
Will you improve the life of your citizens, if it means angering established authorities? Political Development – Manage the various political factions in your country through laws and reforms.Open diplomatic plays, calling on allies for support, as you press demands on weaker or rival nations.
Diplomatic Brinkmanship – Anything you can win through war can also be done at the negotiating table. Challenging Economic Gameplay – Develop your economy through construction of new buildings and new industries, trading surplus goods in the markets of the world and importing what your population needs to make life affordable. Each has personal beliefs, political preferences and, most importantly, a standard of living to maintain. Deep Societal Simulation – Every inhabitant of your nation is simulated, whether farmer or clerk, capitalist or craftsman. Infinite Replayability – Rewrite history as any of dozens of nations from the Victorian Era, from industrial powerhouses like Great Britain and Prussia to populous giants like Russia and Qing China or powers in waiting like Japan or Colonial Canada. Your strong economy always comes at someone's expense.Set in the rapidly moving 19th and early 20th centuries, Victoria 3 is a deep societal simulation, challenging players to develop a nation through industry, trade, and political reform while keeping your population content and well-fed.Ī sequel to a beloved cult classic, Victoria 3 builds on Paradox’s established history as a creator of well-researched and highly interactive strategy games, with a strong emphasis on replayability and the opportunity for players to write their own histories in a persuasive and immersive world setting. Victoria 3 doesn't make you colonize, or engage in colonialism, but it sure does give you an understanding of why it developed. Now this may not happen to many minor nations, but the problem is when you puppet nations that have potential to become a great power that really sucks. So raw materials don't always come cheap… and that's when you start looking overseas, or at less-developed neighbors. So one of the things I find wrong with puppets in Victoria 2 is if a puppet becomes a great power there no longer your puppet. Paradox's developers were clear that the AI was very unpolished at the nuances, so that's something to want improvements in before release. It also didn't always understand when it should back down from a fight. The AI, however, has its own goals that range from obvious and clever diplomatic alliances to quixotic and seemingly random economic choices. So you go to your neighbors, or international allies, and set up a trade route that also generates profit for your government via tariffs-or doesn't, if you have a trade agreement. Those mills might have a lucrative side-business in luxury clothing that you'd like to export, but your economy doesn't produce enough fabric to support the extra input.
A shortage of clothing on the market might drive you to invest money in more textile mills. It's complex, sure, but made approachable by clear, obvious screens that give you a summary of how your market works… or doesn't work. Abundance makes the price go down, need makes it go up-that snowballs into profits, how much the people working there are getting paid… which affects how much they can buy. It's all simple supply and demand principles based around a base price for each item compared to what it's actually being sold for.