An Economist Plays Victoria 3: Prepare for War! - Tutorial & Intermediate/Advanced Guide
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- เผยแพร่เมื่อ 7 ก.ย. 2024
- This tutorial assumes basic familiarity with the Victoria 3 war system, in terms of assigning commanders and recruiting units. This guide gets into diplomatic, economic, and planning requisite to execute wars effectively in the game. It focuses on army composition, building diplomatic coalitions, getting domestic production done right, things to watch for when executing the war, and administering conquered territories. Everything a beginner or intermediate player needs to get to an advanced level of play in Victoria 3!
One of the things that trips a lot of people up about Victoria 3 is that unlike other paradox games you’re not the great general engaging in wars of maneuver. But I rather like that most of the work that goes into war is in laying down the diplomatic and economic groundwork for victory. You’re not Napoleon you just have to have faith in your generals and make sure they’re being committed to the right fronts
Exactly what makes Vicky 3 war so good. We're back in the capitol, getting reports from the front lines, leaving the fighting to the soldiers and generals.
Agreed, I know this is a controversial topic and there are threads on Reddit multiple times a week complaining that the combat in Vicky 3 isn't more like HoI4, but I like the war system. Could there be improvements? Probably, sure. But not every game needs to be HoI4. If you want HoI4, we have HoI4.
@ExpedientFalcon I agree. HOI4 is about World War Two and although I think a different map and time scale is appropriate for a grand strategy game like that, it's been traditional to consider the division as the main unit of operations. Victoria 3 is about a 100-year period with increasingly larger forces that are eventually nameless masses hurled at each other across no-man's land. It needs a different system from HOI4.
Hi professor, just want to say I discovered your channel a few days in anticipation for the new Victoria 3 expansion release and I've really enjoyed them, not only for your skillful gameplay but also the insight into real world economic parallels. You've earned a new subscriber in me!
Thank you very much for your kind words!
I wonder if for some videos, it might be beneficial to disable or perhaps shrink the camera. It may even work better in the bottom right of the screen, where there tends to be less important stuff (from the viewer's PoV) to get covered up. We don't really care if the 40 popover notifications a week get covered, but info in the left panel getting covered seems to be as common of a theme as getting cut off in the middle of
I'll work with moving it around, thanks for the suggestion.
New subscriber here!
First off: Thank you for the great videos! Much appreciated!👍
Secondly: If you'd like a challenge in Victoria 3 I suggest playing as Haiti. I'm some 40+ years in and have just about managed to turn things around, but I have to say that it's by far the most challenging play-through I've had thus far. (Top tip: Start by building a logging camp and a cattle ranch even before you build any construction industry.)
Thirdly: If you're a hard core sim player you have to give Workers & Resources: Soviet Republic a try! I've been playing it for years but it just released in its 1.0 iteration.
My friend Lee Hawkins is doing a lot with that game and is raving about it. Check out his channel, if you'd like the suggestion.
@@An_Economist_Plays
Thanks for the tip!👍I'll be sure to check it out!
Great video! This is probably more of an advanced topic but I'd also love to see you go into depth about the "relative preference" system. IIRC, when you click to launch a diplomatic play, a confirmation screen comes up that lists all the countries that might get involved; that table lists their relative preference for you as well as the target. If you mouse over one of those numbers you will see a detailed list of all the reasons why that country supports or opposes you, or supports or opposes your target. I only tacitly understand it, but I feel like there's some strategic potential there. For example, similarity/difference in government type plays a role, so sneaking a "regime change" war goal on a potential future ally/enemy could pay big dividends for many years to come. There seem to be many factors here, notably including infamy. You can even see the same numbers on the 2nd tab of the diplo play screen (once you've launched the play), and watch the numbers change in response to countries joining one side or the other: countries are more likely to join a side if their friends join that side, or oppose a side if their enemies back that side; they also generally want to oppose a large dogpile. One time I prevented Russia from opposing me in Venezuela by getting an obligation from New Grenada; I wasn't afraid of NG, but Russia liked them, so when NG joined Russia always joined too, but the obligation prevented NG from joining so Russia didn't join either, making the war MASSIVELY easier.
Sways also seem to work by adding to the relative preference. It seems countries can't join a side unless their relative preference is (or is pushed) above zero. If you've ever wondered why you often have a hard time swaying people unless it's something really massive, it's because their relative preference for you is too low. Bumping it up can make the difference between getting crappy sway options and getting the ones you want.
Not sure if any of that is slated to change in the coming update, but anyway I think it's potentially an interesting avenue for deeper diplomatic strategy!
That is an EXCELLENT suggestion! Well worth covering.
I think you can turn off moving the screen with the cursor in the settings, so that the only thing that moves the screen is WASD
I go back and forth, honestly. I'm hopeless when it comes to going back to edge scrolling... :-)
I brought my notebook for this one
I love an attentive learner! :-)
A German diplomatic play in Poland. Doesn’t sound very realistic 😅
Neither does sharing it with Russia, but that's another era...
This reminds me, once again, while I'm still salty about the military rework. Half the army should be artillery, and that's basically just the optimal build for everyone always. So why introduce the different unit types in the first place? Plus it's yet another thing the AI doesn't deal with properly. Practically a cheat for the player.
Having a simple slider to set percentages would help in that regard. I have X batallions in a unit and such a percent are artillery and such a percent are cavalry, with associated costs, benefits, advantages, and disadvantages. And I want to seee tanks and planes as add-ons to units, not as part of a natural progression that is difficult to manage.
On the naval side, I'd like to designate escort fleets, commerce raiding fleets, and the battle fleets. Submarines should be able to work independently and aircraft carriers should be exotic things with tentative effects until around the last 10 years of the game.
@@An_Economist_Plays I was thinking of different PMs where you envision a slider, but yeah, this basically. It's like you read my mind. For the navy I actually think the current unit system works slightly better than for the army. At least the different ships types have distinct, logical roles and if I want a raiding fleet I can focus on that. Still not great, and a lot of work to be done. Especially in making naval losses hurt much more while simultaneously not forcing people to hand-build every single ship.
@@rhel373 And it may just be that we players still need to find better ways of optimizing our own time-motion actions to get "better" at managing things...
@@An_Economist_Plays I'm sorry, this is probably just because English is not my first language. I'm honestly not 100% sure what you're saying there.
Not meant to be rude or anything. Like I said, the problem is probably on my end.
@@rhel373 No worries - what I meant was that the GUI in V3 is different from V2 and we players may not yet be familiar enough with the changes to take full advantage of new ways to be efficient with them.