How elections start, are run and finish as well as how the following government is formedĪ look at how each individual battle in wars play out ![]() How interest groups can work together in political parties How pops change religion and culture over time based on the laws of the country The decisions, mechanics and diplomacy of forming ordinary and major unification The considerations in presenting information through the graphics. How the visual aspects of the maps including buildings, cities and roads will change based on how the game world develops. The various different optional player objectives and how they work.Ī presentation of the in-game tutorial and how it is tied to the main part of the game. How the different characters can affect politics, warfare and economy as politicians, generals and leaders. The second dev diary on the topic of trade, specifically how trade routes between two markets have been revorked. On how taboos and obsessions work and the interplay between cultures, religions and discriminationĪ presentation of 45 out of the 50 achievements present in the game at release as well as game rules such as modding or iron man. On the other hand, introducing pensions to wounded soldiers will increase the burden and the number of Dependents and ensure the morale of the populace and their support of the player to rise.All developer diaries about Victoria III (base game).Īn expansion of the interest mechanic described in dev diary 19, especially the relation between naval power and interests.Īn overview of the game mechanics and the player experience, as well as the process by which we arrived at the current version of the game. It will make them easier to educate though. Introducing laws for women's rights and against child labor will lower the amount of Dependents a country has, changing, what is in the real world, the gray economic sector. One defining trait pointed out in this diary is the distinguishment of the populace into two categories, namely that of the Workforce and the Dependents. Literate and skilled workers may just find it in them to abolish aristocracy, or curtailing education will ensure the ruling nobles stay in power longer. Making changes that benefit one population type may adversely affect the others. the player controls the country, not its people, and builds a society via introducing changes that affect the populace, for better or worse. The core principle of it is categorizing the populace of a country, region, or any other type of geographical and societal appellation, based on their Professions, Religion, Culture, and Workplace. ![]() A feat that is incredibly hard to accomplish in a grand strategy game. ![]() Simply put, this mechanic is what allowed Victoria to create a feeling of the in-game world's inhabitants being alive and having their own lives, and not portraying them as numbers on a screen. This way of organizing and categorizing the world was a first in grand strategy games, and even though other titles, such as Stellaris have adopted it, none have used it to the same success quite as Victoria did. If asked to point out the defining trait of Victoria, long-time fans of the series will simply answer: "The pop mechanic". And, from what can be seen, the future of Victoria 3 seems bright indeed. The lead designer of Paradox Interactive's sequel to the highly successful Victoria II, Mikael, brings us updates on the game's development process in his dev diary.
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