Paradox Studio Thread

Favorite Paradox Game?


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Lol I was going to to ask wtf did pdx do to stellaris, but then I remembered that they were reworking /replacing pop system.Lol this was decision made probably by same "genius" who was in charge of Vic3 development.
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Even fucking (EU4) Leviathan did not take so long to fix.
Stellaris has reached a point where its drowning under the weight of its own systems. EU4 found out about this with Leviathan. After that they stopped tweaking mechanics and mostly released flavor dlc. I'm not sure if Stellaris can make that kind of pivot, the new patch has just ruined everything so deeply. Seriously, to give you an idea, pops won't auto downgrade/assign themselves to worker jobs in order to ensure your basic resources are produced now. They always fill specialists/elite spots and fuck over your economy. Its literally unplayable even after twenty one goddamn patches.
 
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Manpower is generated by pops working at a manpower generating building. Be it soldiers or slaves or whatever. If you lose one manpower, you lose that pop.
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Reading this, it just seems crazy to me.

  1. 12% annual manpower loss from just existing
    If every 100-man regiment consumes 1 manpower per month, that means 12 manpower per year, or 12% of your army gone annually without even fighting.
    With a standing army of 1 million, you're losing 120,000 people a year just from maintenance. That doesn’t feel right.
  2. Inconsistent population logic
    The game doesn’t simulate population aging or death on the civilian side, it just uses birth-death balance to determine growth.
    So why is there a forced monthly manpower drain on the military side? That doesn’t line up with the way population is handled elsewhere.
  3. Regiments slow down manpower recovery
    Since standing armies reduce how fast you regain manpower, the best strategy is to not keep a permanent army at all.
    Just let manpower build up and only recruit troops when you go to war.

Am i misunderstanding something here or does this just not make sense as a system?
 
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  1. With a standing army of 1 million, you're losing 120,000 people a year just from maintenance. That doesn’t feel right.
You're not raising a standing army of a million men in medieval times, though. The modern US Army right now is less than 500k active duty, and under a million when you include the NG and the reservists currently in civilian life. I'd also point out that it says that MP needs to be replenished for upkeep purposes, but it doesn't say the pop working that job dies in the process. Which would make sense since too old to be active duty is still young enough to go work somewhere else. And you'd actually want an army so when you take losses the MP pool has replenished itself, but not so big of one that you can't make good your losses a second time.

That said, it looks like Johan's math was wrong. How does 25 regiments each with a drain of 1 person a month cut you from 50MP a month to only five a month?
 
Minor V2 mod update, localization on inventions continues and I've come to what I think is the best set for goods/production types (turned off the not available from the start lines for the sake of a screenshot):
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If any of you played/tried VRRP back in the day you may recognize many of the icons (such as the pretzel - why that was used for Confectionery instead of something like a cake or chocolate, I don't know) and that's because I'm taking heavy inspiration from it for this. For those not in the know, VRRP was a (genuinely great) attempt by one guy to make a functioning V2 economy that didn't need constant stealth events to give pops money because the concentration of dye in Bengal combined with no real pop savings/loan system in vanilla destroys money latency, and part of that was trying to introduce true and honest supply and demand to the goods. I'm not going as far as VRRP where most goods were set at a base price of 1 or 2, but I'm still trying to keep the core of the design philosophy. I have tried to make it so that as many goods as possible are either industrial inputs (only RGOs that aren't are Coffee and Tea) or can be reliably bought by pops on a daily basis; I don't want a case where certain rgos are considered useless (grain) or certain industrial goods are never profitable (fertilizer). Part of that has been adding alternative production methods for a lot of basic goods, e.g. livestock (wool) can be used as an alternative for cotton to produce fabric, canned food has been split up so each food input is its own production method (though since fish has been removed as a good it uses ships instead), etc, which should also help allow the market to find the goods it needs.
 
It's fine I suppose, however none of the songs were as good as the remix of The Stone Masons.
More harpsichords, less gobbledygook. I'm running a global empire, not polka night.
I was also pretty shocked at how bland and different the EU5 soundtrack felt compared to EU4, but then I read their dev diary on the subject. The "EU5 soundtrack" that they released is just the bespoke tracks, the other half of the game's soundtrack is dynamic music, where I assume more of the classic EU-style instruments and sound will be. I like when dynamic music is executed well in some games, but it's pretty annoying because it means that there can never really be a comprehensive, "definitive" soundtrack.

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Making her (an interpreter, Mexican Sacagawea) a conquistador is pants-on-head retarded, but La Malinche is an interesting figure in her own right. Mexicans varyingly consider her either the Mother of the (Latino) Race or the Ultimate Uncle Tom. She was a shrewd manipulator that played her role with the conquistadors to become one of the richest and most hacendados in Mexico, I think had children with Cortez too (like Cleopatra with Caesar).

Edit: Yes.

La Malinche is an example of how EU4 could potentially benefit from a light character system less detailed than Crusader Kings but maybe more comparable to Old World. One of the things that makes it somewhat lifeless is that interesting people didn't just all up and die after the Middle Ages. Some sort of courtiers system with Favorites and an opposition and such, imagine.
 
Making her (an interpreter, Mexican Sacagawea) a conquistador is pants-on-head retarded, but La Malinche is an interesting figure in her own right.

Which is why the event also lets you have her as a advisor that is 75% cheaper or just get some prestige. She makes a garbage general (at the point in the game you would get the event a 1/2/2/1 general is trivial to roll)
 

Victoria 3 got rid of the Corn Laws exploit and introduced an even crazier exploit that makes being a poor undeveloped country even easier.
 
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New dev corner for HoI4. They're adding coal as a resource, and adding energy usage to factories
Base Concept
So the system works like this: Coal is excavated just like every other resource in-game. Each unit of Coal that you have for your own use (so not traded away) will produce a set amount of Energy, which then in turn is used to power up your industry - your civilian, military factories and naval dockyards, which for the ease I’ll be later calling them in this dev corner as ‘factory’. Each Factory, regardless of the type, has the same base Energy demand, so what you are seeing in the top bar as your industry size should also give you a very rough estimate of the demand.
 
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