Coalition governments will give you lots of laws you can pass, and it can be hard to find the law you want to pass. More retroactive information about pops would be good. Outliner of important information hidden. The UX is trying its best, but the complicated nature of the game makes it easy to lose track what is happening.Ironically in Victoria 3, unlike CK3, these are things you might not want to do. Like CK3, Victoria 3 will give you a current situation tab that lets you know what you can do.To a larger point, you need to take a long look at the starting point of your country and figure out how you are going to get from point A to point B. You need to understand your economy's strengths and weaknesses. Just aimlessly trying to rise or lower prices of goods without an end goal for your economy will not result in a strong economy. You need to understand that an expensive good might be good for your economy and a cheap good is also good for your economy. Victoria 3 introduces complex ideas that are not found in other games.They are well connected and they interact in an understandable way. The underling systems are more connected than any other GSG. Wealthy regions will look significantly different then poor regions. They will leverage them well if you give them up. Diplomacy has a problem with getting smaller nations to join you in a larger goals, particularly unifications.It makes you feel like you are working down nations to get them to make concessions. Peace concessions at the end of wars is good. Larger allies have a habit of throwing their full weight into wars. The user interface makes some strategic decisions difficult to understand or change once the war has started. Warfare from an overarching strategic standpoint fits in with the games mechanical depth.The games mechanical depth makes every nation its own unique start with its own unique problems you need to overcome.For those who don't have time to watch, here is his experience in shortened form:
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