The purpose and mechanics of ports, trade routes, shipping and convoys The journal entries, events etc related to opium concumpsion and the related diplomatic and political effects of the chinese opium crisis How the population might rise in armed uprisings and civil wars How minority cultures might take up arms for independence The journal entries, events etc related to slavery and the civil war in USA 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. Dev diariesĪll 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. In this panel from PDXCON, Game Director Martin Anward and Lead Game Designer Mikael Andersson have a chat about the Design Pillars upon which Victoria 3 is being built. Accumulate prestige and the respect of your rivals as you build an industrial giant at home or an empire abroad.Increase your economic and military strength at the expense of rivals.Employ threats, military prowess and bluffs to persuade enemies to back down in conflicts.Use your diplomatic wiles to weave a tangled global web of pacts, relations, alliances, and rivalries to secure your diplomatic position on the world stage.Balance employing available labor force with the needs for new types of workers.Secure vital goods to fuel your advanced economy and control the fate of empires.Import cheap raw materials to cover your basic needs while finding new markets for your finished goods.Expand your industry to take advantage of lucrative goods, taxing the profits to improve national prosperity.Research transformative new technology or ideas to improve your national situation.Reform your government and constitution to take advantage of new social innovations, or preserve the stability of your nation by holding fast to tradition in the face of revolutionaries.Detailed population groups with their own economic needs and political desires.Agrarian or Industrial, Traditional or Radical, Peaceful or Expansionist. Lead dozens of world nations from 1836-1936.If I get into Vicky2 then I may try and hold out for a year or so post release so I can pick it up cheaper and more complete. Until then it's not worth the time following given how many bridges they've burned.Īgree with all the points Bamilus made bere. Having bought Paradox games for almost 20 years, I'm pretty much done with the studio but I look forward to seeing the reviews on this after it drops. No more pay $60 and wait 3 years for another $100 in DLC, patches, and mods to flesh out the game. Paradox really needs to learn to not take customers for granted and if they want my money then they'll have to knock this one out of the park on release. My gut tells me the game will still pale in comparison to Vic 2 and I'd highly recommend not pre-ordering. The fact that there's no mana and no mission trees already removes two of the biggest knocks on modern Paradox design philosophy. I have zero expectations given the trend of Paradox lately, but I will say they are at least saying the right things so far and Wiz is the only person I'd even remotely trust to do a decent job.
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