#Victoria 3
Explore tagged Tumblr posts
Text
Decided to start collecting out of context post titles from PDX games and
#pdx games#paradox games#eu4#victoria 3#vic3#ck3#crusader kings#post inspired by that collection of changelogs for dwarf fortress
17K notes
路
View notes
Text
there are so many things wrong with this victoria 3 screenshot and I love it
332 notes
路
View notes
Text
In Victoria 3 if you are playing as California and control California and Baja California, your flag gets another Bear.
318 notes
路
View notes
Text
![Tumblr media](https://64.media.tumblr.com/6addecf65ef496d1a7c34694fe1137e0/e710657355b8018f-63/s540x810/0f9c124dd4ea2da013efe0b98a22e0fb143b4764.jpg)
my entire government is held together by hating Austro-Hungarians
58 notes
路
View notes
Text
i am investing in so many sulfur mines right now
107 notes
路
View notes
Text
I have been taking my fit-and-starts second stab at playing Victoria 3 - I did a Japan run, and a Korea run, and this is a very frustrating game. It bothers me because its deep core is probably the best of Vicky so far. It understands that the appeal of these game is Factorio-esque; you want to build up this cool little supply chain that goes chug chug chug I make-a the widgets and numbers go up.
Vicky 1 was ofc just pure cheese; most goods could just be dumped on the global market with no buyer and do fine, certain goods were just hard-coded to be profitable, and insane things like 100% of import costs coming out of the government's budget pushed you towards a kind of samey, slapdash hyper-industrial mercantilism. Vicky 2 was the opposite - so opaque in its function that you as the player didn't really have agency over it, as the vaunted World Market just does its thing. Your strategies "worked" no matter what you really did though, so you just kind of followed basic "build factory in same territory as RGO" logic and let the system run itself. Both of these systems made for functional-but-not-exceptional gameplay loops.
Vicky 3 is more complicated than its predecessors, but in ways that makes how the economic system functions more concrete. You have local prices for goods, wider markets with clearly labelled high-and-low demand, and clearly defined "production methods" where buildings can commit to better tech at the cost of different inputs. As a player you can build factories, farms, and mines of a dozen different types anywhere, so you always have agency - and those new production lines gives you goals. Invent steel tools, so now your tooling workshops can make more tools but will need steel instead of iron as a input? You can switch over the lines...but make sure you have enough steel mills! And oh, that drives down the price of tools once you do it...so now your cattle ranches can justify switching their line to tool-assisted butchers! And now you make more meat, your local cost is low, but oh in the Russian market meat prices are high - as shown by that little gold coin icon it - so you can export it now!
Things are looped, contingent, and based on your decisions. It is simple, of course, you are making lots of little, easy calls that build you up over time - which is what makes it fun. It has to be simple, because otherwise it is a dizzyingly complex web of a million markets, it would never work. You feel like you are actually building the economy without being overwhelmed by it.
Which would be great if it wasn't stapled to one of the worst political & military systems I have ever seen, played with a UI God abandoned in shame.
So you can join the markets of other countries? Like you have your own market as a default, so you can click the "market" tab and it will show you how much wheat your country makes, how much iron it buys, etc. All good. But if you join another country's market, now that tab shows the collective market, everyone's wheat, iron, etc. Useful but like obiously I am not playing the market, I am playing the country; so how do I see how much wheat I make?
You can't.
You actually can't! Idk maybe they patched it in recently, but I couldn't find it and all the reddit threads I google from 2023 say you can't. Are you planning to declare independence and wanna see if you make enough food for your people? Too bad! Fuck around and find out I guess. I saw one thread where someone's advice was "save the game, declare independence, screenshot the new market, then reload". Quantum timeline level of experimental design going on in these guys' Bureau of Labor Statistics.
It isn't even the gameplay implications that bother me the most - this is a game about building an economy. You want to see what you built! And they stop you. It is baffling, and is just the tip of the iceberg - there are so many things like this. One of my favourites is that your "construction sector" is a hybrid of government and private projects, sometimes it is you spending the money, sometimes investors. Okay, cool, when it is you spending it comes out of your treasury, right? Well, yes, but the way they show that is when everyone spends it comes out of your treasury, but the private sector reimburses you for their share. Which you will not understand your first ~3 games, and instead just see huge red numbers on your budget screen and panic. And you are just left asking why? Why do that?
Beyond UI, the political system is just half-baked. It is "interest groups", each has baseline popularity, and verrrry slowly that changes as your economic structure changes (or revolutions). And to change laws you initiate campaigns to drum up support with roll dice to pass/fail. Which isn't a bad baseline, but it completely fails to capture how political change occurred in the era. Like the Meiji Restoration is "done" by you putting industrialists in power and kicking out the "landlords" lol. Japan didn't have industrialists then! Landlords are the ones who did the restoring of Meiji.
More importantly than inaccurate it isn't fun - to change a law you just arrange a coalition in power than kind of backs it, then pray you get good random events. In Vicky 2 they had a lot more railroad-style decisions and stuff you could do to capture history, "hit this military score benchmark and launch a civil war" kind of stuff. It wasn't complicated, and it was less organic, but it was pro player agency, you could take active steps to achieve it. In Vicky 3 it is mainly waiting or cheese - people often talk about getting the Meiji Restoration by deleting all your armies at game start and launching a civil war immediately that the AI will lose by default. A checkbox decision is better than that!
The military mechanics are the epitome of their "systems over gameplay" approach. What they wanted to do was two-fold; reduce micro in Vicky 2 where it is "click army to province" over and over, and "balance" the game by making combat not reward micro where players could cheese the AI. Very valid goals, I totally support it. What they did was built a system where armies auto-move to "fronts" and their AI can't handle it, but now as a player my agency over my units is gone so I can't fix it. The UI is awful, you can't even really tell armies to attack or defend, they just ~whim. You have to do a lot of clicking to fight the system - yes it is less clicking than Vicky 2, but in Vicky 2 that wasn't mentally taxing, it was fun enough to wage the war you wanted to wage. Everything was concrete and in your control.
Here...look, as Korea I declared war on China to gain independence. Then the UK - not my ally, just separately, declared war on China as well. So now we are kindaaaa on the same side? At which point half my army auto-reployed to Hong Kong because a "new front" had "appeared". One my one boat. Then the UK declared war on me as well and then 50% of my army was fighting the UK in the South China Sea alongside the Russians (???) while the other half of my army is sitting there at home facing the Qing troops along the Yalu River going "bro, wtf?". At one point a newly spawned army of mine tried to auto-redeploy to Senegal.
All of this is just so preventable - you wanna reduce micro? Make combat provinces really big. You just invade "Manchuria", no clicking from Jilin to Mukden, and have bordering armies support each other defensively or something like that so you don't have to dash back and forth. Don't try to make your AI "do it for you" because it clearly can't and you want to play your own game. I'm sure the above will get better as I learn the system but I can just see the hundreds of players who saw this system and insta-quit, because until you "understand" it, it stabs you in the back. Not what you want out of a game.
Anyway enough me whinging about the game for way too long - the fundamentals are strong in the end. I will test out mods, I could see an overhaul mod really fixing everything except maybe the combat (and then you just cope). I definitely want it to work, the potential is high.
32 notes
路
View notes
Text
![Tumblr media](https://64.media.tumblr.com/b2ec0bff0110911fe1d0a1e9cc04da18/857817c6a17c7129-a1/s540x810/9922f221de3dafd098352c42092fc32bb5f51808.jpg)
hey boss I got some bad news about the economy
26 notes
路
View notes
Text
![Tumblr media](https://64.media.tumblr.com/7782be5538dd617053365363dbff69cb/52f649f1d4b663c6-1b/s400x600/70c71cd674db90fb74cb20606511383d768dd4c1.jpg)
well make haste then
25 notes
路
View notes
Text
love it when paradox games just slot historical characters into their absurd events
45 notes
路
View notes
Text
Gaming allows me to live my wildest dreams: construct a society where the capitalists and landowners are politically marginalized
111 notes
路
View notes
Text
Imagine if paradox fuzed their games into one fever-dream amalgamate of a game
All royalty and kingdom stuff of CK3 until you pass the time period where it takes place
Economy and construction of Vic 3
City micromanagement of cities skylines
Of Europa univeralis
Warfare of hoi4
Research enough? Boy are you gonna have a ball when you get to the stellaris space stage
I imagine it would take 20 players to play and have a learning curve more miserable than a Walgreens, Take 100 hours for a single run and make you want to perish for every second of gameplay. The benefits would be incalculable
We could have the zenith of autism
16 notes
路
View notes
Text
Stop playing resource management games. "Inputs? Outputs?" Why don't you go input your dick to a guy's output.
8 notes
路
View notes
Text
Behold, two genders
56 notes
路
View notes
Text
![Tumblr media](https://64.media.tumblr.com/54da580e349b5ac2b2d66682afd286bd/b474a03329c56a4f-2f/s540x810/80db1f4af60bfe124cec1a17ea1c8acd7917e81f.jpg)
I love schizo formables.
14 notes
路
View notes