Addendum: Factorio is getting worse as a game

I posted a while ago about how I loved Factorio but didn’t like Factorio: Space Age. The crux of my argument was that Factorio rewarded players creativity and expression, letting and encouraging the players to find their own solutions to problems and play “their way.” Space Age undid all that, the devs have decided that there is only 1 right way to solve each problem, find their way and do what they want you to do. There is no more player freedom and expression, no more playing “you way,” it’s the devs’ way or the high way.

I decided that Space Age was a bad expansion pack, but at least the base Factorio game was still untouched, right? Well no, Space Age’s “my way or the high way” ideology has also infected the base game. The game has certain achievements for completing it within certain constraints, and now the devs have decided that if you play “your way,” you are no longer eligible for their achievements.

Nefrums, a Factorio youtuber, used to have an amazing series of videos where he completed 100% of Factorio’s acheivements in a single base in a single session, a speedrunning achievement in which he held the world record many times. The only realistic way to complete this gargantuan task was to change the way the game was played to make them possible. The task was still monsterous of course, it wasn’t at all easy by any means, but it was possible since Nefrums was allowed to play “his” way.

Now an update has made playing the game Nefrum’s way no longer possible. When you start a new game, you can see all the little tweaks you can make to how the game is played. There is a warning next to *every single tweak* saying that if you change this setting, you disable some achievements. Obviously it’s no longer possible to play Nefrum’s way since he would change these setting but still get 100% of the achievements in a single base. But again, the devs don’t want you playing “your way,” it’s the devs’ way or the high way.

So now even the base game has decided that if you aren’t playing “correctly,” you need to be punished for your arrogance. The devs have become so insular that they are seemingly enraged by anyone playing “wrong,” so they need to change the game to “fix” them.

Achievements don’t harm the devs in any way, they are purely a motivational factor for the players. If Nefrums wants to get 100% of the achievements by changing the settings, that doesn’t hurt the devs and it doesn’t hurt any of the other Factorio players at all. So there is no reason to change things and disable those achievements except pure spite, pure spite that someone, somewhere might be playing the game “wrong” and getting achievements in the “wrong” way.

Such a shame that the devs I once thought were pinnacles of the video game world have become so spiteful and insular. I don’t think I’ll even play another game of theirs, I’ve been burned badly with how bad Space Age was relative to the Factorio base game, and now they’ve even gone back and changed the base game to make it worse.

Such is life.

Addendum, I’m sure fans and devs might be angry at my post, and attack me by saying Space Age is making hella bank and so I’m just a hater. But I think the evidence shows the wider community agrees with me. Factorio’s base game is rated “Overwelmingly Positive” by the Steam reviewers, a mark of excellence only a very few games achieve. Factorio: Space Age is rated at a mere “Very Positive,” and the recent reviews give it a “Mostly Positive,” meaning barely a majority of the reviewers gave it a thumbs up.

“Mostly Positive” is a very low bar to clear in Steam reviews, only the worse of the worst video games will ever score below “Mostly Positive”. So in grade scales we could say that the base game got an “A,” its expansion got a “B,” and the recent players of the expansion give it a “C,” a barely passing mark.

It’s pretty clear that many many players, not just me, think Space Age is a worse game than Factorio was. If you like it, I am glad, but I don’t like it, please don’t get angry at me for not liking a game you like.

Why does the Civ VI AI feel so incompetent?  Part 2: Examining how it was made. 

When I was last writing about the Civilization series, I was complaining about how the AIs in Civ VI feel much stupider than the AIs in Civ IV.  I encourage you to read that post, because this one is a direct follow-on. 

In brief, there were a lot of ways AIs could threaten you in Civ IV.  They could send their military to attack you, they could use their production to build wonders before you could, they could use their culture to steal the hearts and minds of your people, making your own cities flip to their side in the process. 

In theory, all these methods still exist in Civ VI, but the AIs are very incompetent at executing them.  None of the Civ VI AIs can threaten you with their military, wonder-building, or culture the way AIs could in Civ IV.  And I think the reason is one of Civ VI’s biggest selling points: unstacking the map. 

See, Civ IV militaries came in “stacks,” where 20 to 100 different units could all sit on one tile together and attack wherever they wanted.  Defeating these stacks meant you had to have a stack of units all your own, and some people complained that this made warfare just a numbers game without any tactics.   

I think those complainers were dead wrong, but regardless Civ V was the first game to “unstack” the military, forcing 20 units to all sit on 20 different tiles instead of stacking together to attack you.  Civ VI continues this trend, and coincidentally Civ V and Civ VI have the same problem in which warlike AIs are incredibly bad at war.   

But while Civ V was the first to unstack the units, Civ VI went further in “unstacking the map.”  In Civ IV and Civ V, your city could have any number of buildings in it that you wanted, built at any time.  So you could build a Forge for +25% production, a Library for +25% Research, a Market for +25% gold.  The question then becomes, which buildings should you build, and in what order? 

If you already know you’re going to build all 3, then you should build the Forge first.  It’s bonus of +25% production will speed up how fast you build the Library and the Market after its finished.  But maybe you are in a severe economic crunch, and you just NEED GOLD NOW.  In that case, maybe build the Market first, and then maybe skip on the library and forge so you city can focus on producing wealth and not spend its scarce resources building infrastructure. 

Or maybe your city produces a lot of science, but almost no production or gold.  Is it worth building the Market and Forge in that case?  Maybe you should *just* build the library and be done with it. 

These are all simple ideas, and you can easily see the AI thinking of the game like an excel spreadsheet and just trying to maximize its values at the end.  The AI sees its running out of gold, it builds markets in response.  It sees a city with high science, it builds a library there.  It sees a city with good everything, it builds Forge first, then Library and Market after.   

The AI in Civ IV is really just deciding what order to build things in, and when.  Its goals can be thought of as simple profit-maximizer functions, and it can be coded in the same way.  The programmers who actually built this AI then had a straightforward job in front of them: adjust how the AI weights each one of its goals until you find a system that makes the AI play reasonably well.   

You can downweight Libraries if your playtesting reveals that the AI is going bankrupt by building those instead of Markets.  You can upweight Forges if the AI is foregoing them to focus only on science and gold.   

Up- and downweighting just chances where the AI puts its build orders in the city queue, and while there’s a lot more to build in Civ IV than just Forges, Markets, and Libraries, the build queue itself is quite simple to grasp. It’s easy to visualize the build queue by just writing it out, and it makes sense that you could try to use it to improve the AI’s intelligence while sitting in front of your computer trying to program the game. 

But with unstacking the cities, there’s no longer just a build queue.  It isn’t just about *when* you build things, but also *where*.  Even explaining this system through text or a spreadsheet is difficult, and you’ll see what I mean.  And I believe that this difficulty made it harder to program a “good” AI.  Because instead of a simple build-queue that can be thought of as a profit-maximizing function, you’re suddenly solving a *graphical* problem instead. 

So here’s an example of unstacking the cities.  In Civ VI you’ll still build the equivalents of Forges, Libraries, and Markets.  Only now Forges give bonus production for being near mines and quarries, Libraries give bonus science for being next to mountains, and Markets give bonus gold for being on a river.  Each building can’t stack on top of another building, so you can’t place a Library where you already put your Forge. 

Let’s say we have a city that’s just south of a river, near a mountain range immediately to its west, and has some mines on the opposite side of the river near the mountains (so northwest from the city).   

Well if you put down the Forge near the mines (so across the river), you invalidate using that spot for your Market.  If you then put your Market down on this side of the river, you no longer have any room to place your Library near those mountains.   

Is this easy to visualize in your head?  Do you think it’d be easy to try to program an AI to maximize its bonuses in this system?  I don’t think so, and I think this might be a fundamental problem with the Civ VI AI: it can’t think in terms about graphical problems, it only seems to think about functional problems.  And I think that’s because the programmers programming it also had trouble solving the graphical problems because translating a graphic problem into code isn’t something most people are used to. 

And I think this is the case because Civ IV’s AI *also* had a fundamental difficulty of solving graphical problems.  Most of Civ IV’s gameplay was like those profit-maximizing functions I talked about above: what do you build or research and in what order.  But *where* to place your cities is a more graphical problem, and it was one problem the AI was unusually bad at. 

Here’s an example of Civ IV’s graphical problem: where to settle your city?  You’re playing as Egypt, and Egypt’s special unit is the War Chariot, which requires Horses.  You see there is a Horse resource a ways east of some Wheat, and to the northeast of the Horse resource is Fish.  Wheat and Fish both provide a lot of food, and food is the most important resource of all in Civ IV (as it is in real history).   

So you want to maximize your food AND get the Horses, but how can you get all 3 of these together in a single city?  Settling closer to the Wheat gives you a city that’s off the coast and can’t get to the Fish.  Settling closer to the Horses means you have to wait until borders expand to get either the Fish OR the Wheat.  Settling closer to the Fish means you have to wait until borders expand to get the Horses. 

Again, this problem of where to settle cities is probably very hard to visualize.  And while a skilled player will quickly learn to solve this problem, it seems the Civ IV programmers couldn’t get the AI to solve it.  The AIs will regularly settle cities in terrible spots where they can’t get any resources or can’t get as many resources as they *should* get. 

Again, I think the graphical problems of Civ IV were harder for programmers to visualize and program for than the profit-maximizing problems, and that’s why Civ IV is worse at the game’s graphical problems, like settling cities, than it is at the profit-maximizing problems, like when to build its Forge, Library, and Market. 

I think as the games’ problems have become more and more graphical, the programmers who are used to coding functions haven’t been able to keep up.  And that leads to a severe disconnect between how the programmers want the AI to behave an how it actually does. 

I think my final piece of evidence for this is the 2021 patch for Civ VI/ 

In the Civ VI 2021 patch, the Devs tried their damndest to finally make the AI smarter.  They did this by making the AI overemphasize science to a ridiculous degree, hoping that if the AI could have a tech lead against the player than all its other problems would fall into place. 

This didn’t work because the AI was still building Libraries in terrible places, it was just now building more of them and invalidating good locations for Markets, Forges, and everything else.  The huge overemphasis on libraries created AIs that would blow through the early-game research before stalling out due to a lack of money and production to build buildings in the later eras.  The AIs still couldn’t win technology victories, or even beat the player in technology, but when you captured their cities you’d find tons of libraries built in spots that should have had a Market or Forge. 

It sounds like the Devs faced exactly the type of graphic problem I’ve described, but tried to solve it with a profit-maximizing solution.  The AI can’t research well?  It’s very hard to teach them *where* to place libraries, so just tell them to build *more* of them.   

I don’t know what can be done to fix this, maybe force the devs to have a copy of the game running on a second monitor as they program, or introduce some training about how to translate a graphical problem into a code-able solution.  But I think this difficulty of solving graphical problems is why the Civ VI AI is so much dumber than the Civ IV AI, all the biggest problems in Civ VI are graphical. 

Why does Civ VI AI feel so incompetent? Part 1: Examining the AI in its natural habitat.

I’ve talked before about Civ IV and Civ VI, two great entries in the much-beloved Civilization series of video games.  I’ve talked before about how the Civ IV AIs feel like they’re a lot “better” at playing Civ IV than the Civ VI AIs are at playing Civ VI.   

Civ IV AIs aren’t smart, they make dumb mistakes, but they are competent and threatening both to the player and each other.  Civ VI AIs are incompetent and unthreatening, they simply don’t know *how to win* even if they are OK at surviving and acting as a speed bump.   

Let me get deeper into how the AIs could “threaten” you in Civ IV.  I don’t know if “threaten” is the right word, but we’ll go with that.

The most obvious way an AI can threaten your empire is they could go to war with you.  A warlike leader like Alexander the Great could just build military units nonstop and attack you.   

But that’s not the only thing AI leaders could do, they could also build wonders that you wanted to build.  In Civilization, there are these unique buildings called “Wonders” which can only be built once in the entire world.  Think of the Pyramids, the Great Wall of China, or the Statue of Liberty.  Every Civ in the game gets a chance to build these wonders, but whoever built it *first* gets the wonder and all the benefits of that wonder, while everyone else gets a crummy consolation prize.   

These wonders gave powerful benefits, The Great Wall for instance would completely stop barbarians from entering your territory.  You might really want that wonder to protect yourself.  So let’s say you start building the Great Wall, but another Civ across the map finishes their own Great Wall mere moments before you were about to finish yours. They get the Great Wall with all its benefits, you get no Great Wall and a crummy consolation prize, AND you invested a lot of production into that wonder that you could have spent on something else.   

An industrious leader like Rameses had the perfect traits to outbuild you in wonders.  So if he was on your map, you had to really plan and strategize how you were going to beat him to get those wonders for yourself. 

AI leaders could also threaten you culturally.  Civ IV had an elegant way of using culture, in that culture decided what parts of the map your empire controlled, and thus what parts you could extract resources from. 

Consider two AI leaders, Julius Caesar of Rome and Louis XIV of France.  They settled their cities right next to each other, and between the Roman and French cities lies a gold resource.  Gold is incredibly valuable, not only does it give you money in Civ IV, but it also counts as a luxury resource that makes every city in your empire happier.  Controlling that gold is key to building a wealthy and powerful nation. 

Caesar is a warlike leader though, he’ll be building non-stop military units in his city.  Louis is a more cultural leader, he’ll build libraries, theatres, that kind of stuff.  These cultural buildings put cultural pressure on the people living between the two Empires, those people will start to adopt more and more French fashion, language, taste, and more and more of them will call themselves French and not Roman.  Because they call themselves French, they’ll work for the French Civ and not the Roman Civ, thereby giving France control over the gold.   

So through the power of culture, France will control the gold and Caesar won’t.  And since Caesar never builds anything but military, he won’t put out the cultural pressure needed to counteract the French culture pressure.  Eventually, French culture might be so strong that the people Rome might get converted into being French, they’ll want to join the French Civ rather than remain Roman because French culture is so dominant.  It will take a lot of military police for Caesar to keep the his people in line, and even then they may revolt out from under him. 

Which is why Caesar usually declares war on cultural Civs that settle next to him. 

But anyway, this cultural pressure is *yet another way* for Civ IV AIs to threaten you.  It’s not enough that you settled powerful cities in good spots, you also have to keep your citizens happy and build then some cultural buildings.  If you don’t, an AI like Louis can settle on your border and convert them all out from under you. 

All these three things: wonders, culture, military, are ways that the AI in Civ IV could affect and threaten you.  You weren’t just playing a game all on your own, Civ IV had AIs on the board who would mess up your every plan at the slightest opportunity, with their military, their wonder-building, and their culture.

Military, wonder-building, and culture all still exist in Civ VI, but the AI can’t really use them to affect a human player. 

Let’s go back to our war example with Alexander.  In Civ IV, Alexander’s main mode was to declare war by marching a force across his enemy’s border that was twice as large as their entire army.  All of these military units could move and attack together, so 20 units could move right next to an enemy city and attack the single archer that was guarding it.  With such a large force, Alexander was basically guaranteed to conquer several cities in his path before his enemies could mount a counter-attack. 

In Civ VI, Alexander is still a warlike AI who likes building units.  But Civ VI has 1-unit-per-tile (abbreviated 1UPT), so all those 20 units are spread out across a very wide area, and they get in each other’s way when they try to move.  If the unit at the front is attacking a city, every unit behind it is blocked from moving forward, and they have to all awkwardly shuffle around to find their own vectors of attack.   

Rather than overwhelming his enemies 20-to-1 like Civ IV Alexander, Civ VI Alexander has his units attacking piecemeal, one-at-a-time, because he can’t get them all into the same place at the same time.  You’d think his 20-to-1 advantage would still ensure he eventually wins, but Civ VI has so many defender advantages, and so many ways to heal units, that his attacks end up petering out in most cases. 

Civ IV Alexander would conquer Civ after Civ until he faced someone with enough of a technology edge to counter his numerical edge.  Civ VI Alexander rarely even takes border cities, and almost never conquers entire Civs.  

How about that wonder example from earlier?  In Civ IV, wonders require a certain technology in order to unlock them, and can be built faster if you have a special resource like Marble or Stone.   

Rameses’s MO was therefore to bee-line for technologies that let him build wonders, try to grab any Marble or Stone he could find, and build his wonders in whatever city he had the most production in.  That was usually enough to net him most of the wonders, and you’d have to bee-line those technologies yourself and outpace him in raw production if you wanted to get any. 

In Civ VI, Rameses is still in the game, still obsessed with building wonders, but he is now MUCH worse at it.  The thing is that wonders now have a lot of specific requirements in order to build them.  You can’t just build the Colosseum in whatever city you choose, you can ONLY build it on FLAT land NEXT TO an entertainment district that ALSO has an Arena in it.   

AIs are really bad at building districts, they always seem to have way fewer than they should and often those districts are placed nonsensically.  The AI also doesn’t plan ahead with their districts, they will happily place their entertainment district in a spot surrounded by hills and mountains so that they have no flat land to build the Colosseum.   And even if the AI builds an entertainment district next to flat land, there’s no guarantee they’ll eventually build the Arena in that district that is required to build the Colosseum.

Many of the wonders in the game have strict requirements like this, so aside from the few wonders with very loose requirements, Civ VI Rameses is just structurally incapable of building wonders.  The Colosseum unlocks in the classical age, and it is a very powerful building, you’d think Rameses would want to build it.  But I can still lazily pick it up in the industrial age *centuries later* because AIs like Rameses will simply *never satisfy the requirements to build it*.   

In Civ VI I don’t need to bee-line technologies, or have super high production.  I just need to be mindful of the wonder’s requirements, and I can build almost any of them at my leisure. 

Finally let’s talk about Culture.  Louis XIV isn’t in Civ VI, but Eleanor of Aquitaine is.  When Eleanor leads France, they should be a cultural powerhouse just like under Louis, right?  Not really. 

See, there’s no cultural struggle in Civ VI like there was in Civ IV.  France can’t settle next to you and steal your gold tile away with culture.  Instead Civ VI works on a first-come-first-served basis, if you get the gold tile first, it’s yours forever barring some unbelievably rare circumstances.   

And in fact, the map is so open in Civ VI that you’ll rarely see a Civ next to you at all.  Civ IV was a mad dash to settle the map before anyone else.  If you were slow, all the good resources (like the gold) would already be taken before you could get to them, leaving you with no resources of your own.  At that point, the only way to get your resources in Civ IV would be either war (like Alexander) or culture (like Louis). 

But Civ VI has more resources than it knows what to do with, I often stop settling cities not because there’s no more room but because I no longer want to have another city to manage.  If someone does take a gold resource, well that sucks, but I can probably find another gold resource somewhere close by.

So my cities very rarely are right on the border with another Civ’s, meaning that even if she wanted to, Eleanor couldn’t steal my tiles like Louis could.   

And besides, the AI can’t build culture any more than it can build wonders.  As I said, the AI doesn’t build enough districts, and they certainly don’t produce enough culture from those districts to matter.  You can’t culture flip tiles, but you can still culture-flip cities, and Eleanor’s special ability in Civ VI is supposed to let her better at this than anyone else.  She’s so good, Civs can’t even use their military to keep cities in check the way Caesar could in the Civ IV example.   

But when I’ve played against AI Eleanor, she never has any success with culture-flipping.  She doesn’t produce enough culture districts, she doesn’t produce enough culture, and her cities are usually so far away from mine that her culture-flipping couldn’t happen even if I ignored culture entirely and went for a pure military victory. 

I wanted to make this point about how the AIs in Civ VI don’t seem to play their game as well as in Civ IV.  I’ve harped on this point a lot over the years, but I wanted to bring in some specifics because in my next post, I’d like to tackle the *why*.  I don’t know for sure, but I think that a very important change in the Civ series made coding AIs for it a MUCH bigger headache, and that has led to stupider AIs overall. 

Stay tuned… 

Am I too emotional?

I’ve lived what is probably an average middle class life. I haven’t experienced too many genuine tragedies. Family members die, and I mourn them, but I’ve never experienced any kind of life-defining event that shapes my outlook and makes me brood or lament when I think of it.

Time comes for us all, but I do hope I will avoid such life-defining tragedies if possible.

Nevertheless, I can sometimes get emotional over books or stories. I’ve cried more than once reading certain stories, and even very short and simple ones can tug on my heartstrings. And I’ve wondered if this is common.

I feel like having a physical reaction to books isn’t exactly normal. I’ve never seen other people cry while reading, or pump their fist reading an action book, or have a terrified look on their face reading a horror or thriller book.

So is my reaction the abnormal one?

I remember reading “The Neverending Story” when I was 10, and there’s a sort-of 4th wall break in that book where the character reading the book starts being addressed by some characters in the book. I remember it making me tense enough that I had to turn on the lights in my room to keep reading it, I was worried the characters were addressing *me*.

I remember reading “Of Mice and Men” in 5th grade, and crying a lot when I got to the end.

I remember reading “House of Leaves” in college and being scared to go back to my studio apartment. I stayed abnormally late in the library because I didn’t want to go back to my apartment and fall asleep alone.

Like I said, I feel this pattern of reactions is uncommon, and I’ve wondered why. Why do I seem to react more strongly to books than other people I see?

The only answers I’ve come up with aren’t great ones. Like I said I haven’t experienced great tragedies, but I also haven’t experienced unbelievable joy. I’ve lived my life within very modest parameters of emotion: no extreme highs, no extreme lows.

And maybe that’s the reason. I’ve been lucky enough to not have much to cry over IRL, but also unfortunate enough to have not much to laugh and celebrate over. And maybe having lived a much less emotionally fulfilling life, the only output I have for high emotions is in books.

I don’t know. But I wonder if anyone else is like this

Civilization VI and the No City Challenge

Let me tell you a hilarious story, then later get technical about why it happens.  

The Civilization series of games gives you control of a civilization and asks you to “win” history.  You can win by conquering the world, or by having your civilization elected supreme leader, or my researching enough technology to escape the cradle of earth and go out to colonize the galaxy.

But fundamentally civilization is about cities.  Cities are where everything happens, you build your military in cities, you get money from cities, you get research from them, your civilization is nothing without its cities, and when your last city is lost, you are defeated.  

It makes sense then that you want to always have *more* cities so you can have *more* stuff.  Two cities give you twice as much of everything as just one, a third city upgrades you 50% from two and so forth.  The Civ games have tried to put limits on “infinite city spam,” but generally *more* cities is always better than *less*.

That’s why the One City Challenge is such a challenge.  The One City Challenge is a longstanding challenge for Civilization veterans, demanding you win the game using *only one city*.  This means staying unconquered long enough to either diplomacy yourself into the World King, or research your way into galactic colonization.  

But the One City Challenge is nearly impossible when you’re up against AIs building as many cities as they can.  I’ve never beaten the One City Challenge, and most who do beat it do so on the lowest difficulties.  Beating the One City Challenge on Deity (the hardest difficulty in the game) is only for Civ Masters with a *lot* of luck on their side.

But Civ VI introduced something new, wonderful, and stupid.  Civ VI introduced the No City Challenge, and it’s doable on Deity.

See in Civ VI, the Maori civilization starts with the ability to sail the oceans, and their starting settler and warrior both begin in the ocean.  It’s easy enough to send the settler and warrior way down to the artic ice caps and hide in the ocean forever, never meeting or even interacting with any other Civs (because who would explore the desolate ice caps in this game?).  Now you’re playing the “No City Challenge,” an attempt to win the game while hiding in the ice caps and never even settling a city.

But how on earth would you *win* this challenge?  No city means no research, no money, no production.  You could never settle the galaxy OR be elected world leader this way, could you?

Well galaxy no, world leader yes, because Civ VI also has a hilariously broken victory condition.  

In previous Civilization games, Diplomatic Victory required a majority of the world’s population to vote for you as leader.  This meant you needed to make very good friends with a good number of the other Civs, becoming allies and trade partners, and being such good friends with them that they’d be willing to elect you leader, even though it meant giving up their sovereignty to you.

Civ VI doesn’t do this though, instead Diplomatic Victory means collecting “diplomatic points” until you have 20 of them, and 20 points means you win.

But how do you get diplomatic points?  Some ways still rely on production and money, for example you can help out after natural disasters and build wonders of the world to gain diplomatic points.  

Clearly those ways are unavailable if we’re hiding out in the ice caps, so the No City Challenge instead relies on the World Congress, which is hilariously broken in its own right.

The Civ VI World Congress starts up once enough time has passed for the game to reach the medieval era.  At that point, every Civ will gain the opportunity to vote for random “world congress resolutions.”  These resolutions are chosen at random, you have no control over them.  And they’re binding on you, even if you’ve never met half (or all!) of the other nations in the World Congress.

And these resolutions make no sense when you think about that.  For example, our real world has done a lot of work banning Ivory hunting, even though Ivory was considered a luxury centuries ago.  The Civ VI world congress can also ban Ivory, but it does so even if the people voting on the resolution have never met each other.  So you can have a situation where people you’ve never met, on the other side of the world, are now enforcing an ivory ban on you even though your own ruthless Civ sees nothing wrong with Ivory hunting.

Anyway, any time you vote for the winning “side” of a resolution, you earn a diplomatic point.  Even if the vote wasn’t close, *even if you only casted a single vote*.  If the world votes to ban Ivory and you also voted Yes, you get a diplomatic point.  

You get votes according to how many cities you have *but you also always get 1 vote no matter what*, and here’s where we come back to the No City Challenge.  Our Maori Civ hiding in the arctic still gets to vote in the World Congress, even though they don’t have any cities.  It’s also *very* easy to predict how the AIs will vote, and very easy to know which World Congress resolutions will pass or not.  So if our Maori Civ can just cast their 1 vote for the winning resolution each time, they can rack up Diplomatic Points until they have 20 and they win.

Think about this, a Civ sitting in the arctic, never founding even a *single* city, has “won” because they voted for the winners in every election of the World Congress.  The other Civs of the world have determined that the Maori (who they never knew existed until now, wait how did their votes even get cast?), the Maori who have zero cities mind, are truly the skilled diplomats the world needs to lead it to peace and prosperity.  And these Civs (who again, *have never met the Maori*) will give up their spaceships and their weapons of war to let these Diplomats rule the world.  

And this isn’t even a theoretical victory condition, it’s actually happened.  Several times.

This insane “victory condition” comes about because the AIs in Civ VI are very bad at *winning* even if they’re pretty good at *not losing*.  See, the World Congress is Weird and Broken, but even then, previous Civ games would never have seen this type of victory because an AI would have won some other victory before then.  Previous AIs were pretty good about conquering each other, culturally dominating each other, or reaching Alpha Centauri alone, especially if the player wasn’t there to stop the strongest Civ from running away with the game.  And that’s what the rest of this post is about, Civ VI AIs can’t easily *lose*, but they can never *win*

I recently got the Civ VI bug again and wanted to write about it.  I made some posts long ago discussing how Civ VI is the only Civ game I’ve ever beaten on Deity (the hardest difficulty level).  This isn’t really because I’m good at the game, it’s because the AI is bad at it. 

See, there are really two sides to “winning” a game.  One side has to lose, the other side has to win.  This seems obvious, but let me be clear: the AI in Civ VI is *really really bad at winning*, so much so that if the player can even become *moderately good at not losing* then they are guaranteed to win eventually, even if they themselves are bad at winning.  

Let me compare Civ VI to its predecessor, Civ V.  I once played a very high-level game of Civ V with Polynesia.  I settled islands, I built my navy, and since this was an “archipelago” map where there was lots of water everywhere, this made me undefeatable in war.  

See Civ V made it so that land units traverse the water by just walking into it and conjuring up a boat for themselves (maybe they built their boat on the land).  But these land units are completely powerless in water, they are instantly destroyed by any true naval unit.  A roman trireme can attack a division of marines, and as long as the marines are on the water the trireme will win and take zero damage.

So in this Polynesia game, my main war strategy was to bait enemy land units into the water and slaughter them with my ancient, obsolete ships.  I would repeatedly send triremes against marines and modern armies, and win with no casualties because the AI never build naval units to defend their sea-borne land units.  

It was impossible for me to lose.  But I was never going to win.

See although I had an impregnable military, my economy was in dire shape.  High level AIs get obscene bonuses to production, research, and the economy.  My enemies were in the Industrial Age while I languished in the Renaissance, and even if this didn’t matter militarily it would soon matter technologically.  

Civ has always provided a number of ways to win, both through war *and* peace.  You could conquer all your enemies, or you could build a spaceship to Alpha Centauri and say neener-neener as you colonize the galaxy, that also counts as winning.  Well my enemies were clearly going to get to Alpha Centauri while I was still figuring out coal and oil.  They were going to *win* even if it it didn’t feel like I would *lose*.  

Militarily, I was unstoppable.  Culturally, I was fine.  Economically, I punched above my weight.  But in the end, my enemies could always win through Technology, and win they did.

This story is meandering, but it proves an important point: winning isn’t just about *not losing*, it isn’t just about staying in the game and staying active.  There are victory conditions that the AI can still meet, and they can use those to win even if they don’t knock you out of the game, even if it feels like you never “lose.”

Civ VI though, Civ VI AI’s don’t have this.  Civ VI AIs are like me in that Polynesia game, they’re good at *not losing*, they’re terrible at *winning*.  And in fact they’re so bad, that they are almost incapable of winning at all.  

The Civ VI AIs are terrible at building a spaceship to go to Alpha Centauri.  They are incapable of achieving cultural or religious domination.   They will never conquer most of their neighbors.  And with those being the main ways you can win, a player playing competently will *eventually* luck into one of those.  So long as a player just *doesn’t lose* they can slowly crawl their way into *winning*, even though the AIs are strong enough that they *should have won long ago*.

I got a cat

I haven’t posted much, but the most important update I can add over the past two weeks is this: I got a cat. A long-haired black kitty who is very shy but likes to sit on my lap in a dark room while I scroll on my phone or read books under a night light.

Who knows what goes on in the minds of cats, but I hope this kitty overcomes her shyness and starts exploring my house more. She mostly sits under the bed which is a bit dirty and although I brought her little cushions and toys to play with she mostly hides under their unless I’m sitting in the bed myself. Then she sometimes comes up to sit in my lap, nudge my hands, and look up worriedly at any sound coming from the rest of the house.

Still it’s only been a few days, and she lived for over a year in a cat adoption center with many other cats. The house is new to her, and by her hisses at the adoption center she didn’t get along with every other cat there. She probably is worried about scary predators that might be lurking outside of the one room she hides in. She also doesn’t like the other members of my family yet, but I hope that will change. So far she only hides, she hasn’t bitten or scratched. But I got this kitty so everyone could enjoy her presence not just me, and I hope she learns to love the folks I love.

I don’t know exactly what toys a kitty likes because many cats seem to enjoy different ones. Laser pointers seem universal, but some kitties haven’t cared about ribbon toys or squeeky mice or all the other things we’ve bought to entertain them. She seems to enjoy pets though and sitting in a lap, and I have plenty of that to spare.

When I go away to work I worry that she’s scared at home, but she’ll have to get used to that as I’m not one of the lucky few who works from home or can stay home all the time because I want to. I hope she takes the opportunity when I’m away to explore more of the house and maybe even find other places to sit, I’d love to pet her on the couch or at a computer instead of just in the bed.

Declaring victory on my Twitter prediction, conceding defeat on self-driving cars

I’ve made a few predictions over the years here, and I want to talk about two of them.

I’m declaring victory in saying that 2022 was *not* the Year Twitter Died. It was an extremely broad opinion in the left-of-center spaces that Musk was a terrible CEO, that firing so much Twitter staff would destroy the company, that it would be dead and overtaken very soon. I can concede the first one, the second two are clearly false.

The evidence from history has shown that firing most of Twitter’s staff has *not* led to mass outages, mass hacks, or the death of twitter’s infrastructure. It may seem like I’m debating a strawman, but it’s difficult to really convey the ridiculous hysteria I saw, with some claiming that Twitter would soon be dead and abandoned as newer versions of most popular browsers wouldn’t be able to access it. Likewise it was claimed that the servers would be insecure and claimed by botnets, and would thus get blocked by any sane browser protection. None of that has happened, Twitter runs just as it did in 2021. It is no less secure and it not blocked by most browsers.

Nor has the mass exodus of users really occurred. Some people think it has because they live in a bubble, but Mastodon was never going to replace Twitter and Bluesky is losing users. And regardless of your opinions on that, the numbers don’t lie.

I’ve said before that I used to be part of a community that routinely though Musk’s sky was falling. Every Tesla delay would be the moment that *finally* killed the company, every year would be when NASA *finally* kicked SpaceX to the curb, every failed Musk promise would *finally* make people stop listening to him. You’ve heard of fandoms, I was in a hatedom.

But I learned that all of that was motivated reasoning. EVs aren’t actually super easy, and that’s the reason Ford and GM utterly failed to build any. It’s not that Musk was lucky and would soon be steamrolled by the Big Boys, Musk was smart (and lucky) and the Big Boys wet their Big Boy pants and have stilled utterly failed in the EV market despite billions of dollars in free government money.

Did Musk receive free government money? Not targeted money no, any car company on earth could have benefited from the USA/California EV tax credits, it’s just that the Detroit automakers didn’t make EVs. Then they got handed targeted free money, and they still failed to make EVs.

NASA (and the ESA, and JAXA, and CNSA) haven’t managed to replicate SpaceX’s success in low-cost re-usable rockets sending thousands of satellites into orbit. So now *another* Musk property, Starlink, is the primary way that rural folk can get broadband, because Biden’s billions utterly failed to build any rural broadband.

And of course while Musk has turned most of the left against him, he has turned much of the right for him, which is generally what happens when you switch parties. And now that he’s left Trump, some of the left want to coax him back. Clearly people still listen to him even if you and I do not.

So I was very wrong 10 years ago about Elon Musk being the anti-Midas, but I learned my lesson and started stepping out of my bubble. I was right 3 years ago when I said Twitter isn’t dying, and everything I said still rings true. Big companies still use Twitter because it’s their best way to mass-blast their message to everyone in an age when TV is dying and more people block ads with their browser. The same reason people prefer Bluesky (curate your feed, never see what you don’t want to see) is the same reason Wendy’s, Barstool Sports, and Kendrick Lamar prefer Twitter. They want their message, their brand, to show up in your feed even if you don’t want to see it. It’s advertising that isn’t labeled as an ad.

So that’s what I was right about, now I’m going to write a lot *less* about what I was wrong about, because I hate being wrong.

I was wrong about how difficult it would be to get self-driving cars on all roads. In 2022 I clowned on a 2015 prediction that said self-driving cars would be on every road by 2020. Well it’s 2025, and I’ll be honest 5 years late isn’t that terrible.

At the time I thought that there was a *political-legal* barrier that would need to be overcome: how do you handle insurance of a self-driving car? No system is perfect and if there’s a defect in the LIDAR detector or just a bug in the system, a car *can* cause damage. And if it does, does Google pay the victim, or the passenger, or what? Insurance is a messy, expensive system, split into 50 different systems here in America, and I thought without some new insurance legislation (such as unifying the insurance systems or just creating more clarity regarding self-driving cars), that the companies would realize they couldn’t roll these out without massive risk and headaches.

I was wrong, I’ve now seen waymos in every city I’ve been to.

So it seems the insurance problems weren’t insurmountable, and the problem was less hard then I thought. You can read my thoughts about how hard I *thought* those problems were, but to be honest I was wrong.

The need for data, the need for good data

Another stream of consciousness, this one will be a story that will make some people go “no shit sherlock,” but it’s a lesson I had to learn on my own, so here goes:

My work wants me to make plans for “professional development,” every year I should be gaining skills or insights that I didn’t have the year before.  Professional development is a whole topic on its own, but for now let’s just know that I pledged to try to integrate machine learning into some of my workflows for reasons.

Machine learning is what we used to call AI.  It’s not necessarily *generative* AI (like ChatGPT), I mean it can be, but it’s not necessarily so.

So for me, integrating machine learning wasn’t about asking ChatGPT to do all my work, rather it was about trying to write some code to take in Big Data and give me a testable hypothesis.  My data was the genetic sequences of many different viruses, and the hypotheses were: “can we predict which animal viruses might spill over and become human viruses?” and “can we predict traits of understudied viruses using the traits of their more well-studied cousins?”.

My problem was data.  

There is actually a LOT of genetic data out there in the internet.  You can search a number of repositories, NCBI is my favorite, and find a seemingly infinite number of genomes for different viruses.  Then you can download them, play around with them, and make machine learning algorithms with them.

But lots of data isn’t useful by itself.  Sure I know the sequences of a billion viruses, what does that get me?  It gets me the sequences of a billion viruses, nothing more nothing less.

What I really need is real-world data *about* those sequences.  For instance: which of these viruses are purely human viruses, purely animal viruses, or infect both humans AND animals?  What cell types does this virus infect?  How high is the untreated mortality rate if you catch it?  How does it enter the cell?

The real world data is “labels” in the language of machine learning, and while I had a ton of data I didn’t have much *labelled* data.  I can’t predict whether an animal virus might become a human virus if I don’t even know which viruses are human-only or animal-only.  I can’t predict traits about viruses if I don’t have any information about those traits.  I can do a lot of fancy math to categorize viruses based on their sequences, but without good labels for those viruses, my categories are meaningless.  I might as well be categorizing the viruses by their taste, for all the good it does me.

Data labels tell you everything that the data can’t, and without them the data can seem useless.  I can say 2 viruses are 99% identical, but what does that even mean?  Is it just two viruses that give you the sniffles and not much else?  Or does one cause hemorrhagic fever and the other causes encephalitis?  

I don’t know if that 1% difference is even important, if these viruses infect 2 different species of animals it’s probably very important.  But if these viruses infect the same animals using identical pathways and are totally identical in every way except for a tiny stretch of DNA, then that 1% is probably unimportant.

Your model is only as good as your data and your data is only as good as your labels.  The real work of machine learning isn’t finding data, it’s finding labelled data.  A lot of machine learning can be about finding tricks to get the data labelled, for instance ChatGPT was trained on things like Wikipedia and Reddit posts because we can be mostly sure those are written by humans.  Similarly if you find some database of viral genomes, and a *different* database of other viral traits (what they infect, their pathway, their mortality rate), then you can get good data and maybe an entire publication just by matching the genomes to their labels.

But the low-hanging fruit was picked a long time ago.  I’m trying to use public repositories, and if there was anything new to mine there then other data miners would have gotten to it first. I still want to somehow integrate machine learning just because I find coding so enjoyable, and it gives me something to do when I don’t want to put on gloves.  But clearly if I want to find anything useful, I have to either learn how to write code that will scrape other databases for their labels, create *my own data*, or maybe get interns to label the data for me as a summer project.  

Stay tuned to find out if I get any interns.

Cheating cheaters

I haven’t written in far too long, so here’s the streams of my consciousness.

I recently learned an acquaintance of mine cheated a fair bit in college. They took classes during COVID, and have confessed to cheating on the at-home exams for difficult classes during the time when distance learning was new and Universities were lax.

I wish I could say otherwise, but it does lower my opinion of this person.

I don’t like cheating at all. A recent bugbear of mine has been the increase in “cheating” I’m seeing on the roads. This may sound like a topic change, but hear me out:

We all have a duty to drive safely. That means obeying posted speed limits, obeying lights, no unsafe behavior. Any car breaking this duty makes the roads less safe for all of us. But we all know why so many cars speed, run red lights, or make right turns from the far left lane: it gets them home faster.

They want to get to where they’re going ASAP and they don’t care how unsafe they make the road. Not just for themselves, but for all the cars around them who now have to swerve out of the way of their dangerous driving and maybe cause secondary wrecks in the process.

Dangerous drivers cheat the system that keeps us safe for very minor gains. And I really despise it. Deaths on the roads have continued to increase year after year since the pandemic, and it seems no city or police force is willing to tackle this. An increase in death is just what the city government wants I guess, revealed preference and all that.

They could halt the dangerous drivers by enforcing traffic laws. Have cops patrol the street, give tickets to any speeder, anyone running a red. Automate the ticketing process if need be, revoke people’s license for dangerous driving, and jail them for years if they drive without a license. Time and time again, research has shown that vigilant enforcement is the only mechanism to reduce lawlessness. If less than 1% of the lawbreakers are ever punished, why wouldn’t everyone break the law?

In times like this you can only fall back on your own morality. Your own willingness to obey the social contract and not endanger your neighbors, even if it would benefit you to get home a few minutes earlier. But many people can’t do that, and so they drive like maniacs.

Going back to my acquaintance, they told their cheating story to me in a moment of weakness. They are struggling a lot with their current work, and I wonder if they revealed this in part as a way to say-without-saying “I’m so stupid, I only succeeded by cheating.” I think this person is smart, but doesn’t know how to apply their effort properly. They feel like they’re grinding themselves into dust to succeed yet still failing. I feel like they’ve completely misplaced their efforts, and they need to step back and analyze the situation instead of just grinding harder and harder for no gain.

But while I hate to admit it, this revelation does color my opinion of them just a bit. I can’t say I’ve been unmoved by the desire to cheat. I can’t say there weren’t times when I wished I could just crack open a book during the test, or ask someone to write a paper for me.

I tell a story that maybe the real reason I never cheated was I was too unimaginative or even lazy to do so. I resisted getting a smart phone until almost the end of college. I never wanted to write notes in tiny writing that I could look at during the test.

Once, in high school, I remember having to write a paper and wishing someone else could do it for me. I did a bit of googling and sure enough there was a website I could find that seemed to have a pre-written paper on exactly my topic. But clicking the link, I could only read the first 2 sentences before a pop-up demanded payment. And as a high schooler without a credit card to my name, I closed the link and went back to procrastinating until I FINALLY wrote the paper myself.

But while I’ve toyed with the idea of cheating, I never fell into it. My acquaintance clearly did.

Everyone justifies their actions of course. “It wasn’t even in my major, so I would never have to know this stuff again, why not cheat” (blatant lie, it was a pre-req for further classes, and I don’t know why they’d even lie about it this).

“I liked the first half of the course, but the second half was just all memorization and it was so boring” (I know the course myself, you shouldn’t be memorizing, you should be studying patterns. You should have studied smarter instead of studied harder, learn the patterns and you don’t need to memorize).

But while it reduces my opinion of them a little, I still think (know?) this person is bright and CAN succeed if they just learn how to properly place their effort. Then again, maybe this cheating story shows a pattern. They didn’t know how to spend their effort to find patterns instead of memorizing, so in the end their only recourse was cheating. They don’t know how to spend their effort now… there won’t be any recourse if they can’t figure it out.

Victoria 3: I hope you like GDPmaxxing

You may have thought this blog was abandoned.  Nope, I’m just lazy.  So I didn’t want to write about Factorio (which I have a lot of thoughts about), instead I asked my friend from the Victoria post if he’d talk to me about Victoria and I could type it and clean it up to use as a blog post.  As this was from a conversation, it’s very much in stream of consciousness.  But then isn’t that what this is all about?

I asked him to describe what drew him to playing Victoria 3, and he answered:

The Victoria series is a peculiar one.  A mix of economics, politics, and war that this time is much heavier on the economics than anything else.  The real strategy of Victoria is Soviet Planning meets Laisse-Faire capitalism: the state invests heavily into construction and heavy industry, while letting the capitalists build the consumer goods factories for the masses.

I start every game, no matter the country, by building a bunch of construction sectors. Then I build lumbar yards for wood and iron mines for iron.  Construction sectors are what actually build things, they’re kind of like building companies, and the capitalists can contract them out the same as you.  You get a couple to start but you want a lot more to get off the ground quickly.  Wood and iron are the base construction materials at the start of the game.  If you’re an industrialized nation, you can also add tool factories into the mix, as you’ll be building with tools too.  

I want as much wood, iron, tools, as possible, because the larger surplus you have the cheaper it is to construct things.  Building a port costs the same amount of materials no matter what, but if I can buy those for 30,000 dollars instead of 100,000, that’s a better deal.  Oh yeah Victoria has a sort of supply and demand to model prices, if there’s more of a good available than what is being used, it’s price is cheaper.  So when you have a surplus it’s cheap, when you have a shortage it’s expensive.  A surplus of construction materials makes construction cheap.

I also want a lot of construction sectors so building goes faster.  Construction can only happen at a certain rate, so even if I have infinite money and materials, I’d be waiting for years to build all the factories I wanted if I don’t have enough construction sectors.  

So while I’m building out the construction economy, I’m hoping the capitalists and aristocrats of my country privatize the mines and lumbar yards I’m building.  When they privatize, they give me cash and get themselves an asset in return.  That asset will make money (since I’m building so much stuff), and they can reinvest that money into building more buildings later.  Remember that.

But I’m spending money like water trying to build out my construction economy.  I can jack up taxes but that hurts government legitimacy and makes everyone rebellious (insert American Revolution joke).  And even with sky high taxes, I’ll still run a deficit while building up.  So eventually my national debt will become a problem and I have to stop building before I go bankrupt.  This is when I hope the rich people of my country are ready to reinvest, and give back for the good of the nation.

When rich people in Victoria own a farm or factory, they get dividends based on how profitable it is.  They then use those profits to reinvest back into the economy by building more farms and more factories.  Once I’ve built out the construction industry, it should be very cheap for them to start building things themselves, things like wheat farms and clothing factories.  These soft goods are what my people actually want, you can’t eat iron or wear wood.  So if the peasants actually want to their lives to improve, more wheat farms and clothing factories need to be built by the capitalists, which creates a food and clothing surplus letting the peasants buy things cheaper, meaning the peasants can afford to buy *more things* as well.  

This is industrialization in action.  The rich people who built the factories and farms reinvest their profits into building more things, like wine farms and furniture factories and eventually telephone lines. This makes all those things cheaper and now everyone can afford to live much more comfortably than when we were all living as dirt farmers.  Also the rich Job Creators™ will gracious pay a wage to the factory workers and farmhands, and this wage pays better than what you can get as a subsistence farmer.  So this puts extra money in my peoples’ pockets and is another way that their standard of living can increase.  And since people have more money, they can demand even more stuff, which is why my capitalists have to always be building.  No one is ever satisfied, we always want more, so we need to make more factories to make more goods to bring prices down, hire more people into higher and higher paying jobs so they can buy things, and reinvest all that profit we make so we can keep the cycle going.  Forever.

This is economics, and it’s why I like Victoria.  It takes a real stab at simulating an economy.  And like a real economy, industrializing creates a virtuous cycle that spurs on more industrialization and economic expansion.

EDITOR’S NOTE: this is also why I, the editor not the talker, enjoyed Victoria 2.  Vicky 2 and Vicky 3 both have their strengths, *severe* drawbacks, and plenty of edge-cases where things go crazy.  But they both try in earnest to develop a real, working economics simulator that models both why industrialization was so beneficial, and why it was so hard.

Anyway, as the economy expands, it is hopefully my capitalists doing most of the building, spending their hard-earned dividends on new clothing factories and lowering the price of clothes for my people.  Because as my people can afford more stuff, their Standard of Living (SOL) increases.  The Vicky 3 typeface infuriatingly makes SOL look like SOI, but forget that.  When the people’s SOL increases, they become more loyal to my magnanimous government that made it all happen.  Should their SOL decrease, they become more rebellious (imagine that!).

So we want capitalists to build more factories so people can afford more goods so their SOL increases so my regime becomes stronger and more resilient to all the violent revolutionaries/liberals who would overthrow my absolute monarchy.

See Chapel Comics to understand the joke about liberals https://www.chapelcomic.com/64/

Now I made it sound complicated-yet-manageable up there, but trust me like any good economic simulation there are a ton of moving parts.  In addition to micromanaging what your country builds, you can micromanage its trade, setting up each and every trade route with foreign nations.  It’s *kind* of OK.  Trade routes cost convoys (which you build at ports) and bureaucracy (which you build at government institutions).  So there is still the Victoria 2 problem of there being no travel cost for goods, (a sheaf of wheat costs the same whether you bought it from the next town over or from China).  But by having trade require limited resources the player is at least fenced as to how much trade they can easily do.

And while the game does sort of try to model different economic systems, you’re still playing God even in the Laisse-Faire capitalistic system, you’re still an all-knowing god building the construction sectors and various heavy industry.  

So that’s the stuff I like about Victoria 3, so why couldn’t I convince my friend to play it?

EDITOR’S NOTE: really I didn’t want to buy another paradox game and sign up to a lifetime of DLC

Well I love Victoria 3 as an industrialization simulator, but it doesn’t do much besides that.  

So let’s say you’ve built all the heavy industry and now construction is cheap in your country.  Let’s say you keep on top of things as your economy grows, expanding the construction sector to meet new demands, upgrading your factories with newer technology, and so on.  What else can you do once you have a strong, powerful empire?

Not much really.

In fact, upgrading your factories is sort of a frustrating minigame in and of itself.  In older games, researching a new technology would just apply a flat boost to all your factories that used it, researching a better plow made your farms better.  Now however, you have to actually tell all your farms to use that newer and better tech, and that tech will have some cost (of iron, or tools say) that your farms will have to pay in order to use it.  If you upgrade your farms without having enough iron or tools for them to use, you can actually cause them to lose money as the grain they sell doesn’t cover the cost of the tools they use.

But why am I an omniscient god telling everyone how to run their farms?  Who cares.

OK not sidetracked now: what can you do besides economy?

Well war sucks, so don’t do that.  I mean in the game by the way, it is never fun in real life but games should be fun and in this game war isn’t.  They decided moving every individual army was boring an unrealistic, so instead you vaguely tell all your units to go fight along a “front” and they’re supposed to do all the action for you.  A few problems with this:

First, a “front,” is very very vague and yet each army can only and exactly cover one front.  The whole border between Russia and China could be a front.  Or two neighboring towns in Germany could be two different fronts.  It all depends on how the AI decides to split up the map and sometimes it chooses poorly.  But regardless of how the fronts are split up, a single 60 division army can cover exactly one front, and it will always be able to reach every battle along a ridiculously long front, but will never be able to fight a battle happening on a different front even if it’s within spitting distance.

But then, how exactly do the armies even fight on these fronts?  It’s pure diceroll and I don’t know if any skill is involved.  I click to tell my armies to go to a frontline and fight the enemy, then war vaguely happens offscreen, and I can neither influence it nor does it influence me.

See, wars in Vicky 3 are strangely bloodless affairs.  Soldiers are supposedly dying, territory is blasted with artillery, but it doesn’t seem to affect anything besides a vague “war weariness” number that ticks up until you’re forced to surrender or you win.  If your territory is conquered, you still get all the money from it, your people are still working their jobs, and all the factories are still sending ammo and artillery to your frontline (even though the factories themselves are behind enemy lines).  If your army is annihilated, they flee back to your territory to rest and recuperate, but you never see units wiped out that you have to replace, or see the effects of all the dead soldiers on your populace.  It’s weird, bloodless is the only way I can really describe it.  It’s like they *had* to have wars, because you can’t simulate the 19th century without them, but they didn’t want war to interrupt the economics lesson so they just put it to the side.

EDITOR’S note (long one this time): This is a complete change to how war was in Victoria 2.  Not only on a higher level, in that Vicky2 let you move around every individual division, but on a lower level in how war effected the rest of the game.

Occupied provinces in Vicky2 didn’t send you taxes or resources.  Their factories were blasted to rubble, their farms were torn to pieces.  The people living there would slowly run out of supplies, which not only lowered their life expectancy but made them militant and angry, angry enough to start a revolution.  More than once I would be fighting a war only to see enemy rebels pop up in the lands I had occupied, the occupied people deciding now was the time for a revolution to overthrow both invaders and oppressors.  Wars could turn into an interesting 3-way dance in this way, or even a 4-way dance if multiple different groups rebelled simultaneously.  

And beyond the front lines, the soldier pops themselves were important.  Soldiers staffed their regiments, and as they died in battle new soldiers needed to replace them.  That meant that during war you’d have to use your national focus points to encourage other people to become soldiers and fill the ranks, essentially you put on a huge recruiting drive, and that took away from your abilities to raise literacy or factory output or anything else.  The soldiers themselves all had an identity too, and a home they were from.  

There might be a regiment of say Hungarian soldiers in Vienna.  They might have come from Hungarian people migrating to the Big City for work, and then being encouraged to become soldiers and join the army by your recruitment drive.  You can form them into a division, and as they take loses those Hungarian soldiers in Vienna will shrink more and more and more.  Eventually their division will take so many loses that it will completely disappear, along with the soldiers it was connected to.  

There may be other Hungarians, other Viennese divisions, but the *Hungarian Soldiers From Vienna* could come to an end, all because of a single bloody war where their division took the brunt of the fighting.

You could see these effects happening in real time.  If you recruited soldiers mostly from your nations ethnic minorities, then they’d be the ones to take most of the loses in your wars.  And if your nation discriminated against ethnic minorities, you could find that your own soldiers would rise up and join the rebels when the time came.

None of this seems to happen in Victoria 3 wars.  Farms, factories, and soldiers aren’t all that troubled by the killing, dying, and destruction.  It’s one of the biggest misses in a game full of misses, war doesn’t seem like war.

But unfortunately war is the major way you can interact with an affect the game world.  The AI knows it too, and can be a lot more trigger happy in this game than previous one.  Victoria 2 had a habit of AIs being fairly passive unless you screwed with them.  The “crisis” system was supposed to satisfy a player’s warlust by forcing all the great powers to have a showdown every decade or so, but if you weren’t in Europe you could ignore the crises and everyone else would ignore you (mostly).

Now though a strong AI is happy to march their army to war anywhere, anytime, for any reason.  Russia will send everything it has to Spain in order to support the independence of the Phillipines.  Britain will march on America because they want to change the rulership of Liberia (America’s protectorate).  Italy will send everything it has to Guatemala just because they didn’t want to join Italy’s alliance.  These are all wars that are possible, but somewhat fantastical because in the real world nations didn’t send large armies halfway across the world just for kicks.  Wars happen either with large armies close to home or with very small armies very far away, you don’t send out everything you have because what if your neighbors want to try something while your whole army is away?  You could be conquered in a day by someone far smaller than you.

EDITOR’S NOTE: fun fact, this was kind of the case in WW1.  I was watching a show that pointed out that Germany delayed the implementation of unrestricted warfare submarine warfare until it could bring units back from the Eastern front to station on the border with Denmark.  Submarine warfare didn’t just piss off the Americans and bring them into the war, it pissed off all Germany’s neighbors and could have brought any one of them into war.  There was a real fear that with literally the entire army in France and Russia, a nation as small as Denmark could pull a surprise invasion and be in Berlin before anyone could react, and they would definitely have a reason to if German subs started sinking a lot of Danish ships

So war feels very very gamey, AIs are way too willing to throw down for the slightest cause, but then again war is so painless that they might as well do so yeah?

On and politics?  It’s ok I guess.  Very confusing, very deep, very much something that you dream about and think “oh I wonder what cool things I can do!”  Then you actually play the politics and it’s not much.  

It’s not the worst when it interacts with economics I’ll say that much.  See the powerful people in your country are split up into interest groups (IGs) that have their own ideals and their own desires.  And in a non-industrialized nation, most of the power is held by the large landowning families.  And surprise surprise they don’t like changing the laws in any way that would negatively affect them.  So maybe you want to rationalize the economy to allow for private investment, open up trade to allow for importing of valuable goods, or ending serfdom to allow peasants to take factory jobs.  Any one of those is a threat to their power, so the landowners will forbid it.  And if you try to force the issue, they’ll rise in rebellion and overthrow you, reverting all your hard-fought laws to back to how they were before your reforms.

Reforming an economy in the politic sense is thus an uneasy balance of placating the powerful landowners, undermining their influence where possible, and desperately trying to enact laws before they can rise up against you.

But once you’re past that, the politics is just timers and dicerolls.  There really isn’t much you can do to direct the fate or your nation.  You can sometimes invite foreign agitators to try to start a movement for some cause or another.  You can suppress or support some interest groups to get them to be powerful enough to pass laws.  But it is really all down to chance and factors outside your control.  And there isn’t any real novelty to the politics either, there is pretty much always a “best” law that you want to be aiming for at any one time.  So no matter your nation no matter your starting position, you’ll be trying to pass the same laws the same way everywhere using the same dicerolls and timers.

Not exactly fun.

I’ll end on a final note about Power Blocs, or rather what they should be called which is the EU-lite.  Power Blocs aren’t what they seemed to be named after, where multiple countries join together for a common cause.  Instead they’re modelled almost exclusively after the British and Russian empires, where one nation (Britain, Russia) is *really* in charge but let’s other nations (Canada, Finland) have a tiny bit of sovereignty as a treat.  Those nations can set some of their own policies, but their ultimate fate is to either be swallowed up and annexed by their overlord, or fight a war and escape.  Or I guess wait for their overlord to fight a big war and then ask to leave, that works too.  

Anyway why would anyone join a power bloc, when it all leads to annexation?  Well the key is the EU part of it.  Nations in a power bloc all share a single market.  You should read an economist for a good deep dive as to how common markets are more efficient, but the game does do a damn good job at modeling that too.  You the player don’t have to make sure your own nation produces one of everything, instead other nations can produce some stuff and sell to you in exchange for your stuff.  This lets everyone specialize in their comparative advantage, and unlike the normal trade system this doesn’t cost bureaucracy or convoys, the trade is automatic.  

What this means is that as soon as Britain start building factories to make tools, the rest of its Empire benefits from lower priced tools.  Britain also benefits from having a captive market for its finished goods, sure it’s a lot harder to overproduce tools and cause a surplus that makes your construction cheaper, but you can also let your factories go wild on producing the most high value finished products, because you’ve always got a captive market to sell to.  In turn you can buy up their low value products to keep your population satisfied and keep their standard of living (SOL) rising.

It all makes a certain kind of sense.  I formed a power bloc as America that was a kind of Trade League, which seems to be the only type of Power Bloc that doesn’t end in Annexation.  I invited all of Central and South America into my EU-style trade league, and my population’s SOL shot through the roof.  Overproduction of a good isn’t always useful, because if the cost goes down too much then the people working in the factory don’t get paid (because there is no profit).  This can end with a depression cycle, where their income goes down so their SOL goes down so they buy less meaning the factories sell less meaning their income goes down more, etc.  But all of the Americas was my captive market, any time I build a factory there was someone somewhere to buy the surplus.

And since I had all the best tech, it was always better for the factories to be built in America rather than anywhere else, so it was always my people who got the high paying factory jobs.  The rest of the Americas usually only worked the jobs that were cut off by geography instead of economics.  Large scale coffee and rubber farming for instance.  My capitalists opened rubber farms anywhere they could in South America, and since my factories needed the rubber those rubber farms paid a lot better than any of the less efficient factories opening in those South American countries.

This created a sort of anti-capitalist’s nightmare, capitalism was working by way of a permanent underclass.  The workers in America were getting ever richer because they were producing finished goods to export to South America.  The workers in South America couldn’t compete with the American factories because their nations didn’t have the tech that America did.  They were instead relegated to rubber, coffee, and any other jobs that just couldn’t be done in America or couldn’t be done efficiently.  But they were still benefiting from a rising standard of living (SOL) because the cost of rubber/coffee/etc was rising thanks to American factories and American demand for goods.  This lead to South America also having a rising SOL, just one that was never as high as America, and was capped well below America’s.

The one problem is that that isn’t how it really works in real economics.

The technology of a factory isn’t determine by what country it’s built in, but by the technology available to the investor.  When Apple started building factories in China, they didn’t use Chinese technology (which at the time was well behind America’s).  They brought over all the innovations and insights from Silicon Valley and set up all the tech there.  The factories of China used all the same high tech you’d find anywhere else, just with a lower cost of labor.  

That should be the case in Victoria 3 as well.  It doesn’t make sense that South American factories can never keep up with American ones, if an American capitalist built both then the assembly lines, automatic sewing machines and so on can be brought and shipped to a factory whether it’s in Columbus or Colombia.  You’d expect outsourcing to happen in this scenario, same as happened with China in the 90s and 2000s, but since the technology of a factory is determined by where it’s built and not who builds it, we instead get the anti-capitalist’s nightmare described above.

One final fun fact to end this one: Hawaii was also in my Power Bloc.  I checked the rankings at one point and it was the damnest thing: Hawaii’s standard of living (SOL) was head and shoulders above anywhere else on earth, even my own SOL in America.  

Most nations start the game at SOL of 9 or so.  Industrialized may start at 10, lower tech nations may start at 8.  It’s long and hard to improve your SOL but I’d done a respectable job of bringing America’s SOL up to a baseline of about 20, double what it was at the start and bringing my nation from its starting point of “impoverished,” up through “middling” and into the giddy heights of “secure.”

Hawaii by contrast had an SOL of *35*, way past “secure” and “prosperous,” all the way to “affluent.”  I was shocked, how had this happened?

Well the EU is how, and in a funny way.  See since all the best paying jobs were in America, the people migrated to where the jobs were.  America starts the game with roughly open borders, and if you keep it that way the tired, poor, and huddled masses will be very happy to leave their rubber/coffee jobs and come live in America to work in car factories and get paid 3x as much.

Hawaii starts the game with a miniscule population, and it seemed almost every dang one of them had left and gone to America.  So who was even left to live it large in Hawaii with the SOL of 35?  The capitalists, of course.  

Capitalists can invest in factories remember, and at some point the Hawaiian capitalists had taken advantage of my EU power block to invest in an American factory.  Naturally it was doing gangbusters, and they in turn were swimming in dividends.  So of course they could live the high life, buying lots of stuff since my factories had made everything so cheap.  They could have lots of clothes, porcelain, furniture, even a car or two.  And since all the working classes had gone off to be Americans, the wealthy capitalists were the only ones left on the islands.  This defaulted Hawaii’s SOL to the SOL of the poorest capitalists, an affluent 35 or so.

But wait, if all the working classes left, who sold the capitalists their food?  Who brought over the cars from America, who built their homes and fixed them after the storm?  

No one, like a lot of things Victoria 3 abstracts that all away.  If goods aren’t moved by rail they move by magic, so everything can come off the factory floor in America and teleport magically to the rich capitalist in Hawaii, who never needs to hire a poor handyman to fix his windows or garage either.  

EDITOR’S NOTE: Anyway that’s Vicky 3 in a very long nutshell.  As my friend describes it, you’re here for the economy and *nothing else*.  If economics doesn’t interest you, I hope you don’t mind my blogging.  But if it does, I hope war doesn’t interest you because Vicky 3 doesn’t do it well.  I’d like to say this will be the last time I make a post this scattered and unusual, I wanted to write but didn’t want to so I had someone else write for me essentially.  Hopefully next week we’ll be back to Factorio, I swear I still have much to say about it.