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Not reporting is bourgeois


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Didn't see a thread on here so I am making one for the commie strategy and simulation games produced by the postsoviet developers nostalgames (formerly known as kremlingames) https://nostal.games/
In honor of the new game which is to be released in 9 hours after time of writing https://store.steampowered.com/app/1922740/Crisis_in_the_Kremlin_The_Cold_War/

oof looks rough buddy

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So. What do we think of the new game guys? Anyone try the demo yet? I am pretty excited myself

The link once again, to release at approx 1PM UTC. In about 9 hours from the time of this post.
https://store.steampowered.com/app/1922740/Crisis_in_the_Kremlin_The_Cold_War/

Btw here is their bourgeois social media for more seo engagement or whatever:

https://www.youtube.com/@NostalgamesStudio
https://www.reddit.com/r/Nostalgames/
https://t.me/nostalgames
https://x.com/NostalgamesHere

>>43411
Looks like shit.


It's out! wooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!

Wish there was a separate cabinet window that showed all ministerial positions in a list.

>>43409
how the fuck do i stop my economy from just melting down randomly

>>43433
you can't

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>>43411
Top tier game for the image alone.

I'm having fun.

its great, i like all their games but this is def the most cohesive and polished relatively, ofc, theyre all janky

>>43412
>>43410
its a game in the model of old PC geo/politics games. like Balance of Power, Hidden Agenda, and yeah the original Crisis in the Kremlin lol. i know theres a lot of younger people posting on here but you dont need to be so dismissive of it. its like saying Risk looks like shit because it doesnt look like WH40k. just because it doesnt have all the bells & whistles youre used to doesnt mean its bad, a lot of fun stuff has been sidelined & lost by constantly being "streamlined" out or trying to make bigger and bigger games when a smaller scope has its own benefits

>>43433
part of that is almost definitely that the various indicators & moving parts the game has under the hood are getting tied up in a way that isnt supposed to happen. but if you havent played these devs games before, the cause/effect of decisions and budgets is meant to be opaque, its part of the simulation aspect of being a manager of a complex system that doesnt provide instant or intuitive feedback. some of that is just jank but in this case it works well into the theme.

some tips tho:
–"forgery" is about lying on quotas, cooking the books, etc, and the game will actually show you the wrong numbers with a higher margin of error if your forgery is too high
–corruption is one of the main drains on your budget, and its a huge balancing act because to get to the point where you can reliably eliminate corruption, you need to juggle corruption across at least a few categories to get the economy and state machinery stable and flexible enough not sure if its the case in this game, but in their previous games if you increased the budget in any category more than a couple degrees at once it would always increase corruption, e.g. if you dump 50 million into education all at once youll get a chunk of corruption to simulate a bureaucrat seeing all that money and thinking surely they wont miss if i divert some of this…
–in this game, civic participation seems to be a double edged metric. im not sure what exactly the benefits are, but i think when things are going well it acts as a passive buff to many different metrics, and when things are going poorly it acts as a passive malus to many different metrics
–politician traits, skills, loyalty, power, & (if applicable) office are all tied into the various metrics & multipliers. some of those are transparent & the UI will tell you, but many of the persistent and stacking ones are hidden. not entirely sure how faction influence works but i believe that the efficacy of all those character traits may be weighted around faction influence. either that, or it just more directly effects the overall influence of all characters of that faction
–CHECK THE ACTIVE SITUATIONS. go to the "decisions" panel and see the various active effects listed, for example "Empty Shelves" under "special". those are dynamic effects that various decisions/budgeting/production/policies actively effect. Empty Shelves, e.g., is a major malus that will actively get worse and cripple your entire economy if you dont find a more efficient way to allocate goods thru either market reforms or some combination of cybernetic planning and/or elaborate combinations of production policies. that or you can just do draconian restrictions that stop people from leaving their local factory/grocery store and taking good from other ones, but thats the kind of scotch tape & elmers glue solution that leads to a house of cards thatll blow over as soon as some careerist conspires to oust your maximally thrifty director of production
–make sure youre researching new tech, gradually increasing industrial sliders, & making trade deals whenever you can afford it. be careful with recklessly getting involved in foreign policy, its easy to go "oh neat i can try to undermine frances government" and then forget youre pouring a ton of resources into that

these devs games are more like puzzleboxes than most other PC strategy games around, you want to go in with a plan & commit to it, BUT at the same time be cautious and roll out your plan slowly by way of careful tweaking

how do you add custom images for custom characters? i want to play as stalin

Anyone figure out how to stop the chernobyl incident yet? in the first game you just had to research the proton collider - this time i've researched both the proton collider and nuclear modernization and still had the incident happen

>>43453
Did you take the decision to replace the reactors after reasearching the tech?

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>>43452
They removed the feature. But the devs have said they are going to bring it back. In the mean time. Get in Richard Kosolapov, and restore "historical justice" to Comrade Stalin, and save the union from perestroika reformers.

>>43454
played through the entire game (up until getting chucked out) without remembering that the decisions function exists lol

>>43453
i avoided chernobyl without replacing the reactors, maybe just by putting enough funding into nuclear research? not sure what the variable is

btw has anyone figured out exactly how corruption works? is it the same as in previous games where dumping money into something all at once gives you corruption? and is the relation between the reserve and active funds the same as before, i.e. having more in reserve increases your income? i appreciate the greater transparency of the game but some of this stuff is still really opaque

pretty fun so far.
2 questions: 1. how the fuck do you actually win wars. nothing i do seems to be enough to stop the bleed. is it just tech? 2. what is diminishing returns impulse

>>43411
>worldmap with Gigagreenland
Bah! Should have used something that doesn't distort sizes so much.
https://en.wikipedia.org/wiki/List_of_map_projections

>>43461
1. tech + atrophying the other proxys superpower via outcompeting in trade & diplomacy. i havent fully got the hang of it yet, the only game i finished on no-save mode i just pulled out of all wars immediately to conserve resources while i tried to figure the rest out
2. basically if you invest in a category beyond your capacity to use it effectively there are diminishing returns. i dont know exactly how it works either, but if you check the stats/budget details you can see e.g. for economy that investing in light industry doesnt do anything after a certain point if you dont have the heavy industry (abstraction of factories, machine tools, construction) to serve as a base. so investment isnt linear but its also not immediately clear as to what each category depends on. i'd have to test it out but i think maybe the sliders for army equipment are dependent on MIC? and higher military tech reduces the amount of MIC you need to support your military? so in that case winning wars isnt so much about boosting your fighting stats, its about being able to sustaining a military + MIC without tanking your economy, as well as having enough domestic stability that there isnt crazy civil unrest from staying in long proxy wars

Is it just me or do all the stalinist politicians fucking suck? They all have 1 in thrift, diplomacy and intrigue

Does anyone have the Soviet MGE edits here ?.
i want it for my avatar.

somebody in the kremlingames discord used an AI or something to run through the discussion there and summarize the consensus. just ran a game using this suggested setup and it went well, surprisingly

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So now that the way technology works has been reformed, and theres a 20% penalty when researching two tech paths at the same time, is there any point to getting the soviet sdi anymore?seeing as its just better to go for the peaceful space program anyway

>>43447
I was really struggling to keep the country together as a moderate
Then i did a stalinist playthru and just purged all my enemies and made gromyko the helmsman and shit, completely kicked out westerners from africa, won every war, etc. Didn't manage to collapse NATO before the game ended but USA was under orange man and couldn't really oppose me anymore, stopped researching tech etc.
Also you really don't need to do much to stop empty shelves in the regions, just research like level 2 agriculture tech

>>43479
Getting the 2nd military space tech lets you do decisions that give you big buffs and stop the libs from stirring shit

>>43464
You get xp for working a job
They are mostly "young", and inexperienced
You can send them to a training program also, i don't think it costs anything

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>>43409
How to have good economy in this game? I'm constantly running a deficit and ending up with no reserves because the economy refuses to grow even in fucking sandbox mode no matter how much I subsidize the various sectors of the economy.


>>43409
I got all the achievements in the first one. I have been having a blast with this remake/sequel/whatever it is.

There's a lot of depth, and the game tries to tell you at least 50% of it compared to the 10% the first game did.

>>43447 does a really good job explaining stuff to look out for. I recommend looking into doctrines to change. There are some that are really powerful.

>>43538
>shitty ai icons for achievements
lol, lmao even

>>43539
go to bak reedit
ai is not cool
if you say lmao you a reditor thus suporting ai.

>>43538
>half the country behind bars
sad

>>43552
Its a joke the developers make. The first game has a difficulty called 'Solzhenitsyn' which makes the USSR depicted as cartoonishly evil per the Gulag Archipelago book. And the sequel calls it just 'Archipelago' mode, but it's the same idea.

I’ve just started balkanising america and one of the first independent territories is run by these guys

>>43566
Can you get them into COMECON?

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>>43567
Yes, if you carry out a coup to get freedom road in power lol

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>>43455
Btw they added the feature back with the first update (1.05) on the 15th so patch if u want custom avatars without editing stuff in the file system. I think old saves are incompatible tho

How do I win the Afghan War. I know it's a trap and the Graveyard of Empires but I want to know if it can be done

>>43765
you can win all the wars, even fighting them simultaneously. you need to get your economy rolling along strong enough to support domestic industries and pump up military and intelligence, so that you can afford to tick all the war options and leave it. to start i usually untick every option except Disrupt Foreign Supply or w/e its called, and put down good military advisors. then i come back in the 90s after building up the economy and researching a full line of military tech, and check off almost everything

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best game ive had. kinda goofy how easy it is to roll thru the world as a hardline stalinist at a certain point, but in the games defense i guess it was probably surreal how quickly neoliberalism rolled through the world in 1990-94

>>43447
>–"forgery" is about lying on quotas, cooking the books, etc, and the game will actually show you the wrong numbers with a higher margin of error if your forgery is too high

No, it seems like it's a flat subtraction of economic stats like in the first game. i.e. if it shows 100 agrarian power and you have 40 forgery, it means you actually have 60 agrarian power. It's a really severe modifier. We know that there are no randomized margins of error in this game because devs aren't that good, lol

The one thing that irks me the most is that there's no actual number that shows how much industries you have, only their "power". Like, how do you even plan for output and budget if you only know the percent of utilization of your economy?

Also, it seems like the unspoken bonuses are in play, AGAIN. Like the dependence of agrarian economy on ecology i.e. drop in ecology decreases agrarian output even if agrarian power is 100%.

>>43899
oh yeah i was definitely wrong about that, its just an efficiency malus. i was repeating that from early comments i saw elsewhere.

the unseen modifiers are extremely frustrating. it would be much more interesting if that were the case w/r/t forgery and it represented the margin of error in the information the player recieves in the statistics panels.

Man I hate how you can't back out of events to go look at laws at the very least. Also, hard limits on events are mood killers, there needs to be a point debt system in place to let you pass an option demanding 70 special services with 69 if the growth is +1, for example. Chance options in events don't show chances either, so you end up laways having the same result over and over

Also also, they need a HOI4-like system where you set up countries' AI focuses. How do I even make China go historical Deng when I restore relations with it with great pain? Also also also, fuck China for being on the same side as USA in every war lmao

>>43925
>fuck China for being on the same side as USA in every war lmao

sorry to say that in the case of afghanistan, angola, and ethiopia that is historically accurate

Can someone help an economlet like me out?
I am in dire need of essential and luxury goods, but every time I dump money into light industry and civilian tech (and state mechanism and ecology to balance it out) the numbers go even further down.
What the fuck is happening???

>>43929
Also Forgery is always 100 no matter how much I put into anti-Forgery measures.

>>43931
>>43929
I do 100 agri from the start and import 100 from USA because agri initially is in a very bad spot from modifiers. Light industry is severely overinvested into, you can safely sacrifice every mod that improves it. MIC is very hard to bring back up, and heavy industry so-so. Services are the easiest IMO to improve, you can even put services expenditure to 0 and focus on tech solely, and you'll get 100 services power in no time - it's probably due to a lack of bad modifier from the start

There are negative mods on agri from a dedicated modifier (60% cap on power), and a dedicated mod from lack of workers (80-90% caps on various industries). And from my understanding, this means having those powers above cap values gives no benefits. Don't quote me on that, it just feels that way after you get rid of a mod and economy suddenly jumps up 20-40%

>>43929
>>43931
>>43932
Essentials are kind of a secondary stat from what I understand, there is a hidden mechanism that improves it based on other stats. So, competitiveness improves it for sure. Market coverage, competitiveness from sliders are a trap, it means you are essentially subsidizing those, not developing industries to provide competitiveness and market coverage, if it makes sense
There's also probably a hidden mod of aggregate quality of workers, education multiplied by healthcare and something else, which should be improving industries

Okay, I found the "90s slowdown" effect. For me, it's solved by unifying Soviet bloc economy, it gives 2x money from trade compared to previous level, but the decision is locked behind 250 price Brezhnev policy. Also, decreasing 40 hours week to 48 is pretty good, but you need to offset it by something like UBIncome.

Attachment to factories gives a decision to force +5% income and +3 powers monthly at the cost of healthcare for a year and 100 political power. Lowest level immigration policy gives a decision to import workforce, where you can choose either +3 powers +competitiveness and something else, OR -3 corruption and -3 forgery monthly, or quick fix to radical opposition -3 monthly. These two decisions can save your run easily

Filling Aral sea with Russian rivers gives NOTHING. Very sad, you just get a malus forever, no transformation of nature ot make the land green, no decision to dig channel to the Caspian sea to connect Siberia to the Soviet navigable river network, no nothing. Very ahistorical realization of the 1948 idea!

And early game forgery + corruption solution is Soviet democracy law (opposite of personal dictatorship). It flatly gives 3 and 3 reduction to both

I have no fucking clue how to speed up the wars, though. Iran war is just stuck at 87% in favor of Iran, and that's it. Afghanistan has miraculously ended in 1991, despite me putting every decision on

Oh, and also, for the next run, I'll try to move breznev policy up once to unify SEZ for maximum profits, then two policies down by 1989 (or what was it when you can sign friendship treaty?) to befriend China and drag them into SEZ by the ear. And then hopefully force them to switch sides in all wars

And also France. Man, diplomacy in this game is stupid because it's event driven

>>43453
First game had disaster tied to ecology level, IIRC. In this one, it's probably either money getting put into research (160 accoridng to the guide) or modernizing reactors through science? In any case, reactor science is pretty great for speeding up other research

Okay, I think I get it now why there's such wonkiness with economics

When I switched from authoritarian parliament to soviet democracy, from +8 to -25 political power, Instead of losing 33 political power of a total income of like 150 per turn, instead I got into -100 range. Meaning that there are multipliers in play - pluses/minuses in budget screen are not +0.05 or something but rather +5%

Say, I had 400 state expenditures, meaning 80 pluses, meaning that if one plus is equal to 5%, +400% to political power, meaning instead of a 33 drop I got like 132 drop. There are other ++political power places to get to 250 total, but you get the idea. So, republics loyalties flipping from +1 to -3 political power randomly hits you quite hard on higher budgets

So, there are two questions for this kind of a system, if it indeed works like this: 0 base income or what happens when you go below 1 to -1, and going from 100% to 0% and 0% to -100%.

Depending on how it works, it might be actually beneficial to stack as much positive or negative base income, and then fix it with budget. Say, if you have +2 corruption and you get 20 minuses to corruption then it would be equivalent to -1 corruption base income without pluses or minuses. Essentially, 100 in state expenditures might be worth as much as a full -3 corruption base modifier. I'll need to try a full authoritarian and a full democratic runs to test this shit out, but it makes sense to me with how game behaves. Though, pluses probably get less than 5% effect when there's a lot of them and this malus gets listed as overgrowth effect (or whatever it's called in english) in the tooltip

Okay, my final AAR (i swear)

1990s slump is due to game having a hard limit on industrial output. It's probably around 100 for each industry, modified by "+25% to industry incomes" mods. You just won't get any improvement beyond that, and that's why there's a slump. When that happens, you can earn some pennies by fighting corruption, but better approach is to either unify SEZ, solidify republics with a law (requires high loyalties of everyone), or get into taking over Africa and South America for trade deals

Market share and competitiveness are really important. Dropping service industries to zero at the start like in the guide is a working strategy, but eventually you need to hike that back up to 100 to get a better market share

Beyond a certain market share threshold, you replace dollar with ruble as a world reserve currency, and you get a x3 modifier to every country's trade i.e. you get triple the income from trade. Maybe the amount of countries in SEZ matters also, but I doubt it. This is how you get to 4000+ GDP as USSR, too, the levels USA has at the start

The best economic strategy is to advance science. That's about it. You have hard caps on mechanical improvements, you have no way to improve meaningfully except for events and science decisions

500 reserve demand for better relations from policies doesn't matter for active help and world revolution foreign policies. It matters for sucking up to Westoids, though. You also CANNOT have both good relations with the West and have good influence on the rest of the world, even if you spend ~1000 on diplomacy, you STILL cannot win over Europeans without proper state policies. Without proactive diplomacy stance on world revolution, don't even bother influencing Mexico, you'll spend a lot of resources for nothing

Europeans do offer a good trade, but they are kind of unnecessary. I have no idea how to get them out of American sphere without destroying USA first, though. You'd need to support communists from the start of the game at the very least. France had a path with supporting gaullists/far-right that made them leave NATO in the first game, but here I dunno, decision's not shown from the start. It probably does still exist. It seems like France gets a USA military base if centrists win, or maybe at a certain date. They do this without an event, so I have no idea when this happens. French sphere of influence depends on influence points you give therm by borrowing. You can evict USA from Africa and South America (without destroying NED by an event) by borrowing from France and attacking American holdings. When the NED event triggers, both American and French spheres reset to zero, and France quickly takes over the former NED empire.

Sucking up to China is WORTHLESS. Absolutely disgusting. The best course of action is to let China have a coup and perestroika, and then support Communists balls to the walls in the civil war. If you get Tiananmen instead, every Chinese leader has horrible SEZ entry demands, ranging from Deng's "you have to support everyone actively, but bloc has to be loose", to demanding a market economy as a prerequisite. At least I didn't see this shit for post-civil war China, and that one also could be puppetted without issues. There are also some weird hidden demands on your type of government for China, they don't like Soviet Democracy for some reason

If you do not support Ron Paul when USA collapses, you just get a horrible stuck up USA that doesn't get it's stats ticking down at all. You probably get a reelection opportunity later, but it's just horrible situation you can't do anything about even if you max out every modifier.

35-hour day policy > 48-hour. Night shifts decision enabled by 35-hour gives better bonuses is better than 48-hour one. Taking away trade unions' rights is pretty much a policy against radicalism and +5 income boost, totally fine for the start, but later on when you want to switch over to electric communism you have to give rights back

There are 7 decisions in the "Party" tab costing each 200 political points and 25 moneys, which, when pressed, shave off 10 corruption points total and switch loyalty bonuses characters give. Off my head, partocrats start giving -1.8 loyalty per turn, while ascetics start giving +1.8 loyalty. This is really crazy strong stuff, and it's hidden who-knows-where. You can probably stop half-way point there in the mid-game when you have a lot of political power you don't know what to do with

There are somewhat hidden decisions from 3 levels of home computers and 2 levels of space espionage branches. You get positive and negative social rating decisions which drastically improve everything, and also 3 decisions for wiretapping your citizens.

Then there is moratorium on the death penalty, and from the economics tab, selling goods for currency for 1.5 boost to trade. Dealing with meat shortage quickly is really important because of everyday goods hard cap, which in turn contributes to general shortages, so don't shy away from poultry focus and diluting meat in products.

Ministers are important, actually. Switching them around is free, so do it as soon as you can. There are two or three positions with bad debuffs for putting a new guy onto a taken place, so you can first give them education minister seat, and then place a guy you want on the newly vacated seat for no debuff
Foreign and spy ministers are crazy important for relations. Antiatlantists drag USA stats down, so Gromyko is really good early game at least, while Gorbachev-like traits give relations' boost with NATO countries. Peaceful is a really good trait to have on either foreign or spy minister.
Education minister is a dud, good for nothing.
Komsomol one needs ascetic trait to be good, industry traits give army recruitment bonuses, and economical gives some income, everything else is so-so
Internal affairs needs a strong hand, unswerving, but never ascetic. Compromising gives a bonus to republic loyalties, economical debuffs loyalties but gives income.
KGB one likes antiatlantist and strong hand. Starting minister here is better off as internal affairs minister, and you can switch him with a jobless military guy with 3 and 3 in diplo and intrigue.
3 economics ministers are really good, but you can switch either agrarian or industrial ministers with a jobless nuclear guy for a boost to science. Compromising, economical, industrious traits are really good on all of them, but ascetic is never good
The rest 2 ministers have the same bonuses as you do, but their strength varies dependent on laws. You can take over one of these positions by switching laws or by an event.

If you make a new character, imo the best traits are all three science ones, because rocking through science tree just removes all the challenge, lol. Maybe get unswerving as a neostalinist to help with party composition. New characters that spawn over time depend on the power of this or that fraction, so, Kosolapov improves it a little because of unswerving, but if you don't place him there in a neostalinist run without being unswerving yourself, the only new characters you'll get will be moderates and conservatives. Also, starting law in democracy/autocracy gives -1 power debuff to neostalinists. Also, one of pre-pressed economic decisions gives +1 power to reformists, those two are the reason why starting political situation is horrible. Stuff politburo with loyal guys of your fraction for best results

It seems like there are either hidden events for sympathy switching, or maybe high loyalty righthand man switches to your sympathies automatically. I had Romanov on this position switch to neostalinism without any input from me.


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