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Victoria 3 - Dev Diary #1 - Pops

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Hello everyone! I’m Mikael, Victoria 3’s lead game designer - and oh boy does it feel good to finally be able to say that out loud! Today I have the pleasure to reveal some details about that one feature everyone thinks about when they hear “Victoria” - the Pops.

Pops were introduced in the very first Victoria game to represent your country’s population. Pop mechanics have since snuck into other Paradox titles like Stellaris and Imperator. But this in-depth population simulation is what Victoria is about, and we’re going to bring you a system with more depth than ever before!

In Victoria 3, Pops are the country’s engine - they work the industries, they pay the taxes, they operate the government institutions, and they fight the wars. They’re born, they die, they change occupation, they migrate. And they organize, get angry, and start revolutions.

Every Pop is visualized so you can see which demographic sports the best moustache. Note that Pop portraits are very much a work in progress!
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You, the player, might be in charge of the country, but you’re not in charge of the Pops and can’t manipulate them directly. Yet everything you do to the country affects them, and they in turn will react in what they perceive to be their own best interests. A large part of your game will consist of trying to sate your population’s appetites for material goods or political reform. But most actions you will take aren’t to the benefit of every Pop in your nation, and by making life better for one part of the population you may inadvertently upset another demographic.

The most important aspect of Pops are their Professions, which reflects the types of jobs it carries out in the building where they work. A Pop’s profession determines its social class and can affect its wages, political strength, what other professions it might qualify for, and particularly which political Interest Groups it’s prone to supporting (which you will hear lots more about in future Dev Diaries.) Some of the Pop professions you will encounter in Victoria 3 are Aristocrats, Capitalists, Bureaucrats, Officers, Shopkeepers, Machinists, Laborers, and Peasants. Investing in industries that provide job opportunities for the kinds of professions you want to encourage in your country is key to the “society building” gameplay of Victoria 3.

Every variation of Profession, Culture, Religion, and Workplace in the world gets its own unique Pop. At any given time this results in many tens of thousands of Pops in the world working, migrating, procreating, and agitating.
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The people that make up a Pop are distinguished into Workforce and Dependents. Members of the Workforce keep the buildings in the game operational and collect a wage from them in return. Those who cannot or aren’t permitted to be officially employed are considered Dependents. They collect only a small income from odd jobs and government programs.

Laws affect who is included in each category. At game start most countries do not accept women working and collecting a wage outside the home but by reforming laws governing the rights of women more Dependent Pops will enter the Workforce over time. By abolishing child labor, the amount of income Dependents bring home will decrease but will make it easier to educate your populace, increasing their overall Literacy. After a bloody war many Dependents of soldiers may be left without sufficient income, and you may decide to institute pensions to help your population recover.

In short: nothing in your country runs without Pops, and everything about your country affects those Pops, who in turn provide new opportunities and challenges during your tumultuous journey through the Victorian era and beyond.

I have oh so much more to say, but that is all for this week! You will hear much more from me in future Dev Diaries. Next week Martin will return to explain something quite central to the game - Capacities!
 
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I know its early and probably work in progress, but i still want to give my opinion on something.
The two men shown in the screenshots, they look decent overall but they look very childlike, almost like children with mustaches. I think its something with the proportions and the smooth faces that makes it that way, would be better if they looked older i think.
 
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Thanks. One thing that came to my mind when I read your note about many (hundreds) POPs- how manageable will that be for the player? Will we have to interact with laws/decisions concerning each individual POP type, or at a bit more abstracted level with the general aristocrats population?

Hopefully this will not become a micromanagement hell is all I'm saying. Looks great otherwise!
Sorry for replying to myself but any chance we can get some info on this? Huge number of potential POPs can make complex system in a good sense, but can also lead to unmanageable mess for the player.

If your policies/laws can affect each single aristocrat pop (for example) differently, and you have dozens of those, then it's easy to imagine that it would require lot of micro research in order to make any sound decision.
 
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Sorry for replying to myself but any chance we can get some info on this? Huge number of potential POPs can make complex system in a good sense, but can also lead to unmanageable mess for the player.
as far as we know, you don't interact with POPs in any direct way like you do in stellaris.
 
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I am beyond excited with how POPs seem to be implemented especially after reading the dev diaries and replies! I just wanted to echo one concern I've seen here and elsewhere, that POPs will be tracked via state rather than per province. I'm afraid this won't allow for things such as say, Manchester's enormous growth during the time period or the ability to recreate such a thing in other nations if instead you're forced to interact the pops from on high so to speak. It also makes me fear that individual provinces won't be named like in hoi4 which would be a shame as it truly gets in the way of rp in that game. I hope we see a per province tracking and naming like in Imperator even if we can only interact with the POPs via states.
 
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hm, and slaves? Some kind of peasants?
 
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But the most important question is: Can we reform the Byzantine empire?
 
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So how many pop groups are we going to get on release? It seems from the screenshot that people fit into certain pop groups depending on certain rules (in the aristocratic case wealth)?

I guess pops will evolve into new pops depending on the time period giving flavour?

Maybe to throw it all in the air... Can pops evolve by becoming hybrids or is that not possible?

Maybe also on that... some props would be massively rarer than others?

I know nothing of Victoria as I have not played the previous games.
 
Every variation of Profession, Culture, Religion, and Workplace in the world gets its own unique Pop

You didn't mention "Ideology".

So there will not be a "Socialist , farmer , french , catholic " POP and a "Conservative , farmer , french , catholic " POP ,
but just "farmer , french , catholic" POPs?

Ideologies will be handled as a percentage? (Let's say somewhere will be an indication that "30% of them are Socialist , 70% Conservative " ) ?

Please, may you shortly elaborate why did you removed ideologies from the Vic-demography ?
 
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Eh... Women were definitely alreayd working outside the home in 1836, in general I question the model. (domestic labour is still labour and needs to be handled by someone, etc.)
 
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You mentioned children and implied they weren’t in the workforce. Why is this? Certainly a brat crawling through the machinery to unstick the body part of some other poor brat is just as much a part of the workforce as any other factory worker! I wanna tax children, dammit!

Questionable decisions of about children aside, I greatly look forward to whatever you have in store. Take your time and create a game everybody can love (or at least love to hate).
 
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Didn't women work outside the home quite a bit in this period? My sense is that cultural (not legal) strictures against women working outside the home began in the very late 19th century, and only really applied to upper class women at first.
 
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I will be first to say this but why does Turks look Southeast Asian? I hope everything east of Thrace isn't using models & colour palette here again, same as how CK3 everything east of Byzantium seems to be looking Mongolian.
 
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