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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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Very promising start!

Will the pop portraits change depending on their circumstances? I.e. will soldier pop look bloodied after a war? Will peasant pop be better dressed if overall income levels of peasantry rise?

You say that we can't manipulate Pops directly - does this mean there will be no manual upgrades like in previous versions (where you could upgrade peasants to workers or workers to engineers if you had a stockpile of goods) or manual conscripting pops into soldiers?
 
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Can soldiers become a dependent population themselves if they are wounded in war?

Of course that would imply that each battle left: Survivors, Wounded and Dead. And then you could institute a pension fund for war veterans or something.
 
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I presume that the "political strength" is the number of politically active pops?

Also, is the "net income" across all pops of the type? Is it after all the expenses, after life/everyday needs, or else?
 
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Is the age pyramid going to be modeled, or dependents are just counted as hardcoded percentages of the pop size (50% are women, something like 15% of men are children and another 10% are the elderly regardless of the birth rates over time)?
 
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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!
Very cool indeed
 

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I'm a bit concerned with the Pop avatars. I'm assuming that, like with previous games, Pops will have some sort of cultural acceptance and change over time, yes? So if I have one Pop of an unrecognized culture, let's say Pop A of Culture A, and a ruling class Pop B of, let's say Culture B, at some point if conditions are right, some people from Pop A will move to Pop B, yes?

So if Culture A is from East Asia and Culture B is from Central Africa, they will be visually represented by people whose ethnicity traditionally matches that color, right? I see a rather dark-skinned Turkish fellow in the example and I assume Germans will look like white Prussians or Bavarians or whatever.

So what happens when someone of Culture A joins Culture B? Do they magically change ethnicity? Is ethnicity tracked separately from culture? I believe there were specific race-based policies for the US. Unless there's depth here you're not mentioning, it seems like the unfortunate implications (especially since European countries will likely be doing a lot of the colonizing) are that non-white people will just stop existing once they join European cultures.

In Vicky 2 you could definitely simulate culture death, but we never saw the Pops so we could assume there was some diversity there...
 
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Will disabled pops be handled by the "dependency" number? Specifically, if i go to war, and a bunch of my soldiers get injured, will I see a rise in the dependent section of the soldier population? Will there be pops for permenently disabled soldiers? (or for that matter, other pops, like factory workers)
 
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Thank you for the DV, but I have some question about the pops.
It`s possible to create a technocracy, accepting the base that pop build political power and wealth along the way, its possible to define with pop will be the upper class in my country? Or will be pre-established as a default of vic2?
 
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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 :)
That sounds like stuff that will be improved in DLCs
 
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I quite like the explicit inclusion of dependents.
Same here! And that they have actual effects in the game beyond simply being a tooltip with absolutely no further implications what so ever.
New 3D portraits look cool and made me even more hyped!
Agreed, I like the portraits/models in CK3 and am glad to see them again. I can imagine them with pissed off faces or pitchforks if they are revolting/striking for instance, lots of room for more immersion.
 
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I want to be able to convert my pops religion depending on what the state religion is. I hope that will be a mechanic in Victoria 3 because in Victoria 2 it was impossible to get pops to convert their religion.
 
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