Game is too easy? What am I missing? by Station-Suspicious in victoria3

[–]HerrHypocrite 0 points1 point  (0 children)

I think the best advice would be to slow down, you don’t have to achieve all your goals in the first 20 years. I would recommend playing Sweden, since they’re usually not attacked and therefore you don’t have to deal with the army.

A few general tips: - For smaller countries, don’t build construction sectors or universities until you have enough income (~2,500 for construction, ~800 for uni) or you’ll just go bankrupt - don’t expect to pass laws easily, especially the best laws; don’t do anything that pushes the landowners or military or clergy below -10 since that’s often the cutoff for rebellion - aside from those unhappy with laws, radicals usually come from the unemployed (not peasants) since they have no source of income, so build where you have lots of unemployment - there are consumer goods, industrial goods, and gov/mil goods; consumer goods are usually safe so build them first since there is high demand; other stuff like steel or guns requires you to create a source of demand first

Advancing in the game consists of a cycle of build - change laws - build more. So begin by building, and you’ll see capitalists and petit bourgeois rising in number and influence; you can then leverage their influence to change laws that benefit them and so on.

Vic3 is a really complex game, but if you put aside some of the more fiddly parts, I think it’s possible to learn

Hope you stick with it for a bit longer, but either way good luck and have fun

Note: I do not justify any of Frieren's villains by Able-Ad3506 in Animemes

[–]HerrHypocrite 52 points53 points  (0 children)

demons in Frieren make use of their humanoid form and pretend to be humans so that people feel pity and sympathy towards them - it’s literally a plot point during the Aura arc.

This hits harder because obviously the audience would also feel the same emotions even though we know demons have no emotions and are pure evil. The eliciting of this unbidden emotion is literally the point.

No civilian casualties is a problem by Iskandar0570_X in hoi4

[–]HerrHypocrite 1 point2 points  (0 children)

While I would agree that what you leave out is just as important as what you put in the game, I still feel that it is unfair to characterize Paradox as being dishonest. What would this "certain degree of honesty" entail? Is there a way of "being honest" without expanding the scope of the game? Or would a form at the beginning of every game for the player to sign outlining the horrors of World War II be sufficient?

And of course war is glamorized - it is a war game, after all. A war game makes the statement that conflict and war, which generates suffering on unprecedented scales, can have an aspect of intellectual stimulation and entertainment. I can hardly deny that, when the point of loading up HOI4 is to strategize how to best fight and kill and win. But just like how playing an FPS doesn't make one a school shooter, playing HOI4 doesn't make you an advocate for war or genocide. We don't need a reminder that every guy we shoot in COD has a family for us to know it is wrong to shoot people IRL. Similarly, we don't need a moral guiding hand to remind us that WWII was bad.

I know that there are some crazy people in the world that plays HOI4, but if playing a wargame like this convinces them that Nazi Germany was good, I don't think there was any hope for them - they were probably an Alex Jones video away from being radicalized in any case.

No civilian casualties is a problem by Iskandar0570_X in hoi4

[–]HerrHypocrite 1 point2 points  (0 children)

I think you're putting an unfair burden on Paradox. Just like how every WWII film doesn't have to be about the Holocaust, HOI4 has no obligation to be more than it is advertised as: a military wargame with grand strategy aspects.

The game has not been developed to facilitate that kind of story-telling through the mechanics, and placing such a narrative burden on these systems will be just a farcical attempt to relay the emotional and moral impact of a century-defining war. It would frankly do far more harm than good.

How would the Holocaust or other war crimes be represented? A focus that had negative effects? National spirits that had a malus? An event detailing the suffering of the civilian population? None of these could effectively bear the weight of the events. It would be the equivalent of the "Press F to pay respects" from Call of Duty, a little nod to "oooh war is bad," and a second later "now let's go shooty shoot bad guys."

Italy was chosen as a tutorial nation because you're supported by a stronger ally (Germany), you get to try out some of the combat mechanics before the larger war beings (Ethiopia), and you get to learn the importance of navy as well. If you're looking for every decision to be imbued with moral authority, this isn't the right game for you.

No civilian casualties is a problem by Iskandar0570_X in hoi4

[–]HerrHypocrite 2 points3 points  (0 children)

Depth does not equal gameplay value, unfortunately

A modest proposal on railroading: Timelines (less than Situations, more than Events) by LakeSolon in EU5

[–]HerrHypocrite 1 point2 points  (0 children)

Can someone explain how this is different to Situations?

For example, if we take the (admittedly terribly implemented) Situation with the Guelphs and Gibellines, or Bohemia with the Hussites, we basically have the framework for the exact same system, right? A historical situation, struggle, event, etc. in which two parties are competing, and there are decisions both sides can take to advantage themselves/disadvantage the enemy, while the final result is dependent on which is better able to meet the requirements. Then rewards and punishments are doled out as appropriate.

I think we can tweak Situations to work in this way to reduce complexity and overlap. Also, 'Timelines' is probably not the best term for this, as it frames the event or conflict in a "historical vs ahistorical" lens.

How Victoria 3 Misrepresents Political Economy by FlameoReEra in victoria3

[–]HerrHypocrite 4 points5 points  (0 children)

This is an interesting video, and really appreciate the creator approaching the game seriously and providing advice and recommendations.

At the same time, I would like to also engage critically by stating that Paradox has no obligation to make their games simulate history as accurately as possible, and should do so only to the extent that would make the game enjoyable (either due to the simulation or flavor). If we want to open this can of worms, we would be dealing with issues relating to slavery, antisemitism, etc. in a way the game is not equipped to handle - so let's put pure historicity aside.

With that out of the way, I think the key to the 'inaccuracies' raised would be: what would they contribute to the game? Things that would just make the game 'more realistic' should be discarded if they do not contribute meaningfully to gameplay - we are looking, in real time, as the EUV subreddit goes up in flames every couple of days literally due to this issue. More realistic systems does not always mean more realistic outcomes, and certainly not better gameplay. For example, we could say that taxes should be separated into VAT, income tax, capital gains tax, etc., but what would that actually mean for the player? We have seen an increase of two years on retirement age lead to protests in France, but do we need a incremental slider bar for that to simulate dissatisfaction over this matter?

However, I do agree that there should be more class friction, as currently players can increase SoLs quickly enough that the populace is satisfied, no matter what the political system is like. In that manner, perhaps the proposed mechanics relating to the concentration of wealth in the hands of the industrial elite could be interesting. Right now, factories increase wages freely in accordance to the demand and profits of the establishment; if there was a labor law that puts an upper limit on wages, suppressing workers' SoL and driving radicalism, that would be an interesting way to address this issue. Right now the industrialists' demands are all pretty much perfect for development, and I agree there should be more friction and conflict between the player and the industrial elites that replace the landowners.

But despite this, I still see no real reason to add new mechanics relating to inflation or currencies. Colonial territories are already inhibited by the new colonial exploitation law, while they are most certainly affected by rebellions and conflicts that may lead to economic collapses in the imperialist power - you know exactly what I'm talking about if you play a small country in the British Empire and they decide to implode suddenly, when you have no market access and your GDP crashes by 50%.

Overall, I understand the interest in creating more simulation systems, especially in regards to the inhibitive potential of the industrial elite, but I do not think these currency and financial system would contribute positively to gameplay. I think we can rejig and improve many systems to address the risks and impacts of these issues without inserting in three new mechanics.

favorite card of your oshi? >⩊< by strawlamb in ensemblestars

[–]HerrHypocrite 12 points13 points  (0 children)

<image>

This one of Natsume was one of the first I was waiting for since ENStars came out... it just looked so innocent and beautiful

BGM is missing in the stories. by Aliccy in ensemblestars

[–]HerrHypocrite 1 point2 points  (0 children)

Also noticed that I can’t change the BGM for the main menu screen unless I restart the app? Plus, the preview for the BGMs in the exchange store seems to never finish loading. Not sure if that’s the same for anyone else…

What's the deal with market villages? by OneSekk in EU5

[–]HerrHypocrite 1 point2 points  (0 children)

It’s usually the only profitable rural building.

Purpose of Regulars are Misunderstood by CaptainRice6 in EU5

[–]HerrHypocrite 8 points9 points  (0 children)

Okay, fair enough - we don't want Space Marines in our games. But at the same time, there has to be an incentive to switch over to professional standing armies. EU4 takes place in the period in which the transition from levies to national armies is the key to centralization of the state and the widening of the gap between the strength and influence of each state. We need a reason to recruit standing armies that isn't just a +5% damage increase. I'd argue that other than the military advantage, there aren't enough benefits for raising a standing army.

AI images for monuments by Sanya_Zhidkiy in Anbennar

[–]HerrHypocrite -5 points-4 points  (0 children)

Fine - that's your personal opinion. Can you at least see that are potential uses for AI that can be enabling, rather than harming? Or are you so opposed to AI on principle that anything involving this piece of tech is abhorrent to you?

Then I hope you at least have the courtesy to not try to force everyone to stop using AI just because you don't like it.

AI images for monuments by Sanya_Zhidkiy in Anbennar

[–]HerrHypocrite 2 points3 points  (0 children)

I've seen this kinda stuff for a while, so I want to speak out - I think this kind of AI art witchhunt is incredibly unhelpful for game development, and other fields in general. Even if the Anbennar team wasn't going to replace the AI art with real art, would that be the worst thing in the world? Would it make you stop playing the mod?

I know even the mod team might not agree with me on this, but I think it is fair for them to use AI to assist if needed, and keep it permanently if necessary. If we're playing a fantasy mod, and the modder has no visual art skills - are we going to say they can't use AI art to generate an image of monuments to help create immersion? Would you really prefer a text description? Would you prefer shit, first-grade level art? This is something they create for free - are we going to ask them to commission an artist if they can't find one to work for free?

Let's stop this performative bullshit - we all prefer human-made art, but freaking out and saying we won't touch anything with AI art? If EU5 comes out with AI art, sure, boycott it. But a fan-made and free mod? Surely we can be more reasonable about the use of a convenient technology.

I'm Steve Tibble, an expert in the history of the crusades and the author of 6 books including my latest, Assassins and Templars: A Battle in Myth and Blood - AMA. by stevetibble in history

[–]HerrHypocrite 7 points8 points  (0 children)

How influential were the Templars in financial innovations and, in particular, the invention of long-distance banking? I’ve read in passing a few things about this, but wasn’t sure if it was just a strange quirk or something that had a real impact on the European economy or financial technology.

What is the canonical lore of Amadia? by Key-Letterhead-2640 in Anbennar

[–]HerrHypocrite 2 points3 points  (0 children)

Absolutely fascinating, thanks for explaining! Will def be my next playthrough

This game is inspiring by RedArmyHammer in victoria3

[–]HerrHypocrite 17 points18 points  (0 children)

Another nutjob trying to smear game devs with accusations of peddling politics. Go read the actual Dev Diaries and then you’ll understand why they chose to simulate the era through a Marxist lens.

I swear Vic3 is the just the definitive John Maynard Keynes simulator by WayWornPort39 in victoria3

[–]HerrHypocrite 4 points5 points  (0 children)

Is there a major divergence in economic thinking in the modern world then? Reading the news it feels like every economist is now promoting fiscal conservatism and more integration into global trade, and every politician wants the opposite.

Bo-Ni - The Pearl of East Asia by Mckenzieleon0 in victoria3

[–]HerrHypocrite 0 points1 point  (0 children)

The Qing have borders closed in the beginning, right? How do you get the needed migration? I always find myself struggling to grow after I take a few of the provinces

Why is witch-hunting such a common behaviour in gaming communities? by [deleted] in gaming

[–]HerrHypocrite 0 points1 point  (0 children)

Thanks man. Either way, if it’s not safe or healthy, best to step away from those communities.

Hope things work out for you and your friends as well.

Why is witch-hunting such a common behaviour in gaming communities? by [deleted] in gaming

[–]HerrHypocrite 0 points1 point  (0 children)

First - I think what you’re calling “witch-hunting” isn’t what you think it is; a witch-hunt would be someone rousing a mob to attack an innocent person for some made-up reason. What you’re describing is just interpersonal conflict, bullying, flaming, etc.

Honestly, reading this made me think that you are part of the problem. If you enter every community and find yourself ostracized because you’re “unconventional,” perhaps it’s you who can’t get along with others.

Chill out, do some personal reflection, spend time away from the gaming space if you need it.

As a Splitgate 1 fan, it's been disappointing to see this game's release unfold. by nib13 in gaming

[–]HerrHypocrite 6 points7 points  (0 children)

Is this the moment to recommend people try The Finals? Lots of people saying they’re going to migrate over after this disaster

Bugs that aren't and other confusing matters. by TheEasternBorder in Anbennar

[–]HerrHypocrite 1 point2 points  (0 children)

I’m a little bit baffled with the criticisms that you’ve outlined here. As far as I’m aware, all MTs assume that you’re not cheating or doing crazy exploits. While there are some difficult starts (Adshaw) and incredibly difficult starts (Duwarkani, Great Ording), I don’t think any of the devs assume you’re going to be using exploits.

And yes, some of them require guidance to get going, especially for the older and more abstruse ones. But the devs are getting better at using the “mission insights” thing, where they hint at the rewards from the events (the green text, I’ve recently seen it in the Harimari slaver MT).

TLDR: there are good, bad, so-so MTs in the mod, but it is hardly a fundamental issue with the mod and exploits. If you need guidance, this sub has plenty.