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Victoria 3 dev diary 28
Victoria 3 dev diary 28









Victoria 3 dev diary 28 full#

show up in the appropriate areas as well? Or are the shown handful of options meant to encompass many different types of resources? Such as the lumber mill being able to output tropical wood if it's in the right place, or the mine outputting coal if that's the resource around it?Īlso, I understand the player should ultimately be the national gardener here, but if the player chooses to give investors the freedom of a much looser economy policy I would love to seem them get the freedom to do their own thing, scaling that autonomy up with increasingly liberal policies! It's part of the risk-reward of liberalizing in my opinion - the risk of bad investments on the part of investors, but the reward of an economy that can self-sustain and even reach critical mass without full player micromanagement. I notice though that I can only see three types of resource buildings based on the icons - fishing docks, lumber mills and iron mines I think - is that because those are the only thing available in that province? Would icons for coal mines, sulphur mines, rubber plantations, tropical wood, etc. So a single RGO per province as a concept is dead? That's wonderful, seems way more flexible in a realistic manner. In short, there is no system of building ‘slots’ or anything like that, as we want limitations on buildings to function in a sensible and realistic way. Urban Buildings such as Factories however, are only limited by how many people you can cram into the state, simulating the more densely populated nature of cities. Many of these buildings are limited by locally available resources such as Arable Land for agriculture and simply how much iron is available in the state for Iron Mines. Unlike Government Buildings, Private Industries are not owned by the state but rather by Pops such as Capitalists and Aristocrats, who reap the profits they bring in and pay wages to the other Pops working there (usually at least - under certain economic systems the ownership of buildings may be radically different!). The vast majority of Buildings in Victoria 3 fall under this category, which includes a broad range of industries such as (non-subsistence!) farms, plantations, mines and factories. The counterpart to Government Buildings is Private Industries. The vast majority of the world’s population starts the game ‘working’ in subsistence buildings as Peasants, and much of the game’s industrialization process is about finding more productive employment for your Peasants. These are a special type of highly inefficient Buildings that cannot manually be built or destroyed, but rather will appear anywhere in the world where there is Arable Land that isn’t being used for another type of building. When Buildings are constructed, the construction uses Pop labor and goods, and the costs involved will be subject to market forces.īut onto the different building types! First out, we have Subsistence Buildings. Most buildings are directly constructed, but some (like the Subsistence Buildings below) will appear automatically based on certain conditions.

victoria 3 dev diary 28

This holds true even for buildings like Railroads and Ports that did not need Pops to work in them in Victoria 2. Buildings always need qualified pops to work in them to yield any benefit, and an empty building is just that - empty and completely useless. We will return to states more in later dev diaries, but for now let’s keep talking about Buildings!īefore we start on Buildings, something that’s important to note is that Buildings are just places where Pops can work and generally do not represent a single building - a single level of Government Administration, for example, represents the necessary buildings and infrastructure to support a certain number of Bureaucrats.









Victoria 3 dev diary 28