alexander seil
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Mon May 19, 2008 9:00 pm

A very important element of Victoria are domestic politics and the social evolution of your nation...if VGN doesn't do that, I don't think I'll be tempted to buy it.

So, the question is, are there domestic politics and social revolutions to deal with? :p

bbriley
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Complexity - Let's not drown the potential users

Mon May 19, 2008 10:36 pm

alexander seil wrote:A very important element of Victoria are domestic politics and the social evolution of your nation...if VGN doesn't do that, I don't think I'll be tempted to buy it.

So, the question is, are there domestic politics and social revolutions to deal with? :p


I haven't played Vicky, but I have read many reviews of it. Many or even most of the reviews say the details can be simply crushing except for a very few detail-oriented players. I wouldn't want to see NCP become that way, especially since the scope of the game is already immense.
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alexander seil
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Mon May 19, 2008 10:59 pm

The most complex part of Victoria is the economic system, not the political one. The economic system is also the most grossly unrealistic part of the game... Besides, AACW is probably one of the more complex wargames out there, and no one on this board seems to be complaining.

Besides, I think that the audience for games set in the 1815-1920 time period is *EXTREMELY* small. They won't be attracting any Civilization players with this one, but they *can* take a bite out of Paradox's customer base (i.e., people like me) if they do it right.

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arsan
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Mon May 19, 2008 11:40 pm

alexander seil wrote: Besides, AACW is probably one of the more complex wargames out there, and no one on this board seems to be complaining.


I don't think AACW is so complex. I would rate it as intermediate.
But definitely, AACW is a big and time consuming game to play. But this is not the same as complex (at least to me...)
About Victoria... is the only Paradox game (well, until EU3, which i don't like) i have not been able to play and enjoy. Too much for me :bonk:

Regards!

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Pocus
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Wed May 21, 2008 9:26 am

One of our aim is not to grow the games more and more complex. VGN is a change of focus compared to AACW or NCP. The military part will be slighly less intricate, with units being mostly Corps (except for colonial matters as you can guess). On the other hand, the novel parts are receiving much of our attention, for example the Trade and Commerce system, which is not using a global market scheme but another approach which we feel more realistic.

As for Social laws and progresses, yes they are in, but there is some streamlining process in our design about them. More on that, much later :)
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Carnium
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Wed May 21, 2008 10:23 am

Can you tell us more about the political model you will be using ? Will it be similar to the system Paradox is using or do you have your own ?
Will the game have anything in common with this one : http://www.mobygames.com/game/imperialism

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PhilThib
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Wed May 21, 2008 10:31 am

We can't tell much for the time being :siffle: :sourcil: but we shall have our own and it will be much less complex than Vicky's :nuts:
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GShock
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Wed May 21, 2008 11:26 am

PhilThib wrote:We can't tell much for the time being :siffle: :sourcil: but we shall have our own and it will be much less complex than Vicky's :nuts:


Some screens? A pre-brief, such as the one HOK is about to begin on BOA2? :)
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arsan
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Wed May 21, 2008 11:49 am

GShock wrote:Some screens? A pre-brief, such as the one HOK is about to begin on BOA2? :)


BoA2 relese is one month away... VGN relese is one year away... a little too soon to post screens i think :siffle:

ancient seaman
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Sat May 24, 2008 1:16 pm

[quote="Pocus"]units being mostly Corps (except for colonial matters as you can guess).QUOTE]

What do you mean by saying that units are mostly corps?That you buy Corps or it is about purchasing divisions/brigades and then combine them as Corps formations?

BTW will it be possible to make a minor nation major player by expanding it(warfare/colonisation etc)?

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Pocus
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Sat May 24, 2008 1:49 pm

1. I reserve the right to not answer on that, for now.

2. This won't be feasible without unlocking some nations and parameters. As we said, painting in your color a continent already civilized (from a Victorian perspective, one shall say!), starting with a minor (or even a major) is not historical. Now, having a kind of 'fantasia' mode where everything is possible even starting with one region and doing a world conquest can surely be modded, our game engine is rather open for this kind of stuff.
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ancient seaman
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Sat May 24, 2008 2:04 pm

Pocus wrote:1. I reserve the right to not answer on that, for now.

2. This won't be feasible without unlocking some nations and parameters. As we said, painting in your color a continent already civilized (from a Victorian perspective, one shall say!), starting with a minor (or even a major) is not historical. Now, having a kind of 'fantasia' mode where everything is possible even starting with one region and doing a world conquest can surely be modded, our game engine is rather open for this kind of stuff.



I dont mean to press you for answers about a project which is under development.Althought i do realise that i have askedthe coprs question several times i promise to hold myself(i hope). :sourcil:

About the minors i have been thinking for a balkan campaign(greece vice ottomans to reclaim territorries inhabited by greeks-Minor Asia/Constantinople-at that time which was something that could be done even if they had low chances of success.

Anyway i am looking forward to see that game,maybe if i like it will eventually let the gost of imperialism 1 rest in peace. :nuts:

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Queeg
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Sat May 24, 2008 4:42 pm

Pocus wrote: 2. This won't be feasible without unlocking some nations and parameters. As we said, painting in your color a continent already civilized (from a Victorian perspective, one shall say!), starting with a minor (or even a major) is not historical.


Good decision! I cringe when I read AARs from games made by a certain other developer where somebody boasts about conquering the world with some one-province minor - it just means the game is fundamentally broken. Forget about trying to make every nation in the game playable; instead, make the game mutually challenging and interesting for the majors of the era.

Coregonas
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Wed May 28, 2008 9:23 pm

WIA... means something important? :siffle:

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arsan
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Wed May 28, 2008 9:26 pm

Coregonas wrote:WIA... means something important? :siffle:


WIA is Wars in America, also called BOA2 (Birth of America 2).
I think WIA is the official name.

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Rafiki
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Wed May 28, 2008 10:28 pm

arsan wrote:I think WIA is the official name.

Indeed it is :)
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pailleterie
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Thu May 29, 2008 1:51 pm

news about the other game at 2008? could be Seven Years war in Europe?

kyle
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Re:

Sun Jun 08, 2008 6:57 pm

I really liked the American Civil war game you guys put out.

I got to wondering if you guys were going to put out a World War II game and stumbled upon this thread.

In a grand strategic aspect, I'm not a big fan of the Victorian era. Many of the conflicts and struggles seemed more "internal". Thus, making relationships and diplomacy from a gaming perspective "boring", for lack of a better word.

I really like how AACW scripts and news gave benefits/deficiencies but weren't earth shattering to the game play. Example the -10 morale loss for not moving on Richmond vs. a Paradox style you must go to war with county X type event.

I personally like things "historic like" not historical.

I am also a big fan of the turn based setup. Though I kind of wish turns were 1 month long.

I also really liked how the supply was mainstreamed and sent out for you. Though maybe there could be a clarification where resources head out/get pushed out from. Sometimes I was baffled by why troops in Richmond wouldn't get resupplied, particularly in the '64 scenario.

I like the long, grand campaigns. It's nice that you offer the short campaigns though I don't play them that often.

I also like the concept of the effective command chain.

I like the battle statistics and abstract results. From a design perspective, I would like the option to retreat presented after each round. Thus if I feel like annihilating my troops, it was my choice. Since we, the player are the "high commander", perhaps there would be a "loyalty" or "ability" to follow my orders influencing the "commanders" ability to follow the "no retreat" order. I don't mind orders not being followed, I just like the option to at least attempt to influence the outcome. But all in all, I like how the battles are handled.

I wish you the best of luck with the Vainglory, but like I said, I'm not a fan of the era from a nation interacting with nations perspective.

Produce an "Age of the Blitzkrieg" game say from 1930-1950, with monthly turns(oh how I hate realtime strategy games...) with a tech tree of "options", diplomacy that allows options(Germany allies with Russia...it probably could have happened if Germany wanted it too in real life), monthly game turns..., and I'd probably be game. Heck, if you needed help, I'd be willing to aid with the coding were I could. Though my programming skills are probably between the Intermediate and basic level for C++, Java, and such.

My only knock on AACW is how long it takes for a game turn, and to progress the "in game time". For 15 days of "game time" vs. the real time... I want to keep playing...I shouldn't keep playing...but I keep playing... it's night time already? Surely it's just that the sun hasn't risen yet...

Best of luck with Vainglory

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Pocus
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Mon Jun 09, 2008 9:47 am

Thanks Kyle for all these praises! Vainglory will present you with many different challenges, I'm sure you can find some of interest to you, like winning with the South and then invading England ;)
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Carnium
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Tue Jun 10, 2008 11:20 am

Pocus wrote:like winning with the South and then invading England ;)


Your answer reminded me of a question I forgot to ask :siffle:
How will you handle rebellions i.e. appearing of the new "nations" like the CSA ?
Will (historical) rebellions be scripted, generic or both ?
I am asking all this because the game will start in 1850 and I would like to know how do you plan to include the CSA at all in the grand campaign :innocent:

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Jabberwock
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Tue Jun 10, 2008 11:45 am

Speaking of rebellions, is it a design decision to exclude 1848? Or is that planned as a possible add on scenario?
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PhilThib
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Tue Jun 10, 2008 12:25 pm

it can be added later on as expansion scenarios (like we can do for the 1842 first Afghan War)...but it is a design decision to avoid the whole 1848 Revolutions era :cwboy:
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TheDoctorKing
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Napoleon III

Wed Jun 11, 2008 8:08 am

PhilThib wrote:it can be added later on as expansion scenarios (like we can do for the 1842 first Afghan War)...but it is a design decision to avoid the whole 1848 Revolutions era :cwboy:


If I decide to, can I keep the 2nd Republic and not have the Empire? :fleb:

So no 1848 but you have 1918-1920. So plenty of revolutions anyway. Maybe the Reds will take over Germany or Austria-Hungary. OK, everybody, whistle the Internationale now "Dah-dah da-da-da-da-da-dah-dah, dee dum, dee dum dee dum dee dum" :sourcil:

I can't wait...

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PhilThib
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Wed Jun 11, 2008 9:11 am

The Second Empires dates officially for December 2nd, 1852, but you can trace the end of the Second Republic from the coup of Dec 2nd, 1851... in both cases we may decide to let the player choose the way he wants to take... :siffle:

As for the other revolutions, we'll see how we implement them... I am not sure the 1917 Boslhevik revolution should be the "model" for those we may have....
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Sat Jun 14, 2008 3:57 pm

Pocus wrote:One of our aim is not to grow the games more and more complex. VGN is a change of focus compared to AACW or NCP. The military part will be slighly less intricate, with units being mostly Corps (except for colonial matters as you can guess). On the other hand, the novel parts are receiving much of our attention, for example the Trade and Commerce system, which is not using a global market scheme but another approach which we feel more realistic.


Phil, this is a brilliant move on Ageod's part, IMO. As I understand it, that is truly the big thing about that period - the trade/commerce and political stuff, not so much the military.

I think this is a very sound move. I would seriously consider purchasing this game, even though I've generally not be interested in Victorian era games. This would change my tune.

tagwyn
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Sat Jun 14, 2008 9:38 pm

CSA was not recognised by anyone but themselves as a nation-state. They were a bunch of traitors! Allbeit, should tlhay have won ... then there is a gooc chance we would all be speaking German. T

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boboneilltexas
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I'll buy it

Sat Jun 14, 2008 11:08 pm

Whatever it's name, I'm interested in buying it. I hope a decent manual comes with it even if it is a text file.
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bbriley
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Manuals (at least with Nap's Campaigns)

Sun Jun 15, 2008 12:22 am

boboneilltexas wrote:Whatever it's name, I'm interested in buying it. I hope a decent manual comes with it even if it is a text file.


Nappy's Campaigns (NCP) came with a .pdf manual that was posted on the user forums. I don't believe it was part of the game's download. I don't know if it was part of the CD version released later. Then AGEOD contracted with a fellow in the U.S. to get input from beta users (on the forums) to get feedback and to further refine/improve the .pdf manual. The gentleman put out two more versions, at least, and the last two versions were excellent IMHO. In addition, NCP came with a 3-part tutorial as part of the game, and that tutorial (which included the very informative tooltips included in the game and some of its own) was frankly excellent.

So from my experience with NCP, support from AGEOD in the combination of the .pdf manuals, built-in tutorials, and forum postings has been simply excellent.

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jastaV
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Sun Jun 29, 2008 8:04 pm

Vainglory of Nations is a historical strategy game, with a simultaneous turn-based engine, that sets the players at the head of the Great Powers of the world between 1850 and 1920. Eight nations are playable, either solo or multiplayer: USA, Great-Britain, Germany, France, Japan, Russia, Austria-Hungary and Italy.


A great, great project!

Few questions?

1850-1920 is a long period with great changes!

In 1850 Italy was far away from beeing a major power: will Vainglory of Nations simulate the process of birth of Italy.

How historically will be the scenery/sceneries dedicated to WWI?

Will be the Soviet Revolution, (1917) simulated into Vainglory of Nations?

I glanced at Vainglory of Nations pictures, where armies/units are represented with 3D models. Will the final Vainglory of Nations support traditional, AACW style, 2D unit/forces models too?


JastaV

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Clovis
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Sun Jun 29, 2008 8:05 pm

jastaV wrote:A great, great project!



Will be the Soviet Revolution, (1917) simulated into Vainglory of Nations?



JastaV


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