It is a sequel to the 2010 game Victoria II and was released on 25 October 2022. Sometimes in weird configurations, but still out there, rather than only knowing that they exist in the code, but almost never trigger (and when they do trigger you wish they didn't because of how mangled they turn out to be).Victoria 3 is a 2022 grand strategy video game developed by Paradox Development Studio and published by Paradox Interactive. Rather than having Germany almost never form, Unbreakable Qing and no American Civil War, the player could hope to observe historical events happen. There were also these small decisions and events sparkled around the globe that added a tiny bit of flavour to various areas that I guess would not translate well to V3.Īnd finally, there was the big elephant in the room - the historical events worked and worked in a more "expected" way. It was however, more felt.įor one thing there were things such as the newspapers, that just added to the feel. It's a little said that all the flavour from V2 was just dropped and new one was build, sometimes covering the same areas, sometimes covering new, sometimes abandoning old, but in the end the amount of flavour that V2 had wasn't really bigger than that of V3. In all seriousness, I liked how EU4 ported most of the events and decisions from EU3 and then begun to build on top of them. ![]() Is there a general completeness authority that I wasn't aware of that declares whether a game is complete or not? EU4 revolutions, worm event chain stellaris) these are events that basically double as mechanics, they are a bespoke enough series of situations that it isn’t practical to make a whole mechanics, but they also need their own “mechanics”. Another case of flavor events that help are what I call “catch and release” events (e.x. These can make two countries play markedly differently but also highlight some of their commonalities. These unusual sorts of situations benefit from “flavor events” because trying to add a mechanic would either distort the game, or contribute nothing. There are many historical events that happened for an extremely precise and weird set of reasons, as an example, the formation of Peru-Bolivia “, the canals, the war of the triple alliance, or even the really multi factored reasons why France stagnated m. That said, there are many cases when flavor events are in fact, better than events. I suspect that the fact multiple teams work on different game aspects may be part of why this is happening. Devs should synchronize mechanics with flavor events, good dlc add mechanics that complement the flavor they add. I don't think this approach will appeal to either the people focused on gameplay (offering territory for support seems like a good mechanic to generalise), nor the people who want immersive flavour (the event is poorly designed: France can bankroll Italy and demand territory without ever assisting against Austria).Ĭlick to expand.I understand your point here, and actually a lot of it is valid and I think I brought it up in another post. ![]() rather than expanding diplo plays to allow Italy to promise Savoy to France in exchange for support against Austria, it appears from the DD that this will be a railroaded event. I fear Paradox will patch the missing gaps in gameplay with quick and dirty events (e.g. I want events that make sense given what the world is actually up to, and gameplay that allows me to play historically without needing to rely on railroading events. It seems like one week they'll produce gameplay mechanics that completely dispense with historical plausibility, and the next week they'll write a series of events that completely disregard the state of the game. I feel like this is a bit of a false dichotomy, but it's a false dichotomy Paradox themselves seem to keep falling into.
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