• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 694Like
  • 357Love
  • 38
  • 15
  • 2
Reactions:
I'm not so sure, he thinks there is "discrimination", which I don't know if this is given by the pops by themselves or specific laws can be enacted, for example, the cultural revolution (despite being 20 years after the game ends ), it is specifically it would be more by role-playing, because honestly no one would want to kill their educated population.

On another topic, is it me or the publication did not talk about the Clerks, did they confirm that they will not be there or did I just not say all the pops?

I was thinking more along the lines of post 1900 when communists and fascists can take over. I would like to see some kind of choice to reduce, reeducate, forced out or simply removed choices against your enemies.
 
This is amazing however i have to ask, would we, for example nations with more tight border control, be able to have migration pacts with targeted countries similar to stellaris?
 
View attachment 724799

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!
View attachment 724800


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.
View attachment 724801

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!
Sounds so promising. This will be my entry to the Victoria series games.
 
A question to the Pop-Pictures:
How will be Afroamericans be represented? And especially when theyre assimilated...or e.g other Non-Caucasians going to be a member of Caucasians Culture, Religion and Work. Are coloured pops going to be white by assimilation and conversions?

Im asking because there is no ethnicity-slot in the pop screen - i totally understand why, but is this topic soluted like in CK where different characters ethics are there but not writed down while a turkish lord can be chinese and believes to Buddha?
 
At game start most countries do not accept women working and collecting a wage outside the home
This irks me because this is not accurate. Historically women were always present in the workforce, especially at the time of the industrial revolution. Who do you think work at the textil industry?
Women not working wasn't really except for the upper class and later the middle class.
 
The problem with this, and IIRC it was still present in earlier Victoria games even with both factories and POPs represented at the province level, is that if you have workplaces at the provinces level and not at the state level then you run into the issue that when a single province with the workplace is captured it creates a sudden lack of employment in the rest of the state.

The workplaces also are not representing an actual single factory or mine or farms or what have you anyway and are representing multiple businesses and workplaces, so it might both make more sense for gameplay and in terms of the abstraction to have them at the state level too and not the province level.

I mean that's realistic though? If the Germans take Moscow then that would absolutely wreck the Russian economy.

States are far too big to not model population kn a provincial level. How do you model the 19th century without modeling stuff like the complicated ethnicities in the Balkans?