Paradox Studio Thread

Favorite Paradox Game?


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kills any chance of Paradox ever revisiting Sengoku
Paradox should hyper-focus on one era of one culture per game. EU4 and HoI3 were nice, but they can't afford to release a full world GSG with tons of cultures and mechanics every three years, and people do get tired of paying DLC endlessly for a decade on the same game.
Also, it goes with the complaint for GSG or even Civ: the late game is boring. They need more games where the end goal is not world domination.
 
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They could start by not adding world conquest type achievements so everyone is not so hyper focused on it.
To be fair, their last two games (CK3 and Vic3) don't have those.

They still should add some mechanics that introduce long term consequence to growing big. At the moment, the only game that adds some challenge to keeping your gains is CK since increasing number of vassals threatens you with larger rebellions. In Imperator, technically you can run out off competent governors to run your provinces when you grow too big, but it’s usually offset by tech bonuses to loyalty and pop happiness. In EUIV once you core your provinces and wait out few years of separatism any conquered province is a pure gain. In Vic 3 you pass “stop racism” law and everyone loves you. In Hoi 4 every new focus tree and formables give out cores like a candy. And this game’s concept of core is the dumbest one of all Paradox games. Once you proclaim some land your core, everyone is cool with it. No rebels and smaller diplomatic hit since you reconquer your “rightful” clay.

I’d love to have a game where holding even moderate amount of land outside your homeland offers some challenge, especially if game takes place before modern era. I wish Paradox would take some inspiration from Fields of Glory: Empires decadence mechanic. While it’s not perfect, it does stop you from mindless blobbing and should be looked into and played around.
 
I’d love to have a game where holding even moderate amount of land outside your homeland offers some challenge, especially if game takes place before modern era. I wish Paradox would take some inspiration from Fields of Glory: Empires decadence mechanic.
Some of Civ 4's RFC modules (Sword of Islam, Europe) do a good job of this, and one of their mechanics is that cores overlap. You can gain cores, but that is done by destroying over civilizations who have cores on the same land, and those civilizations will be able to respawn if you become unstable enough - and every city you take in a foreign core, the more unstable you get.

In EU4 a province can have six or seven different cores all at once and none of them have any impact on your ability to actually govern the thing. Core meant what it spelled out in EU3, but it's become a meaningless term in the previous decade.
 
I’d love to have a game where holding even moderate amount of land outside your homeland offers some challenge, especially if game takes place before modern era. I wish Paradox would take some inspiration from Fields of Glory: Empires decadence mechanic. While it’s not perfect, it does stop you from mindless blobbing and should be looked into and played around.
Have you read the EU5 dev diaries?
Integration
So what do you do then, when you have signed a peace and got some new land to your country?

First of all, it is not as simple as a location being a core or not, as Project Caesar introduces a new system of integration for locations. There are four states of integration in this game, first of all the conquered locations, which have a high separatism, lower control, and make pops unlikely to convert or assimilate. This is the state of any location you conquer that is not a core of yours. When a location becomes integrated, separatism drops to one fifth of the previous levels, and control has a higher maximum. When a location becomes a core, the minimum control is higher, and your primary and accepted cultures grow more, while minorities become stagnant. We also have the colonized status, which is after you have colonized a location, and it is not yet a core. A colonized location has lower maximum control.

What is separatism then? Well, it is the reduction of satisfaction for pops that are not of the primary culture. This is very likely to make the locations very unproductive for quite some time.

A location becomes a core automatically if it's integrated OR colonial, and at least 50% of the pops are of the primary or accepted cultures of that country.

How do you integrate a location then? Well, this is the challenge in Project Caesar, as you do not have any magic paper mana to spend on it, but instead you need to use one of the members of your cabinet to integrate it. At the start of the game, a cabinet member can integrate an entire province at once, but in the Age of Absolutism you have an advance that will let you integrate an entire area at once.

This integration is not instant, but depends on many factors, like the status and the population living in the locations affected, but on average integrating a province may take between 25 and 50 years.
 
Case in point, Hearts of Iron used to be about using generic IC to build generic divisions with generic research because it understood a modern total war is not defined by whether you have 1940 model aircraft, but how much you have, and that you don't need to simulate division and organisational structures beyond a certain level in a strategic sense. Hearts of Iron 3 certainly flipped this a bit because the scale was increased significantly, but you were still building units with generic types that could be boiled down to HP, soft attack, hard attack, armor. IC remained. You focused on actually fighting.

Now, Hearts of Iron 4 you are spending 35% of the game on a completely different screen trying to parse the difference between 15 lines of +5% buffs to artillery cost productivity, 50% of the game fiddling with how many factories are producing rifles and what kind of radios your fighters have, and 15% of the time watching the computer move, fight, and die for you.

I get the sentiment with this but the old way is a gaming oversimplification of a winning strategy in WW2. There is a lot of truth to fighting materiel in WW2 wins when it is good enough, produced in sufficient quantities, an d received in time. This did not describe the procurement process of Germany and Imperial Japan during the war. Germany never produced enough equipment, wasn't efficient in producing it, and over complicated making it by including things that had negligible impact, e.g. anti-magnetic mine coating and night vision modules on tanks, those two things weren't useful and wasted manufacturing time. Japan for example over engineered their ships prior to the war due to the London Naval Treaty and up until 1944 didn't simplify the ship building process in time, the same applied to how they trained their carrier pilots, they refused to simplify the training program until the second time they lost their carrier air force. Both countries went to war before they were ready and I can see why a WW2 strategy game would want to model that and give the player an opportunity to rectify it. The base game on release was closer to what you would of preferred but the player base welcomed the manufacturing and economic changes.

The real issue is HOI4 is plagued by stat min-maxing for multiplayer and there is no interest at Paradox to stream line the process beyond what multiplayer wants, like when they changed the suppression system in La Resistance. Along with that, all the extra content comes with cruft that isn't explained and can be hassle to discover mid-game. 1936 starts for axis countries take a while to get to WW2 just from all things you have take care to get ready for war, its not fun and isn't rewarding if you screwed something up if a patch/DLC drastically changed something.
 
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In EU4 a province can have six or seven different cores all at once and none of them have any impact on your ability to actually govern the thing. Core meant what it spelled out in EU3, but it's become a meaningless term in the previous decade.
EU4 and it's consequences - it's just been down hill from there. Whose fucking idea was it to take what used to be 150 years into "spend 3 months and 30 mana"???
I get the sentiment with this but the old way is a gaming oversimplification of a winning strategy in WW2. There is a lot of truth to fighting materiel in WW2 wins when it is good enough, produced in sufficient quantities, an d received in time. This did not describe the procurement process of Germany and Imperial Japan during the war. Germany never produced enough equipment, wasn't efficient in producing it, and over complicated making it by including things that had negligible impact
My point wasn't the history or justification "in-lore", it was gameplay.

This is a wargame series, specifically grand strategy. Just as you are not customizing which helmets your soldiers use in the tactical-level Combat Mission series, you should not be getting bogged down in the minutiae of production models in a strategic-level wargame.

It makes sense to be dictating how much of your industrial capacity is being allocated to specific branches, even specific genres in that branch, but this should remain general in nature. We are building U-Boats and Tanks, not spending 0.35% of the government budget on type IIAs, 0.75% on type VIIBs, 3.5% of the budget on type VIIICs, 10% on the budget on Panzer IV Ausf. G, etc. It is pointless and taxing on resources the player could be better allocating elsewhere.

What makes it especially egregious is that the game has oversimplified the core, strategic-level actions in favor of the periphery, tactical-level inconsequentialisms. You are actively penalized for not taking advantage of planning bonuses and allowing the AI to ineffectively undertaken your plan in exactly the way the didn't want it to, in favor of focusing on the exact model of radio your self-propelled anti-air platform uses that is only allocated to your crack armored division, which has exactly 7 brigades of mechanised troops, not 6, or 8, or 5, or 3, but 7. It's imperative that FDR be involved in this?

If we were to take the development and maturation of the ideas of Hearts of Iron 4 as a philosophy for the design of Hearts of Iron 5, you would be playing from a first person perspective at a desk tinkering with the gas port system on a beautifully rendered Mauser rifle whilst a blurred television taking up 1/24th the screen plays a real-time map view of the war.
 
My point wasn't the history or justification "in-lore", it was gameplay.

This is a wargame series, specifically grand strategy. Just as you are not customizing which helmets your soldiers use in the tactical-level Combat Mission series, you should not be getting bogged down in the minutiae of production models in a strategic-level wargame.
I think we weren't doing a good job explaining our points but I do see where you're coming from.

It makes sense to be dictating how much of your industrial capacity is being allocated to specific branches, even specific genres in that branch, but this should remain general in nature. We are building U-Boats and Tanks, not spending 0.35% of the government budget on type IIAs, 0.75% on type VIIBs, 3.5% of the budget on type VIIICs, 10% on the budget on Panzer IV Ausf. G, etc. It is pointless and taxing on resources the player could be better allocating elsewhere.
I agree and disagree and I think it needs to approached through ground, air, and navy.

Starting with Navy. I think Man the Guns despite creating some hokey, Kaiserreich-tier focus trees did a lot of good with how it approached the naval aspect in HOI4. Before MTG, the navy was very abstract, not well explained, and the most tedious part of the game. Now, its actually fun to play with. Out of the three equipment designers, the naval designer is the only one that works and works well in my opinion. There is micro-ing with navy and I think its very tolerable given how open fleet composition is. For example, regardless of what is put on a ship hull or type of hull you can place that ship in any fleet and click a button to perform a mission. You can easily design task forces to do a certain mission well, such as make a submarine fleets that are very stealthy, intended for naval mine laying, and can switch to convoy raiding when needed and go back to mine laying when required. You can also make top tier picket screening destroyers to protect carrier task forces or make inexpensive escort ships with interwar guns and torpedo but updated hydrophones and depth charges and give them the best anti-submarine capabilities possible. For capital ships, you can choose to make speedy surface raider at the expense of high powered guns or make a very capable line heavy cruiser. The designer makes sense.

Now, it sounds like you don't enjoy this sort of thing but in it's defense, how you build your navy and compose it part of national strategy on how to win a full on war. I mentioned Japan and how it make very capable destroyers, those destroyers came out the cost of more numerous escort type destroyers, the production opportunity cost mean their destroyer fleet was spread too thin to deal with convoy raiding by US warships such as the US submarine campaign in the early war and then later on by US surface strike forces. Same with Germany in the early game, you have limited dock yards, how are you going to wage a Naval war? Go all in on U-boats like Donitz originally wanted or use precious industrial resources to get surface warships? From a grand strategy game perspective it makes a lot of sense due to how it will impact your naval strategy and is one of the few things HOI4 actually models well. There is micro-ing the production but with how long it takes to build ships, its not that tedious to check in.

For ground and air this is where I feel you and I are going to agree. The tank designer, air designer, and how the military industrial designer work for those branches eats up a lot of player interaction time. Starting with the tank designer, I don't hate it but its one of those things where it feels like it doesn't have a place given how HOI4 simplifies battalion and company composition. You can't create an armor battalion and have three companies of Panzer IIIs for general tank combat and company of Panzer IVs as infantry support tanks. It's either all of them as how you get it and no composition selection. It's annoying wasting army experience building a tank chassis from scratch for production when the old way was you had a tank ready to go after researching 1938 medium tanks. The modules themselves make very little sense despite trying to tie them into historical reasoning such as the choice between diesel and unleaded fuel engines. Germany went with unleaded not because of speed or confidence in their tank reliability, they did it because get diesel from synthetic fuels they were dependent on was an expensive process and they chose to make synthetic unleaded. That's not modeled in game and the game could never support such a thing without significant rewrite of code. Having modules like radio because tanks with radios were decisive factor in the Battle of France and the early campaign of Operation Barbarossa, is nice but its not modeled well because radios are dirt cheap to have and the number of slots a tank has is independent of the turret size or something should impact the size of tank. What makes this worse is when the military industrial designer gets the inevitable upgrade (more clicking to even select the upgrade), when click the box to update existing equipment in production, the game won't automatically update your production, you have to go into the production menu and click each out dated production line and select the upgraded variant. That is a lot of clicking that no one in their right mind should like doing. I'm with you on this, what a waste of player time especially since it doesn't make much of a different beyond min-maxing stats.

Air is where its most egregious, beyond the vanilla AI can't handle the air designer well, its all the variants you can create and can't immediately deploy. Allow me to elaborate, lets say you have had 1936 medium air frames being built (He 111 as Germany) and configured as a ground attack tactical bomber, just two basic bomb bays because that's all the engine II module can handle and you need them built cheaply and fast to get your air force up to size. You research 1940 air frames and you now have an air frame that is more capable and can handle more modules. You build a Ju 88 design, two bomb bays and bomb locks, similar to a Ju 88 in real life, plus those bomb locks give it the useful logistic strike mission. Those new tactical bombers can't reinforce the existing air wings. Why? Because the missions don't match 1-for-1 and the game is coded to not allow that. That means your existing squadrons with all their air wing experience will have to be disbanded and formed from scratch with new air exercise training as you progress with producing more and more of the new equipment. That is some shitty micro-ing and a waste of time. If you want to create a naval mine laying aircraft also capable of ground attack because that would be a useful multirole plane in the Balkans or Baltic, that's more custom squadron formation from scratch and another line of production you have to start. Oh and the game will give the out-of-date production notification for having multiple variants of the same aircraft, an issue that also plagues the naval production for having variants there.

From a thread on the Paradox forum where a player complained about this issue, the dev had this to say: "As others have suggested, the current solution is the intended one. We have some ideas on how to make it clearer to players which designs can reinforce certain wings, however, the alternative of reinforcing wings with any plane with a matching role designation introduces vastly more problems than you would imagine. We did initially start out this way, but in practice, it does not work." More horseshit from Paradox as they introduced DLC that isn't compatible with their existing game. To make it worse, that same patch made air wings a fixed size, to "fix problems with the air on shared run ways" even though it screams multiplayer use, so if you make specialty wing you can't even make them small and disperse the wings in certain areas to keep production on the aircraft limited because its all 100 air craft each. Another annoying thing to keep an eye on. I think there is a solution to all this and I will spare the thread what I think it should be because it won't ever happen as it requires Paradox to update code.

What makes it especially egregious is that the game has oversimplified the core, strategic-level actions in favor of the periphery, tactical-level inconsequentialisms. You are actively penalized for not taking advantage of planning bonuses and allowing the AI to ineffectively undertaken your plan in exactly the way the didn't want it to, in favor of focusing on the exact model of radio your self-propelled anti-air platform uses that is only allocated to your crack armored division, which has exactly 7 brigades of mechanised troops, not 6, or 8, or 5, or 3, but 7. It's imperative that FDR be involved in this?

If we were to take the development and maturation of the ideas of Hearts of Iron 4 as a philosophy for the design of Hearts of Iron 5, you would be playing from a first person perspective at a desk tinkering with the gas port system on a beautifully rendered Mauser rifle whilst a blurred television taking up 1/24th the screen plays a real-time map view of the war.
I don't disagree about the planner being a piece of shit, it won't recognize encirclement opportunities and doesn't force resting units to take initiative when the need arises. The thing is poorly programmed. I also agree the division designer has been dog shit from the start, the combat width was the dumbest stat they implemented because it was done on an arbitrary integer value rather than researching what real war gaming does. The funny thing about that is WW2 represented the dawn of the triangle division and how useful it was for military organization during and after the war. You make a historically accurate triangle division in game and it isn't meta because it will lose to a corps size 40 width division. The game has added stat modifiers that only the min-maxers want because going through config files, recording each stat, and plugging into a google spreadsheet to share on Reddits for them to stay entertained.

I disagree about HOI5 being that, instead we're going to get a visual novel Kaiserreich style because that mod has done so much irreparable harm to Paradox's player base that the DLC started to cater to them.

TL;DR, I agree for the most part and HOI4 is a tragedy.
 
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Now, it sounds like you don't enjoy this sort of thing but in it defense, how you build your navy and compose it part of national strategy on how to win a full on war.
It is, and that's fine, but this was perfected by HoI3 allowing you to focus research on particular modules and customise the tech tier of tanks, planes, and ships. Almost every vehicle came with four research types, speed, attack, defense and reliability/range.

It made sense to research all four for everything, because whilst every tech came with buffs and debuffs, engine tech would give +5% speed -2.5% armor, and armor would give +5% armor, -2.5% speed so overall it worked. But you had to balance your research, otherwise you'd start falling behind trying to cover 30 techs just to upgrade your vehicles - so you might focus on a particular area, say armor. The only issue was the ahead of time penalty, which doesn't make sense when the game is encouraging specialization rather than blanket research, but that's the one problem with it.

It really astonishes me how every time a discussion about HoI's faults come up, the blueprint to use is already there! HoI3 was just perfect.
I disagree about HOI5 being that, instead we're going to get a visual novel Kaiserreich style because that mod has done so much irreparable harm to Paradox's player base that the DLC started to cater to them.
Perhaps, I get the feeling the devs don't like writing though, and certainly not railroad historical narratives.
 
What's the most casual paradox game to play?

I tried EU4 years ago and simply didn't understand anything about the game, it was extremely frustrating and I just uninstalled it after 3 hours of looking at the screen and feeling like a moron.

I read that CK3 is more chill and was attempting to give it a try (it's on Steam sale right now).

I kinda understand the appeal of these games and wanted to be into them, but the learning curve is just so fucking bullshit.
 
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What's the most casual paradox game to play?
Ck3 is by far the most chill, and it's the newest so it doesn't have decades of convoluted and disjointed independent systems hooked into it. Plus it's relatively simple because you mostly need to worry about your relations with other people.

If you want to learn how to play it I'd start in Sardinia in 1066 and conquer Sardinia and Corsica, form the kingdom, then turtle and develop your land. Play the marriage game, participate in crusades, do whatever you want. You're in the middle of the Mediterranean so you can get involved in a ton of shit if you want, but not a lot of shit will flow back to you.
 
What's the most casual paradox game to play?

I tried EU4 years ago and simply didn't understand anything about the game, it was extremely frustrating and I just uninstalled it after 3 hours of looking at the screen and feeling like a moron.

I read that CK3 is more chill and was attempting to give it a try (it's on Steam sale right now).

I kinda understand the appeal of these games and wanted to be into them, but the learning curve is just so fucking bullshit.
You might want to check out Age of History 3. It's not a paradox game but still a map painter. It's really cheap like $3 on sale. It's a bit simpler than EU4. You have many start dates to choose from. From 476 to modern day.
 
What's the most casual paradox game to play?
Vicky 3 - you can play as Russia and do nothing and complete the game. No one will invade you because of braindead AI, no one will rebel because of no literacy or political consciousness stable standard of living among peasants. Literally just watch line go nowhere for 100 years.
You might want to check out Age of History 3. It's not a paradox game but still a map painter. It's really cheap like $3 on sale. It's a bit simpler than EU4. You have many start dates to choose from. From 476 to modern day.
Seconded - it's a great little grand strategy game for the price, and beats EU4 in many areas, like having an actual economy and population despite being simpler and easier to learn.
 
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I'm looking forward to Stellaris's Pop rework: it'll be a system to relearn, hopefully bring the promised performance improvements, and I'm eager to see what modders can do with it. I also like the trade rework: even though planet specialization will probably remain king, I like that there's now an in-game representation of the logistical burden for having highly specialized worlds.

All that said, this is Paradox. I have no faith that this will get done in time for release, and expect this to be a buggy beta-in-all-but-name mess until 2026.
 
I'm looking forward to Stellaris's Pop rework: it'll be a system to relearn, hopefully bring the promised performance improvements, and I'm eager to see what modders can do with it. I also like the trade rework: even though planet specialization will probably remain king, I like that there's now an in-game representation of the logistical burden for having highly specialized worlds.

All that said, this is Paradox. I have no faith that this will get done in time for release, and expect this to be a buggy beta-in-all-but-name mess until 2026.
I'm still waiting for them to put the Machine Age at -50%
 
I'm looking forward to Stellaris's Pop rework: it'll be a system to relearn, hopefully bring the promised performance improvements, and I'm eager to see what modders can do with it. I also like the trade rework: even though planet specialization will probably remain king, I like that there's now an in-game representation of the logistical burden for having highly specialized worlds.

All that said, this is Paradox. I have no faith that this will get done in time for release, and expect this to be a buggy beta-in-all-but-name mess until 2026.
I miss the vanilla options, when you chose your starting ftl and how you managed your planets, along with the border gore. Sure, it wasn't balanced, but it was fun for me.
 
I miss the vanilla options, when you chose your starting ftl and how you managed your planets, along with the border gore. Sure, it wasn't balanced, but it was fun for me.
Stellaris 1.0, for all its flaws, had SOVL. All its options were massively imbalanced, but it's clear they were aiming for fun and wacky ideas. My first warp gate empire was hilarious and having to constantly bat against warp and hyperdrive capable empires was engaging.

They just threw it all away with 2.0 and I think it's a worse game for it, even if it needed a hefty dose of number tweaking.
 
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