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uleslaw

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Sep 13, 2009
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So, what is your favourite single mechanism/idea/solution/funcionality/feature etc. (whatever you call it) created by Paradox? By this I mean a "single unit of gameplay", like POPs from Victoria, OOB from HOI, character's traits from CK, old Infamy/Badboy system or maybe new Aggressive Expansion concept or new fort system from EU4 etc. This thread might help Paradox to develop games we enjoy more ;)

My first vote goes for POPs. I consider it as probably the best single mechanism implemented ever in all computer games.

I also very liked OOB from HOI3, I always had great fun with preparing my army composition before Barbarossa.

I predict I will like very much the new naval warfare system from HOI4, but we will see once the game is released.
 
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POPs, absolutely. While I'm firmly in the field of them not being fitting for other games, I still yearn for mechanics so complex and interactive as POPs in EU4.
 
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I love the way techs and ideas are handles in EUIV, they're implemented in a way for a nation to specialize and to actually realistically portray the technological development of the different tech groups, the Westernization stuff is great too.
 
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EU:Rome rebelion mechanic. Its the only Paradox game where rebelions aren't inevitable and boring grind of mindless mobs.
 
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I love naming system in CK2, exclusive names tied to religion, chances of getting named after the father, mother, paternal grandfather/grandmother, maternal grandfather/grandmother.

I don't think I've ever named a character...
 
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I would have to go with how technologies are done in Vic2 with inventions, it makes a lot more sense practically that you don't get everything the minute you level up instead you have to discover it the inventions and get the perks over time. I think it would have made a lot of sense for EU4 with instead of the minute you get military tech, you automatically get the increase in tactics you would have to discover it.
 
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I really love complexity of world market from Victoria. It is one of the best tool to understand concepts of macroeconomy!
Victoria's mechanics seems to be favorite :)
 
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my fav would be the characters mechanic of CK2. playing as something more tangible than "the spirit of your country" creates a unique dynamic of player emotional attachment found nowhere else in this genre. just think of how much different things could be, if a carbon copy or variation of this feature were in HOI 4:


using johan anderssons' communist norway HOI 4 screenshot (https://pbs.twimg.com/media/CSK9lKkUYAAVXQm.png:large) for example: it would be less about "communists usurp norwegian government!" and more "your character; Adam Egede-Nissen; and/or your ideology, Norges Kommunistiske Parti; have defeated the capitalists! the revolution shall continue!"

if playing as the norwegian communist party or as the guy who led it; Adam Egede Nissen; that would be a pretty major accomplishment. it would sure as hell make HOI 4 a bit more exciting- not only are you trying to win the war, your also trying to remain the dop dog in your country. whomever or whatever it might be.

and if this is in victoria 3... well it just goes without saying, but since ideological politics are a core tenet of the victoria games, a feature like this would fit perfectly. and work amazingly.
 
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My favourite Paradox mechanism are events. Not sure if they were introduced by Paradox, by they were certainly mastered by them with so many complex options possible. Random flavour events for specific countries were thing that made me play EU2, Vicki, Mods for Hoi2. Then I didn't see them in EU3, HOI3 or CK1/2, so i didn't play those games almost at all. It is great to have them back in EU4.
 
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CK2 civil wars - the proper ones, not random revolts.
  • they make a large realm vulnerable from the inside in a way other strategy titles fail at
  • they're among the more challenging of wars, since a portion of your realm is against you and you don't get to pick when they happen (unless using some gamey exploits)
  • you can imprison and torture the tossers afterwards
  • there's a concrete reward for winning (getting to reorganize titles and ransoming rebellious vassals)

Of course, their implementation has its flaws, like weird rules when another country DOW's your revolting vassals.
 
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The mechanics and even the graphical updates (CoAs) introduced in Horse Lords: all of them. The tribal 'estates' I loved, the so-called "Silk Road" is a lovely albeit abstracted tribute (probably unintentional) to some travelogues I have enjoyed in the past (wish they included the naval aspect though). It's hard to pick out a specific favourite element.

Top notch.
 
POPs, absolutely. While I'm firmly in the field of them not being fitting for other games, I still yearn for mechanics so complex and interactive as POPs in EU4.

That's my top one too....

I would have to go with how technologies are done in Vic2 with inventions, it makes a lot more sense practically that you don't get everything the minute you level up instead you have to discover it the inventions and get the perks over time. I think it would have made a lot of sense for EU4 with instead of the minute you get military tech, you automatically get the increase in tactics you would have to discover it.

And that's probably second. Damnit...I need Vicky 3 :p
 
The CK -> EU2 -> Victoria -> Hearts of Iron 2 converter was the most endearingly aspirational game mechanism I've ever seen. Connecting 4 games together for almost 1,000 years of playability! If you ever tried it there was, like, no chance your game would be anything less than a hot mess after converting to HoI2 :D, but it was just fun that they even tried it out and even play around in the madness.
 
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My vote goes for POPs in Victoria series. It's like seeing what's happening in the black box of a strategy game. Your country is not stable because your poor population is more conscious and you haven't implemented subsidies, so a social movement is organizing which could end in a revolution. I can't imagine a better way to do it. Paradox made a great job 'closing' the cycles, integrating in an organic way mostly all Vicky2's features. I really love when a game is that rather than a collection of 'mini-games' or compartiments... EU4 has evolved with the expansions on this issue too.

Of course character interaction in CKII is also great and they're perhaps better implemented than POPs... I've got to play again CKII.
 
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POPs. They're the basis of why players love V2, in spite of all it's flaws, and are probaby the best and most complete attempt to model sociology into a computer game ever.
 
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