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Cake day: July 3rd, 2023

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  • jaycifer@kbin.socialtoGaming@lemmy.worldHelp
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    7 months ago

    I think it would be tough to nail down one thing. There are the clear comparisons to Victoria 2, which I haven’t played, but my understanding is that 2 is more “detailed” in it’s simulation of some things. There will always be people who don’t like changes from the last game. The military aspect is a lot less engaging than something like Hearts of Iron, but I think the intent there was to keep the focus on the economic and political sides of things. Warfare received a minor overhaul when I first tried the game that I’ve heard made things better, but it can still be a little frustrating at times.

    Most of the complaints about the economic side that’s meant to take center stage is that your economy’s success boils down to how many construction points you can have going at once. That’s true, but I do like that you can’t pour everything into that without balancing the foundation needed to support the increase of construction, and just doing that could limit growth in other areas, like improving citizen lives, which could complicate your political affairs.

    I feel like I’ve gotten a little lost in the weeds here. Overall, I think it has mixed reviews because Victoria 3 is still a work in progress. It’s a work in progress that I enjoy very much, but there is still room for improvement. I kind of fell off Stellaris between the Nemesis and Overlord expansions because it felt kind of bloated and repetitive, and I wasn’t wondering what kind of civilization I could play anymore. Victoria 3 has been successful at making me contemplate how I can manipulate the mechanics to achieve a specific outcome, even when I’m not playing.


  • jaycifer@kbin.socialtoGaming@lemmy.worldHelp
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    7 months ago

    With menu games like Paradox make, you gotta learn by playing the game. And by playing the game, I of course mean pausing the game every minute or two to spend way more minutes reading the tooltips, the tooltips within those tooltips, and then finding your way to a new menu you didn’t know existed referenced by those tooltips so you can read more tooltips!

    It’s a beautiful cycle, and Victoria 3 has sucked me in as much as Stellaris did 7 years ago. If you have any questions or thoughts, I’d love to hear them!


  • jaycifer@kbin.socialtoGaming@lemmy.worldHelp
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    7 months ago

    With menu games like Paradox make, you gotta learn by playing the game. And by playing the game, I of course mean pausing the game every minute or two to spend way more minutes reading the tooltips, the tooltips within those tooltips, and then finding your way to a new menu you didn’t know existed referenced by those tooltips so you can read more tooltips!

    It’s a beautiful cycle, and Victoria 3 has sucked me in as much as Stellaris did 7 years ago. If you have any questions or thoughts, I’d love to hear them!














  • On the contrary, I’d argue energy mostly meets many of the philosophical criteria for God.
    Omnipotence: It literally is what drives stuff to happen.
    Omnipresence: It is present to some degree in all things everywhere for all time, though you could argue about vacuum.
    Omniscience: See omnipresence, although having knowledge implies some level of consciousness, which is pretty debatable. My psychedelic phase tells me that it’s totally a thing, but I’ll be the first to admit that’s not a rational argument.
    Omnibenevolence: I don’t understand why God needs to be good.


  • If the author no longer has passion for his OSS project, and isn’t being paid for it, why is he still working on it? Why should he feel responsible for companies building their processes on a free piece of software without guaranteed support? Why the heck is he sacrificing sleep for something he claims not to care about anymore? It sounds to me like he’s not living his values.

    If compensation for volunteer work is mandated, it becomes less volunteer work and more of a part(or in some cases full)-time job. My understanding is that a core pillar of open source software is that anyone can contribute to it, which should make it easier for contributors to come and go. Based on the graph shown it would take more than a full-time job worth of money to meet his demand, which seems unlikely in any case, and it’s time for him to go. Either someone else will volunteer to pick up the slack, the companies using it will pay someone to pick up the slack like the author mentioned, or the software will languish, degrade, and stop being used.

    I don’t see how any of those outcomes suggest that people need to be paid for the time they voluntarily give. I could get behind finding better ways to monetarily support those who do want to get paid, but “how could it be easier to pay OSS contributors after their passion is gone?” is a lot less provocative of a headline.


  • Imagine you have a big board on your front lawn where people can come to write stuff and respond to others on the board. This board is an instance.

    Your neighbor has their own board, which they have “federated” with yours. Messages from your board can show up on their board, and people there can write on those messages same as ones native to that board.

    You can federate with them so their stuff shows on your board, or defederate if you don’t like the people there.

    Anyone with the ability to make a board can have one federated with other boards to make a really big web of boards, but to a person looking at your lawn’s board it feels like one big one.