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EmperorBatman999

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Jun 5, 2015
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Taken from another thread, but I was thinking about what a Cold War game might look like perhaps branching off of Hearts of Iron should Paradox decide to make an entirely new title, or at least a special expansion for HoI 4.

Considering that Hearts of Iron mechanics come close, but not entirely close enough, to suit the Cold War era, what are the players' suggestions for what might make for a good Cold War game? How can espionage and Proxy Wars be made interesting and interactive?

Initially I thought that retaining the strategic, division, and combat mechanics of HoI4 might work, considering the closeness in timespan and how we start to see an even wider blossoming of strategic and tactical options. Then I thought that those mechanics were suited mostly for the epic scale of World War II where it was all about pitched battles and epic campaigns. That is fine if the Hot War begins(which should be dissuaded against unless the player wants to run the risk of nuclear war, which is a totally different issue), but how can smaller-scale proxy wars be depicted? The United States should not be able to concentrate the entirety of its military might on North Korea as it could Japan just six years earlier, for example, as it could not within the limited scale of fighting. Of course, the game must be made interesting for a variety of countries and not just the USA and USSR. France and the UK, for example, will need to struggle over whether to maintain their colonies (by force if necessary), or to let them go with grace (and how the independence process is carried out - do you nation-build or hand power over authoritarian strongmen?)

Perhaps the elements of espionage and politics of HoI3 should be restored and further elaborated on as the Soviets and US try to build alliances through the use of guile and open warfare. The mechanics behind different "soft" and "hard" power should be defined - US intervention in Vietnam contributing to "hard" power while Soviet investments in the economies and governments of Africa represent "soft" power. The emphasis on engineering revolutions and counter-revolutions, as well as the support of Capitalistic or Communist political parties in democracies. And do you help rig elections, or try to propagate your ideology through fair means? Anything and everything has consequences. Dissent should also play a major factor, particularly with the advent of televised media and how your state chooses to deal with issues like war footage on television and the ensuing anti-war protests as a result thereof. Public approval should play a role as a major inhibitor of large-scale military intervention without good cause (therefore, causi belli must have different "strength" values depending on how justified a particular conflict is - the stronger [or perhaps more moral] the cause for war, the less dissent it will cause). Furthermore, as long as a war goes well, where gains are clear and the enemy shows signs of weakening, the popularity of the war will remain high. That also means that the concept of guerrilla warfare and counterinsurgency operations must be better depicted, rather than using a rehashing of simple partisans, rebellions, and resistance movements. Popular issues like the right of free speech and the campaign for civil rights for ethnic minorities should also play a part, but once again, any decision is bound to upset somebody.

I might think up some more ideas later, but what do others think about a Cold War title?
 
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A few years back they were working on East v West: A HOI Game which if i recall was Victoria meets HOI to represent the Cold War. They cancelled it due to issues with it and how they did not feel confident about their ability to represent it.
 
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Yeah, the elephant in the room here is EvW, which turned out to be an atrocious pile of over-hyped non-functioning dross (sorry guys, but everything we've seen since cancellation confirms this) by the time Paradox belatedly pulled the plug on it.

There's some hurdles Paradox would need to cross to successfully launch a cold war game:

1) You need to make full-scale nuclear war fun. This means that a war that most analysts think wouldn't last more than 24-48 hours needs to be fun in the context of a game that is going to be ~40 years long. Either that or nuclear war just results in a game-over, in which case your going to have issues with players not bothering to prepare for it. The system made for EvW looked both unrealistic (there was no real fall-out or nuclear winter) and basically not fun.

2) You need to make guerrilla warfare fun. None of the HOI games have really achieved this, as either the insurgent side is too abstracted (i.e., HOI2) or the counter-insurgency side becomes micro-hell (i.e., HOI3), so this is not a simple task. The solution selected by the EvW devs (guerrilla units create resistance cells in every province they occupy) sounded particularly bloody awful.

3) Most of the game will be spent at peace, so you need to make this fun too. Vicky probably suggests a way forward here.

4) You need to deal with the legacy of EvW. Firstly people need to have confidence that the game isn't going to get cancelled pre-release, and secondly the conspiracy theorists who have been unable to accept the reasons why EvW was cancelled (i.e., because it was rubbish) and who believe that EvW was cancelled to make way for a Paradox game would need to be countered.

It can probably be done, but I'd prefer to see e.g., a Korean war or Doomsday DLC for HOI4 as a way of exploring the concept first.
 
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Yes, one of the problem with a Cold War game is that everyone lose if WW3 start. So the focus on the game need to be Project Power without starting WW3, and somehow this m ust be made fun and engaging.

Also there will be loads of moaning why you can't have a functioning economy after winning WW3 with your infrastructure bombed to the stone age.
 
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Well, victory would be in dismantling the opposite alliance and instigating revolutions in both rival alliance and the neutral nations, like NATO happened to win the Cold War. Nuclear war is a tricky thing to make and should be a thing to avoid, I really don't have an idea how to do that one. Economy and internal politics should look a lot like vic2 and diplomacy and influence need to be something totaly new, with totaly new espionage. Also, non aligned movement should be represented with a lot of detail.
 
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2) You need to make guerrilla warfare fun. None of the HOI games have really achieved this, as either the insurgent side is too abstracted (i.e., HOI2) or the counter-insurgency side becomes micro-hell (i.e., HOI3), so this is not a simple task. The solution selected by the EvW devs (guerrilla units create resistance cells in every province they occupy) sounded particularly bloody awful.
Do the HoI wikis have articles explaining exactly how these two systems work? Because I think guerrilla warfare is something that all of Paradox's games need, and since I spend a bit of time thinking about how it could be done well it would be interesting to see how it's already been done poorly.

I mean, you pretty much have to abstract it, so the question is really how HoI does it poorly. Was it only boring on the insurgent's side? Because in most games it only needs to be interesting for the side fighting against the insurgency. Maybe supplying an insurgency with weapons could be modeled, but other than that?
 
Do the HoI wikis have articles explaining exactly how these two systems work?

Probably a good idea to go and read them and see yourself, no?

Because I think guerrilla warfare is something that all of Paradox's games need, and since I spend a bit of time thinking about how it could be done well it would be interesting to see how it's already been done poorly.

I mean, you pretty much have to abstract it, so the question is really how HoI does it poorly. Was it only boring on the insurgent's side? Because in most games it only needs to be interesting for the side fighting against the insurgency. Maybe supplying an insurgency with weapons could be modeled, but other than that?

HOI1 - As far as I recall (it's been more than 11 years since I last played it) did not really have guerilla warfare.

HOI2 - Rebels could rise up in provinces. Essentially the task of the occupier was whack-a-mole, and the resistance was entirely under AI control until it rose up. Since the player had no control over it it was a rather unsatisfactory system.

HOI3 - After one of the expansions (was it TFH?) rebels could rise up as a result of resistance cells planted in occupied territory by the resisting party (i.e., by a government-in-exile or by a country that had part of its territory occupied), once in place, these resistance cells could be activated creating a division of partisans in the province in which they were situated. You could cover large amounts of territory with resistance cells and order the partisans to rise up simultaneously, and then control the partisan units whilst in combat. The problem was they were so weak as to be virtually useless, and if you were the occupier continually supressing partisan uprisings was simply a drag.

HOI3 shows that you don't actually have to abstract it, but it might actually be better that way. In HOI4 it is heavily abstracted and probably better that way, though I'm sure they'll try to do something more detailed in a DLC.
 
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Probably a good idea to go and read them and see yourself, no?
I wouldn't know if they were omitting key details or not.

Thanks for the summary though. HoI2's insurgency system sounds lame (whack-a-mole is never good rebel gameplay).
 
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A few years back they were working on East v West: A HOI Game which if i recall was Victoria meets HOI to represent the Cold War. They cancelled it due to issues with it and how they did not feel confident about their ability to represent it.
I do want to point out that paradox was NOT the developer of East Vs West, they were merely the publisher and developers of the engine.

A Cold War GSG developed by paradox would likely be quite different to East Vs West or HOI.
 
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Agree with the other posters that a Cold War game should be closer to Victoria than HOI. The Cold War in reality was largely played out on the level internal politics, with intermittent conventional conflicts. Also they will have to develop some new game mechanics to simulate decolonization. Quite the contrary considering all of their other games are about colonization!
 
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Agree with the other posters that a Cold War game should be closer to Victoria than HOI. The Cold War in reality was largely played out on the level internal politics, with intermittent conventional conflicts. Also they will have to develop some new game mechanics to simulate decolonization. Quite the contrary considering all of their other games are about colonization!

Ultimately the no. 1 thing the game would have to be is fun, and this really would be hard to achieve. EvW foundered on that particular rock.

Consider:

1) There can be no full-scale world-wide conflict (or at least if there is, it will last ~24 hours). Many people play Victoria specifically so they can build up to such a conflict.

2) Even the lower-level conflicts during the period were of a kind that would fill no more than a 1-2 dozen provinces in HOI3 or one or two states in Vicky/HOI4 and/or were counter-insurgency conflicts which are hard to make fun. Again, one of the main things people play Paradox games for - and this includes Vicky - is warfare, and here it would be distinctly non-fun.

3) The Cold War ended with the collapse of the USSR because of its decrepit political system. It's going to be hard making that fun.
 
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Ultimately the no. 1 thing the game would have to be is fun, and this really would be hard to achieve. EvW foundered on that particular rock.

Consider:

1) There can be no full-scale world-wide conflict (or at least if there is, it will last ~24 hours). Many people play Victoria specifically so they can build up to such a conflict.

2) Even the lower-level conflicts during the period were of a kind that would fill no more than a 1-2 dozen provinces in HOI3 or one or two states in Vicky/HOI4 and/or were counter-insurgency conflicts which are hard to make fun. Again, one of the main things people play Paradox games for - and this includes Vicky - is warfare, and here it would be distinctly non-fun.

3) The Cold War ended with the collapse of the USSR because of its decrepit political system. It's going to be hard making that fun.

Nah, the Cold War is prime territory. It is literally the context within in which "game theory" was first conceptualized. But it will take some new game designs that the current Paradox "color the world" design won't work for.

Imagine trying to combat the influence of your opponent around the world. Push to hard and you get a nuclear war, game over. Don't push hard enough and you are encircled. All the while you have to meet popular demands for reform at home. Give in to the pacifists and you lose. Don't give an inch to the civil rights movement and it is a civil war.

There is plenty there. It just requires a modified UI visualization to make domestic politics more engaging for the player- rather than just numbers in a sub-folder. That is why people are saying it should resemble Vicky more than HOI.
 
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Nah, the Cold War is prime territory. It is literally the context within in which "game theory" was first conceptualized. But it will take some new game designs that the current Paradox "color the world" design won't work for.

Imagine trying to combat the influence of your opponent around the world. Push to hard and you get a nuclear war, game over. Don't push hard enough and you are encircled. All the while you have to meet popular demands for reform at home. Give in to the pacifists and you lose. Don't give an inch to the civil rights movement and it is a civil war.

There is plenty there. It just requires a modified UI visualization to make domestic politics more engaging for the player- rather than just numbers in a sub-folder. That is why people are saying it should resemble Vicky more than HOI.

People aren't going to play a pie-chart simulator. They just aren't. If the game is one big SoI competition, basically Vicky without the warfare, it's going to be a flop.

Even in Vicky, if you check out the AARs, people are mostly talking about either fighting wars or preparing for them - that's how they're playing the game and what they're playing the game for. Vicky is often described as "not a war game", which is fine I suppose so long as you admit that most people are playing it out of a desire in to achieve world domination primarily through war.

There may be a way of making a Paradox-style Cold War game fun, but its far from obvious what it is. That EvW managed to go through a ~3-year development process by a semi-pro development team supported by Paradox, without achieving any success or adequately solving any of the problems involved in making a Cold War game, strongly suggests that it is actually a very hard thing to achieve.
 
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People aren't going to play a pie-chart simulator. They just aren't. If the game is one big SoI competition, basically Vicky without the warfare, it's going to be a flop.

Even in Vicky, if you check out the AARs, people are mostly talking about either fighting wars or preparing for them - that's how they're playing the game and what they're playing the game for. Vicky is often described as "not a war game", which is fine I suppose so long as you admit that most people are playing it out of a desire in to achieve world domination primarily through war.

There may be a way of making a Paradox-style Cold War game fun, but its far from obvious what it is. That EvW managed to go through a ~3-year development process by a semi-pro development team supported by Paradox, without achieving any success or adequately solving any of the problems involved in making a Cold War game, strongly suggests that it is actually a very hard thing to achieve.

Right, it would take a lot of planning and strategy to prepare and effectively pull off a military intervention without it turning into a quagmire or spark a nuclear war. Rather than spending political power on increasing a pie chart, political intervention would play more like a poker game rather than press x button and wait x years to see your political party of choice in power. There should be an element of chance and game theory -actual game theory- to make it fun. I am not saying that would be easy, but clearly part of the problem for EvW was how wedded they were to the previous HOI3 game engine they built on.
 
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People aren't going to play a pie-chart simulator. They just aren't. If the game is one big SoI competition, basically Vicky without the warfare, it's going to be a flop.

Even in Vicky, if you check out the AARs, people are mostly talking about either fighting wars or preparing for them - that's how they're playing the game and what they're playing the game for. Vicky is often described as "not a war game", which is fine I suppose so long as you admit that most people are playing it out of a desire in to achieve world domination primarily through war.

There may be a way of making a Paradox-style Cold War game fun, but its far from obvious what it is. That EvW managed to go through a ~3-year development process by a semi-pro development team supported by Paradox, without achieving any success or adequately solving any of the problems involved in making a Cold War game, strongly suggests that it is actually a very hard thing to achieve.

Do you think it is at all possible to make a Cold War game fun?

Or are Paradox games and Grand Strategy Games by their very nature fun ultimately due to conventional warfare, the build up and planning to said conventional warfare, the implications of said warfare, and in reality painting the map your color.
 
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1) You need to make full-scale nuclear war fun. This means that a war that most analysts think wouldn't last more than 24-48 hours needs to be fun in the context of a game that is going to be ~40 years long. Either that or nuclear war just results in a game-over, in which case your going to have issues with players not bothering to prepare for it. The system made for EvW looked both unrealistic (there was no real fall-out or nuclear winter) and basically not fun.
Full-scale nuclear war should be something the player needs to avoid at all cost. The game could be continued if the war happened, but it would not be rewarding. I think that causing a nuclear war should be considered as loosing.

2) You need to make guerrilla warfare fun. None of the HOI games have really achieved this, as either the insurgent side is too abstracted (i.e., HOI2) or the counter-insurgency side becomes micro-hell (i.e., HOI3), so this is not a simple task. The solution selected by the EvW devs (guerrilla units create resistance cells in every province they occupy) sounded particularly bloody awful.
Indeed, but I think the EvW system sounded better than what has been in all HoIs.

3) Most of the game will be spent at peace, so you need to make this fun too. Vicky probably suggests a way forward here.
Yes, but there needs to befar more of an emphasis on technology and also the military side of things.
 
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Do you think it is at all possible to make a Cold War game fun?

Or are Paradox games and Grand Strategy Games by their very nature fun ultimately due to conventional warfare, the build up and planning to said conventional warfare, the implications of said warfare, and in reality painting the map your color.

The easiest way to know for sure is to look at AARs: the people who write them seem to do a lot of the things you describe here. The (partial) exception to this is CK2 which is way more of an RPG. Perhaps you could bring in RPG elements, or find some other hook to game play, but I really don't know what these would be.

Full-scale nuclear war should be something the player needs to avoid at all cost. The game could be continued if the war happened, but it would not be rewarding. I think that causing a nuclear war should be considered as loosing.

In which case, why even prepare for a nuclear war? Why not just do the minimum the game requires? And if you're only doing it because the game requires you to do it (not because its fun), then why have it in the game at all?

Indeed, but I think the EvW system sounded better than what has been in all HoIs.

Since it was basically the HOI3 system with buffs for the rebels, this isn't saying much. It would still have suffered from all the problems of micro-management and whack-a-mole that HOI3 suffered from, but even more so as there would have been much more of it - it wasn't a good solution.

Yes, but there needs to befar more of an emphasis on technology and also the military side of things.

Research (generally speaking) is not much of a rewarding process by itself.

Vicky 2 showed some of the pit-falls you might have in a CW game: Capitalist societies are a lot more fun to play that communist ones because communist countries suffer from over-whelming micro-management. By contrast capitalist economies largely build themselves, but if economic management is at the heart of the game then there wouldn't be much fun in watching the game play itself.
 
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In which case, why even prepare for a nuclear war? Why not just do the minimum the game requires? And if you're only doing it because the game requires you to do it (not because its fun), then why have it in the game at all?
If you do not prepare for the nuclear game, you have nothing you can do against the other powers. If you act aggressively against another power without nuclear matters, you loose (while the others survive as you have nothing to answer with). But you could also choose to not do it and deal with the situation that arises. Disarmament should not be prevented.

Since it was basically the HOI3 system with buffs for the rebels, this isn't saying much. It would still have suffered from all the problems of micro-management and whack-a-mole that HOI3 suffered from, but even more so as there would have been much more of it - it wasn't a good solution.
Well, guerilla is a bit about micro-management and whack-a-mole but the player could have access to HoI4-style tools to deal with it militarily.

Research (generally speaking) is not much of a rewarding process by itself.
If you compete for it, it can be.

Vicky 2 showed some of the pit-falls you might have in a CW game: Capitalist societies are a lot more fun to play that communist ones because communist countries suffer from over-whelming micro-management. By contrast capitalist economies largely build themselves, but if economic management is at the heart of the game then there wouldn't be much fun in watching the game play itself.
That is more a design issue. The player shouldn't be forced to micromanage.