

Over time a small number of Loyalists will be generated, with increased numbers the higher Legitimacy is.ĩ0-100: Righteous Government: This government’s legitimacy is considered to be unassailable. Opposition IGs will disapprove slightly but otherwise there are no ill or good effects.ħ5-89: Legitimate Government: This government is considered proper and legitimate. Laws can be enacted, but opposition IGs will disapprove and radicals will be created over time, though in amounts less than in an Illegitimate Government.ĥ0-74: Contested Government: This government is considered to have somewhat shaky foundations. This legitimacy level reduces the approval of all opposition IGs, makes it impossible to enact laws, and generates a steady stream of radicals in increased numbers the lower Legitimacy is.Ģ5-49: Unacceptable Government: This government is generally not considered acceptable to the people of the country. This rework aims to resolve all those problems by making several changes: First, legitimacy, while still a number from 0 to 100, is now divided into five categories with differing effects, some of which will increase or decrease based on the actual number and not just the threshold:Ġ-24: Illegitimate Government: This government is considered blatantly illegitimate by most everyone in the country. The next significant change in 1.1 is a rework of Legitimacy: some frequent criticisms we have received about the political system in Victoria 3 is that Legitimacy doesn’t matter enough and isn’t clear enough about its effects, as well as that elections don’t have enough of an impact. We also plan to iterate on Pop Needs further in the future to give you a better idea of what your population needs are country-wide. In addition to the general overview, there are now separate tabs for Economy and Consumption, with Economy showing a more detailed breakdown of the Pop’s income and expenditure, as well as their top 5 Goods expenditures, and the Consumption tab showing a detailed breakdown of all their Goods expenditures, along with pricing information for the State and Market. The first of these changes is a rework of the interface for individual Pops, with a particular emphasis on improving the visualization of Pop Needs. With that said, there’s a few more significant changes coming in 1.1 as well, which we’re going to go over in this and next week’s dev diary.
#Victoria 3 dev diary 1 Patch#
This patch (1.1) is going to primarily focus on game polish: bug fixing, balancing, AI improvements and UI/UX work, while the next major free patch (1.2) is going to be more focused towards making progress on the plans we’ve outlined in our Post-Release Plans DD by iterating on systems like warfare and diplomacy.

Today we’ll be talking about the first major post-release patch, which we’re aiming to get to you before the end of the year.

Hello and welcome to the second post-release dev diary for Victoria 3.
