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Paradox victoria 3 dev diary
Paradox victoria 3 dev diary












We’ve also mentioned somewhere that we have bureaucrat POPs who represent the administration. We are trying to model Russia’s relative backwardness in the period, and at the same time giving means for the player to overcome them.

paradox victoria 3 dev diary

This in turn makes them less likely to promote. The population of Russia has lower literacy than Western European powers because of this they are less aware of opportunities than Western European POPs.

paradox victoria 3 dev diary

Now there are various things you as a player can do to influence it and I will return to this subject in future developer diaries, but for now just take my word for it. First off is POP promotion it is going to be automatic. Let’s take Russia here as a very good example of a country that was considered by many to be overpowered in Victoria and I’ll talk a little bit about what we mean here. Basically, we are looking to remove the hard coded steering out of the game and allow the player more freedom.Īt the same time this is a historical game, so instead of adding in hard coded scripts to steer a country, we add game mechanics that place historical constraints on your freedom of action. However, that matters not because you are now allied with Austria-Hungary and the Ottoman Empire in a life or death struggle with Russia and France. You and your French and Russian allies have together all but destroyed Austria-Hungary and the Ottoman Empire. So from that point of view you are not going to see the following happen: It is 1914 and you are Germany. Victoria 2 is all about changing history as well as making it.

paradox victoria 3 dev diary

Plus, to please the crowd, we’ll also mention a little bit about events, or perhaps not, but we’ll mention them anyway.Īt its core we are seeking to set up a sandbox game. Today let’s talk about the overall goal of the Victoria design. Well we’ve done a couple of introductory Developer Dairies but let’s do something with a bit more meat in it. Vous trouverez les précédents chapitres sur le forum officiel de Paradox, le second traitant de la carte et le premier expliquant pourquoi il a été décidé de reprendre ce jeu malgré le peu de succès commercial de la première version. Au menu, le design du jeu, c’est à dire un résumé des choix de l’équipe de développement consistant bien sûr garder le meilleur de Victoria tout en améliorant ce qui ne fonctionnait pas. Paradox a publié la troisième partie du carnet de développement de cette suite de Victoria an empire under the sun.














Paradox victoria 3 dev diary