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Hello everyone!
Yes, youre seeing this right. No, this isnt a belated April Fools joke. After all these years, and all these memes, Victoria 3 really is confirmed at last. Im Martin Wiz Anward, the Game Director of Victoria 3, and its my absolute pleasure to finally be able to reveal what I have been working on since 2018 (around the time I stepped down as Game Director of Stellaris).
So what, then, is Victoria 3? I can start by telling you that its most definitely a proper Victoria game - namely a game with a core focus on Economy, Politics and Internal Country Management and with the iconic Victoria Pop system not just included as a core mechanic but made even deeper than in either of its predecessors.
Though Victoria 3 is its own game and not an iteration on Victoria 2, our ambition is to create a worthy successor that stays true to the core values of the Victoria series while using what have learned over the last decade in terms of making games more accessible - so that we can use that accessibility to build an even deeper game for old and new players alike!
Our vision for Victoria 3 is to create what we call a Society Sim - a game that is first and foremost about the internal workings of the 19th-century country that you are playing and how its society is shaped over the course of the game. Politics, Economy and Diplomacy are the three most important parts of the game - Wars are of course a part of the game (just as they were a part of the Victorian age), but Victoria 3 is *not* a wargame or a game about map painting.
Loading screen from Victoria 3 - The Crystal Palace
Oh, and before you start speculating crazily about what is and is not in the game: No, there is no mana!
Now, there is going to be a lot of dev diaries going forward to dig into the mechanics of the game, but to wrap up this dev diary I want to briefly touch on the four game design pillars that we have been following when designing and building Victoria 3:
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