![]() ![]() Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizesįinding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are createdĮxperimenting with controlled front-splitting for longer fronts Increasing the visibility of navies and making admirals easier to work with A few of the things we’re looking into improving and expanding on for the military system follow here, in no particular order:Īddressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along frontsĪdding the ability for countries to set strategic objectives for their generals While I believe that we have landed on a very solid core of how we want military gameplay in Victoria 3 to function and we have no intention of moving back towards a more tactical system, it is a system that suffers from some interface woes and which could do with selective deepening and increasing player control in specific areas. The first of these areas is military: The military system, being very different from the military systems of previous Grand Strategy Games, is one of those systems that has gone through a lot of iterations. The overarching vision of the game - a ‘society builder’ that puts internal development, economy and politics in the driving seat - may not have changed much since then, but the mechanics and systems have gone through innumerable iterations (a prominent internal joke in the team is ‘just one more Market Rework, please?’) to arrive where we are today, at what I consider to be a great game, one that lives up to our vision - but one that could do with improvement in a few key areas. I’ve had a hand in this project since its earliest design inception, and have been Game Director of Victoria 3 since I left Stellaris in late 2018, and while it certainly hasn’t been the easiest game to work on at times, it is by far the most interesting and fulfilling project I’ve ever directed. Overall, I consider the release a great success, and have been blown away by the sheer amount of people that have bought and are now playing Victoria 3. However, before I start, I want to share my own personal thoughts on the release. ![]() ![]() We will not be focusing on our long-term ambitions for the game today we certainly have no shortage of cool ideas for where we could take Victoria 3 in the years to come, but right now our focus is post-release support and patches, not expansion plans. Our plans are naturally not limited to just hotfixes though, and so the topic of this dev diary is to outline what you can expect us to be focusing on in the first few larger free patches. We’ve been quite busy collecting feedback, fixing bugs and making balance changes, and are now working on the free patches that will be following the release, the first of which is a hotfix that should already be with you at the time you read this. Hello and welcome to the first of many post-release Victoria 3 dev diaries! The game may now be out at last (weird, isn’t it?) but for us that just means a different phase of work has begun, the work of post-release support. ![]()
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