Good day to all forum members and fans of the wonderful game Victoria 3.
Last night I finished a campaign as Great Britain and would like to share a few thoughts.
Despite the fact that the latest update — which introduced diplomatic agreements — is genuinely the best one so far, there’s still quite a bit of work to be done. I’ll try to keep my reflections as concise as possible.
A simple example: while playing as Great Britain, I had around 500 regular battalions (not counting puppets and junior partners) and the world’s largest navy (around 400 ships). Yet I received a diplomatic play from France demanding the transfer of some colonies. At that time, France had only about 170 regular and 170 conscript battalions, and around 130 ships. The result was a predictable disaster for them.
Also, during my expansion into Africa, other nations kept interfering — for example, I was annexing minor states in Uganda, and suddenly Mexico or Italy would intervene… and, of course, be utterly crushed. The AI can't even do basic math comparing battalion numbers, let alone evaluate whether it’s worth picking a fight with certain countries.
Sometimes Russia would get involved against me, often demanding a regime change in Ceylon. That specific diplomatic demand might deserve its own topic — but in my opinion, it's absolutely useless. I’d suggest either teaching the AI how to use it properly (which is a big challenge) or just removing it altogether.
I understand that I was playing as the strongest country in the game, but playing as other nations doesn’t feel much better — the AI just doesn't understand how to challenge or compete with the player.
Look at other Paradox titles: in Europa Universalis, coalitions form against a growing player. Neighbors demand the release of nations or seize provinces during moments of weakness. In Crusader Kings, as soon as your army is weakened, everyone with a claim jumps at the opportunity. This kind of challenge is what makes a game exciting.
I truly believe Victoria 3 could be an ideal game — even with minor flaws — if it had strong, competitive AI.
While playing, I asked myself: if the game tried to simulate World War I, what would each side's war goals be? Could it even happen at all under the current system? Who would actually fight, and for what?
It seems to me that the game could benefit from distinguishing local and global conflicts. A world war between great powers could end with something like a peace conference, where victors — depending on their contributions — get to set a list of demands. Meanwhile, smaller, regional conflicts shouldn’t draw so much international attention.
This idea has been mentioned in the dev diaries before, and I hope it’s still being developed.
Alternatively (or additionally), dynamic events could trigger colonial rivalries that might lead to war between two countries colonizing the same region.
You could expand this into a new type of diplomatic play — "Colonial Contest" — with a front limited to the colony in question. In areas like malaria zones, the Sahara, or deep jungle, you could limit the number of troops that can be deployed effectively — which would be historically accurate.
In real life, even by the late 19th and early 20th century, there were still African regions being colonized — even Germany managed to establish some presence. So perhaps colonization in the game should be slower or more expensive.
Also, diplomatic plays against decentralized nations feel pointless. I’d remove them completely and replace them with event-driven tension systems, with possible colonial setbacks if local hostility rises. Right now, these diplomatic plays against decentralized states are just annoying and feel like unnecessary busywork.
Important: The Netherlands should not start the game with the colonization institution. In the 19th century, their expansion was focused exclusively on Indonesia, which should be handled by the Dutch East India Company mechanics. The fact that they consistently try to colonize the Windward Coast, Mauritania, or Ivory Coast in every game is a bit immersion-breaking.
Thanks if you’ve read this far. These are just my thoughts, written while still under the impression of finishing my game.
Last night I finished a campaign as Great Britain and would like to share a few thoughts.
Despite the fact that the latest update — which introduced diplomatic agreements — is genuinely the best one so far, there’s still quite a bit of work to be done. I’ll try to keep my reflections as concise as possible.
1. The AI is still very weak
This is especially noticeable in the late game, and the contrast is even stronger when compared to other Paradox games. In many situations, the AI doesn’t understand who it should be competing with and why. Most importantly, it often fails to properly assess the value or feasibility of participating in diplomatic plays.A simple example: while playing as Great Britain, I had around 500 regular battalions (not counting puppets and junior partners) and the world’s largest navy (around 400 ships). Yet I received a diplomatic play from France demanding the transfer of some colonies. At that time, France had only about 170 regular and 170 conscript battalions, and around 130 ships. The result was a predictable disaster for them.
Also, during my expansion into Africa, other nations kept interfering — for example, I was annexing minor states in Uganda, and suddenly Mexico or Italy would intervene… and, of course, be utterly crushed. The AI can't even do basic math comparing battalion numbers, let alone evaluate whether it’s worth picking a fight with certain countries.
Sometimes Russia would get involved against me, often demanding a regime change in Ceylon. That specific diplomatic demand might deserve its own topic — but in my opinion, it's absolutely useless. I’d suggest either teaching the AI how to use it properly (which is a big challenge) or just removing it altogether.
I understand that I was playing as the strongest country in the game, but playing as other nations doesn’t feel much better — the AI just doesn't understand how to challenge or compete with the player.
Look at other Paradox titles: in Europa Universalis, coalitions form against a growing player. Neighbors demand the release of nations or seize provinces during moments of weakness. In Crusader Kings, as soon as your army is weakened, everyone with a claim jumps at the opportunity. This kind of challenge is what makes a game exciting.
I truly believe Victoria 3 could be an ideal game — even with minor flaws — if it had strong, competitive AI.
2. Diplomatic plays still need work (especially with the new agreements)
Take, for example, the “monopoly company” demand. You can add it, sure — but you must first demand something else to make it available? That feels clunky.While playing, I asked myself: if the game tried to simulate World War I, what would each side's war goals be? Could it even happen at all under the current system? Who would actually fight, and for what?
It seems to me that the game could benefit from distinguishing local and global conflicts. A world war between great powers could end with something like a peace conference, where victors — depending on their contributions — get to set a list of demands. Meanwhile, smaller, regional conflicts shouldn’t draw so much international attention.
This idea has been mentioned in the dev diaries before, and I hope it’s still being developed.
3. Colonization needs to be reworked
The first thing that comes to mind is limiting the number of simultaneously colonizable regions based on your colonization institution level. It would also make sense to automatically gain a claim on a region being colonized — this could help reduce awkward, ahistorical border shapes.Alternatively (or additionally), dynamic events could trigger colonial rivalries that might lead to war between two countries colonizing the same region.
You could expand this into a new type of diplomatic play — "Colonial Contest" — with a front limited to the colony in question. In areas like malaria zones, the Sahara, or deep jungle, you could limit the number of troops that can be deployed effectively — which would be historically accurate.
In real life, even by the late 19th and early 20th century, there were still African regions being colonized — even Germany managed to establish some presence. So perhaps colonization in the game should be slower or more expensive.
Also, diplomatic plays against decentralized nations feel pointless. I’d remove them completely and replace them with event-driven tension systems, with possible colonial setbacks if local hostility rises. Right now, these diplomatic plays against decentralized states are just annoying and feel like unnecessary busywork.
Important: The Netherlands should not start the game with the colonization institution. In the 19th century, their expansion was focused exclusively on Indonesia, which should be handled by the Dutch East India Company mechanics. The fact that they consistently try to colonize the Windward Coast, Mauritania, or Ivory Coast in every game is a bit immersion-breaking.
Thanks if you’ve read this far. These are just my thoughts, written while still under the impression of finishing my game.
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