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Victoria 3 - Dev Diary #0

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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.

Loading screen from Victoria 3 - “The Crystal Palace”
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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.

We'll also have a lot more exciting news to share as we go, so make sure to follow us on Facebook, Twitter, Discord, the Paradox Forums and the official Victoria 3 website to stay up to date.
 
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Lord Hoosier

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EU5 is next on the list. The trouble is Paradox never abandoned EU like it did Crusader Kings and Victoria II. Also EU:Rome was abandoned to an extent, but that was more of a spinoff. Those are the three memes I can remember.
Imperator was supposed to be EU:Rome 2. If only they didn't kill it..... But let's hope for EUV for the sake of the glorious CKIII to HoI IV mega campaign.
 
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ggsimmonds

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Best news I could have hoped for. I especially love that you specifically mention that it is not a map painting game. I always find map painting strategy to be shallow.

Regarding some of the comments in this thread, some of you are creating whole scenarios in your head. One comment viewed this diary as confirmation that polticial correctness will destroy the game. Thats a bigger leap than Superman could dream of.

Also calm down a bit on the UI criticism. Its WIP. Feedback is good, but make it more along the lines of "I hope the UI is still being worked out" instead of "omg looks like a mobile game, pass"
 
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steehill

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I genuinely had started to lose hope that this day would happen, thank you paradox so much for making this game. I've never wanted something so much for so long! Thank you, thank you, thank you!
 
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adil3tr

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I hope diplomacy is a smooth experience, it can often feel like a ton of micro and investment for small things that wars would deliver a lot more easily. And I hope the CB system is not as onerous as it was in the House Divided expansion where wars were costly for little benefit no matter what.

I’ve heard that communism will be a much better and more fleshed out experience and I really hope that’s true. I hope the game has great class dynamics and we can really change history.
 
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Please add political parties in some capacity. It's a little silly that governments can consist of "rural folk and intelligentsia". You could potentially add a party overlay where one, two or more groups join together to form a political party, in which case they'd prefer to be in power together and without interest groups that aren't in the party. Perhaps they could also work with other similarly aligned parties.
 
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This diary has a pretty succinct description of what made Vicky 2 special. I'm definitely optimistic that this will be a worthy successor and am looking forward to reading the upcoming dev diaries.
 

Dan the cynical barbarian

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"This is a thousand monkeys working at a thousand computers, soon, they'll have made the greatest grand strategy game known to man! Let's see: "UNCIVILISED nations have a TECH PENALTY." YOU STUPID MONKEY!"

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Funny thing is, this is actually how they treat their employees according to glassdoor reviews



 
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I interpret this to mean that this isn't a game built around war like Europa Universalis is. While Victoria II had armies, the game wasn't built around war and map painting, but about state and economy building. War is meant to be an extension of diplomacy, or used to achieve limited aims, not the sole focus of the game. I would be shocked in a way I simply am unable to conceive if this game didn't have armies and navies similar to other Paradox titles.
I agree, but my question is:
Are they downscaling the war mechanics?
I'm ok on leaving it the way it is and would prefer to have it improved (as armies, soldiers and generals have been of extreme importance to politics and diplomacy)
 

ggsimmonds

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Please add political parties in some capacity. It's a little silly that governments can consist of "rural folk and intelligentsia". You could potentially add a party overlay where one, two or more groups join together to form a political party, in which case they'd prefer to be in power together and without interest groups that aren't in the party. Perhaps they could also work with other similarly aligned parties.
I would think it simply hasn't been implemented.
Its something too basic to the core experience to leave out.

I am willing to bet a pre-order that its a planned part of the game.
 
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