

The active laws make up the political framework of the country.

In some countries, however, Industrialists may not be Individualists.Įach Interest Group also has a leader whose personal opinion has a lot of weight. Prussia's Industrialists happened to favor Individualism, having their own stances on welfare, education, and other topics, and generally favoring private over public funding. Ideologies are an important aspect of Interest Groups in Victoria 3. While it's easy to paint everyone with a broad brush, pops can actually support more Interest Groups, as the individuals that make them up don't necessarily agree on everything. The list goes beyond these three, all of them being neatly listed in the game's Politics menu. The Junkers were made up of landowners representing the aristocracy, while the Intelligentsia represented people working in Academia. In the demo, the Prussian capitalists treated the Industrialists as their primary Interest Group. Instead, you'll have to look out for the different Interest Groups that make up your country's political web. While election mechanics are in the game, there is no separate party system. Literacy also plays a role in Victoria 3, determining how qualified pops are for various jobs, as is the radical/loyalty status that shows how much they love their country.Īside from being vital for your economy, pops are also important to your politics. The growth of pops is based on their standard of living which is, in turn, based on wealth that's dependent on wages. Laws, for example, can turn certain cultures and religions into targets of discrimination. The entirety of the world's population is simulated in this manner, leading to "thousands and thousands of different pops across the world," Anward explained.ĭifferent factors can lead the pops to change, which is reflected back on the country. Standing for "part of population", one pop includes "a bunch of people of a particular culture and religion, and a certain occupation in a location." One of Prussia's pops, for example, was made up of 2000 North German Protestant capitalists. Victoria 3 continues to use the pop system from the prior games, although not without adding some improvements of its own. Since countries do not make money directly, but rather by providing jobs and taxing them, buildings are also crucial for tax collection. Different parts of populations access different parts of these revenue streams. Players can expand these buildings as well as different parts of the industry.ĭepending on how well the buildings are doing – market dynamics also have a say in this – they can pay their workers higher or lower wages. One of Prussia's tooling workshops, for example, employed 30,000 of its population, providing jobs and producing tools. Most buildings, however, are tied to different industries. While they're bought and sold on a market level, they're used and produced in a country's buildings which, in the broad scheme of things, represent industries, government, and universities.

You'll get to trade multiple types of goods, including furniture, meat, sulfur, or fabrics. Trading efforts can extend overseas, in which case ports can convoys can be used to connect these distant markets. But if its economy mainly fulfills the needs of its former market, trouble may soon follow. If a member pulls out of a customs union, it will have to rely on its own market. We were shown an alpha version of Victoria 3, Game Director Martin Anward pointing out that there is still “a lot of work left to do” until the game is ready for release, before he and Lead Game Designer Mikael Andersson touched upon several aspects, starting with the economy.Įach country has its own national market but can also form customs unions alongside other countries.
