Victoria 3

People often joke about Paradox games being like playing a spreadhseet.

They are taking it to heart. I love it.

Indeed.

My second job out of college was the junior software engineer developing a new spreadsheet, for Visicorp, the company that invented the first spreadsheet VisiCalc. It looks like my life has come full circle, I used to get paid to make spreadsheets for work, and now I’m going pay others to use a spreadsheet for fun.

I really love this and all of the potential consequences of pushing new technology to a society that isn’t ready to adopt it.

I really like the overall mod potential with this production method model.

I don’t know how you guys can read these developer diaries, the wait is too much. I will hold off at least until we get a release date and then binge these things over one glorious weekend.

Yeah, I can’t do it myself, builds too much expectations into it thru prolonged anticipation that it would then have a hard time living up to. This thread getting bumped and me reading comments is the extent of my monitoring. ;)

Partly, because I didn’t love Victoria II, but I’m excited for III. The one that’s driving me nuts it the Not One Step back DLC for HOI IV.

I think it can make the actual game a letdown for sure. However, I think my actual favourite past time is not playing games but thinking and talking about how to model interesting things in games.

If I skipped the armchair designer part I’d be leaving a lot of fun on the table. For instance, the transport and infrastructure model in Vic3 will probably be very simple, but the discussion about how you might code up more complex models and what the tradeoffs would be was a lot of fun.

And yet the transport and infrastructure model seems like it’ll be more in depth than Vicky 2. That’s the thing that excites me most at this point, they are really leaning into the cool simulation elements that made Vicky unique without dumbing it down. Everything seems to tie back to the pop and resource system even more than the previous versions.

To be clear, I still think the game could be a let down, of course, but everything they’ve shown so far makes me think that’s probably going to be unlikely. At the very least, the underlying game design seems incredibly solid, but that could mean little if the game ends up rushed out the door in a broken state.

For sure, the whole logistics aspect is much more developed and I love how much they are leaning into the simulation. That particular discussion was more about how far it could go in theory, and we still don’t know for sure if it works the way I think.

I love that you can have a real discussion about different equilibrium wage rates based on industry structure in a state.

Following the game has inspired me to read more about the economic and political history of the 19th century.

I thought this thread was an extended April fools joke.

Ah man, we finally got you! I was about to give up. Of course there’s no Victoria 3.

Dude, we had him going for at least another month. But of course, you were doing all the work creating those developer diaries, and Kevin spoofed the Paradox forum address. Impressive teamwork by the forum.

Been following One Proud Bavarian and a couple of others on this, and the game looks so, so promising.

But when was the last time I was glad I bought a Paradox game? :)

I figured I’d post one more fake diary for old times sake:

All looking pretty great, especially the dev responses and the note about political parties. Once again mod potential is high.

Yep, yet again they show that they understand what didn’t work in Vicky 2 and what did work and should be expanded on. Just can’t wait for this it pretend release so I can pretend play it

Looks VERY promising, but I can see possible pitfalls, which I hope they avoid.

I can imagine a series of random events, which are kind of weird “gotchas.” Choose A or B or C, none of which describe what my actual response would be. If interest groups are mostly affected by organic decision-making with just a scattering of response to events, then great.

I also hope that it is not overly deterministic. Where game guides can honestly say, make these four moves which will accrue X points towards a particular end, and then interest group power will be as you intended. (Yeah, I am hoping for a simulation of how it is to be a country through this period, not a game of clever number crunching.)

A bit off the beaten path, but this review of a book about development economics (How Asia Works) definitely got me thinking about how much of this could be modelled in something like Victoria 3:

Edit: One quote I can’t resist:

Twelve days after taking power, General Park ordered his officers to imprison all of South Korea’s leading businessmen, then forced them to sign agreements promising to give the government all their property. Then he gave them all their property back and freed them. He wasn’t actually anti-business, quite the opposite. He just wanted everyone to know who was in charge.

Right, not posted yet.

Going to post before I read it:

Overall seems pretty good. I expect the system of laws is fully modable, so that provides a lot of potential.

Interesting that laws are basically passed in a “siege-style” mechanic where every cycle you are trying to either advance or pass the law, but adverse events can happen due to factors like having a faction opposed to the law in government (and I assume general opposition?).

I wonder what the mechanics will be for selecting laws after a revolution.