Last time, we looked at how the game’s models for the industrial revolution and warfare interacted: by simulating (even in a fairly limited and abstract way) both the tremendous increases in productivity of the industrial revolution and the tremendously increased destructiveness of warfare brought about by the weapons of the industrial revolution the game reproduced one of the key historical developments in warfare in the period.
This is the third and final part of a three part series ( I, II) examining the historical assumptions of Paradox Interactive’s 19th and early 20th century grand strategy game, Victoria II.