

Transform the force of technological innovation into sparks of progress. Turn the shouts of upheaval echoing in the streets into government reform. Never before have the lives of so many changed so much, so quickly. These groups are the foundation of a realistic and dynamic society simulator. Pops have needs, desires and form powerful groups for you to handle. High and low, across cultures and lands - we create a representation of the global population in 1836. Each battle will only cause the frontline to slightly shift.In Victoria 3, you meet the people of the age in our Pops system. In the late game, battles will last for months, and the army will participate in a dozen simultaneous battles stretched across the whole front. Each battle will cause massive frontline movement.

In the early game, battles will last for a couple of days, and the bulk of the army will participate in one battle at a time. The devs did not mention how they will simulate the changing nature of war, but my guess is that it will work like this: After the battle, the frontline will shift based on who won and what their traits were. The number of troops that will take part in that battle will be calculated based on how many troops "should" be there. If you tell your general to attack, then he will provoke a battle somewhere on the frontline, with the enemy generals having their say on where it is of course. The general and his troops' exact location on that frontline is completely abstracted.

There's just not a graceful way to solve the problem, you have to choose one or the other, and they chose the EU-style combat.Īt the very least, having you not directly micro the armies removes a lot of the issue from that.įrom what I can tell, the way warfare is going to work in Vick圓 is that you recruit a general from a strategic region, where he will collect some or all of the soldiers that are trained there, and then you assign him to a frontline (And if that frontline is outside his strategic region, then you will need to potentially pay for a long and venerable supply chain). But that would make for a miserable early game experiance instead. It's probably 'better' to have the HoI system and just start with bits of it inactive and gradually 'turn on' as you go up in tech, allowing you to have generals command more divisions, form field armies in the modern sense rather than the historical 'any significant, organised body of armed men' sense, army groups and so on. You visit specific bits of it, and you need a car or bus to do so.įrom the perspective of the game, this is a major problem, because you basically need to have the Europa Universalis system Vicky 2 actually has at the start of the game, and the HoI system by the end of it, and there's just no way to make that work gracefully. But you can't go visit 'the' battlefield of the Somme, because it's an area something like thirty miles long along the front and ten to fifteen miles deep. You can go visit the battlefield at Gettysburg, in a similar sort of way you can go visit the battlefield at Hastings one is larger, obviously, but they're still a battlefield, despite the battles being fought eight hundred years apart, because the people in command of all of the armies fighting needed to be physically present to issue orders and could only send those orders via runner or horse courier. The fundamental issue for Vicky is that the 1800s are where we made the transition between a battle being 'everybody has a fight in a field' or, later 'everybody has a fight close enough to the general that runners can pass information and instructions' to modern operational warfare that requires some form of telecommunication and mechanical transportation. It worked fine for the first half of the game, then from the 1870s onwards was horrifically broken.
