• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

MrNibbles

Operations Manager - Drinker of Tears
Administrator
Paradox Staff
1 Badges
Nov 5, 2013
923
1.136
  • Hearts of Iron IV Sign-up
Hello peeps!

For those of you that don't know me, I am Mr Nibbles, former QA Manager turned Project Lead here at PDS.
Over the weekend while talking to the many wonderful fans at PDXCon, I got interested in getting to know what specific parts of our games you absolutely love.

So my questions to you lot here at the forums, if you could name one gameplay feature (from any of our GSG) that makes you just feel "This is so freaking awesome" - what would that be, and why?

//Mr Nibbles
 
Last edited:
Sorry to be obvious but in theory, the economy from Vicky 2. I do think it needs some work to really be great from it's actual implementation in that game, but in principle I love the idea of everything being tied into everything else and nothing just mysteriously appearing out of nowhere, no mysterious ethereal "bank" that acts as a granter of magic money, no money sinks where the money just disappears into the ether. The less an economy can be abstracted with non-existent places that your resources just go to the better.

There's a smaller degree of that in CKII as well with the way money flows between characters, but that has far more non-existent actors in the whole system.
 
Last edited:
Pops in Vicky 2

Same as above. The pop's demands and logic would need to be streamlined as to not become quickly dysfunctional in game, but this what makes victoria so much above the fold. It basically manage to simulate an actual economy and everything happening in game has consequences on your pops which makes the game very dynamic even in 'peace time'
 
Gotta be equipment in HoI4 and how it forces you to prioritize between new divisions, training old divisions, building up a reserve stockpike, doing costly offensives, sending LL to your allies or advancing through bad supply/terrain (attrition loss).

I love it since it's so brilliant and realistic how all of these game aspects come down to a single thing which is getting your hands on enough equipment. Simple in concept and hard to master where to put your equipment to the best use, and how to plan for future needs.
 
The relationships between actual characters and the role playing aspects of traits etc. that go along with the characters of CK2. They make interactions feel more detailed as you actually build up "bonds" with dynasties and specific characters you like or dislike whereas in something like EU4 I always find that I never care much about other countries even my allies as they are invariably just a tool to expand which I will likely end up going to war with at some point as well once their use to me has ended.
 
In no particular order, the Senate in Rome, The Senate in Victoria II, political parties in Victoria II.
 
Definitely POP. Since all politics, economy and warfare are fundamentally human activities, the only way for proper simulation is to put those humans in game. CK focus on individuals and VIC focus on group. In contrast, EU series always feel arcade-ish and shallow precisely because of this.
 
Event chains, they might not be clear to new players, but they are really fun.
 
The supply system from MotE. Will it's not actually my favourite but if I say it is you might use it again in another game.

V2 pops are pretty sweet as it's hoi4 equipment.
 
POP i think.

But difficult to choose with the Peace Treaty mode of the EU series, the dynamic ethics for POP in Ste, the family tree in CK2 and the Senate in Rome.