chivorti.blogg.se

Victoria 3 dev diary 28
Victoria 3 dev diary 28









victoria 3 dev diary 28

Īlthough happy with the scope of Hearts of Iron II, lead designer Johan Andersson wanted to improve upon every aspect of the game, starting again with a new engine.

#VICTORIA 3 DEV DIARY 28 SERIES#

Paradox also released a series of developer diaries and video showcases. The first trailer from the Games Convention in Leipzig showed new features such as 3D graphics, possible due to the new Clausewitz Engine. The player can use a multitude of different divisions, fleets, and warplanes to engage in combat with enemy forces. Nations are more likely to side with factions that they are ideologically and diplomatically aligned with. All other nations can slowly align with one of the factions. The game centers around three factions: the Axis (led by Germany), the Allies (led by the United Kingdom), and the Comintern (led by the Soviet Union). The player controls virtually every aspect of their country, including production, research, diplomacy, warfare, politics.

victoria 3 dev diary 28

Hope to see some changes in the goods system that various types of natural goods may be produced in one single province, and the lower-class pops may choose what to produce according to their economic status, geographic location, and market trending.Īnyway, hope to see more of the info released and I'll stay tuned.Hearts of Iron III allows the player to take control of any nation in the world and guide that nation through World War II. To illustrate, Prussia at the beginning of the Vic 2 game doesn't own any province producing wool hence players sometimes see the entire population of Prussia are at "basic needs partially fulfilled" condition which is ridiculous. It's not realistic to see the entire group of laborers/farmers in one province are dedicated to producing grain or timber, and the fact that nations with fewer provinces, no matter how populous or how industrialized would never be able to self-sustain. In the previous Victoria 2, natural goods like grain and wool are produced in provinces you own, but there could be only one type of natural good be produced in a single province (pretty much like the trade goods mechanics in EU4). So, I apologise for some exagerations of my concerns but it seemed as if they would become true. I have to apologise to the community that I was to a certain extend scared because I had tremendous concerns with the simplistic ways and was heavily criticized which I can understand and mostly you were right. So I would suggest you should look at VIC2's simple overview-screens instead of opening multiple ones which seems to be the case here. I would say that this is clearly an advantage to make your production more interactive and realistic to a certain extend.įurthermore, I think that it is a good Idea to have different graphs for a good, but I would appreciate it if you would be so kind to implement a screen or window in which we can see all graphs with price developement because it serves a better overview and reduces clicks resulting in a more effective way to play VIC3. You included different methods as well and make for example scientific advances more realistic that they have to be implemented instead of being a simple modifier to output, input, or throughput like in VIC2. Not only by Artisans and factory-employees like in VIC2. What I think is especially outstanding that you expanded the idea that goods can be produced in different ways. Moreover, you considered one key element that different RGOs are needed to produce certain goods. ammunition can only be produced by ammunition factories. this implementation because you seem to stay true to VIC2-fundamentals that there are different resources and goods which can be produced by different factories and you even regarded the distinct element of VIC2 in which there are different categories of goods/ factories e.g.











Victoria 3 dev diary 28