PC Gaming Victoria 3 Announced

Navarro

Well-known member
Also:

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National leaders finally get represented!
 
Dev Diary #0

Navarro

Well-known member

Hello everyone!

Yes, you’re seeing this right. No, this isn’t a belated April Fools joke. After all these years, and all these memes, Victoria 3 really is confirmed at last. I’m Martin “Wiz” Anward, the Game Director of Victoria 3, and it’s my absolute pleasure to finally be able to reveal what I have been working on since 2018 (around the time I stepped down as Game Director of Stellaris).

So what, then, is Victoria 3? I can start by telling you that it’s most definitely a proper Victoria game – namely a game with a core focus on Economy, Politics and Internal Country Management and with the iconic Victoria pop system not just included as a core mechanic but made even deeper than in either of its predecessors.

Though Victoria 3 is its own game and not an iteration on Victoria 2, our ambition is to create a worthy successor that stays true to the core values of the Victoria series while using what have learned over the last decade in terms of making games more accessible – so that we can use that accessibility to build an even deeper game for old and new players alike!

Our vision for Victoria 3 is to create what we call a ‘Society Sim’ – a game that is first and foremost about the internal workings of the 19th-century country that you are playing and how its society is shaped over the course of the game. Politics, Economy and Diplomacy are the three most important parts of the game – Wars are of course a part of the game (just as they were a part of the Victorian age), but Victoria 3 is *not* a wargame or a game about map painting.


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Oh, and before you start speculating crazily about what is and is not in the game: No, there is no mana!

Now, there is going to be a lot of dev diaries going forward to dig into the mechanics of the game, but to wrap up this dev diary I want to briefly touch on the four game design pillars that we have been following when designing and building Victoria 3:
  • National Gardening: Building, shaping, tweaking and evolving your nation is the first and foremost focus of the game. Events outside your country’s borders can naturally affect your country in significant ways, but the game should never rely on war to provide the main source of enjoyment.
  • Diplomatic Eminence: War is a continuation of diplomacy, and everything that is achievable by war should also be achievable through diplomacy (even if that diplomacy sometimes comes at the point of a gun).
  • Everything is Political: Politics is at the heart of Victoria 3, and all major features should in some way tie back into the Pops and Interest Groups that form the core of the game’s politics.
  • Era of Change: The Victorian era was a time of immense change politically, technologically, culturally, militarily and socially, and these changes should be reflected in the experience of playing a campaign of Victoria 3.
That’s all for this week, but we’ll see you next week, when we’ll be talking about the return of the Victoria Pop System and the introduction of Dependents.
 

Arlos

Sad Monarchist
Hum, I wonder what change they’ll add to the military.
I think it would be nice to have a manpower/casualties counter similar to HoI4, in Vic2 you could throw units into the grinder and then regen them with little to no vision on what it was doing to your pop.
That would make waging any war an important decision, since if those soldiers don’t pop out of thin air to regen your armies anymore, that mean you have to let your pop recuperate naturally after any major conflict.
 

Arlos

Sad Monarchist
It would make mobilisation more fraught as well.
And demobilization as well, since mobilized people had jobs as farmers/factories workers, you could end up with a bigger or smaller hole in your workforce if they die in battle, and because dependents are now a things that mean you would have to struggle to care for them too, lest their living standards drops and cause unrest, and since generational allegiance are a things, dependent that grow up with low living standards could end up as Radical.
Every major conflict would have to be a calculated risk.
I like it already :love:
 

Navarro

Well-known member
It got better later on, but yeah.

Most of what I remember of Imperator gameplay is endless barbarian hordes coming down from the mountains into the middle of my empire. Like if Civ had invincible barbarian camps ...
 

Arlos

Sad Monarchist
Gonna be fun to see how they handle WW1.
Probably a mess for everyone involved, It’d be nice if it was physically impossible to have one great war after another anymore...
They hopefully overhaul the military, having to stack everything manually in vic 2 was a major pain and extremely time consuming, I would appreciate a simplified HoI4 division system. Similarly I’d like an easier way to create « Frontline » so to speak.

Also, they improved capitalism so it isn't "have a retarded AI automanage your economy".
That’s honestly pretty nice, Vice 2 capitalist were de-facto nothing but an annoyance, I’ll have to see how the investment system work, but It’ll definitely be much more do-able to play capitalist now.
 

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