I'll have to see how well my computer handles the late game. It's a reasonably good system, but it's probably going to come down to how well optimized the game is for multiple CPU cores since that's where my CPU shines rather than max frequency.
I find it a shame that the US in EUIV can't break up into separate states. That seems a very obvious alt history to me, but apparently that is too sensitive to touch.
Optimism is a duty.They do in Victoria 3. 'cause that's when the civil war actually happened.
Yeah, but the war of independence still falls in the game's scope, so you'd think at least the thirteen colonies should be available as separate states. The game just opts for a generalized Thirteen Colonies country though.
It seems a bit odd that no such mechanic exists for simulating separate colonies under one flag, when colonization is the main focus of the game.
Optimism is a duty.Yeah the 13 colonies actually being 13 different colonies would be interesting.
I hope that when we get EU 5 the colonisation mechanics are reworked to both recognise non-state people (as Vicky 3 does) but also showcase the significant variety within colonies and colonisation efforts.
“And the Bunny nails it!” ~ Gabrael “If the UN can get through a day without everyone strangling everyone else so can we.” ~ CyranIt would, especially since it was not at all a given that those 13 colonies would form a single nation.
Interestingly, IV does have a mechanic for confederating native tribes now. Something like that for colonies would be neat: first go independent, then form some sort of confederate nation with other independent colonies (or use the confederation as part of a casus belli).
Optimism is a duty.The US isn't relevant enough in the EU 4 timeframe to make a bunch of extra tags for it.
It is relevant to the end game, and the revolution could easily have happened earlier as well. I wouldn't call a 50+ year period in a game that spans 400 irrelevant, exactly.
Optimism is a duty.It's too niche a thing for EUIV, because it's a premise that relies on "the colonial game has been screwed up specifically by whoever is colonising the east coast".
The thing is, all this comes into play pretty late, and a DLC whose premise is mostly "the player fucks up" won't often come up at all.
Avatar SourcePlenty of players enjoy tagswitching to their colonial nation, declaring independence, and creating Great Ireland etc.
Except the game already has multiple American tags, like Vermont and Texas.
Edited by DrunkenNordmann on Dec 25th 2023 at 3:14:40 PM
Welcome to Estalia, gentlemen.Enough to be some sort of primary DLC feature like that? Again, we're talking something that isn't even slightly relevant until 1600ish and is only a hypothetical thing. I don't even know what else would logically hang around in a pack like that.
Avatar SourceGiven that CK 2 had Aztec Invasion (which literally nobody asked for but one of the developers decided it'd be cool), I'd say it's possible. Of course, Aztec Invasion had the advantage of being clearly ridiculous enough that nobody hated it - it'd be either used or not, and generally treated as an April Fools' Day Joke Level, which is not the case for a hypothetical US DLC. Case in point.
Edited by Ramidel on Dec 25th 2023 at 7:54:03 AM
You say that, but Sunset Invasion had a very vocal hatedom pretending that the DLC somehow stole time and resources from "proper" DL Cs.
Welcome to Estalia, gentlemen.Sunset Invasion was funny for one playthrough before I turned it off
New theme music also a boxTbf, Sunset Invasion also didn't really trigger a ton of new things that needed to happen and if it was enabled it would happen. So it's never been "that DLC contingent on exactly what the colonial game does to do anything".
Avatar SourceYou wouldn’t do it as a DLC specifically to make the Thirteen Colonies 13 different tags, you’d do a DLC that changes the way colonial tags are formed so as to make every colony into an independent tag regardless of being placed in the same region as an existing colony, with the mechanics for expanding an existing colony being different from the ones around founding a new colony.
I don’t think they actually do that kind of DLC for EU 4 anymore, so it’s not happening this side of EU 5.
“And the Bunny nails it!” ~ Gabrael “If the UN can get through a day without everyone strangling everyone else so can we.” ~ CyranI’m always a little meh about stuff in CK and EU that are basically “regardless of what’s going on, this specific thing happens because IRL history says so,” and having a thing where “no matter what the colonialism game stops and America becomes a thing in the historical specific thirteen colonies with the American Revolutionary War happening as is because that’s the way it happened IRL” sounds like it would be annoyingly restrictive of the player experience to develop, succeed or screw up the game’s version of history at their own action and volition.
Buuuut if it was DLC, if would be entirely voluntary for the people who *are* interested in that sort of thing. The jury’s just out on whether enough of the player base would want that specific thing enough for it to be profitable.
Edited by KnownUnknown on Dec 25th 2023 at 1:39:04 AM
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.Yeah, that's my point too, it's overly restrictive, and gets very silly since any colony in the right spot can form the Thirteen Colonies, regardless of culture or religion or state form.
Optimism is a duty.So, Equestria at War, the Hearts of Iron 4 mod, is now apparently getting a Europa Universalis 4 version, too! That might actually get me to play that game again.
Double posting. I played a game of Stellaris now that I have the Astral Rifts DLC...
And for the first time ever I've been hit with the Gray Tempest event.
Trailer for HOI4's newest DLC, Trial of Allegiance, which focuses on South America.
Edited by DeadlyAssassin on Jan 25th 2024 at 8:23:18 PM
Children of Dievas - my webcomic about the Northern CrusadesHmm. The migration mechanics in Victoria 3 have one weird quirk... it seems there's no permitted migration if a pop would move somewhere they're discriminated against (even from somewhere they're also discriminated against). Not even some super-low modifier in the defines.
Which just gets weird as they're plainly more willing to starve in that case, and it's not like people only moved somewhere they were accepted.
Plus the whole fact that the migration controls are 'no migration', 'only non-discriminated pops can migrate' and 'everyone can migrate'. i.e. because pops will never move somewhere they're discriminated against anyway, the only difference between no controls and migration controls is whether you can lose discriminated pops to other countries. When you'd think they should be 'only internal migration' and 'all migration', not focusing on the discrimination aspect. <_>
Edited by RainehDaze on Jan 31st 2024 at 12:48:18 PM
Avatar SourceI kinda missed newest stellaris dlc explored lot of extradimensional invaders lore huh? I mean makes sense but makes me realize I haven't played game since astral rifts came out
The USA has a humorous inability to get round to taking all the things it should from Mexico.
Trying to decide if I should give a mod a go that strips out basically all the complicated stuff for AI notions and just subs in ad-hoc estimates so the world keeps advancing around you. Because late game performance is atrocious and I don't really want to upgrade my CPU just to play it (I mean, I want to in general, but it's not pressing and I'd need to replace the CPU, RAM, motherboard, and I want a new case so...)
Avatar Source