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You'd be forgiven in thinking that managing your population can require a lot of micro-management, and in some cases it can, but in other cases you can just let it take of itself and only step in when needed.
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can also make certain classes of pops more attractive. Adjusting things like taxes, defence budget etc. There are a few ways you can subtly manipulate your population into doing what you want it to do - rare National Focus points allow you to emphasise certain pop types or other focuses in a particular region to help meet shortages (they're also used to colonise, but that's separate).
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Even the political aspect are influenced by your populations desires and aspirations, although this is one of the few instances where it works both ways. Do you want to build a factory? Then you will need to make sure there are enough capitalists to build it for you (unless you do it yourself), and then enough craftsmen and clerks to work in it. Do you want to fight a war? You'll have to make sure you have enough 'soldiers' in your provinces to raise a standing army. It can be hard to get to grips with, but aside from the tutorials - which are a must for franchise newcomers - the more you play the more you start to understand.Įverything pretty much ties into effectively managing your population, apart from Diplomacy. The amount of depth (if we go by the formula charts = depth) that has gone into these two modes is impressive. Still, enough about the general ramblings, what of the game itself? As we highlighted in our preview build, this is a political and economic game if it's anything. Despite what has been said so far, this is a very playable and very enjoyable game so there's really nothing to worry about. some things that could be better (but then that's also a universal thing with games) - we could be specific but there's really no point. Coming back to Victoria 2, there are some AI tweaks, some balance issues. only the feedback that arises out of a public release can really highlight what is left to do. In my two years in this line of work, I've reached the conclusion that, no matter how good your QA testing is, no matter how many people you get into a beta. That's not to say the game couldn't do with some extra work either, but there's nothing unexpected here. That's not to say there are NO bugs - everybody's playing experience will be unique, and you only have to look at the bug report forum to prove that, but there doesn't appear to many consistent or game breaking bugs at the moment. The major bugs we encountered during the preview build have been fixed, and so far nothing quirky has happened. One thing you will probably be interested in knowing about is the state of the release build itself - considering Paradox is sometimes known for releasing games that still require a bit of work doing ( Hearts of Iron III springs to mind here), Victoria 2 is actually pretty stable. A hot-bed of revolution, reform and poor hygeine As expected, little of significance changed between the preview build and the review build (which is one of the problems of previewing a game so close to release, actually, but there you go), but with a game like this, there's still plenty to talk about.Įurope. Barely two weeks have passed since our preview, and after an extensive play test we're ready to give you our final impressions on Paradox's Victoria 2.