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Victoria 3 war dev diary
Victoria 3 war dev diary











victoria 3 war dev diary

I’ve had a hand in this project since its earliest design inception, and have been Game Director of Victoria 3 since I left Stellaris in late 2018, and while it certainly hasn’t been the easiest game to work on at times, it is by far the most interesting and fulfilling project I’ve ever directed. Overall, I consider the release a great success, and have been blown away by the sheer amount of people that have bought and are now playing Victoria 3. However, before I start, I want to share my own personal thoughts on the release. We will not be focusing on our long-term ambitions for the game today we certainly have no shortage of cool ideas for where we could take Victoria 3 in the years to come, but right now our focus is post-release support and patches, not expansion plans.

#Victoria 3 war dev diary free#

Our plans are naturally not limited to just hotfixes though, and so the topic of this dev diary is to outline what you can expect us to be focusing on in the first few larger free patches. We’ve been quite busy collecting feedback, fixing bugs and making balance changes, and are now working on the free patches that will be following the release, the first of which is a hotfix that should already be with you at the time you read this. Many more big game showcases and streams are still to come this summer, so make sure you stay up to date with our summer games stream schedule.Hello and welcome to the first of many post-release Victoria 3 dev diaries! The game may now be out at last (weird, isn’t it?) but for us that just means a different phase of work has begun, the work of post-release support. Not E3 2022 is in full-swing - see everything in our E3 2022 hub, as well as our complete round-up of everything announced at Summer Game Fest 2022. I mean, we may not all be thinking it, but "every citizen in your nation is simulated" doesn't make bugs any easier to avoid. The game director for Overlord, most recent DLC for Stellaris, even apologised for the state it was in. Several recent DLC releases for their big strategy games have been pretty buggy. Paradox, meanwhile, are having a few issues with games that are out now, nevermind the ones releasing in future. Still no precise release date for Victoria III beyond "later this year", anyway, although you can wishlist it on Steam. Paradox are thinking about these things, although how they actually end is always another thing, isn't it? In September we got a dev diary detailing how the game will approach slavery ("extremely carefully, is the answer," noted Graham). About a year ago Nate had a chat with game director Martin Anward and game designer Mikael Andersson, where they talked about different ways to play the game and changes to the system from Victoria II that don't sugarcoat colonialism, but are trying to be more thoughtful about it. With this time period comes the elephant in the room of colonialism, although it's an elephant that Paradox are actually talking about quite a lot. Those of you who bloody love complex plate spinning and different coloured overlays on maps are probably sweaty and loosening your collars at the sight of that trailer. The industrial era brings with it new railways and rapid growth, among other things. Or you could be not that.Īs you grow, dipping your toe into importation and exportation, as well as international diplomacy - or lack thereof, depending on your preferences - you'll see the map change. Different political factions are managed with laws you could choose to be a great reformer, improving the general quality of life for your citizens. The trailer emphasises the importance of politics, and how this interacts with the economy of your state - and vice versa. As with extremely complicated grand strategy games of this ilk, you can play as one of many nations that were knocking about at that time, not just Great Britain (as may be implied by the title).













Victoria 3 war dev diary