Victoria 3 dev diary 158/2/2023 ![]() As there is no guarantee that proper resource industries will pay lower-class Pops a better wage than the living standard Peasants could achieve by simply working the land, depending on when and how this transition is done it may lead to increased wealth disparity even while it's certainly better for your market economy.Įach Pop has an amount of Political Strength derived primarily from their size and wealth, modified by the country's laws. These subsistence farms will gradually disappear as modern, industrialized farms and organized plantations are constructed in their place. The solution we came up with was subsistence farming, where all unused arable land in a state could be used by Pops of the Peasant Profession to sustain themselves and produce a very small amount of excess goods for the market. In V3, we wanted resource industries to be among the viable, active choices you could focus your efforts on, but we also didn't want the majority of the population to work on high-yield modern farms at game start. This begs the question, what would Pops be doing before suitable workplaces have been constructed for them? In Victoria 2, Pops not employed in factories or in special roles like Capitalists contributed towards "Resource Gathering Operations" (RGOs) which created all raw resources in the game. Pops are "real people", they don't suddenly appear just because there's work to be done. During development, more and more gameplay features were implemented using buildings and their production methods. ![]() Each such decision will have long-term implications for your country's future.īuildings are your main tool for nation building, as you determine what your population should be occupying their time with and how. As the spirit of your nation, you decide which buildings to construct, where they should be situated, and whether they should be state-subsidized or not. Privately owned buildings have owner Pops who collect the profits, which they may reinvest or conspicuously spend on lavish luxuries, driving up demand for exotic imports like Fruit or new inventions like Automobiles. Buildings do nothing on their own but must be staffed by Pops, who in return are (hopefully!) provided with wages sufficient to purchase goods and services to improve their living conditions. "buildings") that produce and/or consume goods, and the consumption demands of the Pops themselves. Your economy is based around a web of industries (a.k.a. Your people, the bedrock of the simulation and the enduring feature of Victoria games. Laissez-faire could make sense for countries whose population demands a wide variety of products while specializing in highly effective production of specific goods, while a command economy may be desirable to counteract foreign influence and steer your population with more precision. Manufacturing-based industry is more centralized, creating urban centers with wider wealth gaps, but the resulting increase in domestic demand can provide a stable economic foundation for your market. An agrarian economy may be great at feeding itself and could sustain itself for a long time, but lacks access to manufactured goods to increase living standards. Pops and their living conditions determine what sorts of economies you are able to run. In practice this means you will be making many difficult decisions about how to construct your economy, which political factions to empower, and which other countries to befriend and rival.Įverything in Victoria begins and ends with Pops, a.k.a. ![]() Let's start with simply: What is Victoria 3? We call it a society builder grand strategy game, where the focus is to mold and shape your chosen country's population, economy, and laws to navigate the power struggles, revolutions, and devastating wars of the 19th and early 20th centuries. ![]()
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