This is the last part of a four part series (I, IIa, IIb, III, IV) examining the historical assumptions behind the popular medieval grand strategy game Crusader Kings III, made by Paradox Interactive. In the previous sections, we'd laid out what CKIII does very well: building a simulated model (albeit a simplified one) of power … Continue reading Collections: Teaching Paradox, Crusader Kings III, Part IV: Emperors, Soldiers and Peasants
Category: Teaching Paradox
Collections: Teaching Paradox, Crusader Kings III, Part III: Constructivisting a Kingdom
This is the third part of a four part series (I, IIa, IIb, III, IV) examining the historical assumptions behind the popular medieval grand strategy game Crusader Kings III, made by Paradox Interactive. In the last part (in two sections), we discussed how CKIII attempts to model decentralized political power in the fragmented polities of … Continue reading Collections: Teaching Paradox, Crusader Kings III, Part III: Constructivisting a Kingdom
Collections: Teaching Paradox, Crusader Kings III, Part IIb: Cracks in the House of Islam
This is the back half of the second part of a four part series (I, IIa, IIb, III, IV) examining the historical assumptions behind the popular medieval grand strategy game Crusader Kings III, made by Paradox Interactive. Last time we looked at how the game tried to mechanically simulate the internal structure of the highly … Continue reading Collections: Teaching Paradox, Crusader Kings III, Part IIb: Cracks in the House of Islam
Collections: Teaching Paradox, Crusader Kings III, Part IIa: Rascally Vassals
This is the second part of a four-part (I, IIa, IIb, III, IV) series examining the historical assumptions of the popular historical grand strategy game Crusader Kings III, by Paradox Interactive. Last time we opened by discussing how CKIII attempts to simulate and represent the distinctly personal character of rule and decision-making in the Middle … Continue reading Collections: Teaching Paradox, Crusader Kings III, Part IIa: Rascally Vassals
Collections: Teaching Paradox, Crusader Kings III, Part I: Making It Personal
This is the first post in a four-part (I, IIa, IIb, III, IV) series examining the historical assumptions of Crusader Kings III, a historical grand strategy game by Paradox Interactive set during the Middle Ages and covering Europe, North Africa and both West and Central Asia. This is also the continuation of a larger series … Continue reading Collections: Teaching Paradox, Crusader Kings III, Part I: Making It Personal
Collections: Teaching Paradox, Victoria II Part III: World’s Fair
This is the third and final part of a three part series (I, II) examining the historical assumptions of Paradox Interactive's 19th and early 20th century grand strategy game, Victoria II. Last time, we looked at how the game's models for the industrial revolution and warfare interacted: by simulating (even in a fairly limited and … Continue reading Collections: Teaching Paradox, Victoria II Part III: World’s Fair
Collections: Teaching Paradox, Victoria II, Part II: The Ruin of War
This is the second part of a three part series (I) examining the historical assumptions of Paradox Interactive's 19th and early 20th century grand strategy game, Victoria II. Last week, we looked at how Victoria II handles its central, defining theme, the industrial revolution, and the mechanics it employed. We also discussed how Victoria II … Continue reading Collections: Teaching Paradox, Victoria II, Part II: The Ruin of War
Collections: Teaching Paradox, Victoria II, Part I: Mechanics and Gears
This is the first post in a three-part series that will be examining the historical assumption of Paradox Interactive's grand strategy computer game set in the 19th and early 20th century, Victoria II. Readers will find a number of references here to our previous discussion of one of Paradox's other games, Europa Universalis IV, but … Continue reading Collections: Teaching Paradox, Victoria II, Part I: Mechanics and Gears
Collections: Teaching Paradox, Europa Universalis IV, Part IV: Why Europe?
This is the fourth and last part of our series (I, II, III, IV) examining the historical assumptions of Europa Universalis IV, Paradox Interactive's historical grand strategy computer game set in the early modern period. Last time we looked at how Europa Universalis IV often struggles to reflect the early modern history of places and … Continue reading Collections: Teaching Paradox, Europa Universalis IV, Part IV: Why Europe?
Collections: Teaching Paradox, Europa Universalis IV, Part III: Europa Provincalis
This is the third part of our series (I, II, III, IV) examining the historical assumptions of Paradox Interactive’s grand strategy computer game set in the early modern period, Europa Universalis IV (which is in turn the start of a yet larger series looking at several of Paradox's games and how they treat their historical … Continue reading Collections: Teaching Paradox, Europa Universalis IV, Part III: Europa Provincalis