![]() ![]() ![]() Trading, for example, lets you establish import and export routes for individual goods, as well as set general tariffs to encourage or discourage either of these activities. Markets are further affected by a bunch of other factors. All are interconnected, influencing the price of the various goods they consume and produce. Farms, fisheries, whalers, sulphur mines, steelworks, chemical plants, glassworks, shipyards, automotive manufacturers, munitions factories, and countless more. There are dozens of different industries in Victoria 3. The 3D map is rich with detail, and changes dramatically as games progress. This increases the demand and price of coal, which now impacts the price of the tools that you need to mine the coal in the first place. HOWEVER, running a water-tube boiler requires – you guessed it – coal. This reduces the number of labourers your tool workshops need to employ, and thus the wages you need to pay. Alternatively, you could embrace new technology to adjust the production process of tools, such as switching from manual assembly to using a water-tube boiler. You can, of course, simply expand your tool workshops to compensate, but doing this will in-turn impact the price of other resources like wood and iron. If the price of tools rises too high, it can render your coal mines unprofitable. As you expand your coal mines, the number of tools needed goes up, meaning so does the price. But mining coal requires tools, another basic resource that is also in high demand. You can meet that demand in several ways, the simplest of which is to expand your existing coal mines (or create new ones in states where available). ![]() Coal is used in countless different industries in Victoria 3, and as such is in constant high demand. To give a brief example, let's talk about coal, the fundamental resource upon which the industrial revolution is based. Watch on YouTube Here's a gameplay trailer for Victoria 3 to give you a look at things in motion. These laws can have profound effects on the efficiency of your industries and your economy at large. Crucially, these industries (and the items they produce) exist in a simulated market where the price of goods is constantly affected by the laws of supply and demand. Every country starts out in a different situation, but all economies are built upon a combination of exploiting natural resources, establishing industries, and trade with other nations. While the options are extensive, they're all funnelled through the same fundamental mechanisms, at the heart of which is your nation's economy. You could transform Victorian Britain into a socialist republic, rest a crown on the temples of Abraham Lincoln, or attempt to conquer the world as the East India Company. While there are game modes that focus on specific objectives like economic or military dominance, Victoria 3 is ultimately a giant strategic sandbox that lets you direct the winds of change however you choose. Like Crusader Kings and Europa Universalis before it, Victoria 3 lets you pick a particular nation-state and do as you please with it. Your focus may be on building ironworks and train stations rather than murdering close family members, but the impact of those infrastructural projects is often just as immediate, and just as gratifying. Paradox's latest grand strategy is a vivid and engrossing depiction of a world undergoing rapid transformation, letting you plunge elbow-deep into its politics, social reforms, and dizzying technological change. Victoria 3 does for simulated economics what Crusader Kings 3 did for playing fuck, marry, kill with medieval popes. An extraordinarily detailed economy and range of interlinking systems make Victoria 3 a grand strategy to rival some of Paradox's best. ![]()
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