

The fourth pillar, Preparation is Key, ties heavily into the second and third pillars. As we’ve already talked about this multiple times in the past, and last week’s dev diary told you all about Diplomatic Plays, we don’t feel the need to go into this again, but it’s still important to keep in mind to understand our approach to warfare. The first pillar is one that is shared with the vision of the game as a whole: War is a Continuation of Diplomacy - anything you can gain through war should also be possible to gain through diplomacy. Just as Victoria 3 itself has a set of design pillars that all game mechanics follow (as outlined in the very first diary), Warfare in Victoria 3 has its own design pillars, which we will now explain in turn. So then, how does war and combat work? The answer is that we’ve taken a pretty different approach to warfare and combat in Victoria 3 compared to other Paradox Grand Strategy Games, and in this dev diary I’ll be going over the overall vision that governs our design for warfare, with the actual nitty-gritty on the mechanics coming over the next few weeks. Hello and welcome to another Victoria 3 development diary! Today’s dev diary has been a hotly anticipated one, as we’re finally ready to start talking about war and combat and how they will work in Victoria 3.
