• 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 #16 - States

Thumbnail.png


It’s Thursday again and that means it’s time for another Victoria 3 dev diary! Today’s dev diary is going to be a little bit different in that it will mostly be about collecting and further explaining the various mechanics that tie into States. There might not be a whole lot of new information here for people who have been closely following the development, but we feel it’s important to put all this information in the same place and clarify a few points.

So then, onto the topic of States. States, as we have previously touched on, are the main political-geographical unit of Victoria 3, where pops live and buildings are built. Before we proceed it will be useful to understand the difference between States and State Regions. A State is always controlled by a single country and its borders are dynamic (can change over the course of the game, including being created and destroyed), while State Regions can contain 1 or several States and have static borders (unchanging throughout the game). If a single country owns all provinces within a State Region, there is no practical difference between these concepts. But if more than one country owns provinces within a single State Region, they will each control individual States within it.

For example, the State Region of Rhineland is a predetermined set of provinces on the border of France that in 1836 contains two States: Prussian Rhineland (actually just called Rhineland because it contains more than half the land in the region) and Bavarian Rhineland (called Bavarian Rhineland to distinguish it from the Prussian parts), a concept that we call a Split State. Over the course of the game, which exact provinces make up the State Region of Rhineland will never change, but the States might. If France was to conquer the Prussian Rhineland, there would of course no longer be a Prussian Rhineland but a French Rhineland, and if Prussia were to conquer the Bavarian Rhineland, the entire State Region would be unified into a single Prussian State.

Political control of the State Region of Rajputana is split between numerous Indian Princes, none of which control enough of the region for their part to be considered Rajputana proper.
2021_08_31_1.png

In addition to political ownership, there are a number of conditions that can apply to a State that affects the local population and economy. First of all, there is something called Incorporation Status, representing a State’s political status within the country that owns it. The different Incorporation States are as follows:
  • Incorporated State: A state that is a fully integrated political unit in the country. This state incurs full bureaucracy costs, pays all forms of taxes required by the government, and gets the benefit of all national Institutions.
  • Unincorporated State: A state that is owned but only very lightly administered by the country, such as frontier states. Unincorporated states do not incur any bureaucracy costs but only pay certain taxes (such as Consumption Taxes), get no benefits from national Institutions and have reduced Infrastructure.
  • Colonial State: A state that is considered to be an overseas colony. Works similarly to an Unincorporated State, but also gets increased immigration at the expense of even lower Infrastructure.

It is possible to Incorporate any Unincorporated/Colonial State as long as you have the Bureaucracy that would be needed to properly administer it, but this can be a rocky process - while the increased costs kick in immediately, the benefits (taxes, institutions and so on) are only gradually phased in over time. The time it takes depends on how easy it is for your country to integrate the local population - it would be a lot more difficult for Britain to incorporate an Indian state than it would be for them to incorporate the Falklands, for example.

Other conditions that can apply to a State include (not an exhaustive list):
  • Capital State: The political capital of a country. All Pops living in the Capital State have increased political power.
  • Market Capital: The economic capital of a country. Has increased Infrastructure and Migration Attraction.
  • Turmoil: A State that has too many political radicals (as a percentage of population) will experience Turmoil. A State with Turmoil suffers penalties in the form of increased Tax Waste and reduced Migration Attraction. These penalties can be reduced by investing into the Police institution.

Pennsylvania is an Incorporated State, contributing both taxes and a star on the flag to the United States of America.
2021_08_31_3.png

States can also inherit certain conditions from their State Regions, including:
  • State Traits: As explained in the Infrastructure dev diary, these represent a wide variety of geographical features that have an impact on the economy, infrastructure and/or population of the entire State Region.
  • Claims: A State Region can be claimed by a country that does not currently own it but are broadly considered to have a legitimate reason to think that maybe they should. We’ll come back to this when talking about diplomacy and war.
  • Homelands: Every Culture has one or more State Regions that most people in that Culture consider to be their natural homeland. This does not consider the views of anyone else outside that Culture (ie, the Swedes don’t get any say in which State Regions the Russians consider to be their homelands and vice versa), and has certain effects that we will go over in later dev diaries.

Guano was a central pillar of the Peruvian economy in the mid-19th century, and a war was even fought over control of the Chincha Islands between Spain and Peru (the icon for this particular State Trait is a placeholder)
image (3).png

As mentioned all the way back in the dev diary about Buildings, States are limited in which Resource Industry Building Types they can support and how large these can get. For example, the degree of Iron deposits in a state limits how many levels of Iron Mine you can build there. These resource limits are actually a property of State Regions, which is dynamically allocated to the States in the region based on how large of a share the State holds.

It’s worth noting that this proportion isn’t just based on the raw number of provinces owned. As an example, potential for Fisheries are distributed according to the amount of coastline a State has in the State Region, while Arable Land land can be heavily weighted by the amount of Prime Land is in each State. While not applicable everywhere, Prime Land is something we use in states where there is a clear division between fertile and non-fertile land - control of the Nile should matter a lot more to a State in Upper Egypt’s Arable Land than control of the surrounding desert, for example.

It’s also possible for a State Region to contain Discoverable Resources. These are resources such as Oil, Gold or Rubber that are either not known about or not considered exploitable at the start of the game, but may be discovered and exploited at a later point. Certain technologies will affect both which resources can be discovered and the actual chance of said resource being discovered. All of this functions in a weighted random fashion, so while the chance of there being a Klondike gold rush at some point during the game is high, it probably won’t happen exactly at the same date it did historically.

There may or may not be gold in them hills!
2021_08_31_2.png

Alright then, that’s all for today! Next week we’ll be continuing on the topic of Politics as I explain how Migration works.
 
  • 230Like
  • 70Love
  • 21
  • 8
  • 5
Reactions:

harold lorre

Banned
May 29, 2016
206
114
The most important thing I've taken away from this is that the American flag dynamically changes depending on the number of states. I wonder what the capped out flag looks like?
it is not an easy thing until now no paradox game has ever managed to make such a complex game!yes flags, borders, languages, religions, states, governments, the products on the market should also change according to time and history.
 
  • 1Like
Reactions:

Nibbes

Colonel
On Probation
Jan 22, 2017
841
1.161
more space should be given to individual cities than to fixed maps, because borders always change according to governments: cities can be on either side of the border depending on the time. by the way, can the names of cities and states and regions be changed? , for example if for some reason history changes and Washington loses the role of capital and the status of dc is useless in an alternative line,
DC is interesting because it use to include parts of Virginia to form a prefect square. The US put DC in location as compromise between the north and south states. Virginia use to be most populous, wealthy, influential colony/later state out of the original 13. Also most presidents from there. Creating new city also was very symbolic to the "new republic". It does not favor any specific state of original 13. Same reason star spangle banner was eventually chosen over Hail Columbia(associated with New England). Washington DC is original swamp lands so without the political importance it likely stays rural wetlands or ghost town but post construction is importance is still big.

For example, if the US Balkanizes whoever has DC has most credibility to claim "successor state" status of US if it does not exist anymore or someone like CSA takes it(makes it extremely hard for them to pull off full re-unification under south and AI not pick it 99.99 percent of time to prevent nonsense). DC is purely political city is only reason it is even thing. The unofficial economic capitals of US during this time is New York. Philly and Boston second and third until Chicago grows to take second place later on. If the North picks capital outside of DC is is likely Philly.

The issue with US pre civil war the "Dixie" culture even with being outclass in industry and population has a very disproportional amount of political influence. The US pre-civil war arguable has two "primary cultures" especially depending who president or controls congress. One reason the north pushed for 3/5 of person because they found it unfair a bunch of southern landowners and slavers were counting people that lack ability to vote or freedom as citizens. Even less whites percentage wise could vote in south compared to the north. So you have "Junker situation" somewhat especially with many taking positions of importance and renown in military(many made name for themselves in Mexican American War). You have very plutocratic and oligarch republic in south. If you had more slave states would "Dixie" not be de facto primary culture by default by highly upset north(alt civil war but north).

In Europe cities did take more political considerations while US outside of DC is largely economic and geographic based design. Germany even if unified has "imperial cities" and republic city states along with different monarchs within it.

Many cities out west for example do not grow to big until air conditioning and water pipelines could be built out there. LA is naturally a desert which is why San Francisco use to be more important.
 
  • 1
  • 1
Reactions:

harold lorre

Banned
May 29, 2016
206
114
DC is interesting because it use to include parts of Virginia to form a prefect square. The US put DC in location as compromise between the north and south states. Virginia use to be most populous, wealthy, influential colony/later state out of the original 13. Also most presidents from there. Creating new city also was very symbolic to the "new republic". It does not favor any specific state of original 13. Same reason star spangle banner was eventually chosen over Hail Columbia(associated with New England). Washington DC is original swamp lands so without the political importance it likely stays rural wetlands or ghost town but post construction is importance is still big.

For example, if the US Balkanizes whoever has DC has most credibility to claim "successor state" status of US if it does not exist anymore or someone like CSA takes it(makes it extremely hard for them to pull off full re-unification under south and AI not pick it 99.99 percent of time to prevent nonsense). DC is purely political city is only reason it is even thing. The unofficial economic capitals of US during this time is New York. Philly and Boston second and third until Chicago grows to take second place later on. If the North picks capital outside of DC is is likely Philly.

The issue with US pre civil war the "Dixie" culture even with being outclass in industry and population has a very disproportional amount of political influence. The US pre-civil war arguable has two "primary cultures" especially depending who president or controls congress. One reason the north pushed for 3/5 of person because they found it unfair a bunch of southern landowners and slavers were counting people that lack ability to vote or freedom as citizens. Even less whites percentage wise could vote in south compared to the north. So you have "Junker situation" somewhat especially with many taking positions of importance and renown in military(many made name for themselves in Mexican American War). You have very plutocratic and oligarch republic in south. If you had more slave states would "Dixie" not be de facto primary culture by default by highly upset north(alt civil war but north).

In Europe cities did take more political considerations while US outside of DC is largely economic and geographic based design. Germany even if unified has "imperial cities" and republic city states along with different monarchs within it.

Many cities out west for example do not grow to big until air conditioning and water pipelines could be built out there. LA is naturally a desert which is why San Francisco use to be more important.
but from the technical point of view of the game the maps as conceived up to now by paradox in victory, eu hoi, are outdated because they do not take into account the infinite possibilities of changing political, territorial and economic borders that upset the real chronology, creating scenarios unpredictable alternatives. so we must first rethink the maps and improve the ai!
 

Celdur

Major
53 Badges
Aug 1, 2008
765
93
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rights of Man
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
Is the Map final? because that image for Peru and Lima in particular is heartbreaking. Lima (the city) is a huge coastal plain watered by 3 rivers composed of many valley's. And the coast in general, from Ica (region to the south of Lima) all the way north to the border with Ecuador is littered with many green valleys and a slim coastal plain which form the heart of Peruvian culture and today most of the population live there. The key characteristic is that its completely different from the Andes, since its very flat, has easy access to the sea and even though it doesn't rain much its extremely fertile, because its not a "normal" desert. Which is why you only need water to grow massive amounts of crops, which the Andes provide so long as you channel them with infrastructure works, as the ancient peoples did for thousands of years, and we do today.

Lima is in fact the largest of the flat valleys of the whole country and has access to the best natural harbor, which is Callao, and it also has access to valleys that cut through the Andes and make it possible to reach the Andean cities and cropland, it is for all this reasons that its heartbreaking to see it depicted as a green smudge next to mountainous deserts without any connection to anything other than the sea.

Can something be done about this? and can i help fix it?
 
  • 1
Reactions:

Aspen Yang

Recruit
1 Badges
Dec 14, 2019
7
11
  • Victoria 3 Sign Up
I wonder that will Victoria 3 have the same modeling or character modeling system as Crusader kings III? I believe that there are many Chinese players who want it (at least sth. like the modeling of the soldier in EU4), because the characters on this cover have too many stereotypes(like the conical hat with Vietnamese style and it is too longer than real size, unknown square hats which are not a Manchu style nor Chinses style) against the Chinese people. Although the Chinese people are not very disgusted with this kind of stereotype, I think most Chinese players want to change this character and image, especially those who want to make a mod about the Ming Dynasty. It is because many people in China wonder "if the Manchu rebellion did not succeed, would the Ming Dynasty people who were more interested in science and technology and hot weapons change China's history". Therefore, there will be a lot of people or "moder" who want a character modeling system or program.
 
  • 1
Reactions:

Spartakusbund

Banned
75 Badges
Oct 7, 2016
1.496
7.039
  • Tyranny: Archon Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Imperator: Rome
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Victoria 2
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Shadowrun Returns
  • Cities: Skylines
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
"We don't have province mechanics on this level - nothing is built on the province level." From Wizzington on page 1.
Not being able to build in provinces is not the same thing as a province being empty. In that same post, Wiz says urban centers are present on the map. Certainly other things are too. Your assumption that provinces are meaningless isn’t a very good one.
 
  • 1
Reactions:

hilmar

Recruit
9 Badges
Jul 10, 2010
8
2
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Heir to the Throne
  • Rome Gold
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
Not being able to build in provinces is not the same thing as a province being empty. In that same post, Wiz says urban centers are present on the map. Certainly other things are too. Your assumption that provinces are meaningless isn’t a very good one.
Urban centers without pops, please dont remind me. And I had such high hopes for this game :(
 
  • 5
Reactions:

Deathknight15

Major
105 Badges
May 10, 2009
758
1.156
  • Crusader Kings II: Reapers Due
  • Iron Cross
  • Leviathan: Warships
  • Magicka
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Stellaris: Synthetic Dawn
  • War of the Vikings
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Heir to the Throne
  • A Game of Dwarves
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • For The Glory
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
Urban centers without pops, please dont remind me. And I had such high hopes for this game :(
What are you talking about? We already know the urban centers give jobs to pops. Also, the factories and such you build are obviously present there as well (where else would they be?). Those are full of pops working too...?
 
  • 7
  • 1Like
  • 1
Reactions:

unmerged(760025)

Captain
38 Badges
Jun 25, 2013
424
2.232
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • March of the Eagles
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Victoria 3 Sign Up
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • A Game of Dwarves
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
What are you talking about? We already know the urban centers give jobs to pops. Also, the factories and such you build are obviously present there as well (where else would they be?). Those are full of pops working too...?

I think you misunderstood what he was trying to say. If pops are only handled on a state level then knowing the global population of one of your city is going to be complicated maybe even impossible if you have several urban centers in the same state. Sure for the pops working inside factories I may be able to find the information about how many works in each factory and then make the addition but it's going to be kinda annoying to do and what about shopkeepers and soldiers ? How do I know which ones came from Los Angeles and which ones came from San Francisco ?
In Victoria 2 when I wanted to know the population of one of my cities, I just had to click on the province and look at the number, that was easier.
 
  • 1
  • 1
Reactions:

unmerged(760025)

Captain
38 Badges
Jun 25, 2013
424
2.232
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • March of the Eagles
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Victoria 3 Sign Up
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • A Game of Dwarves
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
Victoria 2 did not have urban and rural Pop split, so strictly speaking this is not rue.

Alright, but it gave you a general idea. In Victoria 2 when you clicked on the province of San Francisco and saw that the number was around 600 000 people you knew that it had become a massive city. On the contrary, sometimes you saw that a city that had historically become a major urban center had stayed a small town in your game. Sure, it was useless information to have but it gave the game some flavour. Personally, in Victoria 2, I liked to look at population's density to see where were the major cities of my country and of the various great powers.
If in Victoria 3 the only information we have when it comes to population is on state level I will simply not be as invested and will probably only look at it when it's necessary to do it. For example, during a war, to know which state I need to occupy first to hinder my enemy ability to conscript his population into his armies (if such a mechanism is present in the game).

And I understand that it was done to help the game run more smoothly but it still a shame that we are losing small details like that. :(
 
  • 1Like
  • 1
  • 1
Reactions:

Deathknight15

Major
105 Badges
May 10, 2009
758
1.156
  • Crusader Kings II: Reapers Due
  • Iron Cross
  • Leviathan: Warships
  • Magicka
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Stellaris: Synthetic Dawn
  • War of the Vikings
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Heir to the Throne
  • A Game of Dwarves
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • For The Glory
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
I think you misunderstood what he was trying to say. If pops are only handled on a state level then knowing the global population of one of your city is going to be complicated maybe even impossible if you have several urban centers in the same state. Sure for the pops working inside factories I may be able to find the information about how many works in each factory and then make the addition but it's going to be kinda annoying to do and what about shopkeepers and soldiers ? How do I know which ones came from Los Angeles and which ones came from San Francisco ?
In Victoria 2 when I wanted to know the population of one of my cities, I just had to click on the province and look at the number, that was easier.
I see what you are saying, but I stand by my post. The guy is being rather histrionic by claiming cities are "empty" just because we don't have an exact measure of how many people are in each city province. It's just bizarre and the type of melodramatic criticism of the game that is getting so tiresome.
 
  • 5
  • 1Like
Reactions:

hilmar

Recruit
9 Badges
Jul 10, 2010
8
2
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Heir to the Throne
  • Rome Gold
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
I see what you are saying, but I stand by my post. The guy is being rather histrionic by claiming cities are "empty" just because we don't have an exact measure of how many people are in each city province. It's just bizarre and the type of melodramatic criticism of the game that is getting so tiresome.
The provinces are empty for information, no one lives there, no resources are there, nothing can be built there, the devs have made it clear that everything is moved to state level. The only information on provinces i have seen so far is that they are divided into urban and rural categories. If anyone has more information please do tell. If not then i would consider them as empty. Opinions may vary, but i will leave it at that.

For people that have not played other Vic games, perhaps it can be hard to understand why this is a big deal. The key feature of Victoria games have always been the pops, the devs have previously used the term "national gardening" which describes it well. By moving the pops to a state level it SEVERELY coarsens everything about the pops. Think of it like removing all the counts from CK or removing 80% of the provinces in EU, its the same game you play but it will feel very empty. Unless you reduce the state size to a Vic2 province size, things like differences in culture and religion for the balkans will be woefully inadequate.

For me the game simply loses its charm without province pops and will be a no-buy unless it can be rectified by a mod. This is a shame since the other dev diaries have looked very good and Vic2 was my favorite paradox game. I have played paradox games since EU1 and have frequented the forums since they started, but this is the first time i have felt a need to post on it, so yes this is a big deal for me. The worst part is that I dont see the reason for this change. It was possible in 2003 and in 2010, why is not possible today? The only reason i can think of for using a HOI style map with tiny provinces is warfare. That does not make sense for a Vicky game, especially as the devs have presented warfare as optional and not a necessity to enjoy the game.
 
  • 3
  • 1Like
Reactions:

Deathknight15

Major
105 Badges
May 10, 2009
758
1.156
  • Crusader Kings II: Reapers Due
  • Iron Cross
  • Leviathan: Warships
  • Magicka
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Stellaris: Synthetic Dawn
  • War of the Vikings
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Heir to the Throne
  • A Game of Dwarves
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • For The Glory
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
The provinces are empty for information, no one lives there, no resources are there, nothing can be built there, the devs have made it clear that everything is moved to state level. The only information on provinces i have seen so far is that they are divided into urban and rural categories. If anyone has more information please do tell. If not then i would consider them as empty. Opinions may vary, but i will leave it at that.

For people that have not played other Vic games, perhaps it can be hard to understand why this is a big deal. The key feature of Victoria games have always been the pops, the devs have previously used the term "national gardening" which describes it well. By moving the pops to a state level it SEVERELY coarsens everything about the pops. Think of it like removing all the counts from CK or removing 80% of the provinces in EU, its the same game you play but it will feel very empty. Unless you reduce the state size to a Vic2 province size, things like differences in culture and religion for the balkans will be woefully inadequate.

For me the game simply loses its charm without province pops and will be a no-buy unless it can be rectified by a mod. This is a shame since the other dev diaries have looked very good and Vic2 was my favorite paradox game. I have played paradox games since EU1 and have frequented the forums since they started, but this is the first time i have felt a need to post on it, so yes this is a big deal for me. The worst part is that I dont see the reason for this change. It was possible in 2003 and in 2010, why is not possible today? The only reason i can think of for using a HOI style map with tiny provinces is warfare. That does not make sense for a Vicky game, especially as the devs have presented warfare as optional and not a necessity to enjoy the game.
The only thing it coarsens compared to vic 2 really is culture layout. This is not a minor downside, but I can see why they have done it for technical and game design reasons.

What other features were tied to province level, really? RGOs were at the province level, but the way they functioned meant they might as well have been at the State level. Factories, national focuses, state admin percentage, soldier limits, peace deals, everything else was at the STATE level.

I think some people need to go back and actually play Vic 2 again, the provinces were nearly irrelevant.

Still I don't quite understand why resources and buildings aren't placed on a province level in Vic 3, since pops would still be at the state level, the buildings could be used by proxy to maintain information about where the pops are.
 
  • 1Like
Reactions:

Baneslave

Field Marshal
121 Badges
Apr 9, 2004
6.941
2.252
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
The worst part is that I dont see the reason for this change. It was possible in 2003 and in 2010, why is not possible today?
Performance, gameplay and development resource reasons likely.

Doing those calculations on province level would multiply amount of most Pops and Buildings massively. Migration calculations too, as Pops would need to be moved inside the state too and consider different provinces when migrating. And seeing HoI4s and Stellaris end game performance issues I am not exactly surprised that devs decided to go with less performance intensive option.

Each province having their own Buildings (or at least some of them, like resource producing ones) would also multiply the players management tasks too. It would also cause problems with granularity of resource Buildings, as splitting 237k farm lands to 25 provinces might mean that some provinces can't build any farms at all, or it would require splitting farm Buildings in even smaller sizes.

One option would be having Buildings at state level and Pops at province level, but that sounds bad compromise too, with bad parts from both.
 
  • 2Like
Reactions:

Spartakusbund

Banned
75 Badges
Oct 7, 2016
1.496
7.039
  • Tyranny: Archon Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Imperator: Rome
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Victoria 2
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Shadowrun Returns
  • Cities: Skylines
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
The provinces are empty for information, no one lives there, no resources are there, nothing can be built there, the devs have made it clear that everything is moved to state level. The only information on provinces i have seen so far is that they are divided into urban and rural categories. If anyone has more information please do tell. If not then i would consider them as empty. Opinions may vary, but i will leave it at that.

For people that have not played other Vic games, perhaps it can be hard to understand why this is a big deal. The key feature of Victoria games have always been the pops, the devs have previously used the term "national gardening" which describes it well. By moving the pops to a state level it SEVERELY coarsens everything about the pops. Think of it like removing all the counts from CK or removing 80% of the provinces in EU, its the same game you play but it will feel very empty. Unless you reduce the state size to a Vic2 province size, things like differences in culture and religion for the balkans will be woefully inadequate.

For me the game simply loses its charm without province pops and will be a no-buy unless it can be rectified by a mod. This is a shame since the other dev diaries have looked very good and Vic2 was my favorite paradox game. I have played paradox games since EU1 and have frequented the forums since they started, but this is the first time i have felt a need to post on it, so yes this is a big deal for me. The worst part is that I dont see the reason for this change. It was possible in 2003 and in 2010, why is not possible today? The only reason i can think of for using a HOI style map with tiny provinces is warfare. That does not make sense for a Vicky game, especially as the devs have presented warfare as optional and not a necessity to enjoy the game.
Yes, nobody has ever played any other Victoria games besides for you. Thank you for your wisdom.
 
  • 1
  • 1
Reactions:

Spartakusbund

Banned
75 Badges
Oct 7, 2016
1.496
7.039
  • Tyranny: Archon Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Imperator: Rome
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Victoria 2
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Shadowrun Returns
  • Cities: Skylines
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
Still I don't quite understand why resources and buildings aren't placed on a province level in Vic 3, since pops would still be at the state level, the buildings could be used by proxy to maintain information about where the pops are.
Because then you would need to split up each POP for each province/building, which would quickly turn into a resource hog.
 

Deathknight15

Major
105 Badges
May 10, 2009
758
1.156
  • Crusader Kings II: Reapers Due
  • Iron Cross
  • Leviathan: Warships
  • Magicka
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Stellaris: Synthetic Dawn
  • War of the Vikings
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Heir to the Throne
  • A Game of Dwarves
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • For The Glory
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
Because then you would need to split up each POP for each province/building, which would quickly turn into a resource hog.
Would you? Why not just keep the current model of a pop for each building type in each state regardless of which provinces they are divided in. If we ever need to know the number of pops in a province, we can grab that number by scaling proportionally based on the number of buildings in the individual province.

The pops are still at the state level, but we get more information about where they are. Not totally sure its worth the effort, but with some finagling it might work to reverse engineer pop locations and cultural dispersion in a state better.
 
Last edited: