![]() Admittedly, I am oversimplifying a bit, because there is sometimes a minor tradeoff between price and volume. Usually, there is an obvious best trading partner to take advantage of the situation. You identify a shortage or surplus of goods. But even during the phase when trade is relevant, there are not many interesting decisions involved. ![]() opium or silk), which it would be able to export, it does scale its production to take advantage of it. Even if is sitting on valuable resources (e.g. The reason is that the AI is not able to manage to build up its economy. In the beginning of the game trade is valuable, but as your economy grows, it becomes increasingly irrelevant. For this reason, most the 200 hours that I played Victoria 3 I primarily listened to podcasts and audiobooks, while playing the game on the side. But even if the interface was fixed, it would not change the main problem: this type of gameplay is repetitive and involves about as many meaningful choices as an idle game. Thus, you are forced to go open the building window for the individual state, check how much labour is available after ongoing production is done, switch to yet another window to check the available level of infrastructure, switch back to the building window and - after checking in yet different windows how much labour is required for the various buildings and doing some quick arithmetic - build railways and buildings. (This might not be an issue if the economy is small, but in my current game I have 150 states and a construction capacity of 4000, so I am not able to keep track of all ongoing construction jobs.) Further, the production lens does not enable you to maintain infrastructure. Hence, by using the production lens one runs the danger of building too many buildings. The production lens is intended to be used to build new buildings, but relying on it is a sure way to ruin your economy, because it does only show the available labour, not the labour that will be available after current construction projects are finished. And it is made particularly painful by Victoria 3's interface. This does not require any creativity and could actually be scripted. if the number of new buildings is sufficient to achieve desired production, return to 1, otherwise return to 2.1. The vast majority of gameplay is spent with routine micro management of the economy by building buildings and infrastructure.Īfter an initial phase where I get the economy rolling, 95% of my game play consists of the following loop:Ģ.4. To substantiate this claim I will consider the four major aspects of the game: buildings, trade, politics, and diplomacy. Many actions are obvious and don't involve any actual decisions, but are just busy work. My hypothesis is that there is some major design flaw at the heart of Victoria 3: There are very few meaningful decisions. However, after I figured out how to build an economy efficiently, I started to disengage and I wondered why. But since I have a couple of thousand hours in EU3 and EU4, I was looking forward to something else.) And I had fun playing Victoria 3 in the beginning. (I am not adverse to games that focus on war. And I really like the idea of a game that shifts the focus away from war and instead focusses on internal politics and diplomacy.
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