![]() Supply and demand are modeled by a clever system of buy orders, which represent people wanting things, and sell orders, which represent industries making things, from grain and clothing all the way up to cars and electricity. ![]() The richer and more educated someone is, the more things they want, so an illiterate peasant in the 1840s will be happier with less than his great-great-grandkids who are part of the burgeoning, urban middle class in the 1900s. Since wealth will always confer political power, even in a democracy where everyone gets a vote, truly putting power in the hands of the people requires economic reforms just as much as political ones – a bit of realism I rarely see replicated in these types of games.īeneath all of this is a rich economic simulation in which every person – organized into groups called "pops" based on their culture, religion, profession, and place of residence – has a list of needs that they wish to fulfill. However, you'll also be creating barons of the new world: factory owners and captains of industry who want low taxes and no child labor laws. Their power comes from a variety of sources, but early on it's mostly wealth and land ownership, so a handful of aristocrats might have more sway than the millions of peasants they lord over. Political power in your nation is neatly organized under interest groups, which could be anything from the Evangelical Church in America to the educated Literati in China. The main balls you'll be juggling at any given time in Victoria 3 are politics and economics, both of which are deliciously deep and sometimes frightening to interact with. Even with all of that, though, I would still rank Victoria 3 as one of the hardest Paradox games to learn – more in line with Hearts of Iron than Crusader Kings. This is something I'd love to see in more strategy games, since simply explaining what all the buttons do – Tell Me How – usually doesn't give you a working idea of when to press them – Tell Me Why. The best teaching resources Victoria 3 offers are a nested tooltip system, and the ability to select "Tell Me How" and "Tell Me Why" on important game concepts. There is a dynamic tutorial scenario in which you can play as any country, and that will give you a grasp of the basics but not necessarily set you up for mastery.
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