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Victoria 3 - Dev Diary #57 - The Journey So Far

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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!
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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…)
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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.
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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

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I appreciate the overview. Good DD.
 
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As I said in other posts,

I need to see this game in action to decide if it's my cup of tea.

Yes, Victoria 3 and all that bang for sure, but this one looks like a completely different beast!!!
I need to see a playthrough or play it with a friend first.

Also it has huge shoes to fill - Vicky 2 Is one of the best games of all time!
 
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On the topic of Interest Groups having previously had opinions on foreign policy such as wars with specific countries. As with all design cuts this was painful, but I stand behind the decision. Something like spawning a political movement to encourage a revanschist war against Spain, and have Interest Groups line up in support of opposition of that, could probably be okay (though would bring its own set of additional design issues to solve). But having one Interest Group intrinsically support or oppose a war with Spain, while another supports or opposes a war with France, while another cares a lot about Lucca for some reason - it just felt weird and gamey, and impossible for the player to predict and have any agency over. We know the Trade Unions will always want Progressive Taxes, and if we don't we can take many different steps to weaken them so they won't be a problem. But if the Trade Unions for some indiscernible reason wants you to take a Treaty Port in Ingria today, whereas yesterday they wanted you to force the Ottomans to end the slave trade, this doesn't mean anything to your gameplay other than making a decision to go along with the game's suggestions or not.

I do look forward to designing more interactions between politics and warfare in the future, but something like that would have to be a new feature, not shoehorned into the IG Ideology system. In the meantime, IGs still do care about laws which affect your foreign policy, of course.

But what about the buildings?
 
I do look forward to designing more interactions between politics and warfare in the future, but something like that would have to be a new feature, not shoehorned into the IG Ideology system. In the meantime, IGs still do care about laws which affect your foreign policy, of course.
I think there's room for IGs having opinions on your foreign policy in a more generic fashion, beyond just laws.

For instance, whichever Ideology it is that prefers Free Trade (I think it's 'Market Liberal') would also make the associated IG happy if you have a lot of Trade Agreements (like Stellaris Factions)

Or, as I have said elsewhere, the Jingoist ideology should make the associated IG unhappy if you back down in a Diplomatic Play you started. I've been thinking of this a lot in the context of the German Army in the lead-up to WW1 while trying to make downsides for my proposed laws on Army Leadership.

A set of easy to understand and remember things like that, just to make your IGs care a little more about Foreign Policy, would be welcome.
 
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while a command economy may be desirable to counteract foreign influence and steer your population with more precision.
Since the player has complete control over what is built (And therefor, how the balance of power shifts) regardless of economic model I'm not sure how much of a difference a command economy would make in this regard.

Take the way the Political movement system works currently. They can either advocate for the passage of a certain law ('Enact universal suffrage') or defend a law that is currently under threat ('Preserve the monarchy'). I'd simply (I say simply, but this certainly wouldn't be easy to code) make it so that this also extends to other actions. Say you want to make an alliance with Russia, negating alliances takes time, even when your counterpart is the recipient to it, so we'll have... let's say a 100 days window during which negotiations for this alliance are underway. The Intelligentsia does not like the reactionary Russians so they start a movement 'Oppose alliance with Russia.' Alternatively, the Intelligentsia could support the 'Ally with Britain' movement (Which would represent the coveted Anglophilias, Francophilias, Germanophilias etc. Though this particular type of movement should probably only be directed at great powers). The same logic applies to building buildings.
The acceptance values for the AI could change during this period. I personally think this would a fun way to encourage a stable and loyal powerbase to get diplomatic decisions through more effectively to better use diplomatic opportunities, but from what I understand Paradox' general game design philosophy leans strongly towards predictability and would want to assure the player that if they endure the shitstorm during that 100 day period, then at the end they should actually get what they asked for.

It's like if you spent years pushing through a law only for the upper house to say "No lol. L + Unconstitutional + Veto'd " because circumstances changed.
 
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Or, as I have said elsewhere, the Jingoist ideology should make the associated IG unhappy if you back down in a Diplomatic Play you started.
I really like this idea. I think it's quite simple and easily implemented compared to a lot of other possible reworks, and would only make the game better.
 
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Independent Kazakhs in Kazakhstan's modern borders is just a joke. At least northern half of its current territory should be Russian-controlled. Makes completely no sense other than that Kazakhstan is Russia's puppet, which is also historically incorrect due to liquidation of all juzes by 1824 and no direct control over southern parts of the country by 1836. Seems to be just sloppiness in drawing borders.
 
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Independent Kazakhs in Kazakhstan's modern borders is just a joke. At least northern half of its current territory should be Russian-controlled. Makes completely no sense other than that Kazakhstan is Russia's puppet, which is also historically incorrect due to liquidation of all juzes by 1824 and no direct control over southern parts of the country by 1836. Seems to be just sloppiness in drawing borders.

I mean to be fair. There doesn't appear to be a single correct border in this circled area. Which is a pretty impressive feat I'll grant Paradox that.
 
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Cheers for the DD Iacheck, and the extra info, and what a journey! I hope you and the team (and everyone playing the game) are having a blast at PDXCON, and I very much look forward to the game launching next month - super-exciting :)

For a maritime-themed pic, here's an engraving of the launch of HMCS (Her Majesty's Colonial Ship - it was for the navy of the colony of Victoria) Victoria, launched on 30 Jun 1885, from Ross Gillett's Australia's Colonial Navies. Not long now, and we'll get to see the next Victoria launch - woo!

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On the topic of Interest Groups having previously had opinions on foreign policy such as wars with specific countries. As with all design cuts this was painful, but I stand behind the decision. Something like spawning a political movement to encourage a revanschist war against Spain, and have Interest Groups line up in support of opposition of that, could probably be okay (though would bring its own set of additional design issues to solve). But having one Interest Group intrinsically support or oppose a war with Spain, while another supports or opposes a war with France, while another cares a lot about Lucca for some reason - it just felt weird and gamey, and impossible for the player to predict and have any agency over. We know the Trade Unions will always want Progressive Taxes, and if we don't we can take many different steps to weaken them so they won't be a problem. But if the Trade Unions for some indiscernible reason wants you to take a Treaty Port in Ingria today, whereas yesterday they wanted you to force the Ottomans to end the slave trade, this doesn't mean anything to your gameplay other than making a decision to go along with the game's suggestions or not.

I do look forward to designing more interactions between politics and warfare in the future, but something like that would have to be a new feature, not shoehorned into the IG Ideology system. In the meantime, IGs still do care about laws which affect your foreign policy, of course.
What about buildings? The logic that pops have about laws is almost the same as buildings. In particular, Aristocracy should oppose industrialization, as that destroys their economic base. While some other interest groups, like military and bureaucracy should support it, because it will boost power of army and state.

With foreign relations, why not have it the other way: IGs shouldn`t have their own desires that player should fulfil as those tend to be imprecise and weird as you showed, but should have opinion on what player is doing. Then game could factor in their monetary and power interests in, to have relatively realistic opinion. If you go on establishing colonies, beneficiaries like industrialists should like, while workers, that may face competition from cheap colonial goods and lose their jobs, shouldn`t, and so forth. If you are substituting expensive imports, or securing resource for industrial base, such wars should be liked more.
 
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Is anything about espionage planed in Victoria 3? It seems like a big opportunity since for instance in Germany the industrual revolution was massively enabled by industrial espionage in gb
 
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I'd really REALLY prefer not having any mechanics in Immersion Packs. Content atomization is exactly why I never bought more EU4 after getting it in a humble bundle. It's expensive and confusing and legitimately time consuming having to read every single store page in case there's a single sneaky mechanic hidden away somewhere. I don't like having my time wasted just trying understand what's actually being sold.

Meanwhile I've got zero hesitation paying full price on recent HOI4 Expansions because I know what I'm getting. The last few DLCs have all been big solid packages and I don't feel like I'm being actively tricked.
However I sat down with my housemate because he wanted to learn HOI4. His interest evaporated like ice cream in an arc furnace when I tried to teach him about Spearhead commands, but I didn't realise that small yet fundamental planning tool was locked behind a UK-focused Country Pack. Universal mechanic, bundled with a region-specific DLC was a huge turnoff for him.

I've been very positive about Victoria 3, so this is my first expression of concern.
For me, the gold standard for 'mid-sized' DLC is in Stellaris with the Leviathans Story Pack which is laser-focused on interactions with non-empire entities, and the Aquatic Species Pack which is laser-focused on a single campaign theme with no strings attached for non-aquatic campaigns.
Only the 'major' expansion packs should ever be a mixed bag of nation-specific content and global mechanics.

It's interesting. CK3 just droped small dlc-pack without any mechanics and it seems most of community doesn't like that idea.
 
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It's interesting. CK3 just droped small dlc-pack without any mechanics and it seems most of community doesn't like that idea.
I think this has more to do with CK3's bungled development cycle and extremely underdeveloped mechanics and flavor than the fact that it's a DLC without mechanics. An event pack in a finished game? Go ahead, I wouldn't be upset at all. A 5$ event pack when, years after the game's release, the only way to romance someone is to save them in a tower from random bandits? That's annoying.
 
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I think this has more to do with CK3's bungled development cycle and extremely underdeveloped mechanics and flavor than the fact that it's a DLC without mechanics. An event pack in a finished game? Go ahead, I wouldn't be upset at all. A 5$ event pack when, years after the game's release, the only way to romance someone is to save them in a tower from random bandits? That's annoying.
I understand that there is a lot of truth in that. But it's also legitimate to read it the way i presented. Was down-voted when wrote enthusiastic about this DLC model.
 
Any DLC system they use is going to have positives and negatives. I feel that the larger point here is that whatever system they choose they then need to stick to it, rather than something where they would be constantly making changes to pricing and content which would just end up annoying players.
 
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It's interesting. CK3 just droped small dlc-pack without any mechanics and it seems most of community doesn't like that idea.
If the V3 team does it the way the Iberia pack worked, that would be fine. The Struggle mechanic is now in the base CK3 game, but all the content using it was sold in the DLC. This lets future DLCs use that mechanic (to avoid new mechanics locked to DLCs from being forever abandoned) as well as modders.

CK3 also has some special circumstances where the existing events have a lot of problems (not being scoped properly, not relating to game context, some of them being outright insulting like the infamous footstool). While the CK3 team is trying to fix much of that for 1.7, we haven't seen the results of those efforts yet, so everyone is judging it based on their experiences with the current events. That shouldn't be taken as a sign that things like event packs don't work in general. After all, Stellaris has successfully sold story packs (which are similar) in the past.
 
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Think the game release needs to be delayed; a tiny layer of complexity+historical accuracy/balancing(fairly accepted)+want to play mechanics eco (trade not deep enough, more variety also in building, tonnage description with mining steel production transportation, investing in resource exploration, joint projects)/warfare(equipment counters variety, naval being also absolutely under developed piracy, beach landings marines etc.)/diplo doubting(not all resources utlisised like gold?)+shady character bonuses instead of character description=missing.

?=correct me when wrong
 
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