Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Grand Strategy Victoria 3

HeroMarine

Irenaeus
Vatnik
Joined
Feb 3, 2019
Messages
16,306
Location
Rio de Janeiro, 1936
For Sokoto to be a great power, first it would have to get rid of its niger population. As an independent colony of an European country, it could have a chance. Like South Africa during the Apartheid years.
 
Last edited:

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
ITT world-class historians teach us their logical and consistent principles for which historical alternative outcomes are plausible and which are completely fucking impossible lololtrollol, very cool, very Reason
You jest, but we don't actually disagree as far as the rest of your post is concerned. Railroading is just a cheap copout for bad design. And nobody is against some historical events being modeled, either as purely a matter of extra flavor or in order to account for a particular historical development that cannot be simulated properly with the level of abstraction present within the game (i.e. no point in making the simulation needlessly complex for such meager gains when those gains can be achieved through unique events at the cost of fewer resources and less development time going towards that). It's only bad when devs end up relying on such railroading mechanics as a crutch to the detriment of the other systems which are supposed to form the core of the simulation.
Certainly. I just find it funny when people (not you necessarily) bust a gut saying "this could NEVER HAVE HAPPENED!!!!" and half the time it's just post facto "Americans invented McDonalds, so it must have been due to their Americanness, and the French could never have", or that Meiji Industrialisation should happen in every simulation because of ~ reasons ~.

Personally I'm not even against hardcoded historical events in the first few decades, since you have to acknowledge that many world events depend on mechanisms that the game model cannot hope to recreate.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,300
In victoria 2 you had big trouble to invade a country and assimilate the population there unless they are savages, in 3 Is the same? For example if Prussia annex northern France they sent a couple of german bureaucrats....that become french and no french Is converted.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,434
In victoria 2 you had big trouble to invade a country and assimilate the population there unless they are savages, in 3 Is the same? For example if Prussia annex northern France they sent a couple of german bureaucrats....that become french and no french Is converted.
Yes it's prety much the same, they start secession as soon as possible . Vicky 3 is still industrialize and completly wipe out nattives army without any effort. Having an european war is very costly and not worth it from the economic point of view most often.
 

Mikeal

Arcane
Joined
Dec 19, 2016
Messages
3,547
Location
Polish-Lithuanian Commonwealth
kkr5trvcmiy91.png
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,565
Location
Standin' pretty. In this dust that was a city.
At last historical represenation of kaiserins
o969a8u49ry91.jpg
Can you actually design your own characters in this, CK3 style, or is this a beautiful bug?
You can't. Characters are mostly just to add a trait on political factions they lead (traditionalist, moderate etc.). From what I've seen they didn't even bother to get historical characters right at the start of the game except some major countries eg. New South Wales in 1836 is led by some rando instead of Sir Richard Bourke...
 

somerandomdude

Learned
Joined
May 26, 2022
Messages
702
And the game maxed my 1600x
I used to have a 1600x, and this CPU is pretty lacking for newer games. They recently had Ryzen 5 5600 chips for sale on newegg for $140, and I got one and slapped it into this old x370 motherboard (the first AM4 chipset), and it's an extraordinary performance boost in quite a few games. I don't know if you bought a pre-built or not, but most AM4 chipset boards that aren't OEM have a bios update available that supports the 5000 series chips. I'd definitely recommend looking into that.

Edit: They're still on sale:
https://www.newegg.com/amd-ryzen-5-...600&cm_re=ryzen_5 5600-_-19-113-736-_-Product
 
Last edited:

BlackAdderBG

Arcane
Patron
Joined
Apr 24, 2012
Messages
3,165
Location
Little Vienna
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
I got 5600 too, just lazy to install it lol

Also looking at my screenshot I see that it gobbles a lot of memory, as it went above 8 GB VRAM too. Probably a memory leak knowing modern devs.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,368
Location
Space Hell

Victoria 3 - Dev Diary #65 - Patch 1.1 (part 1)​

16_9.jpg

Hello and welcome to the second post-release dev diary for Victoria 3. Today we’ll be talking about the first major post-release patch, which we’re aiming to get to you before the end of the year. This patch (1.1) is going to primarily focus on game polish: bug fixing, balancing, AI improvements and UI/UX work, while the next major free patch (1.2) is going to be more focused towards making progress on the plans we’ve outlined in our Post-Release Plans DD by iterating on systems like warfare and diplomacy. With that said, there’s a few more significant changes coming in 1.1 as well, which we’re going to go over in this and next week’s dev diary.

The first of these changes is a rework of the interface for individual Pops, with a particular emphasis on improving the visualization of Pop Needs. In addition to the general overview, there are now separate tabs for Economy and Consumption, with Economy showing a more detailed breakdown of the Pop’s income and expenditure, as well as their top 5 Goods expenditures, and the Consumption tab showing a detailed breakdown of all their Goods expenditures, along with pricing information for the State and Market. We also plan to iterate on Pop Needs further in the future to give you a better idea of what your population needs are country-wide.

DD65_1.png


DD65_2.png

The next significant change in 1.1 is a rework of Legitimacy: some frequent criticisms we have received about the political system in Victoria 3 is that Legitimacy doesn’t matter enough and isn’t clear enough about its effects, as well as that elections don’t have enough of an impact. This rework aims to resolve all those problems by making several changes: First, legitimacy, while still a number from 0 to 100, is now divided into five categories with differing effects, some of which will increase or decrease based on the actual number and not just the threshold:
  • 0-24: Illegitimate Government: This government is considered blatantly illegitimate by most everyone in the country. This legitimacy level reduces the approval of all opposition IGs, makes it impossible to enact laws, and generates a steady stream of radicals in increased numbers the lower Legitimacy is.
  • 25-49: Unacceptable Government: This government is generally not considered acceptable to the people of the country. Laws can be enacted, but opposition IGs will disapprove and radicals will be created over time, though in amounts less than in an Illegitimate Government.
  • 50-74: Contested Government: This government is considered to have somewhat shaky foundations. Opposition IGs will disapprove slightly but otherwise there are no ill or good effects.
  • 75-89: Legitimate Government: This government is considered proper and legitimate. Over time a small number of Loyalists will be generated, with increased numbers the higher Legitimacy is.
  • 90-100: Righteous Government: This government’s legitimacy is considered to be unassailable. In addition to generating Loyalists over time, enactment time for new laws is cut in half.
The way you gain legitimacy has also been altered in democracies, with the share of votes (rather than just clout) represented in Government now having a direct effect on Legitimacy, the degree to which depends on the laws - under more restrictive voting systems, Clout can still be more important than votes, but as more of the population becomes enfranchised votes grow in importance and under Universal Suffrage it should be virtually impossible for a government that doesn’t have the voters behind it to be considered legitimate.

Despite being the largest party in terms of Clout, the Whigs alone are not considered Legitimate due to only commanding 47% of the votes in the last election.
DD65_3.png

Lastly for today, we’ve also made a balancing change to the Church and State and Citizenship laws - previously, the only balancing consideration for these laws was that less tolerance gave more Authority, which we felt was neither particularly balanced nor really a complete representation of the reasons that a country might want to discriminate against part of their population. To try and address this, we’ve made it so that by default, slightly more radicals are created by Standard of Living decreases than Loyalists from Standard of Living increases, but offset this with modifiers on the more restrictive laws that increase Loyalist and reduce Radical gain among the accepted parts of the population - the more restrictive your cultural/religious tolerance, the greater the effect on the part of the population that actually falls within it.

DD65_4.png

That’s it for today! Next week we’re going to continue talking about Patch 1.1, which as I said at the beginning of the dev diary is planned to be released before the end of the year. We’re also still working on another hotfix (1.0.6) which should hopefully include some late-game performance improvements and other fixes and which we are aiming to release sometime next week.
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
18,828
Location
大同
Hello and welcome to the second post-release dev diary for Victoria 3. Today we’ll be talking about the first major post-release patch, which we’re aiming to get to you before the end of the year. This patch (1.1) is going to primarily focus on game polish: bug fixing, balancing, AI improvements and UI/UX work, while the next major free patch (1.2) is going to be more focused towards making progress on the plans we’ve outlined in our Post-Release Plans DD by iterating on systems like warfare and diplomacy.
Yeah, gonna wait until next year before playing more of this.
 
Joined
Sep 25, 2013
Messages
653
I like how they have to clarify that it's going to be free since they've grown so notorious for demanding money for features that should be in their base games.
It's so disgustingly devious. It creates a narrative in an average COOMsoomers head that they ought to be entitled for being given fixes. Disregard the fact that the game is still arguably in beta state, of course.
 
Joined
Mar 3, 2010
Messages
9,146
Location
Italy
actually, at least back in my day, alpha was for features and beta was for bugfixes. it's a barely working alpha according to the modifications they're planning.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom