Has paradox ever considered removing wwi from victoria and creating an independent game. I simply feel like the sudden shift to modern warfare isnt suited for the mechanics of vic.
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Has paradox ever considered removing wwi from victoria and creating an independent game. I simply feel like the sudden shift to modern warfare isnt suited for the mechanics of vic.
The problem is that it is really, really hard to make a proper stand-alone Paradox-style WWI GSG. WWII can be done because it is (in terms of politics and the evolution of the war) comparatively simple, but WWI was not - there was a lot of political baggage leading up to WWI and even during WWI. Furthermore, unlike during WWII, during WWI the things that Vicky represents, like POPs and industrialization, were major factors that need to be taken into consideration - especially with regards to the large multi-ethnic empires and conflicting ideologies at play (a conflict of ideology that went far past the relatively simple one we see in WWII). On the other hand, Vicky also isn't particularly good at representing the actual war-side of the equation.
And that's not to mention how it will affect the development of a Vicky game - by significantly cutting down the length of a game that is already rather short (you'd lose, at the very least 10% of the game's total length) you are making Vicky...well, shorter and less fun, because you have less time to plan for and to do things during. On the other hand, a dedicated WWI game will be rather static and not particularly interesting in a lot of places. So it would pretty much have to be a Vicky game.
The biggest problem for the next Vicky game going forward is going to be the big problem that faced the nations of this era historically (with regards to militaries) - the transition from Post-Napoleonic to Modern Warfare, and the rise of the industrialized war. In short, for an accurate and fun system, PDox is going to have to come up with a system that will allow for transitions from the big stack-on-stack type of warfare to modern warfare which relies on long fronts and significantly larger armies. The good thing is that PDox already has some of this in place - EUIV, Vicky, and HoI IV already have aspects of all these things in place - the problem is going to be how they could integrate it to make it mesh well. The HoI system for production of war material, supply, and strategic combat is perfectly adequate for WWI-era fighting - needing, at most, some slight modifications to represent the reality of the times. Likewise, the production and division design system are fairly robust and can represent the period well - although the production system will need tweaking to account for the way factories work in Vicky. On the other hand, the systems Vicky II had in place were pretty much perfect to represent the period up until WWI.
What would be cut from Victoria's timeline could be added before 1836, like making it start in 1815 and run till 190x?
I agree with the production part, but think that the warfare needs a special system instead of a modified hoi...
Simply because most gains in the west after the race to the sea were so tiny that even a hoi or ck map could not represent them.
Taking a few lines should be seen as a tactical victory and might boost morale, instead of it being counted as a defeat for not taking a whole province...
If they really want to go experimental, they'd dump the entire paradox-style and make it start in 1915 with only Europe and the middle east.
Wouldn't that result in a 4 year waiting game while teching up for tanks?As for the stagnantion of Western Front following the Race to the Sea, that could be comparatively easily handled by adjusting bonuses to entrenchment and maybe the rate at which units wear down their org and the rate at which they suffer casualties. The actual combat system itself would need very little change - well fortified and/or entrenched regions would be nigh-impregnable, regions that have barely been entrenched would be easy to break through, and when tanks get introduced, they would make entrenchment increasingly less useful. The only thing that would really need adding is some kind of skirmishing system to allow armies sharing a front line to fight each other without having a full on fight, and I'm not certain that would be necessary either.
As for territory - there's no need to alter the current system. From the point a strategic perspective the vast majority of battles in WWI were highly inconclusive with regards to land grabbing - gaining a few meters of land doesn't alter the strategic picture - hell, in the vast majority of cases gaining just a few kilometers means rather little and the cases where gains were that big were few and far in between after the early period of WWI (at least in the West). Minute changes in borders is well represented by no change in borders at all.
Wouldn't that result in a 4 year waiting game while teching up for tanks?
Attacks would end in losses or you'd at best gain some useless province.
Battles like the Somme gained very little in ground (as that wasn't really the objective) but the impact of it was huge.
Same thing for Verdun and the Brusilov offensive.
If you'd go for a hoi style system, the great retreats would be the only 'victories' you'd get until trench warfare suddenly ends due to technologic advancements.
This is not at all how it went IRL, for example, the Brusilov offensive captured very little ground (in Russian terms), but it basically handicapped the Austro-Hungarian army for the rest of the war. The Somme and Verdun were HUGE morale boosts for the Entente, while Tannenberg was for the Germans.
Hoi utterly fails to capture the impact of such battles as it would be represented as a minor setback. In the Victorian system, losing a battle can totally cripple your army by destroying the POPs that support it and crushing the morale.
Also in the Victorian system battles give war exhaustion, which can change a war, if you let it accumulate.
Battles played a massive role in the development of new technologies and tactics. If not for morale or land related reasons, then as a testing area for new tactics and weapons would you want to attack. Note that the British had tanks in 1916 but only in 1918 did Germany surrender. Researching tanks should not be THE gamechanger. They played their part for sure, but even they were not enough to break the stalemate on the western front.
As for the Eastern front, I'm unsure how that could be modeled, giving the Russians a lower trench technology level would certainly be a weird way...
And ofcourse artillery would need a rework, since in ww1, they acted more like hoi's bombing planes than simply support attachments.
Artillery would often be concentrated on a certain sector and then the enemy would be bombarded quite heavily (they changed this later on).
And don't forget there are even more fronts, such as the Salonika front, the Gallipoli front, the Mesopotamian front, the Sinai front and several African fronts.
How would they be represented?
If you'd use hoi3's supply system, german africa is basically dead from day 1 due to a lack of supplies.
Hoi4's system might improve the situation, while Victoria's system would completely ignore supply :/
I think to properly model ww1, you'd need a fatigue system for the early months and battles like Verdun.
The germans were pretty exhausted in those examples and thus couldn't perform as good as they'd normally would.
At Verdun, the French would keep on rotating their unit's to allow them to rest and reinforce. This made quite a difference.
And that's not to mention how it will affect the development of a Vicky game - by significantly cutting down the length of a game that is already rather short (you'd lose, at the very least 10% of the game's total length) you are making Vicky...well, shorter and less fun, because you have less time to plan for and to do things during. On the other hand, a dedicated WWI game will be rather static and not particularly interesting in a lot of places. So it would pretty much have to be a Vicky game.
You know that Paradox games don't each have a monopoly on their respective time periods, right?
For Victoria, just keep Victoria from 1836 (or 1821) to 1936, but also make a World War One game that lasts from maybe 1910 to 1920, or something like that. In addition, build both games up with making a converter in mind, so when Vicky players reach 1910 in their game, they can chose to convert it to a proper WW1 style game, or simply keep playing from their Victoria game. Even if Paradox doesn't make a converter, there will definitely be a fan made one.
The thing is, unless it can be mechanically justified there is no real reason to make a WWI specific game. If we start with CK - EU make sense because it is so mechanically different from CK, Vicky makes sense because it is so mechanically different from both CK and EU, and HoI makes sense because it is so very different from all three of the aforementioned series. If you only want to model WWI in and of itself, then this can be rather well modeled by a slightly tweaked version of HoI and there really isn't much reason to make a dedicated WWI game when a WWI start for HoI would do.
On the other hand, if you made it into its own game it would feel rather unfulfilling as you'd essentially have what could, and probably should, have been a piece of HoI DLC being sold as a full-on title.
If you integrated it into Vicky, however, you could reflect the slow evolution from post-Napoleonic to modern warfare during the late 19th/early 20th centuries with a war system that slowly morphs along with technology and time as happened in actuality. It would also make warfare in Vicky a hell of a lot more interesting, which is needed, since warfare is by and far Vicky's largest weak point.
I'm not even going to get into converter, because converters are, at best, spotty in properly translating features, especially as the game expands and is developed by future DLC.
I don't think the mechanics of either HOI or Vicky could do justice for WW1. Vicky because well, Vicky2 did a very poor just simulating the evolution to trench warfare, the change from having EU4-style army stacks to HOI4 fronts and I'm uncertain as to how well a Vicky3 would do.
I don't think HOI4 because political lay speaking it's extremely shallow, and doesn't at all simulate pops as Vicky2 does (which are important to WW1, having pops with different economic and nationalist interests).
That's why a hybrid style game, a game that drew mechanics from both Vicky and HOI4, I think would work the best.
It's already agreed that Vicky 2 had a terrible warfare system, which is why no one is suggesting that Vicky 3 use it entirely.
On the other hand, while it's true that the HoI 4 political layer is extremely shallow, if you are only covering the period of WWI then it is sufficient, if not overkill. Many of the political layers and alliances that resulted in WWI were the result of decades of rivalries, events, and machinations - it is simpler to decouple the alliances and factions of WWII within the given time period than it is the factions/alliances of WWI (in other words, WWII is able to stand by itself from a political perspective far more than WWI).
Likewise simulating POPs is not all that meaningful if you are just focusing on a short time period, the most of which will be centered on war. POPs are meaningful when you are simulating relatively long-term effects - but during the period of the war POPs can pretty much be discarded for the sake of just MP as is done by HoI. It doesn't really matter that you just lost 10 million men and would have a shattered economy ten years down the line, because the game itself only runs for ten years - whether you lost farmers or factory workers is pretty much besides the point. This is why HoI can get away with it, while Vicky can't - because it is a reasonable trade-off for HoI given that it's a game focusing on a short 12-year span with a focus solely on the war, whereas Vicky has to focus on ~100 years of development and evolution and how massively populations and their beliefs can change in that short time span.
I believe A WW1 (keep in mind this also entails the build up to World War One) game would need to simulate pops because of the political and social conditions of the time.
Take for instance the Russian Empire. It ended up in, quite frankly, a clusterfuck civil war between Bolsheviks, Anarchists, Fascists, Tsar Loyalists, Independence Movements, Republican Forces, Social Revolutionaries, and more. Even the Russian Revolution in which the Tsar was politically disposed of and a republic came into being was rather complicated, and needs to be simulate properly for it to work. In order to simulate that, you would need different factions in the Empire, each with different levels of militancy, standards of living, quantity of membership, and what their general ideology is. In addition there needs to be a time of war exhaustion for pops to simulate how discontent they are with the current war (and something which is not present in HOI4).
Other examples I think would be beneifical would be countries like Austria-Hungary and the Ottoman Empire, two unstable and ethnically divided nations that need some time of pop system to help create the internal issues of each Empire. You also have the German Empire, which needs anti-Monarchist pops or factions that can help cause something akin to the real life German Revolution (1918 - 1919), and also Communist pops for various other states that were quickly formed and then collapsed throughout the time.
What about pops with independence movements in things like the Balkan Wars, or various uprisings found in the colonial world, or pops that want to stay neutral (the USA, I also feel aleady the isolationism for the US is off in HOI4 as it is).
Pops should not be a dominating factor like they are in Vicky2, but they were still important in the spreading of 20th century ideology, industrialization (assembly line, anyone?), nationalist movements (the collapse of both Austria-Hungary, and the overthrow of the Ottoman Sultanate into a Turkish State), and therefore should be simulated.
Vicky does not WW1 very well.Has paradox ever considered removing wwi from victoria and creating an independent game. I simply feel like the sudden shift to modern warfare isnt suited for the mechanics of vic.