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Victoria 3 - Dev Diary #94 - Dawn of Wonder

16_9.jpg

Overview
Greetings Victorians, here comes a new Dev Diary that covers the content of the cosmetic art pack Dawn of Wonder. This pack aims to provide more visual variety to the map and interface of Victoria while also furthering the immersion of anyone who’s a fan of its world by adding a cosmetic Day & Night Cycle that can be customized to your liking. In addition the pack also contains a few new assets for characters, map decorations and more that we’ll be taking a look at below.

Dawn of Wonder releases on the 28th of August, alongside both the free 1.4 update and the start of the 1.5 Open Beta!

Day & Night Cycle
At the core of Dawn of Wonder lies the Day and Night Cycle. This feature replaces the static
midday sun that previously lit the map with a customisable cycle of sunlight and moonlight. As the sun sets on your nation, the moon rises, and all the cities and structures turn on their night lights. The city lights have three different hues and strengths depending on your research, so coal powered or gas light will look different from electric light. You will also be able to choose at what speed or even constant time you want the game to be played, in addition, you can also set the cycle to match your computer clock to further immerse yourself!

As night falls the cities still shine!
DD94_01.gif


Dawn breaks on hubs and the shadows recedes!
DD94_02.gif

DD94_03.gif

DD94_04.gif

DD94_05.gif


The light from the lighthouses and hubs makes it easy to navigate Øresund at night.
DD94_06.jpg

To customize the speed of the Day & Night cycle there are plenty of options within the new Theme Selector interface (within a separate tab)
The options are as following:

Simulation speed: Controls the speed of the day night cycle and sun/moon movement. By default this multiplier is set to 10 which corresponds to 1 minute 30 seconds in real-time or two months of in-game time at speed 3. The bigger the number, the faster the simulation speed!

Sun Hours: The amount of hours that the sun takes up in one 24h cycle of in-game time, with the remaining hours being night, effectively how long it will be day relative to night.
For example, if the sun hours are set to 23, then you will have 23 hours of daylight and only 1 hour of nighttime (kind of like a Swedish Summer).

Enable sync local time: Matches the current hour of the cycle to the computer's local time. If you use this and match the real time sun hours and sunrise time (see next setting) in your location you can look up from your computer screen and outside the window to experience 100% immersion!

Time of sunrise: What hour the night will end and the sun will start to rise.

Enable manual time: This lets you set a fixed time to experience perpetual day or night. Manual time hour lets you choose the time you want, but take note that this is affected by both the sun hours and time of sunrise settings.


All these options have tooltips in case you need a reminder of their functions.
DD94_07.jpg

Light Effects & New carriage
To further accentuate objects and vehicles on the map we’ve made sure to add lights to all of them, so now everything from lighthouses to horse carriages has a light attached to them.
Speaking of carriages, in order to provide more visual variety to the roads of the map we’ve created a new more colorful stagecoach that contrasts the default very functional looking one.

Lighthouse effects guide the way all around!
DD94_08.gif


Trains now also brighten up the night, with the carts being lit as well!
DD94_09.gif


The new carriage brings some class and variety to the roads!
DD94_10.jpg

Map Decoration Structures
Bringing further life and wonder to the map are four new Decorative Structures that all have something to do with the sun, moon and stars. These structures are purely decorative and wont yield any benefit to the country currently occupying them, they will however add a bit more flavor to some of the regions of the world.

The sun still shines on the Martand Sun Temple after its near destruction around the 14th century.
DD94_11.jpg


The Temple of Poseidon is a mighty view both at dawn and when the moon is full.
DD94_12.jpg


Greenwich Observatory has an animation where it opens up for the night to gaze at the stars!
DD94_13.jpg


Wat Arun gives Bangkok a lot more personality and signifies the radiance of the rising sun.
DD94_14.jpg

New cultural outfits
When it comes to flavor we also wanted to bring a bit of that to the pops of the world through cultural outfits for certain regions. These outfits all have some significance relating to the passing of time or the sun and moon and will add some really detailed and ornate designs to otherwise plain clothes of pops at certain periods of time.

For Hindu pops in India there’s now an outfit related to Diwali, a festival celebrating lights' victory over darkness. And for Russia the Kokoshnik outfit not just symbolizes the passing of time and maturity but also has a half moon shaped tiara.
DD94_15.png


For the Nordic and Slavic countries the Midsommar dress makes an appearance celebrating the summer solstice, life and love. Last but not least is the Pierrot costume that has many different cultural meanings, many of them having the characters' relation with the moon in focus.
DD94_16.png

New UI Skin
Further amplifying the new mood of the Day and Night Cycle we’ve also created a brand new look for the interface, this time highly influenced by old folklore surrounding celestial bodies. With a dusk & dawn color scheme and lots of hand drawn details this skin contrasts the existing ones a great deal, giving the interface a bit more mellow yet ornate appearance.

The new interface creates a much more mellow and angular look to the game as a whole.
DD94_17.png


DD94_18.png


DD94_19.png


The existing icon interface looks much more whimsical surrounded by stars
DD94_20.png

New Map Table and Assets
When zoomed out from the world we’ve also made assets to remind you of the passing of time, the lights in the night as well of the mysteries surrounding the sun and moon. These assets are placed upon a newly created table featuring old wood carvings and a sash frame with illustrations.

The jade sculpture from Hongshan is as ancient as it is mysterious, even the warm flame of a candlelight cannot bring its secrets to light.
DD94_21.jpg


Even though it has stopped, a nice pocket watch is nice to have and the Taino sun god statue is both cute yet somewhat ominous, what is that black smoke emanating from it sporadically?
DD94_22.jpg

New Paper Map
The newly made paper map also embodies a lot of the same characteristics, featuring patterns of celestial bodies as well as illustrations of old zodiac signs…that may or may not resemble some of us at the art team with our corresponding signs.

The new paper map is filled with illustrations of mischievous suns and sleepy moons and tons of Zodiac signs.
DD94_23.png


What peculiar cancer signs…who could they resemble?
DD94_24.png


DD94_25.png


Dillon!...I mean, Gemini! You son of a…
DD94_26.png

Theme Selector
To round things off we want to showcase something new we’re adding to the game that comes as a free feature, the Theme Selector. This new submenu can be accessed from the main menu screen and allows you to more easily handle your cosmetic features like the ones contained in Dawn of Wonder. Mix elements from any of your owned packs and base game, use for instance the French UI skin, the default paper map and the new table assets from Dawn of Wonder all together to find the custom combination that you prefer.

The theme selector is accessible from a new button in the main menu, there are icons for each pack to visually help you navigate what asset is from what update.
DD94_27.png

Summary
So, with Dawn of Wonder we hope that the players who enjoy immersing themselves in the world of Victoria find something that furthers their immersion, whether it be the new Day & Night Cycle, the new UI skin or any of the newly added assets to characters and map.

Last but not least is a new loading screen for the pack, capturing both the mysteries of the stars as well as some of the newly added things.
DD94_28.png

Our next Dev Diary is scheduled to be published three weeks from now, as we will release Dev Diaries on this schedule in conjunction with the updates to the Open Beta. This is to ensure that all members of the team are hyper-focused on the upcoming beta build itself and have time to communicate with you all on the Open Beta channel on the Discord server. See you there!



Hello Victorians, Pelly here!

We had previously said that the Open Beta would launch on the 28th, alongside 1.4 and the Dawn of Wonder art pack. However, a bug we discovered last minute has caused us to consider delaying the initial launch of the Open Beta by a few days. While some bugs are to be expected in the initial Open Beta release, we want to ensure there's nothing in the Beta that could potentially block your playthroughs.

As such, we are still releasing 1.4 and Dawn of Wonder on the 28th, but you should expect the initial 1.5 Open Beta may be released sometime within the first week of September.

We know people are excited for the Open Beta, so are we, and we are looking forward to receiving your feedback and talking to you about 1.5 in the Open Beta channels when it does release.
 
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I don't see how a mechanic like that could be put behind a paywall, to be honest. It's too fundamental to how the game works.

Personally, I don't want to see Vicky's system of warfare evolve in the direction of HOI. There's lots of room for improvement in warfare, but I would not vote for more direct control over the conduct of battles and the movement of armies.

Meanwhile, I'm quite eager to see how goods substitution works in practice. If it's implemented properly, it should improve gameplay noticeably.
I am just courious if pdx has a plan B like that.
 
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You are now aiming to improve warfare with 1.5 (and hopefully beyond) that is clear, the question is, do you have a plan B in case at the end of the changes it’s still not good enough? Like plan B as fundamentally scraping the system, and adding something like a hoi4 system, or a system like all the other systems before where u micro battles in provinces?

See I am what they call a vic 3 hoper, I am a an old vic2 mp enjoyer, and i want this game to be good. But some say that the game is fundamentally flawed in it’s base war system, and that changing it is not possible, and it just needs to be replaced completely.

So yea, do u have like a plan B or something in this case?
If we deem the core warfare gameplay to still be of insufficient quality at the launch of 1.5, we will evaluate what needs to be done to improve it further. It is certainly a priority for us to address the concerns.

I can say with some certainty that we will never have a moment where we decide to "throw it all out and start over" with a traditional stack-based province movement model. The gameplay scope and pacing just doesn't support it, which is why we embarked on making a brand new model of warfare for V3 in the first place.

It's also extremely unlikely, even in a case where we deem the current system inadequate, that we would ever rip out the guts completely. Borrowing individual features from e.g. HOI is perfectly fine (in fact, since the last DD I've seen a few people describe the rework as "HOI-lite" and I think I agree with that) but only in the sense of building on or adjusting existing mechanics. Rebuilding everything from scratch both takes incredible amounts of time from the UX-side (because every new feature requires a ton of polish to feel right) and introduces follow-up problems mechanically. Even adding the layer of military formations has required a ton of work, and we have a lot of polish and supporting mechanics we still need to deliver on during the Open Beta period.

I will say that from playing the current (very unpolished) open beta build, I have very few fears that we will reach the need for a "plan B" regardless, though.
 
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Why has the very basic setting forgotten ?

Choosing in-game Location Time.
Do you mean it reacting to individual ticks, so it'd go through a full cycle in a day?? Honestly, I think you could probably get an effect like that or close enough by fiddling with the time slider, but I've never tried because I imagine I'd have a seizure :p
 
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Do you mean it reacting to individual ticks, so it'd go through a full cycle in a day?? Honestly, I think you could probably get an effect like that or close enough by fiddling with the time slider, but I've never tried because I imagine I'd have a seizure :p
that would be the obvious choice so i didn't think it wasn't even included
 
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If we deem the core warfare gameplay to still be of insufficient quality at the launch of 1.5, we will evaluate what needs to be done to improve it further. It is certainly a priority for us to address the concerns.

I can say with some certainty that we will never have a moment where we decide to "throw it all out and start over" with a traditional stack-based province movement model. The gameplay scope and pacing just doesn't support it, which is why we embarked on making a brand new model of warfare for V3 in the first place.

It's also extremely unlikely, even in a case where we deem the current system inadequate, that we would ever rip out the guts completely. Borrowing individual features from e.g. HOI is perfectly fine (in fact, since the last DD I've seen a few people describe the rework as "HOI-lite" and I think I agree with that) but only in the sense of building on or adjusting existing mechanics. Rebuilding everything from scratch both takes incredible amounts of time from the UX-side (because every new feature requires a ton of polish to feel right) and introduces follow-up problems mechanically. Even adding the layer of military formations has required a ton of work, and we have a lot of polish and supporting mechanics we still need to deliver on during the Open Beta period.

I will say that from playing the current (very unpolished) open beta build, I have very few fears that we will reach the need for a "plan B" regardless, though.
Allright, thanks for the answer.

I think pvp can be good on this system too, but it definitely needs things added for that even after 1.5 in my opinion.

Some exemples I don’t know if you considered:

-maybe multiple strategic goal orders for generals?

-more order variety for generals (focus on trading bodies for losing less territory… focus on kiting the enemy, cede land but don’t lose too many soldiers, let them attrition… maybe some encirclement tactics generals can roll for encirclements if the shape between states looks like it on the map)

-A supply system that makes cutting off states and encircle armies on a larger scale possible….. (like if i cut germany in half, i want to wipe the troops that are on the other half that i encircled, and not have them teleport away.

-actually, the concept of stackwiping troops (rn, unsuccessful invasion, or what looks like an encirclemement on the map just teleports away)

-shore bombardement mechanics from ships?

-being able use a quantity/quality build more properly, which i think would require revisiting how combat width works maybe

-terrains rolled by generals… terrain modifiers…

Can these work on the current system?
Could u consider these? Or maybe you have already? :D
 
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since the last DD I've seen a few people describe the rework as "HOI-lite" and I think I agree with that
Yeah, for the land warfare this is a step in HoI direction, and a welcome one, but the end goal, I hope, is not to turn the V into HoI.

However, I believe, the naval warfare should be copied from Man the Guns DLC almost verbatim. Not even "lite"-ish. MTG has everything.
1) building large ships is a huge expensive task, that upon completion gives huge advantage over those who haven't built them
2) losing a flagship has political consequences
3) naval warfare is ultimately about zone control, and the zone orders mechanics allows it to shine without micro
4) your ships provide significant advantage to ground troops around
5) your ships can operate around your bases: there's more reasons to having presence across the world than civilian port convoy cheese. It's military port supply
cheese :)

Remove the ship designer (this isn't a wargame after all), add the city bombardment without an ongoing ground combat (along the lines of 1, 2, 3 or, in the way of threatening with the bombardment, 4), and you're good to go.

This is incredibly fitting the V3's "indirect approach to everything", while still allowing for player agency and making navy truly important, like it was in the era.
 
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1) building large ships is a huge expensive task, that upon completion gives huge advantage over those who hasn't built them
This is something I would love to see!

Making hallmark events for introduction of the first Ironclads, first Dreadnought, first aircraft carriers, etc. would really go far in creating the feel of the naval arms races that did dominate the late 19th/early 20th centuries.
 
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Out of curiosity, is that day/night cycle global or does the sun actually move across the map ... ? Because it sounds like the day/night is static. Which ... hmmm. Nope, not saying anything.
 
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I appreciate the new cultural clothes, but I won't lie, I'd prefer more _basic_ clothing for more cultures rather than those highly-specific which we won't notice 99% of the time.
 
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Overview
Greetings Victorians, here comes a new Dev Diary that covers the content of the cosmetic art pack Dawn of Wonder. This pack aims to provide more visual variety to the map and interface of Victoria while also furthering the immersion of anyone who’s a fan of its world by adding a cosmetic Day & Night Cycle that can be customized to your liking. In addition the pack also contains a few new assets for characters, map decorations and more that we’ll be taking a look at below.

Dawn of Wonder releases on the 28th of August, alongside both the free 1.4 update and the start of the 1.5 Open Beta!

Day & Night Cycle
At the core of Dawn of Wonder lies the Day and Night Cycle. This feature replaces the static
midday sun that previously lit the map with a customisable cycle of sunlight and moonlight. As the sun sets on your nation, the moon rises, and all the cities and structures turn on their night lights. The city lights have three different hues and strengths depending on your research, so coal powered or gas light will look different from electric light. You will also be able to choose at what speed or even constant time you want the game to be played, in addition, you can also set the cycle to match your computer clock to further immerse yourself!

As night falls the cities still shine!
View attachment 1015618

Dawn breaks on hubs and the shadows recedes!
View attachment 1015619
View attachment 1015620
View attachment 1015621
View attachment 1015622

The light from the lighthouses and hubs makes it easy to navigate Øresund at night.
View attachment 1015623
To customize the speed of the Day & Night cycle there are plenty of options within the new Theme Selector interface (within a separate tab)
The options are as following:

Simulation speed: Controls the speed of the day night cycle and sun/moon movement. By default this multiplier is set to 10 which corresponds to 1 minute 30 seconds in real-time or two months of in-game time at speed 3. The bigger the number, the faster the simulation speed!

Sun Hours: The amount of hours that the sun takes up in one 24h cycle of in-game time, with the remaining hours being night, effectively how long it will be day relative to night.
For example, if the sun hours are set to 23, then you will have 23 hours of daylight and only 1 hour of nighttime (kind of like a Swedish Summer).

Enable sync local time: Matches the current hour of the cycle to the computer's local time. If you use this and match the real time sun hours and sunrise time (see next setting) in your location you can look up from your computer screen and outside the window to experience 100% immersion!

Time of sunrise: What hour the night will end and the sun will start to rise.

Enable manual time: This lets you set a fixed time to experience perpetual day or night. Manual time hour lets you choose the time you want, but take note that this is affected by both the sun hours and time of sunrise settings.


All these options have tooltips in case you need a reminder of their functions.
View attachment 1015624
Light Effects & New carriage
To further accentuate objects and vehicles on the map we’ve made sure to add lights to all of them, so now everything from lighthouses to horse carriages has a light attached to them.
Speaking of carriages, in order to provide more visual variety to the roads of the map we’ve created a new more colorful stagecoach that contrasts the default very functional looking one.

Lighthouse effects guide the way all around!
View attachment 1015625

Trains now also brighten up the night, with the carts being lit as well!
View attachment 1015626

The new carriage brings some class and variety to the roads!
View attachment 1015627

Map Decoration Structures
Bringing further life and wonder to the map are four new Decorative Structures that all have something to do with the sun, moon and stars. These structures are purely decorative and wont yield any benefit to the country currently occupying them, they will however add a bit more flavor to some of the regions of the world.

The sun still shines on the Martand Sun Temple after its near destruction around the 14th century.
View attachment 1015628

The Temple of Poseidon is a mighty view both at dawn and when the moon is full.
View attachment 1015629

Greenwich Observatory has an animation where it opens up for the night to gaze at the stars!
View attachment 1015631

Wat Arun gives Bangkok a lot more personality and signifies the radiance of the rising sun.
View attachment 1015632
New cultural outfits
When it comes to flavor we also wanted to bring a bit of that to the pops of the world through cultural outfits for certain regions. These outfits all have some significance relating to the passing of time or the sun and moon and will add some really detailed and ornate designs to otherwise plain clothes of pops at certain periods of time.

For Hindu pops in India there’s now an outfit related to Diwali, a festival celebrating lights' victory over darkness. And for Russia the Kokoshnik outfit not just symbolizes the passing of time and maturity but also has a half moon shaped tiara.
View attachment 1015633

For the Nordic and Slavic countries the Midsommar dress makes an appearance celebrating the summer solstice, life and love. Last but not least is the Pierrot costume that has many different cultural meanings, many of them having the characters' relation with the moon in focus.
View attachment 1015634
New UI Skin
Further amplifying the new mood of the Day and Night Cycle we’ve also created a brand new look for the interface, this time highly influenced by old folklore surrounding celestial bodies. With a dusk & dawn color scheme and lots of hand drawn details this skin contrasts the existing ones a great deal, giving the interface a bit more mellow yet ornate appearance.

The new interface creates a much more mellow and angular look to the game as a whole.
View attachment 1015636

View attachment 1015637

View attachment 1015638

The existing icon interface looks much more whimsical surrounded by stars
View attachment 1015639
New Map Table and Assets
When zoomed out from the world we’ve also made assets to remind you of the passing of time, the lights in the night as well of the mysteries surrounding the sun and moon. These assets are placed upon a newly created table featuring old wood carvings and a sash frame with illustrations.

The jade sculpture from Hongshan is as ancient as it is mysterious, even the warm flame of a candlelight cannot bring its secrets to light.
View attachment 1015640

Even though it has stopped, a nice pocket watch is nice to have and the Taino sun god statue is both cute yet somewhat ominous, what is that black smoke emanating from it sporadically?
View attachment 1015641

New Paper Map
The newly made paper map also embodies a lot of the same characteristics, featuring patterns of celestial bodies as well as illustrations of old zodiac signs…that may or may not resemble some of us at the art team with our corresponding signs.

The new paper map is filled with illustrations of mischievous suns and sleepy moons and tons of Zodiac signs.
View attachment 1015642

What peculiar cancer signs…who could they resemble?
View attachment 1015643

View attachment 1015644

Dillon!...I mean, Gemini! You son of a…
View attachment 1015645
Theme Selector
To round things off we want to showcase something new we’re adding to the game that comes as a free feature, the Theme Selector. This new submenu can be accessed from the main menu screen and allows you to more easily handle your cosmetic features like the ones contained in Dawn of Wonder. Mix elements from any of your owned packs and base game, use for instance the French UI skin, the default paper map and the new table assets from Dawn of Wonder all together to find the custom combination that you prefer.

The theme selector is accessible from a new button in the main menu, there are icons for each pack to visually help you navigate what asset is from what update.
View attachment 1015646

Summary
So, with Dawn of Wonder we hope that the players who enjoy immersing themselves in the world of Victoria find something that furthers their immersion, whether it be the new Day & Night Cycle, the new UI skin or any of the newly added assets to characters and map.

Last but not least is a new loading screen for the pack, capturing both the mysteries of the stars as well as some of the newly added things.
View attachment 1015647
Our next Dev Diary is scheduled to be published three weeks from now, as we will release Dev Diaries on this schedule in conjunction with the updates to the Open Beta. This is to ensure that all members of the team are hyper-focused on the upcoming beta build itself and have time to communicate with you all on the Open Beta channel on the Discord server. See you there!



Hello Victorians, Pelly here!

We had previously said that the Open Beta would launch on the 28th, alongside 1.4 and the Dawn of Wonder art pack. However, a bug we discovered last minute has caused us to consider delaying the initial launch of the Open Beta by a few days. While some bugs are to be expected in the initial Open Beta release, we want to ensure there's nothing in the Beta that could potentially block your playthroughs.

As such, we are still releasing 1.4 and Dawn of Wonder on the 28th, but you should expect the initial 1.5 Open Beta may be released sometime within the first week of September.

We know people are excited for the Open Beta, so are we, and we are looking forward to receiving your feedback and talking to you about 1.5 in the Open Beta channels when it does release.
Are there any plans for a wider range of event artwork? Had hoped the immersion pack would add some e.g. more cultural immersive artwork relevant to the region to the region your country is in. Keep seeing Fez's :)
 
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Do you mean it reacting to individual ticks, so it'd go through a full cycle in a day?? Honestly, I think you could probably get an effect like that or close enough by fiddling with the time slider, but I've never tried because I imagine I'd have a seizure :p
It'd be fun to have one of those sliding daylight map modes, but I suspect the time lapse would be unreasonable even at speed 3.
 
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The Map looks like a Kid did draw it - with all the scribbles.
Is there any historic reference that such a thing did exist in the timeperiod? Otherwise i would find it really odd.

Oh, and who does actually play the game beeing zoomed in so far that he actually sees any of the 3D stuff. Do you have any statistics for this?
B.c. i most certainly almost never do, b.c. beeing so closely zoomed in just isnt feasable to play effectively for me (no overview or anything, no important information conveyed (easily) from beeing zoomed in that cant be found elswere in a more precises and concise way).
 
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No. I just asked a simple question that sounded obvious to me.

But reading your answer tells me that I had too much expectation : I assumed, apparently wrongly, that the Sun Light inclination would vary according to the Nation played, so I was wondering why this setting could not be handled for gameplay Convenience. I naively thought it was about the Sun Cycle and the likes.

Setting the sun inclination by latitude on a world map is a bit silly if you think about it for a moment. I suppose since it is a flat map on a table when you zoom out you could imagine putting the table at a specific latitude and have that impact the whole map…. but really we are thinking too much at this point.

It does not appear to be like hoi in that there isnt a visible terminator moving around the map- the whole world is dark or the whole world is day, everywhere with the same sun angle. Adjusting the sunrise/set time might inadvertently change that angle, but even if it doesnt, thats more than needed for nearly all use cases
 
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Yeah, for the land warfare this is a step in HoI direction, and a welcome one, but the end goal, I hope, is not to turn the V into HoI.

However, I believe, the naval warfare should be copied from Man the Guns DLC almost verbatim. Not even "lite"-ish. MTG has everything.
1) building large ships is a huge expensive task, that upon completion gives huge advantage over those who haven't built them
2) losing a flagship has political consequences
3) naval warfare is ultimately about zone control, and the zone orders mechanics allows it to shine without micro
4) your ships provide significant advantage to ground troops around
5) your ships can operate around your bases: there's more reasons to having presence across the world than civilian port convoy cheese. It's military port supply
cheese :)

Remove the ship designer (this isn't a wargame after all), add the city bombardment without an ongoing ground combat (along the lines of 1, 2, 3 or, in the way of threatening with the bombardment, 4), and you're good to go.

This is incredibly fitting the V3's "indirect approach to everything", while still allowing for player agency and making navy truly important, like it was in the era.
I agree that the specific mechanics you cite from Man the Guns would be welcome additions to how naval and ground combat are coordinated in Vicky. The only one I am a little skeptical of is the addition of naval support to "adjacent" ground combat. That would be a difficult thing to balance properly, I imagine, given that combats happens along rather broad fronts. But requiring that naval control be established in sea zones that are needed to stage an invasion or support your armies - -absolutely! And with no stupid submarines in this game to stun-lock invasions or otherwise mess up naval operations, it might actually go better than in HOI! ;)
 
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