Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
just let us give orders to many armies at once so we won't have to micromanage them so much late game. assign multiple armies to a front, give mobilization options to multiple armies at once, give orders to multiple generals at once instead of having to click their portraits individually to tell them to advance the front or defend.....
really, just some quality of life stuff to reduce the tedium once you have dozens of armies and fight on multiple fronts. and this will get even worse after the new dlc as they will make it possible to join wars while already fighting wars.
PDX knows better than anyone, they made it.
They simply don't care. Mostly because "Vic 3 is not a war game" as devs have stated before.
Don't expect this to change.
Some teaks, Give us control over the regiments within a division, giving them different task or front lines.
example assign set up one division for colonial defence it has it HQ in one territory then can you deploy the individual regiments to other colonies in the regions.
The war wheels they put on Vic3 are square.
Better to chop them off and start over.
Victoria is economy simulation in basic. Everything else is addon. When we consider the time period, this game needs battle system. but not like HOI4 for many reasons... AI suck in HOI4 type battle system... So it needs to be simpler just for that. The current system with more control, could be the ansver... Hard to say.
I'm guessing that is because most Paradox games are so complex, most people don't realise how flawed some of the systems in the games/the AI are. So they probably decide at a certain point that the cost to fix/improve certain systems outweigh the return on those efforts. In other words it's much more profitable to churn out DLC, than it is to fix/ improve existing areas of the game.
I.E lets pretend we have physical standing armies like Vic 2, hanging in the home territory in europe, pretend we're Great Britain circa like, 1900's. Our presence and projecting in our home territories like England and Scotland might be solid, while in maybe Ireland there may be contested area's where state presence or authority isn't really recognized anymore, and their is a failure to project power to back that authority up without security forces like an army garrisoning the province or something.
Look at different north american conflicts like 1812, or smaller conflicts in the Canadian frontier like 1885, where forces involved were quite 'small' in terms of a military force and the clashing, but because of the vastness of the frontier as well, that standing army still only 'projected' so much and a lot of power hung in the balance even maneuvering and getting an army to the frontier to quell resistance, even if the fighting itself was basically non-existent or there weren't many pitched battles.
I think 'projection' could basically replace the frontline system as being like, here are the functional limits of the states ability to project power, get supply around, etc, and players are still free to move real army units / stacks themselves and the projection will react as such with territories captured, etc.
Where a similarity to colonization could come in is that tech, improvements, military buildings, physical armies etc in a province can also boost and project that power to also simulate better the development of these frontier like territories and so on, or how a state consolidates an unruly province back in Europe or something too, or likewise to simulate as well a states inability to project power in a colony similarly and contribute to it's revolting.
For all it's flaws, colonization in vic 3 is one of the few things I think the game at least delivered something newish, I like that states aren't merely 'empty' but have decentralized nations or groups on them and that colonization is a slow spread or presence, and similarily think another layer can be added on to that, being that yes you might have claim or general 'presence' in a territory, but you might not actually render real control over that territory and it can lead to challenge and concession in a players planning for military campaigns and so on in a way that the frontline system lacks and is totally unresponsive in. Also 'projection' as a means of supply reach etc might take away immersion breaking stacks of massive ai hordes fighting over the most random province in the new world or something by making them only want to send so many troops in the first place to fight a conflict in a backwater.
True, we certainly don't need to revert back to individual stacks of armies, but we need to be able to at least partially control the frontlines and have an influence on the battles. A better level of organisation, for example with divisions etc., like you propose, is another good way to improve on the current system. Then we don't need to change the whole thing. It is way too simple to have an entire, hundreds of kilometers long frontline simply be put on "attack" or "defend" orders. Let us pick where to attack instead with armies and divisions, and don't leave that task entirely to mindless ai.
That is a very interesting concept, although one that would require a lot of work from the devs. Since it would be pretty much a total rework of the current system, I fear they might not be willing to commit to such a massive change, which is unfortunate, because I really like your ideas. You did mention the importance of being able to control armies in a region to increase your control, which just further proves that it is CRUCIAL for paradox players to be able to immerse themselves in conducting warfare, not just changing production methods for buildings and importing the stuff that the generals need for the war effort. I also agree that terrain and supply should have a lot more of a game impact, especially supply. In the current version you can basically mash as many batallions into one frontline as you wish. With a supply system, this would be way harder and more costly. Even though the devs may not feel like revising the entire system, they could certainly take a lot of inspiration from your points, and try to make the current system more balanced regarding the level of automatization vs player control.
Certainly this is needed. I hate having to click around aimlessly in order to manage my armies and generals and stop them from doing suicidal attacks when no other of the 8 generals on my front are doing so. I believe however, that quality of life updates to war will come naturally. I just wish for a bit more regarding mechanics as well. Doesn't have to be quite as expansive as what I described, just... something more. I just feel everytime I engage in a war that there's something (or a lot) missing, to make it immersive.
i still dont get why anyone says paradox games are complex they are all really straightforward arent they?