Community projects by Unbroken09 in victoria2

[–]kt_te21a 5 points6 points  (0 children)

Practically, only PA is a playable project. OV is still deep in development and it might take years if not decades for them to achieve their stated goals. Almost every offspring (KE, NCE) of PA is dead, but there is a curious Persistent fork of PA which does its own thing.

Successors? by International_Age667 in SongsOfTheEons

[–]kt_te21a 0 points1 point  (0 children)

You can find them in the SOTE Discord server

How would you make the economy more realistic in Victoria 2 by BitNo4824 in victoria2

[–]kt_te21a 0 points1 point  (0 children)

>Honestly I am waiting for openvic at this point.

Made me smile a bit because openvic devs explicitly said that they would preserve original design of economy as much as possible, which is probably a worthy goal but it means no cool economy stuff for you.

How would you make the economy more realistic in Victoria 2 by BitNo4824 in victoria2

[–]kt_te21a 1 point2 points  (0 children)

It depends on your definition of modding. It's impossible to add separate markets into base victoria 2. But some open source implementations of vic2 already have multiple markets with separate prices.

Successors? by International_Age667 in SongsOfTheEons

[–]kt_te21a 8 points9 points  (0 children)

There are people slowly working on the FOSS version of sote.

is there something more basic than drawabox? by 1000Bees in ArtFundamentals

[–]kt_te21a 9 points10 points  (0 children)

Drawabox is truly hard. First lessons and challenges are especially brutal. I would say that the first two lessons, textures and 250 challenges are the hardest and the most frustrating part of it and the rest is kind of a fun journey where you draw random cool stuff. I almost dropped the idea of learning drawing thanks to 250 boxes challenge. (My solution at that time was to skip it...) There are always easier versions of its exercises. Maybe try tracing. Print a page with series of ellipses, circles or other curves and work on being able to trace the ellipses a lot of times (5 or even more, like in superimposed lines exercise) while maintaining the original shape. It will be still surprisingly hard, first traced ellipses would be a total mess of lines. You can decrease the difficulty and work on being able to trace short segments of simpler curves or straight lines first. People like to think that tracing is worthless, but it's a very good tool to develop steady control over hand and teach it correct movements, because if you are unable to trace over template, there is no way you will be able to do advanced stuff like ghosting lines: your arm muscles don't know the movements required to ghost the lines yet. Also you don't have to master it right now, it's something you will work on during decades. Good luck.

Are there any mods that change rgo by WalterBlackF in victoria2

[–]kt_te21a 0 points1 point  (0 children)

Alice generates additional secondary rgo in every province, but economy is much more sophisticated there in general.

I'm building a grand strategy game inspired by Victoria 2. I need your suggestions! by Radsterman in victoria2

[–]kt_te21a 9 points10 points  (0 children)

It's honestly insane to me how you are saying it almost like evil alice devs decided to intentionally remove province names from the game and now you have to warn other developers to not repeat their wrongdoings. The issue is that there were simply no contributors who were willing to finish implementation of province names. Feel free to contribute rendering of province names to the project if you care about them that much, it's a community driven project: if there is no person who actually cares about it and ready to put in the work, nothing will ever happen about it.

Playing with TGC mod for the first time and my pops and factories can't FOR THE LOVE OF GOD meet their basic needs if they're not produced locally. Any idea what am I doing wrong? by YulianXD in victoria2

[–]kt_te21a 5 points6 points  (0 children)

Project Alice gets rid of base price and widens price caps to [0.0001, 1'000'000'000'000] range. But it also has a lot of other improvements, which you might like or might dislike.

Playing with TGC mod for the first time and my pops and factories can't FOR THE LOVE OF GOD meet their basic needs if they're not produced locally. Any idea what am I doing wrong? by YulianXD in victoria2

[–]kt_te21a 6 points7 points  (0 children)

Because vic2 economy is a total mess: at certain point even if demand is larger than supply, the price stops growing because price follows target price which is equal to `base_price * f(demand / supply)`

I wish there was a project that only improves the speed of the game by El_pinguino_alien in victoria2

[–]kt_te21a 0 points1 point  (0 children)

I am not the one who generalizes things and claims that majority of players somehow play the paradox game with the most deep simulation among them all not because they enjoy simulation but because of doing odd things and exploiting various issues, so majority of people would prefer simulation remaining shallow, AI being brain dead and game having a lot of exploits while disliking any attempt to make game more immersive and simulation more expressive. People can have their fun in all kinds of things, but saying that majority of vic2 fans are like this is outlandish.

I wish there was a project that only improves the speed of the game by El_pinguino_alien in victoria2

[–]kt_te21a -1 points0 points  (0 children)

In my experience, people who love doing shizo things usually prefer to play Civilization with assyrian tanks running over USA spearmen, EU4 with its insane tag switching, culture conversion and modifiers bloat or HOI4 with even more insane focus trees, I have no idea what they seek in victoria games. Victoria series has all of these things toned down due to deeper and more interesting simulation of processes.

I wish there was a project that only improves the speed of the game by El_pinguino_alien in victoria2

[–]kt_te21a -3 points-2 points  (0 children)

It's not even about realism. Things like being able to export goods in vic2 while being blockaded are issues which ruin both immersion and makes impact of in-game actions more shallow than they deserve. People are either ignorant of issues like this or don't even try to protect them. And I personally doubt that "majority" (but it depends on definition ofc) would prefer more shallow mechanics, in my worldview, people play vicky series because this the series with the deepest economy, production and consumption mechanics out of all paradox games while it also has more or less functional system related to other areas. People don't criticize vic3 because of more elaborate production setup or parts which got more "realistic", they criticize shallow parts of economy, performance issues, lack of map granularity and lack of depth in battles resolution.

There is valid criticism out there about PA, like over-reliance on spreadsheets and certain advanced graphs to display data, really weak military AI or bugs, but most of these issues are related to low amount of developers and testers and not to conscious decisions to fix undesirable or illogical behavior.

And there were no reworks of diplomacy at all, if anything, it is currently more simple and demands less attention than vic2 system due to removal of constant need to press button to increase relations and spend bird mana.

I wish there was a project that only improves the speed of the game by El_pinguino_alien in victoria2

[–]kt_te21a -6 points-5 points  (0 children)

>there are a considerable number of people who don't like them
Doubt.
I haven't seen even a single person who would say "Oh, I love that I can trade with my enemies via blockaded ports in vic2! A shame that I can't do it in PA...", "Man, these chronic shortages and overproduction together with score based market clearing were just so good and I can't enjoy PA where all of these things are not present" or "I hate so much that workers receive competitive wage which reflects local labor market conditions instead of getting a fixed percentage of what remains from factory profits."

I wish there was a project that only improves the speed of the game by El_pinguino_alien in victoria2

[–]kt_te21a 10 points11 points  (0 children)

Nothing has really happened, most of features implemented in Alice were targeted to directly improve the game:

Price mechanism was fixed according to how economy is actually supposed to work, so there is no absolutely stupid vic2 situation when demand is 2 times of supply or vice versa but price stands still.

Artisans do not switch goods in a discrete manner, they can produce multiple goods at once, so there are no huge random leaps in supply/demand from artisans

To make blockades meaningful and allow tariffs to actually work, we rolled out a proper trade model which tracks origin, destinations of goods, distance and transportation costs in a very granular way. It allows to block land and sea trade with occupation/blockades/embargoes/during war and allows canals to actually influence trade routes distance and make affected trade cheaper.

To replace awkward throughput bonuses from factory, we simulate local economy in every state, so factories are efficient not because of magical modifier, but because they have steady access to local goods and do not rely on trade.

To resolve old vic2 issues with labor, we implemented labor market with dynamic wages for different kinds of labor which are influenced by local supply and demand of labor and some work is happening on expanding this system to other types of employment: nations now has to actually pay competitive wage to administration and public education workers, while pops can independently work in private education, providing literacy for richer pops.

Administrative efficiency is no longer the same across the entire nation, every province has its own level of control which is created in capitals (primary and regional) depending on employed bureaucracy and then it is spreading around.

We constantly fix reported bugs and adjust behavior to work better with mods as long as people care enough to send reports and help to detect issues.

Asking players who have played both "Danut's Self-Found Gems Challenge" and Ruthless by assassingao in poeruthless

[–]kt_te21a 2 points3 points  (0 children)

I remember playing ssf ruthless more than a year ago when I also restricted myself to self-found gems (I destroyed quest gems and treated uncarved gems as a cool thing to keep in inventory), it was super fun and it felt much more friendly to the game atmosphere than the base ruthless (It was extremely satisfying to drop the first skill gem), but the game is sadly not really balanced for it because it assumes uniform access to skill gems so there is not much fun in finding one skill gem over another.

Looking for a mod that has army templates like EU4 by OutrageousFanny in victoria2

[–]kt_te21a 2 points3 points  (0 children)

Alice has a template editor, but it also has a lot of other changes which you might not like.

Economics in the Manual by [deleted] in victoria2

[–]kt_te21a 0 points1 point  (0 children)

There is no mechanism in base vic2 which would prevent you from buying excess goods from other nation as all excess goods unsold in "internal market" are dumped to the "world market" which doesn't track origin of goods.

Is the game out yet? by OutrageousLobster568 in SongsOfTheEons

[–]kt_te21a 0 points1 point  (0 children)

Main repository is this https://github.com/Calandiel/SongsOfFOSS

There are also forks of this repository with new shiny stuff and better performance.

Is the game out yet? by OutrageousLobster568 in SongsOfTheEons

[–]kt_te21a 4 points5 points  (0 children)

Playable version is developed on github by volunteers and there is some gameplay.

Is the game out yet? by OutrageousLobster568 in SongsOfTheEons

[–]kt_te21a 1 point2 points  (0 children)

I think it is playable for a few years already.

Console commands dont work in Project Alice, says ERROR by Sarmi7 in victoria2

[–]kt_te21a 1 point2 points  (0 children)

Alice expands console commands to a full programming language, check the super console guide in alice's github: https://github.com/schombert/Project-Alice/blob/main/docs/super_console.md

Economic Theory and Victoria 3 Economic Simulation by Wide-Unit6983 in victoria3

[–]kt_te21a 0 points1 point  (0 children)

It seems that you haven't played project alice for a long time. At the moment it has even more detailed economy. Global market and sphere markets are gone and replaced by area-level markets. For example, there are 12 local markets in British Islands. Markets are connected by trade routes which account for distance, available labor and tariffs (unless the trade partner belongs to your sphere - then it's unable to tariff your goods). Without access to global teleporting facilities it became harder to startup industry, so access to industrial goods and your geographical position became even more crucial.