This always includes some prerequisite inventions (you need electricity before you can unlock electric lights) and some additional requirements, such as a certain type of units, potential for resources, or a certain amount of industry. While adopting it immediately in both categories would allow the steam engine to level up slightly quicker, it would not provide much benefit to your navy in the early game while severely impacting your supply of coal.Įach invention has unique requirements to unlock it. The player might want to first adopt it in the industry category, wait for the steam engine to level up a bit before adopting it in the navy category. However, over time the steam engine will improve. When the steam engine is just invented, it will be quite inefficient and consume a lot of coal while not providing the industry with huge benefits. They would not accept a downgrade again, so you might want to wait to adopt it until you increased gun production. As soon as you replace basic guns with rifled muskets, your army will slowly upgrade the weapons, increasing cost. Adopting an invention is also a permanent change. For example, the Bessemer process replaces basic steelworking. Some inventions unlock new categories,while others replace existing inventions. For example, adopting electric light provides a small boost to all factories as working in the dark is now possible, pops now have an (increased) demand for electricity, and it unlocks electric street lights. Inventions might unlock certain mechanics, units or methods, or they might provide a (small) bonus. For example, adopting the steam engine in the industry category allows factories to start automating. Inventions are technological improvements that, once invented, can be adopted by the player in one or multiple categories. While ‘inventions’ might seem familiar to Vic2 players, these work quite differently from inventions in Victoria 2. To do this, I want to split the technology system into two separate features: Inventions and Ideas. I want to completely overhaul this system to bring it more to the forefront and to make it feel more alive and more unique. Yet, in Vic3, it’s represented by a pretty standard tech tree that you only occasionally interact with. The era of massive technological and social developments. TechnologyVictoria 3 takes place in the era of the industrial revolution. While I think all of these features are not too far fetched and should be feasible to build, I have no way of confirming that. I wrote this all pretty quickly without too much research so if I made a mistake somewhere, please let me know. And while I’m an somwhat experienced UX designer, I’ve little experience with game-design (I normally design education applications). I’m not an expert on the game and I don’t have in-depth knowledge on how all features work exactly behind the scenes. I want to create a story for the country I’m playing, and currently I’m mostly just optimising my construction queue which is not really that immersing. My main goal with these all features is increasing immersion in all major areas of the game, because that’s currently what I’m missing most. Seeing how I’ve got nothing better to do and I always love thinking up new game features as much as actually playing the game, here is a fake dev diary with some features that I would love to see in the future. Victoria 3, like most Paradox games, started out as a decent framework for a great game that just needs some more updates and DLCs. Hello Victorians, my name is King Doom and Ice Cream and I’m a bored UX designer with no affiliation to Paradox.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |