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airslo

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Jul 21, 2011
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For me, its the little things.
1. making a change in the budget is not a direct relationship to change, like in the real world it takes time, unlike in most game if you need more soldiers or education you just make it.
2. war fare is NOT the primary point of this game. I love that.
3. Little things like the crisis issues. I had a game as America where i spent a fortune getting Brazil into my sphere and then I paid to build up the infrastructure to get more rubber out of them. Then their was a rebellion threatening all of my investment, next thing you know American sons where dyeing in the jungles of Brazil to keep a certain regime in power..........what other game has things like that???
 
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For me, its mostly about the time period. The Industrial Revolution is my favorite period in history. I have played most games from this era including Vicky 1, Empire: Total War, Anno 1800 and even Assassin's Creed Syndicate where you can see the beautifully crafted factories of this period first hand. Even when I travel, I make sure to see any locomotives, machines or ships from this era on display in museums.

That it's a grand strategy game is an added bonus! I like HoI, EU, Stellaris, as well.
 
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It doesn't tend to appeal to broad masses playing their silly one-faith, one-paint, one-what-not games. You really get the feeling it's what Philippe Thibaut called EU1 the other day: "A game we wanted to play".
 
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I like women named Victoria.
 
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I'm ambivalent about the time period, but the focus on politics, the economy, and "pops" makes it far more realistic than the traditional "all or nothing" mechanics in most strategy games, which have the distressing tendency to treat entire countries, governments, and populations as homogenous blocks.
 
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I've come to like the period and that warfare is just one of many options and tools to reach your goal.
 
I think Vic2 is the most simulationist game in the entire PDX gsg lineup by far.
It feels like the most complex and deep PDX game, like an actual world with its history dynamically unfolding before you, and that's probably the trait I value the most in a historical gsg, the capacity to plausibly create history.

I do love the industrial revolution period, but if other PDX games had the same simulationist tendencies as Vic2, they could become about as great.
EU's time period specifically, from the renaissance to the Napoleonic wars, I feel could be an absolutely stunning game if it had its simulation on the same level as Vic2.
Meiou & Taxes is kind of that, but its simulation is on super steroids, to the point of almost becoming ridiculous, without reaching the same balance Vic2 does.
 
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I really wish i could get into EU4...i have spent a ton of money buying the DLC;s and find it has great music and graphics...even the mechanics are good...warefare being so much better then vics wak a mole problems, but my problem with EU is that its always just paint the map......if you are not at war in EU, you are recovering from it or prepairing for it...
i find in VIC i can have an amazingly successfull game with little actual war...some yes....and lots of tension about it...but little actuall war,,,,which is what i like. Is there away to play EU without the main focus being war? If so please tell me more....i would love to get into that game.
 
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I really wish i could get into EU4...i have spent a ton of money buying the DLC;s and find it has great music and graphics...even the mechanics are good...warefare being so much better then vics wak a mole problems, but my problem with EU is that its always just paint the map......if you are not at war in EU, you are recovering from it or prepairing for it...
i find in VIC i can have an amazingly successfull game with little actual war...some yes....and lots of tension about it...but little actuall war,,,,which is what i like. Is there away to play EU without the main focus being war? If so please tell me more....i would love to get into that game.
Roleplay?
 
I personally love it for the political/ideological play and the POPs. It all just fits together very well due to the time period. I guess the ideologies and parties could have been slightly less rigid, but it's very good regardless.
 
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:D :D :D No wonder you've struggled to have fun with eu4. Grabbing land can be interesting only for so long.
Like taking candy from a baby

Google "eu4 roleplay" for some good suggestions on roleplaying nations in eu4.
 
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:D :D :D No wonder you've struggled to have fun with eu4. Grabbing land can be interesting only for so long.

Google "eu4 roleplay" for some good suggestions on roleplaying nations in eu4.

Honestly, this is the best advice for EU4. Before I found a good roleplay scenario for a country, I could barely even get to 1550. After that I ended up finishing like 5 games straight.
 
Honestly, this is the best advice for EU4. Before I found a good roleplay scenario for a country, I could barely even get to 1550. After that I ended up finishing like 5 games straight.
Honestly, that is the best advice for PDX games in general.
 
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I love the possibility I see in Victoria 2. Essentially, you could see land as just a piece of land not worth anything. It only gets it's worth because of the people that live there and extract the natural resources. People who all think for themselves and are not simply resources for you to utilize.

In other games you could just conquer the world and convert everyone to your culture and religion. Be the Borg. But in Victoria, these people retain their culture and religion and will hate you for forcefully assimilating them. If you see them as full citizens, they can accept you, but it's rare for them to like you.

It's also fun to play as some sort of manipulator pulling the strings behind the scenes of every government. Even when the communists take over, you stay in charge.

I also love what the economy tries to do. You can't just dump one product on the market and profit. Building a factory is a risk, not a precalculated reward. Instead of +10% money per day modifiers, there is a throughput modifier. Throughput is the keyword for the industrial revolution, artisans could make products of atleast the same quality using about the same resources, but it took much longer and the production was not scalable. Factories could be connected to the railroads or shipping routes to reduce travel time and transportation costs. Buying in bulk is also more efficient than every artisan buying his own goods.

The idea that people don't just need 10 dollar per day to survive (example) but they need 2.5 grain and 0.75 cattle, this is what I love. It's much deeper than other games, whilst not being overly complex. You can see what people need and somewhat relate to them.

Ofcourse Victoria 2 is far far far from perfect, the diplomacy, economy, military, pops, politics, rebels, coring, colonization, trade and other aspects are in need of severe overhauls to make them good (bug & exploit free and realistic). I've already made plenty of posts about what can be better, so I won't go into details here.
 
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This game, unlike other Pdx titles, does not allow you to change culture or religion of a province or country, at least not directly. There are mechanics to use, not buttons to push in order to get an instant result. Victoria, with all her flaws (and there are many), is an example of very good game design.
 
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The game DOES allow you to change the culture or religion of a province, but not quickly or completely. It's a gradual and more natural process than if one day the entire population of the province wakes up in the morning and every last one of them decides that they're now "whatever". V2 handles it in a much more credible fashion, where the change happens (or doesn't, for reasons), but only to a couple of individual pops at a time.

It's those lifelike processes over time with only limited player control, versus blatant "all or nothing" mechanics, that make the game enjoyable for me.

Now if only they'd fix the market so that ALL unsold goods don't get thrown away at midnight.
 
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I like this game because it's hard and has many mechanics.
 
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