Journal entries, events, and the content delivery system.Īn overview of the 2D art and the User Interface of Victoria III.Ī deep dive into the user experience including nested tooltips, charts, tutorials, and accessibility.Ī look at flags and the dynamic flag generation.īilateral peace deals and how to negotiate an end to wars. The mechanics and gameplay of colonization. The construction industry, construction capacity, and the mechanics of building in Victoria III.Ī look at decisions as well as the mechanics behind expeditions.Ī look at the unique buildings of Monuments and Canals.Ī deep dive into the non-playable decentralized nations. The mechanics of trade, trade laws, treaty ports, and more.Įxpansion of markets and the mechanics of Customs Unions. The purpose and mechanics of ports, trade routes, shipping and convoys The journal entries, events etc related to opium concumpsion and the related diplomatic and political effects of the chinese opium crisis How the population might rise in armed uprisings and civil wars How minority cultures might take up arms for independence The journal entries, events etc related to slavery and the civil war in USA How elections start, are run and finish as well as how the following government is formedĪ look at how each individual battle in wars play out How interest groups can work together in political parties How pops change religion and culture over time based on the laws of the country The decisions, mechanics and diplomacy of forming ordinary and major unification The considerations in presenting information through the graphics. How the visual aspects of the maps including buildings, cities and roads will change based on how the game world develops. The various different optional player objectives and how they work.Ī presentation of the in-game tutorial and how it is tied to the main part of the game. How the different characters can affect politics, warfare and economy as politicians, generals and leaders. The second dev diary on the topic of trade, specifically how trade routes between two markets have been revorked. On how taboos and obsessions work and the interplay between cultures, religions and discriminationĪ presentation of 45 out of the 50 achievements present in the game at release as well as game rules such as modding or iron man. Overview of AI design philosophy, AI strategy system, AI spending variables, AI diplomatic play variables, and AI game settingsĪn expansion of the interest mechanic described in dev diary 19, especially the relation between naval power and interests.Īn overview of the game mechanics and the player experience, as well as the process by which we arrived at the current version of the game. Overview of built-in modding tools and walkthrough of example mod creation Updates to user interface, discussion of color coding Overview of quality assurance team and process Overview of game audio, including soundtrack, event, UI, ambient, and audio profile settings Overview of major areas targeted for improvements in the near term Overview of changes to Pop UI, government legitimacy, and Church and State and Citizenship lawsĪll developer diaries about Victoria III (the base game). Overview of changes to oil distribution and new rubber plantation production method Overview of changes to morale, government and military wages, and change to legitimacy from size penalty to incoherence penalty Introduction of "Feature Game Jam", game feature experiments by developers on personal development time overview of experiments with warfare system, map interaction effects, and resource depletion and discoveryĪnnouncing release date and patch notes for patch 1.1 Introduction of autonomous investment – private (AI) construction from investment pool funds – and other changes to the investment pool.Ĭontinuation of "Feature Game Jam" overview of experiments with graphical map changes based on gameplay, government quick-select options (already included in 1.1.2), museums and archaeological expeditions, and tech tree interface and interaction improvements. Overview of changes to Economic Laws coming in 1.2 Open Beta for patch 1.2, feature overview and anticipated 1.2 release date Overview of various user experience (UX) improvements in patch 1.2 Overview of new diplomatic improvements and interactions in 1.2 Overview of military changes, including new Strategic Objectives, in 1.2ĭiscussion of performance, particularly "ticks" and what goes into them and improvements in 1.2 Update on post-release plans, including completed and new items Post-release patches Īll developer diaries about the post-release patches, patch 1.1 (aka Earl Grey) and patch 1.2 (aka Hot Cinnamon Spice).
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