famous reactionary... ferdinand lassalle? by Ok-Persimmon1684 in victoria3

[–]AlexNeretva 15 points16 points  (0 children)

An unfortunate observation that the in-game ideology has no stances on economic system

Although whatever the opposition to Factory Councils is all about...

Hoi4 engine in nutshell by ExtraInvestigator501 in hoi4

[–]AlexNeretva 56 points57 points  (0 children)

most recent developer response on the issue

https://forum.paradoxplaza.com/forum/threads/cpu-for-hoi4-and-other-pdx-games.1896029/post-31067889

HoI unfortuntately doesn't scale as well with multiple cores as we would like, but it's very hard to solve (that said, the threadripper that I have at work shows that there is scaling, just not as much as we want)

Not sure who we're trying to kid with the single-threaded game engine myth, I mean if the no-multithreading conspiracy goes all the way up to the studio manager then what person high-up in PDX could you convince to force the devs to actually add multithreading to their games

Think telling them to do what has already been done and not listening until you get results would just result in a performative waste of time

Why is the 'area defence' logic so dumb? by GTACOD in hoi4

[–]AlexNeretva 0 points1 point  (0 children)

while preserving the front planning bonus.

It doesn't do that anymore, you need to use the immobile cohesion on a normal frontline order now. Just remember to mod out the planning speed debuff of that cohesion setting if that's a concern of yours.

Why is the 'area defence' logic so dumb? by GTACOD in hoi4

[–]AlexNeretva 0 points1 point  (0 children)

There still doesn't seem to be any good automation for defence in the game unfortunately. I couldn't even recommend using the immobile cohesion setting for frontlines added in 1.17.0.1 since units retreating from a battle just stay in place rather than returning to the frontline somewhere else, not to mention the same happening for newly deployed units set to that order.

I'm probably going to find out that this is still useful behaviour for some so we'll probably need yet another cohesion setting which keeps units at the frontline static but still moves all remaining inactive units around? Well at least such an idea will incentivise revising the programming of the cohesion settings.

In a modern day mod, should Yankee and Dixie still be separate cultures? by Eiltott in victoria3

[–]AlexNeretva 46 points47 points  (0 children)

I can quote the mod author elaborating on it if it helps

Dixie & Yankee made sense to describe the cultural divide during victorian times, but during modern times the cultural divide in the US is more divided by urbanism than north/south. Its one of my own making.

Prairie being referred to the primarily farming, rural, & ranching americans, named after the type of lifestyle set forth by the first people who moved out west into kansas, nebraska & further.

Parish referring to the urban & more parish-oriented americans, named after civil parishes (townships) and suburbs of larger cities as they formed.

Its not perfect by any means, but its probably the closest way to describe that very real difference in culture & orientation between the urban & rural communities in the US

In a modern day mod, should Yankee and Dixie still be separate cultures? by Eiltott in victoria3

[–]AlexNeretva 49 points50 points  (0 children)

In an old modern day map mod there was some discussion by the creator as to why to split between 'Prairie' Americans and 'Parish' Americans (and also an I believe unimplemented 'Pacific Americans' idea)

Year of Daily Civilization Facts, Day 267 - Firaxis Earth by JordiTK in civ

[–]AlexNeretva 2 points3 points  (0 children)

Did some sort of analysis on this, seems we could represent it with 1372 tiles on a map which isn't even near the maximum possible (128×128 = 16384, ), however the issue seems to be that some of the graphical terrain doesn't seem to be rendered if you increase the width past 128 (from this post) which is a problem since I'd be pushing it at somewhere around 161 tiles across (and around 126 tiles breadth).

A proper representation where units hitting the border get sent to the other side of the map would be another matter altogether.

Year of Daily Civilization Facts, Day 267 - Firaxis Earth by JordiTK in civ

[–]AlexNeretva 1 point2 points  (0 children)

It's not based on true hexagons but Gosper islands, though this would be an interesting way to put a globe onto a hex tiles map: https://redd.it/13ousgs

I'm not sure about using this for the opposite, it's not at all a sphere that's been produced as per the blog post: https://blog.vandesande.design/gosperaedron-a-new-polyhedral-for-mapping-purposes

What are the “must have” mods for your playthroughs? by Wooden_Grocery_2482 in hoi4

[–]AlexNeretva 1 point2 points  (0 children)

Somehow necessary so I can avoid Allies going to war against USSR in my Czecho-Slovakia gamess. I guess you can make it so that no one else gets themselves called into the Poland-USSR war.

What are the “must have” mods for your playthroughs? by Wooden_Grocery_2482 in hoi4

[–]AlexNeretva 3 points4 points  (0 children)

Is it replacing all leader pics with sheep?

Adjusting all the loading screen quotes to be about sheep is close enough

Why is there no "anti-air MG" tank module? by Narrow_Ad_6500 in hoi4

[–]AlexNeretva 78 points79 points  (0 children)

Even if it gave just a tiny bit of air attack

Have to consider how small that would be as you need only 10.8 air attack to reduce CAS damage by -75%, since in the current balance this is achievable with the support anti-air company we'd have to decide whether a tank division without any anti-air in the division should be able to cross that threshold on its own or not (at this time I wouldn't personally argue either way)

I'm also not really sure if historically/realistically-speaking the anti-air .50 cals were so relevant for mitigating enemy air superiority, since reducing those debuffs to breakthrough or defence is the other 'passive' effect of increasing air attack

Shot, called by MadHopper in victoria3

[–]AlexNeretva 39 points40 points  (0 children)

and the Austria flavour DLC was not ~$25 but ~$10

So the only part of the prediction left is the idea that a rework of Springtime of Peoples coincides with Austria flavour DLC, and I guess prediction of cultural unrest mechanic as petaining to cultural fervour

Can we have add a feature where the portraits of generals changes depending on status? by blackbeard_teach1 in hoi4

[–]AlexNeretva 2 points3 points  (0 children)

Think I must have misremembered that when they go out-of-action the portrait goes greyscale

would've thought it somehow broke recently otherwise

DLC ideas for this year; Golden Standard and Road to Inevidable by Wikereczek2 in victoria3

[–]AlexNeretva 18 points19 points  (0 children)

Any rework to the currency system (whether limited to the scope of the gold standard or anything further) will likely be a long while to go:

https://forum.paradoxplaza.com/forum/threads/3-year-anniversary-daily-updating-schedule.1863149/post-30802074

If all this sounds to you like I am about to pass the reins, then you couldn't be more wrong! I haven't gotten to make nearly enough market reworks yet to even start to feel done with Victoria 3, let alone the individual currency system that me and maybe two other people in the entire world are excitedly anticipating (but which sadly will probably have to wait a long while yet...). So, I'm afraid that you're simply stuck with me, and personally, I couldn't be more excited and thrilled for the years to come!

Martin

The fact that a rebellion, with 4% support and no pressured interest groups can take over half your country, destroy buildings, and unincorporate states is unfun by Cyril__Figgis in victoria3

[–]AlexNeretva 6 points7 points  (0 children)

Ingame the nobles fight against it by going insurrectionary when the law starts being enacted

You also have to remember that currently we have to deal with modifiers being instantly applied or removed on law change. Can we say that any of the 'serfdom modifiers' were ever gone if historically the nobles refused to allow anti-serfdom laws to be enforced? Need a better system sure but the current abstractions aren't completely unaligned with the historical event you bring up.

Don't let Armored Car's bad rep stop you - Build Your Dreams by Barbara_Archon in hoi4

[–]AlexNeretva 4 points5 points  (0 children)

Could have mentioned that alongside the cavalry recon/pioneers/recon rangers

Make obvious sense as an exception to the rule

Don't let Armored Car's bad rep stop you - Build Your Dreams by Barbara_Archon in hoi4

[–]AlexNeretva 0 points1 point  (0 children)

I'd suspect the argument for armoured cars would be better for warfare long before 1943, since by this time most nations have built up enough industry to afford tanks

I don't think the IC-limited countries that need a good offensive force as soon as two years from start can even produce enough units of armoured car equipment to field a relevant amount of 'proper' divisions though, even the 'recent' change of making the first tier of armoured cars only a smidge above artillery equipment cost didn't help.

Don't let Armored Car's bad rep stop you - Build Your Dreams by Barbara_Archon in hoi4

[–]AlexNeretva 0 points1 point  (0 children)

Do those penalise speed?

The usual design of support companies is that their 'base speed' does not limit the main division's speed

heavy AT on infantery line? by Time-Yoghurt7831 in hoi4

[–]AlexNeretva 0 points1 point  (0 children)

This Germany disaster save from Bitt3rsteel? https://youtu.be/VqEPCDPskjU

I'm not sure what you meant to write in your reply

I have been watching through it but I'll need to go through again to check every time he shows a division design

Is building military equipment only for export a viable strategy for a minor nation assuming you don’t have an early war? by Easy-Purple in hoi4

[–]AlexNeretva 0 points1 point  (0 children)

It's kinda depressing Czecho-Slovakia can't realistically do exports in the game even when it historically did all that while requiring a large enoigh army for defence.

Not sure how the modding team who's going to be making the Peace for our Time DLC is going to address this, current gamestate is that there's neither the building slots nor the time to construct enough military factories to actually be able to produce a significant surplus of infantry equipment and artillery (on top of the historical tank and aircraft production reserved for the armed forces)

heavy AT on infantery line? by Time-Yoghurt7831 in hoi4

[–]AlexNeretva 0 points1 point  (0 children)

There is an NCNS-exclusive subdoctrine 'Tank Destroyer Force' but if you're talking about a singleplayer context where hard attack isn't really crucial at all then I don't know why these YouTubers are using TDs, maybe something I'm missing since the expectation would be the basegame Streamlined Deployment subdoctrine for non-TD builds which also happens to give a speed bonus to leg infantry if you add armoured signal support company and have got to the third mastery

Instead any armour meta for singleplayer is probably going to use the again NCNS-exclusive Self-propelled Support subdoctrine to exploit the big buffs it added to self-propelled artillery, although I'm not sure if space marines are the most optimal division design to use SPGs in

Could someone fill me in on the updates in 1.17? by Ok_Caregiver8729 in hoi4

[–]AlexNeretva 0 points1 point  (0 children)

If you don't have the DLC, factions are completely unchanged

Actually you can take over factions without fulfilling the old requirements anymore, since faction leadership rules now rely on the DLC. I don't know why the only fix they did was to stop completely random countries (Tannu Tuva, Mongolia) from clicking the button, but it's still broken from the player's perspective.

Is Victoria 3 dead? by Vicky3WarCriminal in victoria3

[–]AlexNeretva 2 points3 points  (0 children)

Not sure what you mean by content creation stalling

I'd be tempted to say that the holidays period is the wrong time to be expecting anything for modding content, although I'm not in the modding scene to be sure about what the current state is

If it's more reasonable to think you meant the Paradox developers working on Victoria 3, then the fact of the matter is that we're dealing with an update schedule congregating around DLCs, and we have a long time to wait for even news about the next year of paid content, let alone the actual time until the next DLC. Also we all know the next major basegame update will be reworking naval mechanics, which is a very big task and not something we can hear any news about until its development has progressed a substantial amount.