00:00Peggy 12
00:11Hello and welcome to this video dev diary for Victoria 2 Heart of Darkness, the new expansion for Victoria 2.
00:18The signature feature for this expansion is the new colonization system,
00:23where we wanted to capture the scramble for Africa in a fun and more detailed way.
00:30We felt that there was a few things missing from the original system used in Victoria 2.
00:35It was a lot about who managed to grab a colony first, whereas we wanted to make it more of
00:41a race.
00:42There also was no real reason for the great powers to ever release the dominion,
00:48and we wanted to give a reason to do this.
00:50This new system hopefully captures this.
00:54It centers around something we call colonial power points,
00:58which are given to you either through technology or through the power of your navy.
01:03You can use them to invest in colonies as you race with other great powers.
01:10Investments are things like expeditions, outposts.
01:14When you're ready to fully colonize, you have the option of doing it in several stages.
01:19The cheapest stage is a protectorate.
01:22You'll get less tax, but it will tie up less of your colonial points.
01:26You can also upgrade it to a full colony.
01:29It costs a lot more, but you get full taxes and stuff from that.
01:33This means that you tie up your points in these colonies.
01:37So you're going to run out of points.
01:39So if you want to continue and expand somewhere else in the world, you're going to have to do something
01:43about it.
01:44And what you can do then is you either incorporate these colonies as full states, which also costs a lot
01:51of points,
01:52or you can release them as dominions that are self-governing.
01:56These dominions are much, much cheaper to release, and it's a good way to freeing up points.
02:03The final big thing for the expansion is a revamp of the naval system.
02:08A few things in this period are important for naval combat is concentration of force is very important,
02:17but it's also very difficult because of communication problems.
02:21Most fleets were controlled through light signals from the leading ship,
02:27so it could take a long time to coordinate and get orders through.
02:32So what we've done is instead of a traditional system where you get a stacking penalty, the bigger your fleet
02:37is,
02:37we have a coordination and communication penalty based on the relative sizes of the fleets.
02:44To model this, we split combat into several phases.
02:49So the first phase is trying to find the target for your navy,
02:53and here the side with the communication penalty is going to struggle more than the other side,
02:59so they will be able to focus fire more effectively and get an advantage there.
03:04Over time though, of course, the larger side will get organized.
03:09So once the ship finds a target,
03:12it will start approaching it and then fire ranges come in, larger ships have longer fire ranges,
03:18smaller ships are harder to hit and would want to get in close where they can do damage on the
03:23big ships.
03:24We also wanted to model the sort of naval race that went on.
03:30So early on in the game, it's all about getting the bigger ships, bigger cannons.
03:35This reached a point where we started doing torpedo ships, which were light, fast ships carrying torpedoes,
03:43ships, which were very effective at destroying these big ships.
03:48And then you got kind of a countering to this, is to put in destroyer ships, which were basically
03:55also fast cruiser type ships. So you're going to have in the game a progression up to big ships,
04:01and once you get the big ships and torpedo techs are unlocked, you're going to have to balance the
04:08composition of your navy so that you have a certain amount of torpedo ships, because they're a good
04:14bang for buck, and also light ships that help screen your big ships and help them defend them from
04:21from these torpedo ships.
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