles that can effect things like your output levels or Standard of Living to phoney up a little economic system.

Broad idea of a 1922-1947 game: the world is already struggling from the rise of Communism and Fascism. During the first act things are going kind of fine - minor escalation, minor extremist activity, wealth - but then an exogenous shock, maybe, happens to represent a Great Depression (not good to have something like that be deterministic, but maybe necessary for representing this period over such a short time frame) which kicks off a much more violent and polarized second act, and eventually the revanchist tendencies of defeated powers and extremist activity leads to a world war, with the idea being you try to win the world for your ideology or just survive. If it had a slick diplomatic system you could try to build in some idea like a utopian, successful League of Nations run, but I don't know how you'd do that.

A grand strategy game, even if it tries to not be deterministic or project real history too much onto a setting, needs a story it tells, to say something about historical processes through its mechanics. Victoria II does that with the themes of industrialization and liberal democracy and, with PDM, a big showdown over the fate of the empires in the Great War. CK2 is more aimless but it still has an implicit goal in each game of reforming out of feudalism into a more Renaissance-style monarchy, or out of tribalism into civilized government. EU4 doesn't really have a point to it besides blobbing a colonial empire and going through a few historical events, and so it's far and away the weakest "story."


Basic difference between free market and command economy: have a Victoria 3 style Investment Pool where what you're allowed to build depends on your system, ie any given facility is public or privately owned and profits accrue to a public or private investment pool. The more capitalist you are, the more efficient your businesses are - in general, there's pretty much no economic benefits to planned economies - but obviously the capitalist pool is larger, which can only be spent on capitalist-owned things. If you want to rent out a privately owned factory to build things (like tanks), you have to pay for it. Capitalists are like boomers (big growth potential, but your resources are tied up in the short run), communists like rushers (mobilize resources faster) and also have more control/ability to respond to changes suddenly. Fascists are essentially just a hybrid, more akin to communists in practice with central planning so you might say that they have control over their factories but fascists are locked into more unequal income distributions and communists are locked into more equal ones. (You could also argue that Communism may have faster growth potential but at the expense of short-term population satisfaction since you can invest more, consume less.) Alternatively, if a person was trying to more explicitly base it around traditional rock-paper-scissors RTS and less on realism, then you might try to turn fascists, since they tended to support autarky, into some kind of turtlers, like they're not good at efficiency but they are good at maximizing raw resources out of their home turf (think German synthetic oil and rubber). I think that would be interesting, in an RTS it goes boomer -> turtler -> rusher -> boomer, which here would suggest fascists beat communists, communists beat capitalists, capitalists beat fascists in a one-on-one fight between similar sized nations? Probably getting way off in the weeds with this, but autarky bonuses would do a lot to make fascism distinctive vis a vis the scale-focused capitalists and the control-focused communists. A capitalist can achieve the largest economies overall, a communist can use their economy more quickly and maybe grow faster, and a fascist can get the most out of their land (naturally favoring sides which face harsh resource constraints).

Include debt, both to other nations' governments and to private sectors in nations. In emergencies (high mobilization laws) the government can do more extreme regulation, by the time WW2 is in full swing all the economic theory stuff pretty much becomes irrelevant, but its relevant to the build-up and the aftermath.

Printing money (inflating the currency) would be a thing you do that temporarily reduces the standard of living of the pop to generate more money (and if you represent different nations as having different currencies, which could actually be really important for representing the situation of Weimar Germany and the early Soviet Union), and if you inflate to very high levels you start to get a chance of hyperinflation triggering which crashes the standard of living, shutters a bunch of your businesses (low efficiency, or shut them down and have to pay to reopen, something like that), and voids all of your currency.
 
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Whats better HPM or the Pop demand mod?
I never played HPM, but PDM has very rich historical content. The Great Wars system is amazing and it has lots of other little things to represent nuanced parts of the 19th Century a game could never recreate.

Concert of Europe makes it better by kicking it back to 1821, so you can play through the crises of the Ottoman Empire (Greeks, Egyptians), attempt to hold together the collapsing Spanish Empire, or attempt to hold together the Spanish's breakaway states (Peru-Bolivia, Gran Colombia, First Mexican Empire).
 
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This Balance of Power shit in the new DLC for HOI4 annoys me.
Common thing, a developer or mod team will be coming up with ideas, and they come up with something so general it can be applied to any country, but then it only gets applied to the new ones they're doing. Why do Switzerland, Italy, and Ethiopia SPECIFICALLY need a Balance of Power and not anybody else?

I like there being special mechanics for each country (like American Congress and Stalinist purges), that one just seems real half-assed.
Like the struggle "mechanic" from Fate of Iberia which actually has some interesting elements to it but could have been implemented in a patch as a thing for the ERE/Turks, Anglo-Saxons/Vikings, Teutonics/Pagan Lithuanians etc. Instead they're going to milk it for all its worth by advertising it for every DLC when instead the ERE should be getting completely different mechanics in expansions compared to Iberians.
 
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