

However, we are trying to create bottom up pressure on the government, where you as a government have your POPs demanding certain reforms and granting these is the best way to keep your country happy and quiet. So we keep the classic patriarchal system, where you decide what is good for your people.

Reform wants translate into militancy gains for your POPs, thus as a country you have not only the reforms that you think we suit your country, but also the reforms that your people want. The other thing we have added is reforms as issues POPs will agitate for certain reforms, as they believe these are important to them. The new look issue system and election events fits in well with our ideas that you should have these levers to steer a country without total control.

However these events are not so strong that you can totally alter the outcome of an election, but you can nudge the result in a particular direction. However with the gradual shift each election event will make a difference, especially the closer you get to polling day. Now in Victoria these events did pop up a lot but because of the issue reset every 13 days had little or no effect. Now this system has a lot of nice consequences. It also become much more responsive to what you have done with your country. Our goal is to make later game politics more historic, where every country is not hard coded to have a massive socialist party. This creates a block of swing voters who could form the backbone of a socialist movement, they could be the supporters of liberalism or they could be bulwark of conservatism. In an industrial economy this should form one of the largest voting blocks and they have the largest sensitivity to the current country situation. We have also made the decision to give labourers and craftsmen very low default weights for all party policies and ideologies.
VICTORIA 3 DEV DIARY 11 FREE
So if you have a free trade government and your POPs are getting their luxury needs then they will see the benefits of free trade. We can do lots of cool things with this by making economic and tariff policy much more sensitive to the POPs current economic condition. Each day the POP then compares what it should have with its current values and gradually moves them towards where they should be. This is then translated into a percentage support value for each ideology and issue that the POP should have. Each ideology and issue gets given a weight, calculated using context sensitive MTTH triggers. So first off let’s describe a bit about how the new system works. Now for those of you who paid attention to the screenshot in last week’s developer diary you will have noticed that this is no longer the case and this week’s developer diary will tell you why we are doing this and a bit on how it will work.

In the original Victoria, each PoP had but one ideology and just 2 issues, and these were reset every 13 days or so. Au menu, quelques explications sur les mécanismes concernant la population, suivi de deux nouvelles captures d’écrans, l’une montrant la carte politique, l’autre la carte du terrain. Le onzième chapitre du journal de développement de Victoria 2 vient de paraître.
