Paradox Studio Thread

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Favorite Paradox Game?


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Those are actually built in US yards by a local subsidiary. Congress would howl and stamp their feet if they couldn't get any pork jobs for their constituents by having them built here.

Rest of your post is good, though.
Not just that but they're also being built in Wisconsin. The great lakes have 3 connections to the Atlantic through the St. Lawrence Seaway in Canada, the Chicago canal leading to the Mississippi and the Erie canal out to NYC. So that poster is making moe sense than they even realize (though I'm not sure you could fit a carrier fleet through those waterways.
 
Not just that but they're also being built in Wisconsin. The great lakes have 3 connections to the Atlantic through the St. Lawrence Seaway in Canada, the Chicago canal leading to the Mississippi and the Erie canal out to NYC. So that poster is making moe sense than they even realize (though I'm not sure you could fit a carrier fleet through those waterways.
I didn't know that the canals were large enough to fit modern warships (much less steamship era warships), but that being the case, a Victoria era game really ought to include the Great Lakes and have Erie, St Lawrence Seaway, and Chicago be buildable (should be represented in those games anyways) in the same way and purpose that Panama and Suez are.

It did occur to me that before steamers the flow of traffic down the Mississippi was pretty much one way, you could pole or row against the current but nothing we'd actually call a warship was ever going to against it. So if riverine combat was introduced, on some rivers it should be inaccessible except to steamships and above. (And as mentioned, perhaps inaccessible to ships that are TOO large.)

Of course canals would be pretty much worthless to anybody actually wanting to invade the US. Britain and America could, by controlling separate routes in (St Lawrence vs Erie/Chicago) get their ships there to fight each other. Historically canals were sometimes intentionally sabotaged (Suez), block it to deny the enemy from using it should it fall into your hands, and to even use something as long as Erie you, well, would have to control pretty much the whole state of New York. Gives me a sense of satisfaction to imagine the Union stowing their warships in the Great Lakes just to hide them from a vengeful post-Trent Affair Britain, though. The AI shouldn't be a problem, you just tell it to completely ignore the lakes = act like they don't exist - unless it has access, maybe also make it aware that if it can secure a route it should try to do so.
 
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For the dude that was talking about the Elder King devs being butthurt and locking options from view, there's a mod that changes that. I wonder how long it's going to last before the EK devs get it deleted lol
Well, it's lasted from Thanksgiving (how did I miss it earlier?), but I guess the devs could try raising a stink months after the fact, even if there's little room for them to stand on in terms of complaints. Still, just in case:
 

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I didn't know that the canals were large enough to fit modern warships (much less steamship era warships), but that being the case, a Victoria era game really ought to include the Great Lakes and have Erie, St Lawrence Seaway, and Chicago be buildable (should be represented in those games anyways) in the same way and purpose that Panama and Suez are.

It did occur to me that before steamers the flow of traffic down the Mississippi was pretty much one way, you could pole or row against the current but nothing we'd actually call a warship was ever going to against it. So if riverine combat was introduced, on some rivers it should be inaccessible except to steamships and above. (And as mentioned, perhaps inaccessible to ships that are TOO large.)

Of course canals would be pretty much worthless to anybody actually wanting to invade the US. Britain and America could, by controlling separate routes in (St Lawrence vs Erie/Chicago) get their ships there to fight each other. Historically canals were sometimes intentionally sabotaged (Suez), block it to deny the enemy from using it should it fall into your hands, and to even use something as long as Erie you, well, would have to control pretty much the whole state of New York. Gives me a sense of satisfaction to imagine the Union stowing their warships in the Great Lakes just to hide them from a vengeful post-Trent Affair Britain, though. The AI shouldn't be a problem, you just tell it to completely ignore the lakes = act like they don't exist - unless it has access, maybe also make it aware that if it can secure a route it should try to do so.
https://en.wikipedia.org/wiki/Soo_Locks
https://en.wikipedia.org/wiki/First_Welland_Canal

The Erie Canal was just barges for the bulk of its existence and still isn't navigable for ocean-going vessels, but it dropped the cost of shipping a barrel of flour from Rochester to Albany from $3 to 75 cents, and is single-handedly responsible for turning New York into what it is today since it was the only way to get around the Appalachians at the time.
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By 1853 NY State had enough canals to take just about anything anywhere.
 
For the dude that was talking about the Elder King devs being butthurt and locking options from view, there's a mod that changes that. I wonder how long it's going to last before the EK devs get it deleted lol
Things are looking :optimistic:, I would say: the modder who made c0da has just released a new and improved version of the mod. Now it actually has a hefty dollop of features and systems alongside the additional game rules, with some of the features being brand-new and others being ported from another mod they've made, Sinews of War. Didn't actually know it was the same guy, but that's cool I guess.
Anyways, this is by far the meatiest submod made for Elder Kings 2, and the stuff it adds makes so much sense, both in terms of gameplay and the game world. The devs of the main mod should be jumping with joy because of this, right? It's the first submod that's more than small changes or tiny amounts of content, and many of these other submodders are talking about tying its systems together with those they are working on themselves. But nope, they're not going to promote the mod or work towards integrating parts of it. They're still not even allowing it to be hosted in the 'submods' part of their Discord. All because the she/her devs got mad that his mods give people the ability to choose if they want to have fantasy homophobia or not.
 
It did occur to me that before steamers the flow of traffic down the Mississippi was pretty much one way, you could pole or row against the current but nothing we'd actually call a warship was ever going to against it. So if riverine combat was introduced, on some rivers it should be inaccessible except to steamships and above. (And as mentioned, perhaps inaccessible to ships that are TOO large.)
It would be such a pain in the ass to implement because realistically, many rivers would be inaccessible some or most of the year, or inaccessible past a certain point during some seasons, etc.
Of course canals would be pretty much worthless to anybody actually wanting to invade the US. Britain and America could, by controlling separate routes in (St Lawrence vs Erie/Chicago) get their ships there to fight each other. Historically canals were sometimes intentionally sabotaged (Suez), block it to deny the enemy from using it should it fall into your hands, and to even use something as long as Erie you, well, would have to control pretty much the whole state of New York. Gives me a sense of satisfaction to imagine the Union stowing their warships in the Great Lakes just to hide them from a vengeful post-Trent Affair Britain, though. The AI shouldn't be a problem, you just tell it to completely ignore the lakes = act like they don't exist - unless it has access, maybe also make it aware that if it can secure a route it should try to do so.
Would there really be a point when the winner of the Great Lakes would be whoever can build ships the fastest? That's what it was in the War of 1812 where some of the biggest warships in the Napoleonic Wars were built in fucking Lake Ontario of all places.
 
gilded destiny pop qualities (which some of them bother me, I could accept things like “Yankee ingenuity” or “Protestant work ethic,” but not just straight up classifying pops as “brave” or “industrious” like it’s a character in an RPG), but it would lend itself potentially to being a better system for religion.

People have complained for a long time that the Paradox model of religion - where it’s exclusive - is only suitable for Abrahamic faiths. In Asia and in the pagan world people often hold multiple religious identities at the same time.

If religion is handled as a trait which activates religious mechanics and events, and religions are just defined so in some cases they’re exclusive (for Abrahamics), you can get something like Japan (Shinto, Buddhist, and Confucian all at once) or Nepal (Buddhist and Hindu).
 
Is that a... Communist USA? One of the least likely things to ever happen at that point in history?
Most of the Paradox devs are unabashed tankies that venerate communism at every turn. Whereas in Vic2 there were pros and cons to a capitalist or commie system; in Vic3 being a commie is a massive upgrade over anything else. Same with going multiculty over the others.

Just take a look at the USSR in HoI4 after their update too. Turns Stalin into superman, and Mr. Hilter gets like +5 political power


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Most of the Paradox devs are unabashed tankies that venerate communism at every turn. Whereas in Vic2 there were pros and cons to a capitalist or commie system; in Vic3 being a commie is a massive upgrade over anything else. Same with going multiculty over the others.

Just take a look at the USSR in HoI4 after their update too. Turns Stalin into superman, and Mr. Hilter gets like +5 political power


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Isn't that after all the focuses.
 
Most of the Paradox devs are unabashed tankies that venerate communism at every turn. Whereas in Vic2 there were pros and cons to a capitalist or commie system; in Vic3 being a commie is a massive upgrade over anything else. Same with going multiculty over the others.
In Vic 2 most routes are favourable except Liberalism/Ancap.
 
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Liberalism only fails in Victoria II because the capitalist AI is a failure. They eventually added a direct bonus to efficiency for liberal governments to try to compensate, which is as good of an abstraction as any.

I don't know what all goes into making the capitalist AI that causes it to be so bad. In an economic model (and those aren't always the best to use, because they tend to be describing static situations and assume everyone is acting optimally) you assume that individual firms will produce up until the point that their marginal cost equals their marginal revenue (price), which if there's a diminishing returns to scale means firms will only produce a finite amount. Real life tends to have both increasing and diminishing returns (economies of scale as larger companies can implement more efficient networks, but diseconomies as they get so large they buckle under the weight of their bureaucracy). So that determines firm size. Then as long as there are profits, firms keep entering - logic would dictate into the most profitable industry first - until eventually there are no profits left, that supply has expanded so much the price has been driven down to equal the average cost of production and all firms that are more expensive than that are driven out of business. (That detail only matters if companies have different productivities.)

Of course, Victoria 2 and 3 both never did represent who actually owns buildings. The profits accrue to the capitalist population in general. Since buildings in them are discrete, we might say that a building just is a firm and it has an upper limit on its scale. Then, as long as the game tracks productivity, the capitalists should just build into the most profitable business (maybe having to think ahead how it's going to push the price down, so they don't all build the same thing at the same time). Since building more reduces the profits, you naturally wind up with a situation where all sectors are growing because they all wind up being about equally profitable.

That's not terribly interesting, though, which is why you'd want to add other modifiers to it, like tax incentives where the player can weight it towards their strategic industries, or Pops having cultural biases towards certain types of production, like generally wanting to stay in the industry they already know (particularly for landowners developing their land before getting into industry).
 
People have already disliked this project because of it starting thanks to Spudgun, who is disliked for not shilling for Pdx and having edgy friends. Also, can confirm he is an admin and the lead dev
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Got pretty far into a CKIII game I was enjoying, when my game kept crashing on a specific date. I had experienced this before, but chalked it up to overmodding.
This time I decided to google more than I had the other times, since I was running a lean modlist. "CK3 crash specific date" returned a lot of results describing the problem. It's been around since launch, with the first instance I could find being documented 7 days after release. I managed to resolve it using this and this (not a great guide, ask if you'd like a trimmed-down guide by yours sincerely), but your game is a ticking time bomb as to when next it will next occur, and it can't always be fixed by this method. No official response from Paradox, not even a "We're looking into it, thanks for the crash logs" - to an issue that has persisted since day one, and can brick your save at any time.
Fun fact: If CKIII had followed CKII's lifecycle, we should be coming up on Horse Lords in some months. This means that, unless we recieve expansion #2 (using their own terminology), CKII will have gotten to expansion #8 by the time CKIII is stuck on #1. They churned these out with 3-9 permanent workers, by the way.
 
Is that a... Communist USA? One of the least likely things to ever happen at that point in history?
And 20th century A-H is number one great power.

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With steady decline of playerbase. There were less than 10k players at the peak this weekend . How long do you think we will have to wait for pdx to release first DLC/ content patch.
 
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