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- Feb 4, 2024
Which Paradox game would make the best film adaptation?Uhh sir, this is a paradox interactive thread.
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Which Paradox game would make the best film adaptation?Uhh sir, this is a paradox interactive thread.
EU has a pretty good theatre adaptation;Which Paradox game would make the best film adaptation?
Hoi4 from the perspective of troops on the ground, they're going through their regular orders and then suddenly guns start disappearing from one unit, appearing for another unit. Upgraded guns and equipment randomly appear for the troops, the AI does some insane shit for the enemy that the "Player" nation is confused by, the troops see the enemy rushing tanks to the front only to pull them back after like five minutes in combat.Which Paradox game would make the best film adaptation?
Vicky 3 is never going to be "good" unless they scrap it and release a completely new version from the ground up.It ain't happening until they rework warfare both naval and land. Building toy factories in glorified cookie clicker menu just ain't enough to keep me interested.
What about Paradox game mods? What would a Kaiserreich or a TNO movie be like?Which Paradox game would make the best film adaptation?
So Vic 2 when you do anything besides war or VERY INTERACTIVELY clicking through visual novel railroad events provided by the mods to 'fix' Victoria 2 by just scripting what happensVicky 3 where you just watch the AI play it.
And Victoria 3 improves upon this flaw of its predecessor, does it?So Vic 2 when you do anything besides war
If you have no understanding of the base mechanics, sure. Paradox can be blamed for their poor tutorials, but the depth is there.So Vic 2 when you do anything besides war or VERY INTERACTIVELY clicking through visual novel railroad events provided by the mods to 'fix' Victoria 2 by just scripting what happens
Hasn't played the game awardYou can build endless machine tools factories and have exactly 0 iron and all that will happen is a slight malus to efficiency and the cost of goods reaching a price ceiling which you can work around anyway very easily.
EU has a pretty good theatre adaptation;
Thanks for posting a wiki screengrab that says exactly what I did in more words.Hasn't played the game award
View attachment 7372860
The building will not hire at all and fire any existing workers because being a peasant is literally more viable
Man, that reminds me I need to turn off my mod that jacks the penalty up to 90% sometime just for the lols.Thanks for posting a wiki screengrab that says exactly what I did in more words.
You are capped at -50% throughput maximum. So you can have enough factories to produce 10,000 widgets, and with exactly 0 input resources you are capped at a maximum of 5,000, with a maximum price as well to the goods you need to buy. You can just brute-force past the risks of high-input costs by ignoring it and using the massive profit from an absolute glut of industrial tools produced from aether to subsidize them so they never run into the issues of negative cash flow. The only limiting factor in Vicky 3 is labor, which grows at the pace of a flood of molasses, despite this being the era where population exploded. IRL this is impossible because the price of a good in effectively infinite demand is itself effectively infinite, and you cannot produce steel from no iron, or no resources at all. There is no artificially low cap to prices or artificially produced materials from the void.
Contrast Vicky 2, where you are prevented from producing when you lack inputs. There isn't a piddly shitty modifier spreadsheet change, you just cannot produce anything.
I went and tested your theory and it does work for a few months in an ideal scenario where iron is in shortage, wood is at -75%, and tools are in shortage. Once the throughput starts to kick in the building cannot hire until the state and its market are fully depeasanted, in which case people will be hired but they will be paid a wage that gives them an SOL of 1.0. This generates radicals like mad and leads to massive population loss from mortality and emigration. If wood ever becomes more expensive, tools ever stop being in a shortage, or you want to pay your workers enough to not kill your country in a few years, this stops working at all. Driving average wage down is also bad for taxes. I tried pressing the funny subsidize button and its costs for one building would bankrupt my country in a year or two on max taxes. Building more levels starts to drive the price of tools down and it starts costing like 14k a month to subsidize which even great powers don't want to fuck with.using the massive profit
Guess what throughput doesThe only limiting factor in Vicky 3 is labor,
I'm going to guess you didn't actually do it properly and have a profitable output with a developed economy because all the problems you mentioned are a result of having high input and low output prices.I went and tested your theory and it does work for a few months
If we are comparing the series, nothing. You can still produce and produce well if you account for and manipulate the back end. Vicky 2 you would just kill your economy.Guess what throughput does
Tools are in a shortage, i.e. literally the highest output price they can beI'm going to guess you didn't actually do it properly and have a profitable output with a developed economy because all the problems you mentioned are a result of having high input and low output prices.
This was a paradox game?I miss Magicka.
Magicka: Wizard Wars (short-lived LoL clone) was great too.