>dogshit pointless trailer with no ingame gameplay or screenshots >wishlist us bros!!! on steam!!! >check it on steam >it looks like an uni project-tier paradox game
PASS
>It looks exactly how chinese would make an attempt of making a game in victorian era. No soul.
The bugmen should be able to make the mechanics good, we'll just mod in the soul afterwards.
Come on now.. it does look pretty gross. Not that I carem its a strategy game not a AAA action game, I want good gameplay not graphics. Also paradox Really needs competition, they are in full decay and collapse mode
looks better than the post-ck2 paraslop and its still in development, stop crying homosexual. you idiots want alternatives until they are presented, go back to sucking the swedes off.
Why the frick is everyone all of a sudden so obsessed with this 3d world map shit? It does nothing except add bloat onto the game and make everything look uglier
>Globes only make sense in a modern situation with missiles and satellites
No reason a Vicky style game can't be extended into that period, or be modded to start in it. Don't even let the camera zoom out too far and it's basically a flat map except without the distortions you get on a flat map
>Direct control of military units to achieve your objectives. While AI will automate many routine aspects of warfare, you are never prevented from issuing orders directly to specific units.
So what are all the potential V2 successors in play now?
Gilded Destiny looks like it's incorporating some similar ideas as V3, and doesn't look like it's going full moron with them like the actual V3 did. Like trade being localized with logistics between locations, buildings having owners and different production methods, and pops having traits.
Grey Eminence covers the same time frame but isn't focused on it, though it does have an economy and pops. If I'm including it may as well throw in MEIOU as well even if it doesn't cover most of the period at all, it does at least have the advantage of definitely existing and definitely not being just a patreon scam though
We've got Open V2 which I'm assuming is aiming to be a straight sourceport. Project Alice also seems to be a straight port except with a globe. Globes will be good for cold war mods at least, if any of the projects with globes get far enough along to have cold war mods
There's the Imperator mod as well. Imperator has the nicest looking map of anything listed here, and I'm not sold on hex based maps for a game like this because it'll force every region to have the same density of their map's quanta. Unfortunately a nice looking map isn't likely to help the mod actually come out, but Paradox being beat at making a V2 followup by modders who're using a game they fricked up and abandoned as the base would be hilarious though.
Is there any proof that any of these actually exist beyond UI mockups and ideas being written in a diary?
The fact that it's accepting money from crowdfunding while they apparently knocked back an actual publisher does make me suspect that.
Apparently they do plan to have a closed alpha for their 193 patrons Soon™. The rest of the discord seems to lack the devs posting about any progress, including an empty "teasers" channel. Maybe I need to be in the secret paypig only channels to see the proofs of the game actually existing.
I assume an egirl would post teasers to entice people to become her paypigs. What we have here is more like an aspiring egirl who doesn't post anything except an assurance she'll eventually send some tame cosplay pics to her supporters as long as they keep up the payments.
The Imperator mod's discord on the other hand does seem to have semi-regular updates from the devs, and the main at least ones don't seem to be troons.
Guys hear me out
Victoria 2 ... in Space
I'm not joking
Imagine a GSG game that sort of had the setting and premise and technology of Alpha Centauri, but with pop and resource and industry mechanics like Victoria 2
Whole new map. Frick the 'Earth' homie we going SPACE
Even like the idea of ideological rather than national factions like SMAC
Stellaris has never been anything close to Victoria 2 >but I hear that now the game is totally different so I guess it's no longer Victoria In Space
Other way around, people memed their economy rework as "victoria in space" because it added a few more resources and some very simple production chains.
Stellaris has never been anything close to Victoria 2 >but I hear that now the game is totally different so I guess it's no longer Victoria In Space
Other way around, people memed their economy rework as "victoria in space" because it added a few more resources and some very simple production chains.
iirc when the dev diaries before were coming out before the release people were hoping for it to be vicky2 in space, but it turned out to be just another heavily abstracted 4x rather than a policical-economic simulation
Honestly I think V3's economy/POP system might actually be decent in a stellaris like 4x game. It'd need something for space warships to move around the map though.
>Even like the idea of ideological rather than national factions like SMAC
Seems like a bad decision tbh. Removes the fun of having allies nations with your ideology or trying to force other nations into having your ideology
I think this is what Stellaris started out as, but I hear that now the game is totally different so I guess it's no longer Victoria In Space
i thought this was a joke when i read it, as i distinctly remember thinking stellaris was supposed to be a space pol-econ simulator. how did they frick it up so bad, the original release was fun and promising but instead it just became this bloated mess
>as i distinctly remember thinking stellaris was supposed to be a space pol-econ simulator
No one involved in making stellaris ever thought that
Stellaris was advertised from the start as a perfect hybrid between grand strategy and 4X. Which was funny because instead we got a mediocre 4X still in early access.
Look Chaps, I know you are all hoping for someone to come along and make the ULTIMATE Grand Strategy game. A perfect geopolitical balance of Economics, Politics, Military, Intelligence, Technology and Social factors.
A game with the perfect balance of autism and quality of life, or ideally even something that allows you to select the autism level you desire.
A GSG that has such a great AI its nearly impossible to tell it apart from a human player.
It makes dumb mistakes that a human would make, but otherwise its as competent as a Human and can pull all sort of unpredictable human-like stratagems.
A GSG which can be tailor made to suit the time frame of a particular era, or which can cover the whole of Human civilization.
Wouldn't such a game be fricking great?
But I will tell you a reason why it will probably not happen.
As GS gamers we are the last of the dinosaurs.
At heart we are wargamers. The grand strategy aspects leads depth to our gaming, which we love, but as a consumer group our numbers dwindle every year. Why? One reason is a declining level of education. We were attracted to wargaming through our discovery of history. Being inquisitive students of history we were bright enough to ask questions like "What would the world be like if the Roman Empire hadn't fallen?" and "Why did the Roman Empire fall?" "What would have happened if the Romans had done this instead of that?" and similar such questions across the areas of history we discovered. The Middle Ages, the Victorian Era, the Modern era.
But every year fewer of us exist. To appreciate grand strategy one must be able to have at least an elementary interest and knowledge of the geopolitical world. Education standards are falling, and with that comes a diminished interest and knowledge in such matters.
There are other reasons I believe are responsible too, which I will expound upon if anyone is interested and wishes to debate anything I have said..
Now for the real reason >'Grand strategy' is a genre of game that is a complete fabrication >It exists because players imagine things happening which are in no way represented by gameplay >All problems players experience comes from design that creates dissonance with their roleplay >The biggest design dissonance is ignored: that these are spreadsheets disguised poorly as games, by very manipulative UI >There is no strategy involved when playing 'grand strategy' games: players are staring at numbers, and playing by those numbers if they are actually trying to win >When pure roleplay produces different results to min/maxing, this creates the worst dissonance >These games do not enable you to be a great strategist, leader or warrior >You are actually their bean-counter and always will be >These games are designed by literal bean-counters
And this is why the 'grand strategy' will never actually improve at all, the 'ultimate' experience has already been made several times, and it still sucked in each case.
Would have been an interesting point if elaborated. There is a reason why General staff officers use wargames as part of their training
>To appreciate grand strategy one must be able to have at least an elementary interest and knowledge of the geopolitical world.
The problem is you never get past elementary things. Get a grip, kid.
Now for the real reason >'Grand strategy' is a genre of game that is a complete fabrication >It exists because players imagine things happening which are in no way represented by gameplay >All problems players experience comes from design that creates dissonance with their roleplay >The biggest design dissonance is ignored: that these are spreadsheets disguised poorly as games, by very manipulative UI >There is no strategy involved when playing 'grand strategy' games: players are staring at numbers, and playing by those numbers if they are actually trying to win >When pure roleplay produces different results to min/maxing, this creates the worst dissonance >These games do not enable you to be a great strategist, leader or warrior >You are actually their bean-counter and always will be >These games are designed by literal bean-counters
And this is why the 'grand strategy' will never actually improve at all, the 'ultimate' experience has already been made several times, and it still sucked in each case.
What a bunch of crap. But I will bite nonetheless.
Every game involves numbers and math to a varying degree. If you don't have them, then I don't know what the frick are you doing, making a doodle?
Strategy -is- about collecting information, assessing situation, formulating a plan and working towards the goal, while adapting to unforseen circumstances.
If that is not strategy for you, then what is? 5000 mouse clicks per minute?
Swing and miss. Games requiring numbers does not mean the games have to be about numbers. This is you pretending to be stupid, because any *fun* game that uses numbers to be functional isn't focused on them. Is collecting 120 stars the objective in Mario 64? No, it's just present: most of the game is mastering movement, exploring, solving basic puzzles. The XCOM reboot series extensively relies on numbers to the point that people believe total nonsense like 'unfair rolls' are a thing, because they're not keeping a statistical tally of each result to calculate what is really happening and basing decisions on that. Rolls are biased towards the player except on the hardest difficulty, and most people don't know this without being told because the game doesn't emphasise their importance, because that's boring. They will however get the same results from min/maxing as they would intuitive situational assessment that only uses the rough-guide percentage that's given large font for each decision.
Numbers should represent something other than just numbers for the sake of it, and where they can't represent an idea 1:1 then they should represent an important aspect of that idea. If reverse-engineering the numerical design produces vastly different results from role-playing; the idea was shit to begin with.
This is why the 'ultimate' GS and 4X games have already been made: there's nothing interesting to progress from or towards.
>To appreciate grand strategy one must be able to have at least an elementary interest and knowledge of the geopolitical world.
The problem is you never get past elementary things. Get a grip, kid.
According to the building dev diary capitalists "will construct buildings within your country on their own, trying to produce a profit, and also making your job easier". The game also seems to only allow you to directly control buildings that are state owned.
I'm not sure about bringing limited building slots forward from V2 though. I think it'll make city hexes feel very small, especially considering that it looks like you can stack multiple buildings of one industry in a hex.
New video dropped too but it doesn't say much, except they're aiming for a closed alpha by the end of the year
> even more colonizable white space than in Victoria 2
bros...
1 year ago
Anonymous
This is why I'm not sure about hexes instead of provinces. All that uncolonised sand is as detailed in terms of how many hexes represent an area as the industrial heartlands of Europe, while provinces of various sizes would allow a simplified Africa for the sake of more detail in places that matter.
>Why do none of these Victoria style games rip off V2's topbar for their UI? Constantly available buttons that show some basic information about what's going on in the system the button is used to access is a great idea
it's a disgusting but deliberate choice of sacrificing playability in order to not scare away normalgays with too much information on screen
>it's a disgusting but deliberate choice of sacrificing playability in order to not scare away normalgays with too much information on screen
I agree that's why they're doing it, but I think they're all wrong. Can there actually be that many people who'll be scared away by too much information on the main screen but who won't be scared away by all the same(more even) information when they dig through loads of menus? I really can't imagine someone who looks at the topbar in V2 and thinks that it's such an information overload that they drop the game not doing the same when they first open the trade or pop screen in the absence of the topbar.
Maybe it's even more disgustingly cynical and the idea is to just not overwhelm them until the refund window has passed.
V2's top buttons also utilize the one of the cleverest techniques for making buttons more accessible, labeling them with what they're for. While I'm not sure what half the buttons on this UI do. Country Overview, Technology, Population, Trade(?), Laws (Trade?), Government Institutions(Does the game have those? Maybe it's a bank), Build Stuff (or see existing production chains?), War, Diplomacy, and Logistics
>only effort was put into the uk
Other than Scotland making a landgrab into the far norf and whatever Alst is supposed to be.
Why do none of these Victoria style games rip off V2's topbar for their UI? Constantly available buttons that show some basic information about what's going on in the system the button is used to access is a great idea
>Why do none of these Victoria style games rip off V2's topbar for their UI? Constantly available buttons that show some basic information about what's going on in the system the button is used to access is a great idea
it's a disgusting but deliberate choice of sacrificing playability in order to not scare away normalgays with too much information on screen
>While AI will take over much of the broad military management during warfare, we believe that the option to take direct control of military units to out-wit your opponent at key moment is quite crucial. Control of vital transit hubs will have great importance to your industrial output and ability to sustain war on a long term. Your war plan, thus, must take cutting off your enemy's economic engine into consideration.
It's probably going to be stacking units on individual hexes, with the late game having bigger armies so you can cover more hexes.
Though they could portray warfare entirely with a peggle minigame and it would still be less moronic than V3
Can i get a qrd?
>dogshit pointless trailer with no ingame gameplay or screenshots
>wishlist us bros!!! on steam!!!
>check it on steam
>it looks like an uni project-tier paradox game
PASS
paradox are quaking lads lmao
>useless trailer
>screenshots of a map and an ui
Now where have i seen this before…
It looks exactly how chinese would make an attempt of making a game in victorian era. No soul.
>It looks exactly how chinese would make an attempt of making a game in victorian era. No soul.
The bugmen should be able to make the mechanics good, we'll just mod in the soul afterwards.
It’s hideous.
sure it is paradrone
Come on now.. it does look pretty gross. Not that I carem its a strategy game not a AAA action game, I want good gameplay not graphics. Also paradox Really needs competition, they are in full decay and collapse mode
looks better than the post-ck2 paraslop and its still in development, stop crying homosexual. you idiots want alternatives until they are presented, go back to sucking the swedes off.
>looks better than the post-ck2 paraslop
deranged
>Six types of manas
PDX is FINISHED
>paper mana
>ring(?) mana
>health maa
>book mana
>time mana
the grand strategy genre
johan would be proud
stfu graphics Black person
Why the frick is everyone all of a sudden so obsessed with this 3d world map shit? It does nothing except add bloat onto the game and make everything look uglier
The 3d map does look pretty bad. I like globes though
Globes only make sense in a modern situation with missiles and satellites. For anything else a normal map is miles better imo
>Globes only make sense in a modern situation with missiles and satellites
No reason a Vicky style game can't be extended into that period, or be modded to start in it. Don't even let the camera zoom out too far and it's basically a flat map except without the distortions you get on a flat map
Paradrones fear the Chinese.
More games is good, end paradox complacency. Hopefully it becomes something.
I doubt that this game will be it, but it's good that more people are trying, eventually something will stick.
Only paradrones hate any sort of competition. Victoria 3 lost!
Can I move my toy soldiers in this?
>Direct control of military units to achieve your objectives. While AI will automate many routine aspects of warfare, you are never prevented from issuing orders directly to specific units.
Ilde Desiny? what is this finnegans wake shit?
Smartest vst-poster.
political compass status?
Open the borders for more production chud
It looks like shit, but the Dev diaries are actually pretty promising. It sound like a proper sequel to Vicky2
So what are all the potential V2 successors in play now?
Gilded Destiny looks like it's incorporating some similar ideas as V3, and doesn't look like it's going full moron with them like the actual V3 did. Like trade being localized with logistics between locations, buildings having owners and different production methods, and pops having traits.
Grey Eminence covers the same time frame but isn't focused on it, though it does have an economy and pops. If I'm including it may as well throw in MEIOU as well even if it doesn't cover most of the period at all, it does at least have the advantage of definitely existing and definitely not being just a patreon scam though
We've got Open V2 which I'm assuming is aiming to be a straight sourceport. Project Alice also seems to be a straight port except with a globe. Globes will be good for cold war mods at least, if any of the projects with globes get far enough along to have cold war mods
There's the Imperator mod as well. Imperator has the nicest looking map of anything listed here, and I'm not sold on hex based maps for a game like this because it'll force every region to have the same density of their map's quanta. Unfortunately a nice looking map isn't likely to help the mod actually come out, but Paradox being beat at making a V2 followup by modders who're using a game they fricked up and abandoned as the base would be hilarious though.
Is there any proof that any of these actually exist beyond UI mockups and ideas being written in a diary?
>Grey Eminence
this one is 100% a scam
The fact that it's accepting money from crowdfunding while they apparently knocked back an actual publisher does make me suspect that.
Apparently they do plan to have a closed alpha for their 193 patrons Soon™. The rest of the discord seems to lack the devs posting about any progress, including an empty "teasers" channel. Maybe I need to be in the secret paypig only channels to see the proofs of the game actually existing.
Sounds like it's an e-girl discord except game devs instead.
I assume an egirl would post teasers to entice people to become her paypigs. What we have here is more like an aspiring egirl who doesn't post anything except an assurance she'll eventually send some tame cosplay pics to her supporters as long as they keep up the payments.
The Imperator mod's discord on the other hand does seem to have semi-regular updates from the devs, and the main at least ones don't seem to be troons.
>transgender 7
>russia 6
chudbros, we lost...
how much do they pay you seriously? why do you shill this narrative all over the board?
Were you born yesterday? Is this your first overly-ambitious indie project by people who have never made a videogame before.
I'm throwing in AGEOD's Pride Of Nations into the ring as a joke
Their new game looks like it could be a CK competitor, so that's at least one main paradox title that might get a decent rival.
looks like it's just FOG: Empires medieval update, not as similar to CK with its character focus as FOG: E was to Imperator
It says it has characters though and vassals.
yourr a fricking moron
*you're
Guys hear me out
Victoria 2 ... in Space
I'm not joking
Imagine a GSG game that sort of had the setting and premise and technology of Alpha Centauri, but with pop and resource and industry mechanics like Victoria 2
Whole new map. Frick the 'Earth' homie we going SPACE
Even like the idea of ideological rather than national factions like SMAC
start a patreon
I think this is what Stellaris started out as, but I hear that now the game is totally different so I guess it's no longer Victoria In Space
the latest DLC tries to give it a Mass Effect feel.
Stellaris has never been anything close to Victoria 2
>but I hear that now the game is totally different so I guess it's no longer Victoria In Space
Other way around, people memed their economy rework as "victoria in space" because it added a few more resources and some very simple production chains.
iirc when the dev diaries before were coming out before the release people were hoping for it to be vicky2 in space, but it turned out to be just another heavily abstracted 4x rather than a policical-economic simulation
Honestly I think V3's economy/POP system might actually be decent in a stellaris like 4x game. It'd need something for space warships to move around the map though.
Just try and give some interesting ideological differences. Every game that tried to do the alpha centauri thing failed.
>Even like the idea of ideological rather than national factions like SMAC
Seems like a bad decision tbh. Removes the fun of having allies nations with your ideology or trying to force other nations into having your ideology
i thought this was a joke when i read it, as i distinctly remember thinking stellaris was supposed to be a space pol-econ simulator. how did they frick it up so bad, the original release was fun and promising but instead it just became this bloated mess
>as i distinctly remember thinking stellaris was supposed to be a space pol-econ simulator
No one involved in making stellaris ever thought that
Stellaris was advertised from the start as a perfect hybrid between grand strategy and 4X. Which was funny because instead we got a mediocre 4X still in early access.
>still in early access.
Nearly a decade later and this is still true.
>budget clone of Vicky 3 by random whos
>saving anything
Weird way to shill your game, homosexual
Virtually every other grand strat attempt by indie developers has been a disaster. This won't be different, I guarantee it.
>chink Victoria
interested to see how they can possibly make china even more busted than it was in V2
I'll add it to my emotional scam list
Its a fricking board game.
Another Paradox Killer coming out, just like Grey Eminence. Johan must be shaking in his boots
>coming out
I hope
tbf at least this one has a more reasonable time frame and isn't trying to cover 1000 years of history or whatever.
>Grey Eminence.
garbage
Look Chaps, I know you are all hoping for someone to come along and make the ULTIMATE Grand Strategy game. A perfect geopolitical balance of Economics, Politics, Military, Intelligence, Technology and Social factors.
A game with the perfect balance of autism and quality of life, or ideally even something that allows you to select the autism level you desire.
A GSG that has such a great AI its nearly impossible to tell it apart from a human player.
It makes dumb mistakes that a human would make, but otherwise its as competent as a Human and can pull all sort of unpredictable human-like stratagems.
A GSG which can be tailor made to suit the time frame of a particular era, or which can cover the whole of Human civilization.
Wouldn't such a game be fricking great?
But I will tell you a reason why it will probably not happen.
As GS gamers we are the last of the dinosaurs.
At heart we are wargamers. The grand strategy aspects leads depth to our gaming, which we love, but as a consumer group our numbers dwindle every year. Why? One reason is a declining level of education. We were attracted to wargaming through our discovery of history. Being inquisitive students of history we were bright enough to ask questions like "What would the world be like if the Roman Empire hadn't fallen?" and "Why did the Roman Empire fall?" "What would have happened if the Romans had done this instead of that?" and similar such questions across the areas of history we discovered. The Middle Ages, the Victorian Era, the Modern era.
But every year fewer of us exist. To appreciate grand strategy one must be able to have at least an elementary interest and knowledge of the geopolitical world. Education standards are falling, and with that comes a diminished interest and knowledge in such matters.
There are other reasons I believe are responsible too, which I will expound upon if anyone is interested and wishes to debate anything I have said..
Didn't ask + didn't read + ywnbaw + Black person
lowit response
Would have been an interesting point if elaborated. There is a reason why General staff officers use wargames as part of their training
lowit response
Now for the real reason
>'Grand strategy' is a genre of game that is a complete fabrication
>It exists because players imagine things happening which are in no way represented by gameplay
>All problems players experience comes from design that creates dissonance with their roleplay
>The biggest design dissonance is ignored: that these are spreadsheets disguised poorly as games, by very manipulative UI
>There is no strategy involved when playing 'grand strategy' games: players are staring at numbers, and playing by those numbers if they are actually trying to win
>When pure roleplay produces different results to min/maxing, this creates the worst dissonance
>These games do not enable you to be a great strategist, leader or warrior
>You are actually their bean-counter and always will be
>These games are designed by literal bean-counters
And this is why the 'grand strategy' will never actually improve at all, the 'ultimate' experience has already been made several times, and it still sucked in each case.
What a bunch of crap. But I will bite nonetheless.
Every game involves numbers and math to a varying degree. If you don't have them, then I don't know what the frick are you doing, making a doodle?
Strategy -is- about collecting information, assessing situation, formulating a plan and working towards the goal, while adapting to unforseen circumstances.
If that is not strategy for you, then what is? 5000 mouse clicks per minute?
Swing and miss. Games requiring numbers does not mean the games have to be about numbers. This is you pretending to be stupid, because any *fun* game that uses numbers to be functional isn't focused on them. Is collecting 120 stars the objective in Mario 64? No, it's just present: most of the game is mastering movement, exploring, solving basic puzzles. The XCOM reboot series extensively relies on numbers to the point that people believe total nonsense like 'unfair rolls' are a thing, because they're not keeping a statistical tally of each result to calculate what is really happening and basing decisions on that. Rolls are biased towards the player except on the hardest difficulty, and most people don't know this without being told because the game doesn't emphasise their importance, because that's boring. They will however get the same results from min/maxing as they would intuitive situational assessment that only uses the rough-guide percentage that's given large font for each decision.
Numbers should represent something other than just numbers for the sake of it, and where they can't represent an idea 1:1 then they should represent an important aspect of that idea. If reverse-engineering the numerical design produces vastly different results from role-playing; the idea was shit to begin with.
This is why the 'ultimate' GS and 4X games have already been made: there's nothing interesting to progress from or towards.
You are a fricking idiot.
>If a game has numbers and math in it. It's not grand strategy.
>To appreciate grand strategy one must be able to have at least an elementary interest and knowledge of the geopolitical world.
The problem is you never get past elementary things. Get a grip, kid.
Looks like the steam page just got a bunch of new screenshots.
I'm really not sure hexes were a good idea for a map at this scale tbh
I'm not hexed about this, i like the look and it doesn't really look bad up close.
It would look much nicer if they toned down all that terrible post processing that chinks seem to love so much.
>manually placing buildings
it's just going to be more tedious economic micro like v3 isn't it
According to the building dev diary capitalists "will construct buildings within your country on their own, trying to produce a profit, and also making your job easier". The game also seems to only allow you to directly control buildings that are state owned.
I'm not sure about bringing limited building slots forward from V2 though. I think it'll make city hexes feel very small, especially considering that it looks like you can stack multiple buildings of one industry in a hex.
New video dropped too but it doesn't say much, except they're aiming for a closed alpha by the end of the year
> even more colonizable white space than in Victoria 2
bros...
This is why I'm not sure about hexes instead of provinces. All that uncolonised sand is as detailed in terms of how many hexes represent an area as the industrial heartlands of Europe, while provinces of various sizes would allow a simplified Africa for the sake of more detail in places that matter.
>it's a disgusting but deliberate choice of sacrificing playability in order to not scare away normalgays with too much information on screen
I agree that's why they're doing it, but I think they're all wrong. Can there actually be that many people who'll be scared away by too much information on the main screen but who won't be scared away by all the same(more even) information when they dig through loads of menus? I really can't imagine someone who looks at the topbar in V2 and thinks that it's such an information overload that they drop the game not doing the same when they first open the trade or pop screen in the absence of the topbar.
Maybe it's even more disgustingly cynical and the idea is to just not overwhelm them until the refund window has passed.
V2's top buttons also utilize the one of the cleverest techniques for making buttons more accessible, labeling them with what they're for. While I'm not sure what half the buttons on this UI do. Country Overview, Technology, Population, Trade(?), Laws (Trade?), Government Institutions(Does the game have those? Maybe it's a bank), Build Stuff (or see existing production chains?), War, Diplomacy, and Logistics
>only effort was put into the uk
>europe looks like absolute garbage
lmao
>only effort was put into the uk
Other than Scotland making a landgrab into the far norf and whatever Alst is supposed to be.
Why do none of these Victoria style games rip off V2's topbar for their UI? Constantly available buttons that show some basic information about what's going on in the system the button is used to access is a great idea
>Why do none of these Victoria style games rip off V2's topbar for their UI? Constantly available buttons that show some basic information about what's going on in the system the button is used to access is a great idea
it's a disgusting but deliberate choice of sacrificing playability in order to not scare away normalgays with too much information on screen
ah yes, the famous roman numerals I II III IV V VV
>not knowing about VVOMBO
It will be interesting to see how this game handles the development of warfare from post-Napoleonic pitched battles to frontlines
>While AI will take over much of the broad military management during warfare, we believe that the option to take direct control of military units to out-wit your opponent at key moment is quite crucial. Control of vital transit hubs will have great importance to your industrial output and ability to sustain war on a long term. Your war plan, thus, must take cutting off your enemy's economic engine into consideration.
It's probably going to be stacking units on individual hexes, with the late game having bigger armies so you can cover more hexes.
Though they could portray warfare entirely with a peggle minigame and it would still be less moronic than V3
>Though they could portray warfare entirely with a peggle minigame and it would still be less moronic than V3
Ture.
there is an actual in-game showcase video too
>Culture: 0
>Happiness: 0
>Allies: UK
>At war: UK
this is too real
Hexes look alittle ugly but they offer way much granularity
bump
They have this post about how they want to do warfare. A lot of what they're talking about does seem to be "Victoria 3 except not completely moronic"
>hexBlack folk will defend this
Yes indeed I will.