![]() ![]() We'll be getting into the exact details of the mechanics for both armies and navies in the coming weeks. It's important to note that how this works differs completely from having Al-controlled units in our other GSGs, since in Victoria 3 armies you assign armies to fronts rather than provinces (navies of course work differently, but more on that later). ![]() The main reason is simply that Victoria 3 is a game primarily focused on Economy, Diplomacy and Politics and we felt a more strategic approach to warfare mechanics fits the game better than micro-intensive tactical maneuvering. 73 22 Victoria 3 will have 'fronts' you assign men, officers, and material to, rather than having to move individual units province by province = STEAM' Before I end this dev diary, I want to talk briefly about our most radical departure from other Paradox GSGs the absence of units you move on the map, and why we chose to go in this direction. With that said, we're done for today! We'll of course be talking much more about warfare in the future, starting with next week's dev diary on the topic of Fronts and Generals. ![]() Ultimately, we've taken this approach to warfare for the same reason we take any game design decision: because we believe that it will make Victoria 3 a better game. This also ties into the general costliness of wars and the fact that you can achieve your ends through diplomacy we want the ways in which an outmatched Victoria 3 player triumphs over their enemies to be clever diplomacy, well-planned logistics and rational strategic thinking rather than brilliant generalship. We of course still want Victoria 3 to have interesting and meaningful warfare mechanics, but we want the player to be engaging on a higher level of decision- making, making decisions about the overall war strateay and just how much they'te willing to sacrifice to achieve their goals rather than deciding which exact battalions should be battling it out in which exact province next. Victoria 3 will have 'fronts' you assign men, officers, and material to, rather than having to move individual units province by province = STEAM' Before I end this dev diary, I want to talk briefly about our most radical departure from other Paradox GSGs the absence of units you move on the map, and why we chose to go in this direction.
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