• 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 #57 - The Journey So Far

16_9.jpg
Hello all! Now that we know the Victoria 3 release date and have seen a bit of actual, live gameplay, I thought it would be a good idea to recap what the game is and tell you a bit about how we got here. Today I'm going to focus less on abstract principles and pillars and more on concrete game mechanics, the play experience and the process by which we arrived at the current version of the game.

It took us a while, but we built a world!
DD57_1.jpg


Let's start with simply: What is Victoria 3? We call it a society builder grand strategy game, where the focus is to mold and shape your chosen country's population, economy, and laws to navigate the power struggles, revolutions, and devastating wars of the 19th and early 20th centuries. In practice this means you will be making many difficult decisions about how to construct your economy, which political factions to empower, and which other countries to befriend and rival.

Everything in Victoria begins and ends with Pops, a.k.a. your population. Pops and their living conditions determine what sorts of economies you are able to run. An agrarian economy may be great at feeding itself and could sustain itself for a long time, but lacks access to manufactured goods to increase living standards. Manufacturing-based industry is more centralized, creating urban centers with wider wealth gaps, but the resulting increase in domestic demand can provide a stable economic foundation for your market. Laissez-faire could make sense for countries whose population demands a wide variety of products while specializing in highly effective production of specific goods, while a command economy may be desirable to counteract foreign influence and steer your population with more precision.

Your people, the bedrock of the simulation and the enduring feature of Victoria games.
DD57_2.jpg


Your economy is based around a web of industries (a.k.a. "buildings") that produce and/or consume goods, and the consumption demands of the Pops themselves. Buildings do nothing on their own but must be staffed by Pops, who in return are (hopefully!) provided with wages sufficient to purchase goods and services to improve their living conditions. Privately owned buildings have owner Pops who collect the profits, which they may reinvest or conspicuously spend on lavish luxuries, driving up demand for exotic imports like Fruit or new inventions like Automobiles. As the spirit of your nation, you decide which buildings to construct, where they should be situated, and whether they should be state-subsidized or not. Each such decision will have long-term implications for your country's future.

Buildings are your main tool for nation building, as you determine what your population should be occupying their time with and how. During development, more and more gameplay features were implemented using buildings and their production methods.
DD57_3.jpg


Pops are "real people", they don't suddenly appear just because there's work to be done. This begs the question, what would Pops be doing before suitable workplaces have been constructed for them? In Victoria 2, Pops not employed in factories or in special roles like Capitalists contributed towards "Resource Gathering Operations" (RGOs) which created all raw resources in the game. In V3, we wanted resource industries to be among the viable, active choices you could focus your efforts on, but we also didn't want the majority of the population to work on high-yield modern farms at game start. The solution we came up with was subsistence farming, where all unused arable land in a state could be used by Pops of the Peasant Profession to sustain themselves and produce a very small amount of excess goods for the market. These subsistence farms will gradually disappear as modern, industrialized farms and organized plantations are constructed in their place. As there is no guarantee that proper resource industries will pay lower-class Pops a better wage than the living standard Peasants could achieve by simply working the land, depending on when and how this transition is done it may lead to increased wealth disparity even while it's certainly better for your market economy.

Each Pop has an amount of Political Strength derived primarily from their size and wealth, modified by the country's laws. This influence is distributed across the various Interest Groups the Pop supports, empowering them to steer the country's political direction. For example, a wealthy plantation-owning Aristocrat might put most of their gravitas behind the Landowners, espousing a kind of patronizing conservatism. A nation of Farmers might champion the Rural Folk and their simple, honest, and non-expansionist way of life. Meanwhile, a group of coal mining Machinists might join the Trade Unions to push for both workplace safety regulations and more egalitarian expansion of the voting franchise. Over time you will start to recognize the patterns in how your economy has developed over the decades, and how this results in altered power distributions and the emergence of different political movements demanding change.

Interest Groups are new to Victoria 3 and act as the people's voice in their interactions with you. Just like everything else in the game they ultimately only function due to the Pops that lend them support, so impacting the Pops directly will also affect the Interest Groups.
DD57_4.jpg


In the earliest playable iteration of Victoria 3, Interest Groups were very dynamic and always organized into parties or factions. Interest Groups could suddenly appear in a country or change their beliefs based on triggered conditions. They had opinions on everything from reforms to what buildings should be constructed to which wars should be waged. This turned out to be extremely confusing, as players never really got a handle on what their country was all about or the outside limits of what might happen if they performed an action. To combat this we created eight Interest Group "templates" which were the same for all countries, with individual variations on those templates for different countries. Rather than popping into existence or fading away as there were causes to champion, we split off a new type of organization - Political Movements - from Interest Groups, so the latter would always have their own identity and ideology while the former could be used to push issues. Rather than changing Interest Groups' opinions based on triggered conditions, we introduced Interest Group Leaders which could modify an Interest Group's ideologies. Finally, we removed the Party/Faction layer altogether, only to reintroduce Parties much later in development as a more comprehensible political layer active only in democracies that still puts Interest Groups front and center.

The set of laws available for a player to try to change has evolved during development, with different tax laws merging into a single category, trade policy being split from the economic system, and the various army model laws being introduced.
DD57_5.jpg


The laws themselves, and the institutions they sometimes enable, tie back into the economy through the Pops. Changes to your taxation system might require you to course-correct your economy to both keep your people fed and your treasury in the black. Different army models might permit you to maintain a well-trained, professional army, or require you to rely on raising part of your population as conscripts during times of war which could disrupt your industry. Universal pensions will raise your overall standard of living and decrease poverty rates and turmoil, but can be costly to maintain. And without an education system, you will have a hard time developing the qualifications your Pops need to take advanced professions in cutting-edge factories, academic, and financial institutions.

Our initial model for how Interest Groups should support one Laws over another was based on a kind of 3D political compass, or maybe something akin to Stellaris' Ethics system. But it did not take long for us to realize just how inadequate this method was for describing all the different political positions people in the 19th century could take. For example, is "colonization" a progressive or conservative policy? The answer is that it entirely depends on the context, culture, and whatever intellectual arguments had been voiced by one philosopher or another within the prior decade. So rather than trying to create a brand new theory of Political Science, we abandoned this matrix-model for a much more bespoke system of many dozens of ideologies that each have their own set of stances on specific laws.

An enduring question during early development was, how much should government employees be paid? A fixed amount seemed particularly wrong, but so did a fully configurable amount. We settled on a continually updating national Normal Wage value - a weighted average of wages paid by private industry across incorporated states - and letting the player set wages in steps around this norm, with bonuses or penalties applying for paying more or less.
DD57_6.jpg


If you want to run a competitive nation, you cannot rely exclusively on private industry - the bureaucratic machine has to function, taxes must be collected, trains and ships have to depart on time, and the army and navy has to be fully staffed and on alert. These government functions are also represented via buildings, with the Pops who work there paid directly by the treasury. Every individual in your country is represented by Pops, who perform all the functions that make your nation what it is.

Originally Institutions was just another type of Law that you could invest Bureaucracy into. Splitting them out into their own entities whose nature can be changed by Laws made them come alive in a totally new way, and lets you more clearly see how your country's becoming more capable and complex over time.
DD57_7.jpg


One design challenge we had to tackle early on in development was how we would represent institutions: as concrete buildings on a local level, or more abstractly on a national level? We really wanted Pops to be responsible for staffing the public sector, so as to not pretend that things like healthcare, education, and policing just happen from legislating their existence. But on the other hand we didn't want to have to saddle the player with having to micromanage constructing the exact right number of hospitals, jailhouses, employment offices, tax collectors, etc etc in every state. In a fit of insanity we briefly flirted with the idea of non-local buildings, where Pops would live in one place but work in an indeterminate "cloud-based" workplace that provides benefits to the entire population, but this started looking like the kind of weird hacky solution that would come back to haunt us later in development and we thankfully abandoned it quite quickly. After consulting a programmer with much fresher eyes on this issue than the design team at this point, we decided to make a building that creates a currency (Bureaucracy) that institutions would consume, just to see how that felt. This proved an excellent trade-off, letting players customize which parts of their country their administration was centered in while ensuring that legislated promises of access to services were distributed correctly across the country in different proportions without excessive micromanagement.

With a well-oiled market supported by appropriate laws you can turn your eye to the economies abroad. Not all goods your people demand can be acquired locally, so which countries do you want to trade with? Importing another country's products could be exactly the kickstart your economy needs, but will also enrich the exporting nation and make you dependent on their economy. Exporting consumer goods will benefit those of your Pops who own the factories the most, while it will come to the detriment of Pops consuming those goods. Each decision made will impact different segments of your population, both economically and politically.

In the original trade system, the amount of goods your routes moved was quite open-ended and required trade center management on both ends. It was micromanagement heavy, complex to understand, and easy for both player and AI to abuse.
DD57_8.jpg


Trade has gone through a number of iterations, as it works very differently from both Victoria 2 and most other strategy games. We knew very early on that we wanted market-to-market trade of specific goods, and our supply-and-demand system works well out of the box for creating incentives to trade. The first trade system was serviceable - you would earn trade routes from building Trade Centers and would spend them to move a certain number of goods between two markets. It made sense and was simple to understand, but turned out quite micro-intensive as you had to babysit routes to move just the right amount. It was also much too easy to destroy foreign economies by simply stealing all their supply of a crucial good or oversaturating a market, which was nominally fun to do to the AI but less fun when the AI did it to you.

In the new system, only the country establishing the route gets a trade center to manage it, and the quantity of goods is dependent on what is actually profitable to trade. You can still fine-tune who your trading partners are and how large the routes can grow by using tariffs and embargoes, but the level of interactivity is much more even.
DD57_9.jpg


The trade system currently in the game instead creates and expands Trade Centers to manage trade as needed, earning money for the Pops who work it based on the marginal price difference between the two markets. This way you simply establish a route between two markets, and if that good is in high demand in one and in high supply in the other, it will grow until there's no money in trading a larger quantity. That also meant we could implement a tariff system where a player can both earn money off trade and deter other players (or the AI) from importing or exporting particular goods. Crucially though, we needed to see the first, simpler system in action before figuring out what the problems with it would be.

Your nation's prestigiousness, determined by the size and power of its economy, military, culture, and other aspects, sets its position on the global power ranking ladder. Are you but a Minor Power, barely involved in local affairs involving your neighbors? Or a Major Power, a regional powerhouse or up-and-coming global player? Or one of the few Great Powers, whose tendrils reach all over the world, constantly trying to one-up each other so none get too far ahead?

This ranking sets the amount of Influence you receive, which can be used to establish and maintain Diplomatic Pacts with other nations. Trade Agreements simplify trade between your countries, Alliances permit you to come to one another's aid, Customs Unions merge several markets, and numerous types of Subject relationships can be either demanded or requested - by either party, since enjoying the protection of a Great Power may be worth the loss of freedom it entails. Pacts can only be established if countries have overlapping strategic interests, a limited resource forcing you to pick and choose between the parts of the world that matters to you. Interests have always been core to the design principles of Victoria 3 but have gone through a number of revisions as well, some of which will be covered by Martin next week!

Rather than fabricating claims or war justifications, in Victoria 3 you can be as bold and brash with your demands as you wish - for as long as you can afford the Infamy and don't endanger the wrong Great Powers. Finding a balance between the ability to strategically pre-plan your Plays and still having to navigate uncertain outcomes is key to making Diplomatic Plays feel satisfying, and a lot of iteration on both mechanics and AI has gone into finding it.
DD57_10.jpg


Demands between nations can also be asserted as Diplomatic Plays, where every country with a stated interest in a region may weigh in on the issue by supporting one of the sides. With enough military strength supporting your claims, even a territorial dispute may be resolved without a single shot being fired. But this is much less a negotiation and more a game of chicken, where in a best-case scenario at most one side walks away with what they want. If that would be you, are you prepared to press this issue even to the point of war, knowing the tremendous loss of money and lives that would bring? Or should you make a concession now and start planning your revenge?

Diplomatic Plays is in many ways an evolution of the Crisis system from Victoria 2: Heart of Darkness, where a "flashpoint" somewhere on the globe could spark an international crisis involving several Great Powers picking sides. The mechanic works well to emphasize the importance of international "policing" of world conflict in the era. Instead of it arising from a flashpoint, issuing a Diplomatic Play in Victoria 3 causes an incident which adversely affects the country initiating it. It can also involve a lot more countries than just Great Powers, as regional or local players might also become involved or recruited.

The point of going to war is to press your war goals and sign a peace deal as soon as possible. Nothing is worse for the economy than a forever-war (unless the foundation of your economy is arms manufacturing, that is…)
DD57_11.jpg


Should war become inevitable, you have many further choices to make. What proportion of your population do you conscript into service, and which parts of the country do you leave to keep the economy running? Which of your generals do you mobilize, and which do you retain in reserve? Which troops do you send where? Do you keep your navy back to defend your shorelines, send them out to protect your trade routes, or try to sabotage enemy trade and supply lines? As generals and admirals have different ranks, skill traits, and force allocations from supporting barracks and naval bases, which resource you utilize where can make a big difference in the outcome of the war. Since generals and admirals also support their own Interest Groups, their performance against the enemy can also cause political shifts that persist even after the war.

After having allocated your resources and issued orders, your generals and admirals perform their duties to their best abilities, letting you focus on managing the home front - expanding or subsidizing industries necessary for the war effort, establishing trade routes, managing your taxes, and dealing with dissidents and radicals that use the chaos of war to further their own causes. The outcome of the war is to a large extent determined by if you can keep your population's spirits high - even if your frontlines are gaining ground, it won't help a people demoralized from lack of bread (or furniture, or coffee, or…). Such a population may insist you sign a peace deal as quickly and favorably as possible, whatever your long-term plans were.

As you might imagine, the warfare mechanics have gone through extensive iteration to hit the design goals. Moving stacks of variable-sized armies between small provinces and having fights break out when they overlap is a tried and true mechanic that works great in many strategy games, not just Paradox GSGs. But for Victoria 3 it didn't feel right - the pacing felt off compared to the management/society building gameplay, handling multiple simultaneous wars (or multiple fronts) as a global Great Power was a pain, and the element of "tactics cheese" where a human could use trickery to devastate an AI with a superior army actively harmed the dynamics of Diplomatic Plays where armies are measured against each other by statistics.

Of course, new systems come with new sets of challenges. If you are forced to manage 20 generals and their orders, it's no less work than managing 5 stacks and their locations. Giving the player a sense of presence and an overview of their forces when you can't give a precise location for an army or fleet is a challenge, especially when they're moving to or from something. And most of all, even though we want to reward foresight and strategic thinking, having the outcome of a war virtually predetermined the moment someone starts a Play against you is no fun at all. We're happy with the way it works now, but it has required a lot of experimentation, testing, compromises, and particularly UX work and visual polish.

The true enemy of Victoria 3 is often found inside your borders.
DD57_12.jpg


Fail to keep your population content and you may have a revolution or even a cultural secession on your hands. As a populace grows more literate they become class-conscious and politically active, starting or supporting movements to change the nation's laws or demand autonomy. Such situations can be dealt with in several different ways, ranging from the classic bread-and-circus approach of ensuring everyone is so materially satisfied they have no reason to complain, through granting other popular concessions such as welfare programs or a somewhat expanded voting franchise, to suppressing the rowdy Interest Groups and cracking down on protesters with a national guard or secret police. Managing such uprisings before they break out is important even if you have a strong military, since other countries may take advantage of your internal strife and support the revolutionaries in exchange for making you a future puppet state.

One system we thought we'd knocked out of the park on the first attempt was the algorithm for determining which states would rise up against you in case of a revolution. The number would be largely based on the total Political Strength share of the revolting Interest Groups, so if 25% of the Political Strength was against you and your country had eight states, two of them would revolt. Furthermore they would tend to revolt in a cluster, so you wouldn't be fighting on a number of fronts against individual states but as a unified force. The state with the highest proportion of revolutionary Political Strength would be selected as the epicenter, with states neighboring the epicenter likely to follow them.

That worked quite well for large, terrestrial countries like for example France, USA, Brazil, and Russia. But for some reason, every progressive reform in Sweden would result in Gotland - a small sheep-farming island between Sweden and the Baltic states - rising up in lone protest. Can you guess why? The very small population of Gotland consists of only politically apathetic Peasants, and those few Aristocrats who own the land. Therefore, the conservative Landowners held the most dominant position there - relatively speaking - by far. And, in order to be guaranteed more than 1 rebellious state out of Sweden's 5, the Landowners would need to hold 40%+ of the Political Strength. The current algorithm is substantially less elegant but a lot more nuanced, producing results that don't require launching naval invasions against angry shepherds with every social reform you make!

This is of course just scratching the surface of all the systems and dynamics that emerge within Victoria 3's simulation of the modern era. I didn't even get into technology, colonization, infrastructure, slavery, literacy and qualifications, enactment of laws, population growth and migration, national unifications, and all the journal entries and events that shake the game up and keep it eventful throughout the century-long campaign. You can look back at previous dev diaries to get more details on all of these, or wait a mere 8 weeks to see for yourself!

As mentioned, next week Martin will return to discuss the revisions we have made to the Interests mechanics. Tomorrow the team will head out to PDXCON to see several hundreds of you play the game for the very first time, help moderate a massive Victoria megagame, and run panels about the game and its development. We'll be back to continue polishing the brass and tweaking the knobs on Monday, getting everything just right for when you get your hands on the game on October 25th!

Victoria 3 is now available for pre-order! https://pdxint.at/3KlLWgf

v3_discordbanner.jpg
 
  • 122Like
  • 65Love
  • 21
  • 12
  • 5
Reactions:

Horagor

Corporal
28 Badges
Apr 25, 2018
30
90
  • Hearts of Iron IV: Cadet
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Megacorp
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
I'm sorry but how the ressource work is completly unintuitive.
When I launch Civ 6 (or even Stellaris), I can see them directly on the map, I have an icon with the ressource in every tiles. In Vic 3 how can I see if a country has a specific natural ressource? I watch the gameplay 2 times and I still can't figure out. The ressource should be displayed on the map, with icons (gold, iron, fruits, wheat, etc..)
The more visual the things are the better it is, not need to make an excel sheet for that.
 
  • 33
  • 1Haha
  • 1
  • 1
Reactions:

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.418
38.618
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
unintuitive
This word (and its non-negated form) should be regarded as highly questionable in discussion of human-computer interfaces.

There is no such thing as an intuitive human-computer interface; the desirable properties are better described as "familiar" or "discoverable".
 
  • 22
  • 4
  • 3Haha
Reactions:

wisecat

Captain
70 Badges
Oct 31, 2005
322
756
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Way of Life
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Call to arms event
  • 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
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
1. Is there now a random element in resource distribution? Or will there always be gold in Witwatersrand, so a player can start aiming to annex it right from the start?

2. Is the army/combat system still the same as it was in Dev.Diary 23?

3. I have not been watching videos, can someone tell me - how does this combat system allow for simulation of something like Schlieffen Plan or Peninsula Campaign or the march of Eight-Nation-Alliance to relieve the Peking Siege?
 
  • 4Like
  • 1
Reactions:

NorthernFalcon

Captain
75 Badges
Jan 9, 2008
392
32
  • Europa Universalis IV
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Victoria 2: A House Divided
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Warlock: Master of the Arcane
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III Collection
  • Majesty 2 Collection
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Cossacks
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
First of all, great job!

I understand that the map at the top of the post is labelled WIP, but I'm noticing that the map shows Northern Maine as part of the United States. Northern Maine was not ceded to the United States until after the Aroostook War of 1838-39 and the Webster-Ashburton Treaty of 1842. Victoria 2 had Northern Maine as part of Great Britain, and it could be ceded to the United States for a boost in relations via the Webster-Ashburton Treaty decision. I'm curious why that was changed.
 
  • 3
  • 1Like
Reactions:

mikhail321

Captain
1 Badges
May 27, 2021
374
1.609
  • Victoria 3 Sign Up
3. I have not been watching videos, can someone tell me - how does this combat system allow for simulation of something like Schlieffen Plan or Peninsula Campaign or the march of Eight-Nation-Alliance to relieve the Peking Siege?
We didn’t see much continent-spanning warfare, but I think it would be fair to say that the game doesn’t seem to aim to simulate those
 

howlala

Corporal
65 Badges
Sep 2, 2014
38
105
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Hearts of Iron III Collection
  • March of the Eagles
  • Victoria: Revolutions
  • Crusader Kings II: Conclave
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Golden Century
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Crusader Kings II: Horse Lords
  • Stellaris: Federations
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: La Resistance
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Stellaris: Megacorp
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
Could we get a country overview for the starting major powers and those nations with unique characteristics please. Want to see the cultural outfits as well.
 
  • 4Like
Reactions:

Mengli Giray

Corporal
61 Badges
Jun 25, 2015
38
193
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Legacy of Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
As long as the game is not brain-dead easy, I think these pillars are, with all their potential flaws, still a solid foundation for a game. But if the AI is awful, especially on the Diplomatic play sphere, and the game has a CK3 level of challenge, this will make the game boring no matter what, so please be mindful of that before launch.
 
  • 9
Reactions:

Cyhort

Captain
75 Badges
Jan 22, 2009
499
2.728
  • Crusader Kings II
  • Deus Vult
  • Rome Gold
  • Heir to the Throne
  • Sengoku
  • March of the Eagles
  • East India Company
  • Commander: Conquest of the Americas
  • Age of Wonders III
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Shadowrun: Hong Kong
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Stellaris
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Mount & Blade: Warband
  • Crusader Kings II: Conclave
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Jade Dragon
War shouldn't be a "set and forget" feature. Especially when you have a game that's supposed to end after WW1. I get trying to simulate things on the homefront and how that affects wars, and I support that effort, but the way you went about it wasn't the best choice. It makes war seem shallow, and I would put money on warfare being the least satisfying aspect of the game when it releases.
 
  • 12
  • 9
Reactions:

wilcoxchar

Field Marshal
98 Badges
Nov 15, 2004
5.111
17.588
  • Europa Universalis III: Collection
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Divine Wind
  • 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
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Hearts of Iron Anthology
  • 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
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
In the insurrection screenshot - "stop enacting" should maybe be "repealing"?
Political movements to preserve a law you are in the process of trying to enact a different form of, can also cause revolutions, so "stop enacting" is correct.
 
  • 8
Reactions:

ero_sk

Colonel
29 Badges
Apr 16, 2013
989
3.577
  • Darkest Hour
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Call to arms event
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Victoria 2
Of course, new systems come with new sets of challenges. If you are forced to manage 20 generals and their orders, it's no less work than managing 5 stacks and their locations. Giving the player a sense of presence and an overview of their forces when you can't give a precise location for an army or fleet is a challenge, especially when they're moving to or from something. And most of all, even though we want to reward foresight and strategic thinking, having the outcome of a war virtually predetermined the moment someone starts a Play against you is no fun at all. We're happy with the way it works now, but(...)
I was really hoping that the last sentence will end with something along the lines of "we are planning to greatly improve this system after the release"...
 
  • 2
  • 2
Reactions:

lachek

Victoria 3 Lead Designer
Paradox Staff
35 Badges
Feb 19, 2013
558
37.132
  • Cities in Motion
  • Victoria: Revolutions
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Pride of Nations
  • Magicka 2
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Prison Architect
  • Warlock: Master of the Arcane
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion 2
  • 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
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
We need info on what an expansion and immersion pack will entail. Your prices have jumped 50% from previous games with no addressing of it. What are we going to get for a full $30 expansion and a $15 immersion pack? Are we expecting EU4 Rule-Britannia levels of content for $15 where it's just a mission tree and some visuals? Is a $30 expansion going to be Hoi4's copy-paste DLCs where it's just reusing the same unit designer idea and then spamming focus trees? This is way too big to basically not address and explain if you want us to part with as much money as the Grand Edition is asking.
We're going to communicate more on this soon, hopefully next week. It's totally understandable to want to know what you're getting for your money, and while we can't list specifics - we want to leave room to be responsive to the community and not pre-plan future products in detail, yet - I can say that we intend for Immersion Packs to contain a mix of art and narrative content supported by one or two new mechanics that enhance and deepen some aspect of the game, while expansions are meant to introduce major new gameplay features in addition to a wealth of supporting content, and is more of a "game-changer".
 
  • 47
  • 13Like
  • 1Love
  • 1
Reactions:
Aug 27, 2022
331
4.881
In the earliest playable iteration of Victoria 3, Interest Groups were very dynamic and always organized into parties or factions. Interest Groups could suddenly appear in a country or change their beliefs based on triggered conditions. They had opinions on everything from reforms to what buildings should be constructed to which wars should be waged. This turned out to be extremely confusing, as players never really got a handle on what their country was all about or the outside limits of what might happen if they performed an action.
Okay okay but could you please add this stuff back and just put it in the tooltip or something? I mean I can understand them not having opinions on what buildings are constructed, maybe, but I think everyone would really, really prefer they have opinions on foreign diplomacy...
 
  • 9
  • 7
  • 1Like
Reactions:

Traslogan

Second Lieutenant
80 Badges
Apr 5, 2016
126
1.176
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: El Dorado
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: La Resistance
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Stellaris: Lithoids
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Steel Division: Normandy 44 -  Back to Hell
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Prison Architect
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Stellaris: Humanoids Species Pack
  • Victoria 2
  • Stellaris: Federations
  • Cities: Skylines
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: The Old Gods
We're going to communicate more on this soon, hopefully next week. It's totally understandable to want to know what you're getting for your money, and while we can't list specifics - we want to leave room to be responsive to the community and not pre-plan future products in detail, yet - I can say that we intend for Immersion Packs to contain a mix of art and narrative content supported by one or two new mechanics that enhance and deepen some aspect of the game, while expansions are meant to introduce major new gameplay features in addition to a wealth of supporting content, and is more of a "game-changer".

Thankyou for the reply. I'll be eagerly awaiting hearing more about it.
 
  • 1Like
Reactions:

KaiserBismarckll

Ruthless Imperialist
77 Badges
Aug 1, 2017
176
858
  • Victoria 3 Sign Up
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Cadet
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mare Nostrum
Our initial model for how Interest Groups should support one Laws over another was based on a kind of 3D political compass, or maybe something akin to Stellaris' Ethics system. But it did not take long for us to realize just how inadequate this method was for describing all the different political positions people in the 19th century could take. For example, is "colonization" a progressive or conservative policy? The answer is that it entirely depends on the context, culture, and whatever intellectual arguments had been voiced by one philosopher or another within the prior decade. So rather than trying to create a brand new theory of Political Science, we abandoned this matrix-model for a much more bespoke system of many dozens of ideologies that each have their own set of stances on specific laws.
Would you mind explaining more about the original 3D political compass model you abandoned? What sort of things were on the axes? The model sounds interesting, if probably too oversimplified.
 
  • 1Like
Reactions:

BrotherJonathan

Petty King of Washington
49 Badges
Jun 15, 2015
949
2.055
  • Hearts of Iron IV: No Step Back
  • Victoria 3 Sign Up
  • Battle for Bosporus
  • Surviving Mars
  • Crusader Kings III
  • Europa Universalis IV
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Conclave
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Sword of Islam
  • Knights of Honor
  • Steel Division: Normandy 44
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44 Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Expansion Pass
Interesting to see how the game has evolved over time.
 
Aug 27, 2022
331
4.881
Okay okay but could you please add this stuff back and just put it in the tooltip or something? I mean I can understand them not having opinions on what buildings are constructed, maybe, but I think everyone would really, really prefer they have opinions on foreign diplomacy...
@Star Seeker Interested to see why you "disagreed" with this, along with every other post I've made today over the course of about 60 seconds. Some reason you'd prefer IGs to not have opinions on foreign diplomacy?
 
  • 7Haha
  • 4
  • 1Like
Reactions:

Star Seeker

Captain
21 Badges
Oct 22, 2020
301
1.647
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Cadet
  • Stellaris
Some reason you'd prefer IGs to not have opinions on foreign diplomacy?
Not necessarily. But since the devs said:
This turned out to be extremely confusing, as players never really got a handle on what their country was all about or the outside limits of what might happen if they performed an action
I personally think it's something to leave alone. At least for now.

Not going to prevent you from saying otherwise, though.
 
  • 4Like
  • 2
  • 1
Reactions:

ero_sk

Colonel
29 Badges
Apr 16, 2013
989
3.577
  • Darkest Hour
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Call to arms event
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Victoria 2
@Star Seeker Interested to see why you "disagreed" with this, along with every other post I've made today over the course of about 60 seconds. Some reason you'd prefer IGs to not have opinions on foreign diplomacy?
Don't worry, you're not the only mate. He must be one of those users who disagree with anyone who's not part of the hype bandwagon party ;)
 
  • 5Haha
  • 1Like
  • 1
Reactions:

Ivashanko

Field Marshal
51 Badges
Dec 6, 2010
3.165
3.494
  • Crusader Kings II
  • Sengoku
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • Prison Architect
  • Europa Universalis III Complete
  • Rome Gold
  • Victoria 2
  • War of the Roses
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny - Tales from the Tiers
  • Age of Wonders III
  • Crusader Kings II: Holy Fury
  • Europa Universalis III Complete
  • Europa Universalis IV
  • A Game of Dwarves
  • Hearts of Iron III Collection
  • 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
  • Europa Universalis III
  • Divine Wind
  • Cities: Skylines
  • Europa Universalis IV: Art of War
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Semper Fi
  • For the Motherland
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • King Arthur II
  • Hearts of Iron III: Their Finest Hour
While a lot of this looks great, I am still so, so disappointed that IG don't have opinions on foreign policy. They really should have opinions on what wars should be waged, how those wars are going, which nations to be allies with and which enemies to oppose, and things of that nature.
 
  • 3
Reactions: