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Interest groups and how they form the core of Victoria III's political gameplay. The categories of laws and an overview of legal reform. Institutions, bureaucracy, and government services. Pop professions, how and why Pops change professions.Ī brief overview of state infrastructure and market access.Īn introduction to the National Market system. National income, expenses, gold reserves, and debt. The standard of living system, wealth, Pop needs, and consumption. Political movements and how Pops make demands to the government. The representation of slavery in Victoria III. Intra-market and mass migration, and how migrants are attracted.Ī deeper dive into States, the main political and geographical unit in Victoria III. National rankings and the mechanic of prestige. National relations, infamy, and strategic interests. The types of diplomatic actions that a country can undertake and the various different diplomatic pacts possible including vassals. The core mechanics of land warfare: Fronts, Generals, Battalions, and Mobilization.Ī discussion on the design pillars of Warfare in Victoria III.Ī first look into Diplomatic Plays, the signature diplomatic feature in Victoria III.
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The cost of warfare and how Victoria III models the long-lasting effects of conflict.
VICTORIA 3 DEV DIARY 28 HOW TO
Journal entries, events, and the content delivery system.Īn overview of the 2D art and the User Interface of Victoria III.Ī deep dive into the user experience including nested tooltips, charts, tutorials, and accessibility.Ī look at flags and the dynamic flag generation.īilateral peace deals and how to negotiate an end to wars. The mechanics and gameplay of colonization. The construction industry, construction capacity, and the mechanics of building in Victoria III.Ī look at decisions as well as the mechanics behind expeditions.Ī look at the unique buildings of Monuments and Canals.Ī deep dive into the non-playable decentralized nations. The mechanics of trade, trade laws, treaty ports, and more.Įxpansion of markets and the mechanics of Customs Unions. Note that trade routes have later been updated and explained in Dev Diary no 54 Trade Revisions
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The purpose and mechanics of ports, trade routes, shipping and convoys. The journal entries, events etc related to opium consumption and the related diplomatic and political effects of the Chinese opium crisis How the population might rise in armed uprisings and civil wars How minority cultures might take up arms for independence The journal entries, events etc related to slavery and the civil war in USA How elections start, are run and finish as well as how the following government is formedĪ look at how each individual battle in wars play out How interest groups can work together in political parties How pops change religion and culture over time based on the laws of the country The decisions, mechanics and diplomacy of forming ordinary and major unification The considerations in presenting information through the graphics. How the visual aspects of the maps including buildings, cities and roads will change based on how the game world develops. The various different optional player objectives and how they work.Ī presentation of the ingame tutorial and how it is tied to the main part of the game. How the different characters can affect politics, warfare and economy as politicians, generals and leaders. The second dev diary on the topic of trade, specifically how trade routes between two markets have been revorked. All developer diaries about Victoria III (base game).Ī presentation of 45 out of the 50 achievements present in the game at release as well as game rules such as modding or iron man.
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