![]() A big reason for making wars approach the real-life cost is to encourage the player to think hard about the opportunity cost of war - that is, what you’re missing out on by spending your resources on war instead of something else - and incentivize solving your diplomatic conflicts before war breaks out. The intention here is not only to give the player a lot of economic levers to pull to prepare their country for war, although that is certainly part of it. This includes letting players and Pops profit off of wars employ economic tools such as trade disruptions to gain military leverage encourage upgrading not only your military but also industrial output to match reform your Laws to fit your military to your economy ensure your Infrastructure is sufficient to maintain your country while at war and invest in medical corps and medicine to treat your population traumatized by the frontlines. In Victoria 3 we aim to take this to the next level by modelling the truly astronomical, often lasting expenses of war in the economic system. A few games even encourage you to peace-out of wars that are so costly your treasury can’t bear the expense for as long as it takes to win, even if you still have armies left standing. Most strategy games impose a cost for creating military units, some have upkeep costs, and even in Pop-less Paradox GSGs a metric such as a Manpower pool often has to be regenerated in order to replenish damaged units. That war costs substantial money and resources is hardly a novel concept. If you’re just tuning in now, we have previously covered The Concept of War, Fronts and Generals, and Navies and Admirals which introduces many of the core concepts fleshed out in this diary. Every decision matters and over time, the progress or problems will be carved into the earth.Today marks the final entry in our 4-part overview of the warfare mechanics of Victoria 3. New production methods and amenities create a mass-migration into cities, as new industries darken the skies but brighten the future. The changes in the world are represented in our new dynamic map. Use pacts, alliances, threats and bluffs to claim your place in the sun. In Victoria 3, anything achievable by war, can also be done by diplomacy. But you are an actor on a global stage, racing other nations up the mountain of prestige. Rather than paint the map of the world, you write the book of your nation. Harness the power of steam and coal to transform factory towns into industrial titans. ![]() Import necessary goods to keep your people happy and fuel the factories that will produce valuable items for export. The muscle of industry is powered by the sinews of trade. Social, technological and cultural revolutions provide the perfect playground for your alternate history fantasies. ![]() Transform the force of technological innovation into sparks of progress. Turn the shouts of upheaval echoing in the streets into government reform. Never before have the lives of so many changed so much, so quickly. These groups are the foundation of a realistic and dynamic society simulator. ![]() Pops have needs, desires and form powerful groups for you to handle. High and low, across cultures and lands - we create a representation of the global population in 1836. ![]() In Victoria 3, you meet the people of the age in our Pops system. ![]()
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