Yes that Victoria, by Paradox Interactive. After 10 years we're finally getting it. Dev diary: https://forum.paradoxplaza.com/forum/threads/victoria-3-dev-diary-0.1475078/
Yes that Victoria, by Paradox Interactive. After 10 years we're finally getting it.
Yes, you’re seeing this right. No, this isn’t a belated April Fools joke. After all these years, and all these memes, Victoria 3 really is confirmed at last. I’m Martin “Wiz” Anward, the Game Director of Victoria 3, and it’s my absolute pleasure to finally be able to reveal what I have been working on since 2018 (around the time I stepped down as Game Director of Stellaris).
So what, then, is Victoria 3? I can start by telling you that it’s most definitely a proper Victoria game - namely a game with a core focus on Economy, Politics and Internal Country Management and with the iconic Victoria Pop system not just included as a core mechanic but made even deeper than in either of its predecessors.
Interesting. I wonder what they've solved to make endgame pop management not computationally infeasible? Stellaris was reduced to lowering the number of pops and increasing their value to make it...
Interesting. I wonder what they've solved to make endgame pop management not computationally infeasible? Stellaris was reduced to lowering the number of pops and increasing their value to make it possible, and Victoria 2's pops were more detailed than Stellaris pops.
This is exciting! I hope it doesn't sacrifice too much depth for streamlining, I would love a proper successor to Victoria 2 with a functional economy and market system, which was always the...
This is exciting! I hope it doesn't sacrifice too much depth for streamlining, I would love a proper successor to Victoria 2 with a functional economy and market system, which was always the biggest shortcoming of that game.
Yes that Victoria, by Paradox Interactive. After 10 years we're finally getting it.
Dev diary: https://forum.paradoxplaza.com/forum/threads/victoria-3-dev-diary-0.1475078/
Interesting. I wonder what they've solved to make endgame pop management not computationally infeasible? Stellaris was reduced to lowering the number of pops and increasing their value to make it possible, and Victoria 2's pops were more detailed than Stellaris pops.
This is exciting! I hope it doesn't sacrifice too much depth for streamlining, I would love a proper successor to Victoria 2 with a functional economy and market system, which was always the biggest shortcoming of that game.