![]() 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. 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. 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. 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. 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. 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. 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. A factory will need coal to, just like they already sad, even farms will need tools to work proprely.Hello and welcome to the second post-release dev diary for Victoria 3. How can you just bo so sure about it? In the game director Twitter, you will see that even the Railways need coal. Jesus, they just show us a first look of Buildings. I will give them the benefit of the doubt, while I think many of the other series have been streamlined and dumbed down, it has not been enough to not like them for what they are and the more narrow focus, still has compexity But I agree with you, that it might be to much, but they will test this, you can be sure of that. Some have been abit dumbed down, but without losing complexity. It's not to late !Įvery modern Pdox title has been steamlined more and more each release. It's not to late ! You have the time and possibilities to keep at least to keep hold on these VIC2-Fundamentals. If certain requirements are met I should be able as well to decide what to build because sometimes for example as Ottoman Empire in Vic2 it was necessary to build by your own because the pops could not do it. Thirdly, it seem as if you simplified the various types of buildable factories that Consumption-, Military-, Luxury-, and Misc-Factories are NOT included anymore.įinally, I do not understand why state-capitalism, where I as player can decided which buildings to build is stripped away that only pops can build "private buildings" in VIC3. It is simplified to the extend that you need only one RGO in your province to have an increase in the factory's productivity in contrast to VIC2. ![]() Secondly, I really think you are hurting yourself and the VIC-Community by simplyfying the needs of a building to the extend that a factory needs iron only instead of coal and etc. and if you lack it you buy them on the markets and the needed resources for building differentiate according to the thing you want to build. I really like you, but now I am a bit disappointed We or I really expected something like in Vic2, where for example it can be seen if you want to build XX-Factory you need iron, machine parts etc.
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