This is no peace. This is an armistice for 20 years
The Converter to Doomsday was in some ways the easiest and in some ways the hardest thing to do. When you think about it, it sounds pretty easy. When the players select the export button the game creates a Doomsday saved game starting in January 1936, however life is never that simple.
So let’s start with the biggest problem of all, provinces. There are 2862 provinces in Victoria and 2608 and Doomsday. Already you have to figure out where those extra 250 provinces need to go. Throw in the fact that Victoria’s provinces are concentrated in different parts of the world, for example Victoria has a lot more provinces in Africa and Western Europe, while Doomsday picks up extra provinces in places Manchuria and Western Russia. You have a problem that in the end there is no exact solution. However this is not the end of the world.
This is a screenshot is a conversion from the start of the 1881 scenario. As you can see the conversion is starting to look pretty good.
Another problem that makes it a real headache to do the converter are the province shapes. While Victoria provinces are designed to give nice smooth frontiers during the Victoria era, Doomsday’s are not. What this means is that things do not always look quite right. So this is why we are proud of the next screenshot, Europe in 1914. Despite all the problems we had, it is still looking recognisable.
Having bored you to tears about provinces, let’s move onto to some of the other features with the converter. One of the first things we did was overhaul the 1914 scenario. Early in the process we realised that starting from 1835 the chances of Europe looking the way in did in 1935 were pretty slim. So instead we turned our attention to the 1914 scenario. We’ve done a lot of work on the set up to get it all ready to play and balanced. Next the scenario specific event file has been expanded and the existing events improved to make the game flow more historically. Some the new tags that we’ve added to Revolutions have been pressed into service to be used as countries that existed in the interwar era. I have to put in a quick mention to our Beta team here for all the hard work they’ve done on the scenario. The 1914 scenario should give you a good game and covert very nicely to Doomsday (for those of you who want to see this new scenario in action, you'll just have to wait a while longer.). In addition the 1914 scenario is now a sort of Victoria light, there is no colonisation, your economy is fully developed (at least if you are a civilized country) and all you have is one minor war to fight, ideal for those of you who have struggled to play Victoria in the past and want to break yourself in gently.
Now let’s talk about a few other things, if you have been paying close attention to the screen shots you’ll have noticed that the IC values are different from Doomsday. Your IC in Doomsday is now based upon your final industrial score. The calculation in essence takes the total IC at the start of Doomsday and allocates it to each country according to its industrial score. Now there are a few modifications to take into account things like debit (which maps to dissent) but that is the essence of it. Starting resources remain unchanged.
We’ve also done a lot of work converting the politics from Victoria to Doomsday. Again it is not precise, but the political reforms you have in place in Victoria determine how the sliders are set up in Doomsday. The more Voting rights you have the more democratic you’ll be, things like press rights and public meeting make your society more open.
Then there are the tech teams, rather than each country picking up its default tech teams, they are now randomised depending on how you ended Revolutions. Every choice you make influences your tech teams, however as a hard and fast rule on average you’ll get better tech teams if you are a great power. However let me give you a flavour on how it works. For example everyone gets a tank tech team. It is fairly average and will have a few components. However if you tank factories, car factories and Machine parts factories this will push up the average skill of the tech team. Similarly if you have good inventions it will increase the chances of getting those additional useful components that will turn it into a great tech team. Then there is a second tank tech team, this has a higher average skill and will get more components automatically. Having good industry will push up the skill level and inventions will increase the chances of additional components. If you are a great power you will get this second tech team automatically. If you were playing a minor power which has good tank techs and a tank industry then you will also see yourself getting this tech team as well.
At the moment the tech teams just get random names and pictures that fit the tech team, but we are working on each country getting proper names for their tech teams, so a German rocket tech team gets called Wernher von Braun etc.. So let me show you where we are at the moment.
Between now and release I think we’ll have the new tech teams looking pretty damn good.