More than 10 years after the publication of Victoria II, Paradox has taken advantage of its PDXCON Remixed event to finally announce Victoria III. Much more polished than its predecessor but maintaining the same spirit: to be a huge strategy game focused on a key period in our history: the Victorian.
The original game of the now large-scale strategy trilogy, Victoria: An Empire Under the Sun, was published in 2003. In 2010 its sequel came out: Victoria II, and another ten years later its continuation has just been announced: Victoria III. In essence, the heart of the game has always remained intact, and that will not change in this third part either: we must lead our nation and its people towards success, grow it and enjoy the future that our decisions lead to. All management occurs in menus and looking at a large world map from the sky. And as has happened with the development, creation and publication of these three titles, everything happens little by little, enjoying watching the time go by and assimilating, without haste, all the options that we have at our disposal. During PDXCON Remixed I was able to attend a presentation of the game. Mikael Andersson, game designer, and Martin Anward, director, acted as hosts and explained to me all the news and particularities of this installment.
Victoria III is a wisely continuous video game with its predecessors. The reason is that Victoria II already had game systems that worked very well. Therefore, this third installment has decided to keep one of the keys of its predecessors: to be a dynamic simulation in which everything we do has an impact on the population, only by fixing, perfecting and fine-tuning all its playable systems. The game is set between 1846 and 1946. We don’t play as a player, but as a country. Depending on whether we choose to be Prussia, Russia or Spain, for example, we will have a different population. Mikael showed us that Prussia had many capitalists with their own ways of living, ideologies, traditions and religion. We will be able to see your reaction to all the political, economic and social decisions we make. They will be the yardstick of everything we do.
In Victoria III we will be able to influence the markets, exchange goods with other cities, buy, sell and produceWe will be able to check their reactions in real time, since, as I have explained, Victoria III is a dynamic simulator. Martin Anward has assured us that they have brought together all the different types of population groups of the time, which brings variety and gives a lot of sense to prefer to play with one country or another in this exciting era. In Victoria III we will be able to influence the markets, exchange goods with other cities, buy, sell and produce. We will have to make the industry prosper, give jobs to citizens, tools to develop as a people, and expand. As the details of the game were explained to me, Mikael Andersson opened windows and menus. Something they both said at the end of the presentation is very positively noticeable: “we not only want to attract the usual Victoria players, but also to new players“, and it showed because. Although there were so many options, mechanics and dynamics, the whole environment was very, very readable and understandable.
Victoria III is a great strategy game in which everything affects people
The different citizens are organized into social groups that combine their economic and religious vision. In the presentation they mentioned Protestants, industrialists and capitalists. And they will react differently to tax collection; and many may suffer discrimination, which will lead you to have to think about immigration policies. That is, everything revolves around them. “The city is its population,” Mikael insisted. The idea of Victoria III is not to offer a realistic vision of what has happened in this century, on the contrary. Mikael laughed when he said: “everything never goes the way it is written in the history books.” And because? Well, because the fun will be to play with all these variables, see what happens, solve the problems that we generate and keep moving forward.
Of course, not all capitalists think alike about political or religious issues. That is why we will have a menu for each element of your personality and to understand the fluctuations in your reasoning. At the political and economic level, we will be able to make continuous decisions about civil rights, education or human rights that will turn everything upside down. We will also have to have a lot be careful with our neighbors. Victoria III has an extensive system of diplomacy in which we can both shape our general attitude and what specific decisions we make on one issue or another. For example, we can decide through the selection of commands in a menu: improve or worsen our relationships, create a conflict, generate influence … And all this will have an impact on our citizens. The key will be to find a balance between what our population is like and what we want for them. With whom do we want to have a good friendship? With which country did we decide to go to war? And how will our population value that? On this, Martin stressed that the diplomacy part is one that has been taken especially seriously in Victoria III.
Continuing in the wake of Victoria II, “we will be able to bully our neighbors to generate tensions and steal their land.” This is resolved through Diplomatic Play option. It’s a movement-based mechanic: I do this, the other country does other things, as if it were a game of chess. Incidents occur that must be resolved, and may or may not end in armed conflict. In this phase of the game it is important to analyze the enemy’s military potential and compare your statistics with those of the country from which you want something. Let’s say that this is where we collect the fruits of all the industrial, economic and military development that we have been developing throughout the game. These actions, in turn, can create tensions with other countries in the world, affecting our reputation and our citizens. Everything is connected. That is why what happens in our Europe it will never be the same as another player’s.
Technology will be essential in Victoria III
]The impressions that I have taken from the game are very positiveIn this age of change, technology is essential. We will have a tree to choose how our country evolves. Once again, a decision can condemn us or grant us the favor of our own. Be very careful about opting for pacifist technological routes if we live close to according to which countries with hostile tendencies. Martin wanted to end the presentation by explaining to me the essentials of this third installment: “Victoria III is a video game about modifying and seeing your society grow”, and that is what they have focused on, on polishing all their systems, on making the game more beautiful, understandable and pleasant to watch. And I think they have achieved that. It was easy to understand how a decision influenced another element of the game, but, all of it, without affecting the interesting complexity that these types of titles need.
The impressions that I have gotten from the game are very positive. I found it very interesting to be able to restart the game being another country, the idea that the meter of all your actions are real social groups, but that, in turn, Victoria III lets you rewrite history. The artistic changes are very successful for me and the navigation through its menus as well. This presentation focused on explaining us the bulk of their gaming systems. Now we just need to try it and see first-hand what the rhythm of the title is like, to what extent our fellow citizens can revolt against our decisions or how we can get to alter the world order with bad policies.