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Victoria 3 - Dev Diary #1 - Pops

Dev Diary 1.png


Hello everyone! I’m Mikael, Victoria 3’s lead game designer - and oh boy does it feel good to finally be able to say that out loud! Today I have the pleasure to reveal some details about that one feature everyone thinks about when they hear “Victoria” - the Pops.

Pops were introduced in the very first Victoria game to represent your country’s population. Pop mechanics have since snuck into other Paradox titles like Stellaris and Imperator. But this in-depth population simulation is what Victoria is about, and we’re going to bring you a system with more depth than ever before!

In Victoria 3, Pops are the country’s engine - they work the industries, they pay the taxes, they operate the government institutions, and they fight the wars. They’re born, they die, they change occupation, they migrate. And they organize, get angry, and start revolutions.

Every Pop is visualized so you can see which demographic sports the best moustache. Note that Pop portraits are very much a work in progress!
ClergyCrop.png


You, the player, might be in charge of the country, but you’re not in charge of the Pops and can’t manipulate them directly. Yet everything you do to the country affects them, and they in turn will react in what they perceive to be their own best interests. A large part of your game will consist of trying to sate your population’s appetites for material goods or political reform. But most actions you will take aren’t to the benefit of every Pop in your nation, and by making life better for one part of the population you may inadvertently upset another demographic.

The most important aspect of Pops are their Professions, which reflects the types of jobs it carries out in the building where they work. A Pop’s profession determines its social class and can affect its wages, political strength, what other professions it might qualify for, and particularly which political Interest Groups it’s prone to supporting (which you will hear lots more about in future Dev Diaries.) Some of the Pop professions you will encounter in Victoria 3 are Aristocrats, Capitalists, Bureaucrats, Officers, Shopkeepers, Machinists, Laborers, and Peasants. Investing in industries that provide job opportunities for the kinds of professions you want to encourage in your country is key to the “society building” gameplay of Victoria 3.

Every variation of Profession, Culture, Religion, and Workplace in the world gets its own unique Pop. At any given time this results in many tens of thousands of Pops in the world working, migrating, procreating, and agitating.
Aristocrats.png


The people that make up a Pop are distinguished into Workforce and Dependents. Members of the Workforce keep the buildings in the game operational and collect a wage from them in return. Those who cannot or aren’t permitted to be officially employed are considered Dependents. They collect only a small income from odd jobs and government programs.

Laws affect who is included in each category. At game start most countries do not accept women working and collecting a wage outside the home but by reforming laws governing the rights of women more Dependent Pops will enter the Workforce over time. By abolishing child labor, the amount of income Dependents bring home will decrease but will make it easier to educate your populace, increasing their overall Literacy. After a bloody war many Dependents of soldiers may be left without sufficient income, and you may decide to institute pensions to help your population recover.

In short: nothing in your country runs without Pops, and everything about your country affects those Pops, who in turn provide new opportunities and challenges during your tumultuous journey through the Victorian era and beyond.

I have oh so much more to say, but that is all for this week! You will hear much more from me in future Dev Diaries. Next week Martin will return to explain something quite central to the game - Capacities!
 
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Will POPs attire and such change with some progression?
Like changing attires to more suitable fashion - changing from mid-XIX century to more late fashion, like 20s of XX century.
Or let's say I have Japan - will my POPs upon "westernization" wear more "western" outfits as it was case historically?


And now, it may sound a bit silly... but lets say I am migrating an Arab, a person likely in an attire that is suitable to endure a desert weather, to Alaska. Or in Alaska I get Arab as an immigrant. Wouldn't such an attire there make little sense? Same goes ofc for other culture pops going to regions alien to them. I know it's a bit too much, but still :)
 
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Just a little taste of the pop mechanics this week... no matter! I will be patient!
 
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If I give more rights to women, will they start to show up as the visual representation of pops or are they always male no matter what?
 
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The system and icons look really great. It's likely just me and temporary, but it feels a bit off seeing a human model similar to CK3 - just like in CK3, it feels like the interaction is not between the state and an interest group or just generally a social strata, but between a king and a duke. Probably just a subjective CK3 aftereffect though
 
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Before proceeding to read the entire daily dev, I would like to suggest that you include the CK III learning system, it helped me a lot to learn things that I could not even understand since CK II and I think it will work to attract new players and smooth game concepts. Thank you very much for keeping us informed!
 
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why does “local governors” exist as one entity?
I diferent countries have different titles for theu intersts groups. Prussian landowners being called Junkers etc. Local governors is probably the name of Ottoman landowners.
 
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If I give more rights to women, will they start to show up as the visual representation of pops or are they always male no matter what?
We're experimenting with a few things. Stay tuned!
 
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1622131871344.png


There are two figures for population on this screenshot, with a huge discrepancy. Is the value on the left (7.97k) for a specific area (state, province?) within the country, as opposed to a nation-wide figure on the right?
 
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I didn't know I wanted the pops to fully displayed until I saw this. Look at that hat! Outside of that sounds like pops are the life blood of my nation which sounds great!
 
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Very cool screenshots! Are the 3d portraits dynamic, that is, change over time? Could posture and clothing react to what percentage of their pop needs are fulfilled?
 
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are there still summary screens?
 
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There are two figures for population on this screenshot, with a huge discrepancy. Is the value on the left (7.97k) for a specific area (state, province?) within the country, as opposed to a nation-wide figure on the right?
Yes, to be clear the depicted Pop is just representing the Turkish Sunni Aristocrats who own the Subsistence Farms in the state of Diyarbakir. Across all of the Ottoman Empire there could be dozens or even hundreds of different Aristocrat Pops, of different cultures/religions, states, and workplaces.
 
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”After a bloody war many Dependents of soldiers may be left without sufficient income, and you may decide to institute pensions to help your population recover.”
Exactly the type of knock-on effects of war I wanted, loosing a lot of soldiers should mean more to society than just the abstract ”war exhaustion” . Looks great :)
 
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View attachment 724807

There are two figures for population on this screenshot, with a huge discrepancy. Is the value on the left (7.97k) for a specific area (state, province?) within the country, as opposed to a nation-wide figure on the right?
Not a dev but it looks like the number on the bottom left is all the Turkish Sunni Aristocrats in the state of Diyarbakir and the right is all of the Aristocrats in the Ottoman Empire
 
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