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File: amevians.png (695 KB, 702x597)
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Amevian edition

0.70 is live
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>>2420523
>>2420539
And finally windmills for mining and forestry and irrigation channels for farming and animals as local production boosts.

All the boosting buildings do cost a lot of manpower.
>>
>>2420523
If you are talking about tax money, then the tax building and the regional tax office are what you need and as much free work force as possible, since tax seems to be based on unused work force.
Also what I forgot to mention, always aim for 100% proximity with your regions as less than 100% impacts production amount, so build roads to keep the proximity at maximum. One road building for the start might be enough for multiple regions since it gives regional buffs besides the local one.
Also titles for more gov points, global work force and inflation will help you in your endeavors.
On a final note, regional buildings and the city upgrades cost a lot of knowledge to research which you can either gain by unlocking population milestones or getting the wise title or building and upgrading libraries, staffing humans and educating your humans in a university and choosing the green religion for more university education rate.
>>
>>2420575
>If you are talking about tax money, then the tax building and the regional tax office are what you need and as much free work force as possible, since tax seems to be based on unused work force.
How does actually using the work force to generate resources compare to taxes?
>>
>>2420858
Depends on which titles and race you took in the setup, how many big neighbors border you that you can trade with and how much you can diversify your production.
If you took the title that makes your refining and manufacturing industries produce more it might be good to have your regions produce raw materials for your industries.
Alternatively if you are short on laborers in your capital then you can look at replacing industries like mining and woodcutting with regional ones, even if they get 3 down arrows they will still produce a bunch of resources that you can comfortably use for maintenance and supplying your industry. Food works too, just make sure that you get enough so that you don't starve while waiting for the caravans to arrive.
I'd say it's a balancing act of static income vs. fluctuating income with a chance of making huge profits.
One anon mentioned being able to produce or get weapons and armor from defeating raids and armies and manually selling them rather than using trade depots.
Fluctuating income because overselling caps out the trade volume your trading partners are willing to take off your hands and negatively impacts your profits with tariffs.
Or if a neighbor collapses and you no longer have their trade volume to offload your goods.
There are world events for price increases/decreases for mining resources(garthimi hive event or quiet underground), manufactured resources(dondorians going on their voyage) and weapons(something about raiders showing up, but not the ones that raid you), so be on the lookout for those.
You will end up with excess raw resources once you have a bunch of regions with high level production buildings so you can sell off what ever ends up near your throne on the ground.
As for the potentially lower static income from taxes I haven't tried to max out that yet since I am usually struggling to produce enough to keep my plebs happy. Probably start with the regional taxes offices for general boost to taxes.
>>
>>2420858
>>2420913
I can summarize my answer as no clue, you will have to see what works best for you

Some people give it a bad rap, but I'm never upgrading. Why would I? Just feels like a good pair of jeans
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>>2419483
Europa Veritas by Nesserino on Steam is the only way I've found EU4 playable, and EU4 is the only Paradox game I've found worth playing single-player. Europa Universalis: the Price of Power is the best, but that's a board game. It rolls in FFE and a ton of other quality of life fixes, as well as an Heir tutoring chain
>>
>>2418011
I don't get what you mean, are the colors on linux different?
>>
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>>2419895
god dammit, it was the first result on g**gle and the steam workshop so i assumed it changed name
>by Nesserino
this one?
https://steamcommunity.com/workshop/filedetails/?id=2857683974
>>
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never playing byzantium again
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>>2420291
That's the one, shame it hasn't been updated although Ness stated in mod comments in december 2025 a final update is planned

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>>2396414
im the first reply, i'd be totally fine with vanilla with a changed map, late game combat/industry and some flavor. rather that than the jank caused from the engine limitations. maybe when one of the open source clones becomes playable it would turn okay.
>>
>>2396499
Same
>>
Openvic is dead
>>
>>2415874
Why what happened?
>>
Do you guys know of any mod that comes close to implementing population growth mechanics that follow this recent paper?
https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4118084

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hey anons, what are your favorite Total War mods? Been playing a few (very few actually) Medieval 2 ones. I like Insularis Draco and Total War: Elder Scrolls + Unofficial patch + Tamriel Enhanced. These submods makes the game less insane at the cost of the game being slower and more small scaled and i'm pretty sure a few units are missing. Anyways
>Testing the mod out so i play the easiest faction (Daggerfall)
>As any good Breton should, i decide to wage war against orcs
>conquer all the puny Breton kingdoms until i reach Orsinium
>Destroy all of it, rename it Bretonbull after the virile BRETON BVLLS currently breeding out a new generation of Breton-Orc ubermensches
>Daedra invade
>Use suicidal cav charges and a fuck ton of mages to push them back during sieges
>Mod has oblivion travel option
>Go into Oblivion with a diplomat and 5 merchants
>make insane bank off of Ebony mines
>Sell whatever Orcish settlement i conquer to Daedra
>Just sort of bored right now, most of the other cool new game events like the Maormer invasion or Wild Hunt don't really touch Highrock
>Most Advanced Faction constantly pendulums between me and fucking Valenwood somehow
>Send a diplomat to Cyrodiil
>holy shit this place is a clusterfuck, there's just hordes of undead and multiple rump states killing each other after the Emperor died

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>>2415072
One of the mods with which I had the most fun in this game.
>>
Played pretty much all of the M2TW mods. I'd recommend Stainless Steel, Broken Crescent, and Third Age Total War. Only two I still play are SS and BC.
>>
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>>2415072
This is what my current map looks like, Diplomacy somehow comes off as even more broken than Vanilla because my ally Shornhelm as not betrayed me once. Been fighting the Eastern Hold Nords who are basically the Stormcloaks at this point in the timeline considering the Thalmor are active now. Anyways, the Easthold Nords are fucking bullshit to fight because most of their troops have silver or golden chevrons for some reason. Their Western counterparts (solitude) can't even fight them, the Empire is having a hard time fighting them too. It's crazy. So yeah, most of Craglorn at this point is probably a wasteland with how much we fight there, the Reachmen can't even do anything, they're just a horde now. I don't know how and i don't know why but even after all the exterminations the Orsimer are still around. I'm pretty sure Shornhelm is just sending endless numbers of men trying to destroy their last stronghold or something.
>>
BoTet. And the 3.0 version comes out next month. A true Warhammer fantasy experience not the lukewarm shit from creative assembly.
>>
>try new Tsardoms version
>Fall of Constantinople crashes constantly
Oh well. I guess I will just play SS or Third Age again.

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>ITT: You are Blizzard, and have to make a new Starcraft RTS game
How would you do it? What would you add/change gameplay-sense? Any plot ideas?
>Hard mode: You are forced to add TWO new races, and no Hybrid shit. Explain how would their gameplay be.
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>>
>blizzard lowered the starting workers to 8
>transforming each gateway to a warpgate costs 50/50
holy fuck bros are we fucking back?
>>
>>2383574
Finally allow us to craft stars for once.
>>
>>2383574
1. Retcon SCII. You can't have anything good StarCraft might produce if this horrid game exists. Even going so far as making it that it was all a bizarre UED VR simulation in which Jim and Artanis are stuck. They are saved by James Raynor, Tychus Findlay turned into a giant cyborg and Zeratul channeling Punished Snake. The UED came back with a much larger fleet and with all their actual up-to-date stuff instead of using what the Terrans have and they are currently engaged in a stalemate with the Zerg. Meanwhile the Terrans make an alliance with the Protoss, both being conquered by the UED and now all of them wanting them out.
2. Focus at first on story, campaign and characters. Make sure multiplayer gets to be done as late as possible.
3. Campaigns become more non-linear and outstanding mechanic-wise than in SCII. You unlock vital missions that move the story after 3 missions, but you are free to take whatever missions there are before you move the plot.

That's the single player part. The gameplay mechanics will be something more different (like allow many playstyles, including turtling being a valid tactic).
>>
>>2383574
Have WC3's modding capabilitie and elase ono steam, with stam workshop

>hard mode
Have the UED like one of the anosn sad, but make them a pseudo-fantasy faction. Have the fantasy-like stuff be frm UED space bieng post-singularity.

Have the Xel'naga wake up. Bam, two new raes.
>>
>>2383574
Space-only for a Battlefleet Gothic style gameplay. Less units, more capabilities for said units. Main plot is dealing with the fallout of SC2 trillogy and encountering new races along the way.

New faction 1 is a bunch of techno-barbarian nomads. Think of a mix of Orks and Skaven who worship AI "gods". Tempted to make them crabs because things keep evolving into crabs anyway. Primary theme is the uncontrolled, unpredictable nature of evolution. Playstyle is Spammy and Unpredictable.

New faction 2 is a bunch of cyborgs and robots. Hypercapitalist to the point of religious fundamentalism. Primary theme is the dehumanizing nature of technology and capitalism. Tends to be very defensive with an emphasis on resource management. Tends to grind down enemies rather than making decisive actions.

Stars in Shadow got updated 6 years since the previous patch.
What does /vst/ think about the game?

https://store.steampowered.com/news/app/464880/view/688631008673662752
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>>2407346
Therapy status?
>>
>>2407346
Arioch has drawn stuff before you were even born, zoomoid.
>>
>>2404029
Did he fix that issue where the game eats up resources and lags despite being just drawings? This was the one thing I couldn’t tolerate.
>>
>>2404029
Is the game even worth it? I remember people saying it's a streamlined MOO with not much depth to it
>>
>>2418974
Yeah, pretty much. I've confused it with
>Interstellar Space:Genesis
better get that instead.

Iceberg is a shitty publisher too, no wonder the GOG update is still missing.

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The Sun isn't rising /vst/. We need more BLOOD FOR THE BLOOD GOD!

Aztecs are finally here.
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>>2418179
>Speculations
Where?
>>
>Pegasus is Israeli
Gonna put it out there.

Imagine how many Muslims he has killed IRLRTS.
>>
>>2418133
It would be unfiltered, pure slop.
AI generated god imagery.
Rerecorded AoE3 Russian lines for all human unit lines.
Wikipedia list of shit from Russian folktales as the myth units + a vampire.
>>
>>2418133
As slav myself I don't want it, the overlap with Norse is real and I rather have unique civ like Hyper Persia that would give us Vietnam war memes about carpet bombing.
>>
>>2418943
I dont think there is that much overlap, besides the visuals maybe. (I am a slav) Especially, because I am currently reading Gods of Ancient Slavs by Kuzmisin, and if you were to use something like his heavily neoromantic representation of Slavic pantheon, then there is quite a lot of distinction from norse.
But personally, for a campaign I would also lean into that similarity with norse. And making a campaign that is tied to some indoeuropean theme. Although, that might be more fun if persians and indians are also in the game.

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RTS never died.
>RTS games
Total Annihilation
Supreme Commander
Zero-K
Beyond All Reason
Planetary Annihilation
>upcoming RTS games
Sanctuary: Shattered Sun
>RTS bible
https://zero-k.info/mediawiki/Cold_Takes
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>can't have a thread without console wars tier shit flinging
>>
>>2417604
Did all of that really happen while I was out for 1-2 years?
I knew it would get shittier and shittier when the admins decided to keep pushing for le moderation because the game is le toxic (every multiplayer team game is "toxic"). I don't know why people have such a drive for authoritarianism instead of just making a bunch of filters and letting people individually do what they want
>>
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>>2408115
>>
>>2417604
Yes. Rumours of going for profit/selling the game off first began when several core devs were kicked under questionable circumstances. After that development slowed, but, and I'm leaning in to the inital conspiracy theory here, it could also be they re focused on developing content for single player which they can include in the sale. Turns out they were planning to sell out and it was leaked when contibutors realised that they were getting the shaft.
https://www.reddit.com/r/beyondallreason/comments/1t8pw7n/dear_commanders_we_need_to_talk/
The insult is there were no plans to publically announce the sale until after it had gone through, so naturally there's been a fair bit of backlash and a lot of pruning of comments on reddit/discord.

Lore writer being a furry is a moot point, he was kicked when the lore was released and received a lot of critisicm.

'Player' numbers have always been contentious and manipulated but thats the same for everygame.
>>
>>2418893
>'Player' numbers have always been contentious and manipulated but thats the same for everygame.
>Claim to have over 70,000 discord members
>Put out a survey out, pin it on the main chanels
>450 responses
There's manipulation and then there's outright fabrication.

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Dorfspeed dorfnificent dorfchads
https://youtu.be/XSziQqeRc1o?si=B-EjiyJ7j5V5QeTj
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>>
End of May Update - Major Systems Rework, and Bringing in More Talent
https://www.kickstarter.com/projects/dorf/dorf-oldschool-real-time-strategy-and-base-builder/posts/4706703

>Hello everyone,

>As stated last month, a major part of our current work is continuing to optimize the game, fix errors and trying to get the game running more smoothly. Much of this work has related to the major task of replacing the game's graphical API with Vulkan, which, while it would not provide immediate performance improvements, will allow us to implement optimizations once the entire framework is in place.

>We've also spent a lot of time significantly reworking many of the core game features, as certain systems were either messily implemented or did not gel with other systems in an elegant way. Much of the logistics systems we've worked on resulted in some strange gameplay that felt way too busy, with many overlapping systems creating a lot of redundancy that didn't really work super well together, or systems that were just tedious or inconsistent to engage with. We've opted to move some of these systems around or make them faction-exclusive in certain cases. As some examples:

>- Forklifts will be bound to production structures, rather than being bound to the main HQ structure, and are no longer involved in supply construction sites. This is due to the way that giving them both these roles (while making them automatic, and not player-controlled) resulted in them often behaving very sub-optimally, in a way that would likely be frustrating in actual gameplay (eg. moving resources to a stockpile when it's more desperately needed elsewhere at the moment). Now Forklifts serve as a mean to transfer resources from a stockpile to the production structure in question when needed.

>cont
>>
>>2418824
>- Workers will now carry supplies directly, instead of only facilitating construction. Originally, this was done because it resulted in annoying behavior like workers leaving to go get more resources to deliver to a construction site just as another unit was about to supply the site, causing delays. We can get around this by having some smarter worker behavior (checking to see if there is any supplies en route first).

>- There is no longer a hard limit on base sizes, and base size is more determined organically by layout efficiency, or in other words, buildings should be constructed in a way that's conducive to smooth logistics and efficiency, rather than just giving a hard no for certain structure placements. There are also more advanced construction vehicles to more efficiently facilitate long-range base construction. Also, while this may just be a temporary measure until proper rail logic is introduced, trucks can move resources between oil deposits and refineries automatically.

>- Power is no longer a resource for any faction but the Collective. Power simply added needless complexity to the gameplay without adding much in a positive way, and there was little to the system that was especially interesting. Unfortunately this means those cool Powerplant and wind turbine sprites no serve no purpose, but hey, they can make for some cool map props.

>- We're also having to rethink how Pipelines and Conveyor Lines are implemented, since we recently discovered a flaw in the logic that would make placing them in actual gameplay rather inconsistent. It's not 100% clear we will redesign them, but we may limit the way they are placed to avoid running into some strange issues regarding the actual flow physics that would hamper gameplay. This would mostly affect the Empire faction and Warband, though not Collective, as their mobile structures prevent them from even being practical.

>cont
>>
>>2418825
>That was mostly regarding the Empire faction. We're also working on more concrete systems for the methods the other factions use for supply. In keeping with their stealthy, guerilla nature, Warband supply routes between buildings take the form of underground tunnels, moving supplies around safely (while distance between buildings still affects efficiency). Supply vehicles will automatically move between resource deposits and refineries, but with an emphasis on armed escort; fuel supply vehicles will often have flame weapons for defense during the treks between refineries and oil rigs/sulphur mines. This also ties into another underground system, in which the Warband can construct tunnels that connect two tunnel entrances across the map, allowing them to sneak troops around and create hidden supply lines between bases and outlying resource outposts. Supply units will smartly interact with these, choosing to move through safe underground passages instead of risking surface travel if there is opportunity to do so.

>cont
>>
>>2418826
>The Collective will use a system like the original Forklift concept we had, but applied to aerial vehicles to better facilitate their mobile base walkers. Mobile logistics hubs act as a means to supply your mobile factories, using automated aerial drones to deliver resources between nearby facilities, while the logistics walkers themselves can handle constructing static defensive buildings such as walls, gates and turrets. Logistics walkers separated by great distances can also have supply lines established between the two using larger aircraft, so the player can make use of multiple bases and outlying resource bases. As mentioned above, power is now a resource only for the Collective faction. While not a true resource per se, they will use mobile power generators to supply power to advanced Tesla Units, and to improve efficiency in nearby production structures. Power is more of a binary system than a true resource, so it's more just a matter of keeping one in range, rather than making sure you are over some sort of numerical threshold.

>This isn't a full list of the redesign changes, but includes many of the major ones we've had to rethink and rework. We've also made some strides to getting more staff onboard to speed up production. While we have not formally brought any onboard yet - a lot of the delays were due to waiting on some back and forth with an attorney, since of course work contracts and NDA's require the involvement of people who specialize in law - we've had a number of interviews and spoken to a number of other people.

>cont
>>
>>2418827
>In the next week or two, we'll be finally getting another engineer inboard to speed up programming work, as well as an animator, a writer, a composter/sound engineer, and some actual map-makers we know from the Tiberian Sun modding community (check out Twisted Insurrection if you're a fan of that sort of thing). Besides their obvious use in these specific roles, we also want to have more people looking and playing the game directly, since it can sometimes be very easy to miss certain big-picture elements (or just miss tons of bugs) by having only three people actually ever touching the game itself.

>While we don't plan on having game animation and maps created right away, we do want the people involved to familiarize themselves with the game itself and the rest of the staff, so that we're all on the same page. In the case of the map makers, we definitely want them to get a big headstart on learning the ins and outs of our mapping tools and things like the LUA scripting. Ideally we'll have some kind of playable demo at the end of the year, for those supporters who paid for that reward, and getting mappers in early will be critical to that.

>We also are going to involve some other talent for more small-scale projects, such as contracting various artists to flesh out making very specific parts of the game, such as creating in-universe advertisements and propaganda posters for map details, someone to do dedicated character head sculpts for the unit portraits, and things like that. Voice acting will also, of course, fall under those topic.

>That's all for this month. Next month, development speed should pick up greatly once we get more talent involved. As always, thank you all for the continued support.

>- John

TL;DR - power is now only a resource for the Collective, hopefully a demo by the end of the year for certain backer tiers

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No thread for this game?
I just picked it up during sales and it truly scratched the right itches for building huge shit and autism
I barely slept for a few days, and there’s still so much shit to do, sb sends help…
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>>2369151
you can always go to /vg/egg/

its all about these kind of games
>>
>>2369528
Please don't do that here. /vst/ isn't like /v/. This board is far less tolerant of people who splurge out about politics here.
>>
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I haven't played much since the bare introduction of Combat that devovles the enemy into farmable mobs but its there to scratch the itch of Factorio after 2.1 where they stopped development.

They prefer spectacle and scale (& QoL ) over the autism though so it's like if you took the Midgame and scale it out indefinitely instead of running into artificial constraints like nonsensical weight limits of bullets from space age.
>>
>>2418744
If you don't know what you're looking this is basically the starting planet and it's moon being enclosed in a Dyson Sphere orbiting the Sun. This is like 100x the effort needed to win the game so they spent alot of efforts to make your 1000 rockets per minute megabases do something to keep your base expanding.
>>
seems interesting, let me check the steam page
>early access
>dlc already available
yeah im pirating this one, thx op looks fun

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This entire genre feels like it's being held hostage by the shittiest devs imaginable. No other vidya devs can pull as much shit as strategy devs.
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>>2418085
There are strategy games being made but the general response is limited. The genre is just too niche outside of some big legacy players. AoE4 is a "new" game and it's played by a decent number of people though it's still fewer than the bloat slop AoE2 DE.
Also, unless the game has an active multiplayer scene it just doesn't stay in public consciousness for very long.
Tempest Rising was the big anticipated thing, it was okay and everyone already forgot about it. Back in the day Grey Goo was an attempt at a classic RTS, it was competently made game but it became a laughingstock and it wasn't balanced for multiplayer so it died quickly. You have the 8 bit armies thing, btu that is treated more like a meme novelty. Ashes of Sigularity? A can-it-run-crisis benchmark game because greybeards at stardock were bored and decided to blow out all the jeetcoded games out of the water, but nobody actually plays it.
The other anon is right. RTS, and more broadly strategy, gamers just aren't that interested in buying just meh games, when they do they complain about it and go back to playing the latest literally who glup shitto DLC nation in AoE2.
>>
Good now everyone list 3 things you're thankful for
>>
>>2394967
>No other vidya devs can pull as much shit as strategy devs.
I was gonna reply to this with WRPG devs considering the states Fallout 76 and Cyberpunk 2077 shipped in, but then remembered the state most Paradox slop is shipped in
>>
>>2394967
making good rts games is hard
>>
>>2394967
Grand strategy games have a massive entry fee on the devs side so we're just left with a few shitheads with little competition.
For regular strategy games there's like ten thousand of them and at least a few dozen are tolerable so just go play those.
>>2418435
Tits, thighs and clean water.

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>be 2026
>still no mod nor official update that allows you to convert to Ikko Ikki religion from outside that clan
Do you know how it could be possible?
Or if there is an obscure mod that allows you to convert to it?

PD: If Ikko Ikki had triumphed over Oda Nobunaga, Japan would have avoided many (atomic and late-capitalistic) problems.
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>>2366613
>fixed
PD: If Takeda had triumphed over Oda Nobunaga, Japan would have avoided many defeat (Imjin and WW2) problems.
>>
>>2366613
pure land is reverse engineered Christianity. fuck that.
>>
>>2368887
Sorry my gold armor no dachi just punched through your lines in 2 seconds and your army size advantage is moot.
>>
>>2405993
AI is not smart enough to use flanking maneuvers, much less tactics like defeat in detail. You can win against AI with nothing but ashigaru spam.
>>
>>2384277
This never happens. Ever.

To the victor goes the spoils!

https://www.youtube.com/@ThomasLands - Leaked build footage. Scrapped Italy, unfinished Germany/US reworks and more.
https://files.catbox.moe/pwkheh.png - Updated German rework flowchart.
https://files.catbox.moe/80z6tb.png - Bormann TNO2 flowchart.
https://files.catbox.moe/9ja39g.png - Himmler starting tree, releasing never.
https://files.catbox.moe/cdag1w.pdf - Vote Pig, the US rework proposal.
https://files.catbox.moe/3bwv2e.pdf - Japan rework proposal.
https://files.catbox.moe/chzsvc.pdf - Japan Funada Design Doc.
https://files.catbox.moe/qsd9cg.png - Gorky gets nuked now.
https://files.catbox.moe/beh76f.pdf - France proposal.
https://files.catbox.moe/7vqarx.png - France flowchart. Resistance is dead.
https://files.catbox.moe/xlhrjj.pdf - Sweden proposal. Dev lurks here.
https://files.catbox.moe/ycctp0.png - Sweden flowchart. We lost Pakt Sweden for this.
https://files.catbox.moe/7nxnlv.png - Finland re-re-rework.

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>>2420987
What the fuck is there even to know?
>Germany got reworked again! There's now GUI planned slop for 1977 and Speer is still a question mark!
>Kateryna reworked another tag and it's a pile of shit where nothing happens!
>A beloved Russian warlord is planned to become OTList?! Brezhnev route replacing anything interesting? No pogress? OMG!
>Praise the lord! Another island skeleton rework!
>Guys, a tag with actual playable content had its flowchart leaked! It's Bolivia and they fight no wars!
>The latest Reagan rework has some really hard-hitting Drumpf allegories that'll really own him in the midterms
Just let it go man. Let the leaks come when they come but seriously this isn't worth getting worked up over.
>>
>>2420996
Even if you don’t like the lore or the writing, I do, and I just want to read what they are writing
>>
>>2421069
Here's a hint the transexual in the third world country is sad about the lack of acceptance but after protesting America (who are eviler than Bormann) SHE learns to accept her identity with her new friends and becomes a real woman. You get 5PP for the event and your gender rights policy improves.

There are 52897 events in the chain and they're all like this.
>>
>>2421072
One of the most celebrated parts of old England content was the lesbian event chain
>>
>>2421072
So then why not leak it? If it’s so useless then there is really no harm

Either way I would like to see those leaks, Here is a telegram link, If you give them to me I will not leak them unless you want them leaked

https://t.me/+c8RzWtqHAMJkZDMx

we've discussed many times what the best RTS game is on a number of different metrics.

but which one has the best soundtrack?
16 replies and 6 images omitted. Click here to view.
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>>2406783
>strategy games overall
Heroes series (3,4,5), Total War series (med1, med2, Rome 1), Civ 4 baba yetu, Stellaris, Eu3&4, AoW Planetfall, Disciples 2
>rts
warcraft 2, starcraft, age of empires 3, the sims 2&3
>>
https://www.youtube.com/watch?v=AyqTPqVRoBk

https://www.youtube.com/watch?v=vQiq578BzII

https://www.youtube.com/watch?v=EYp_joa8wT8
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>>2416556
https://www.youtube.com/watch?v=rG2Jyqx8lE0
>>
If you notice, there is not a single successful RTS with a bad soundtrack.

Make of that what you will.
>>
>>2406783
>but which one has the best soundtrack?
>1st Tier
Warcraft 2
AoE1
>2nd Tier
Warlords Battlecry games
Broodwar
Warcraft 1
AoE2
>3rd Tier
Command & Conquers+Red Alerts
Warcraft 3
Sc2


Comment too long. Click here to view the full text.

This would actually fix EU5
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>>2413232
Based post. I also think HOI4's supply system would add to this. It's the one thing I really like about that game. Having to build supply depots to cut down on resupply costs would naturally slow down expansion and make integration feel real
>>
They need to get rid of the fucking CITY SPAM and the RGO SPAM. This is the single most immersion-breaking part of the game. Megalopolises are already an alternative to city spamming so they might as well limit the number of cities in a province.
>>
>>2415788
And also get rid of the exponential growth. I would like more things to give local governors because you already shouldn't be taxxing your estates to a point that it lowers their demand for goods. Having good control should be easier.

Also coring needs to be changed in relation to culture, maybe change Spiritualist vs. Humanist to like Assimilation vs. Coexistence for BOTH religion and culture.
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>>2415152
It's a little better than it sounds. You have a bureaucracy meter. It's filled by pops working in government admin buildings which in turn consume paper from paper mills which in turn consume wood and sulfur. And telephones replace all this late game moving to lead and rubber.
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>>2412912
Patch 1.488 : Steinerum will fix EU5


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