Victoria 3

Victoria 3

Realms of Exether
Thoughts about gnolls and their current implementation
First of all I would like to congratulate you all devs for the effort you've already poured into making this mod, you've already made it worthwile for me to play this unfinished mess of a game and I cannot express how thankful I am that someone has finally been able to add the spice Victoria 3 needed to make it enjoyable and entertaining, been the whole week playing this mod religiously as prowlhold and gnolls and these are a few ideas that I'd like to share to make Gnollish representation more meaningful and flavourful, I'm sure these have been mentioned in passing to some degree amongst you but either way I'd like to share them, I will talk regarding the only gnoll country currently holding any sort of story content which is as I mentioned before prowlhold.

Gnoll nature is not depicted properly

My biggest grip with these species as it is implemented currently is the fact that your gnollish monarch is a moderate while also having slavery banned, the situation is even more surprisingly strange seeing that they rival the orcs literally in front of them which have enslaved their very own species and stolen their mountainous homelands (funnily enough said orcs have the slave trade law enacted), orcs are more prone to research military advances due to their tradition that buff them in doing so and always surpsass you greatly in strength and numbers so the inital buffs that you can get via starting events are basically useless as they will always be able to beat you down due to how warfare works in this game where defense is severely favoured over offense, this in of itself is not inherently bad as you are properly encouraged to build up and industrialize so you can come back with your reformed armies and wreck their ♥♥♥♥, this is where things start taking a turn for the worse though.

As a Gnoll you should be encouraged to be backwards and cruel

One of the options (If the only one your actually have at the start) is to either ally with the draconic power in the south to beat the orcs (which literally has land that is homeland of your species posibly due to occupation or colonization and these lands will constantly rebel several times throughout the game demanding to reunite with you) OR sit tight and wait forever to reclaim via colonization the southern decentralized nations while you industrialize, both of them strategies you wouldn't expect from gnolls, when I pressed start I'd expected ruthless beasts seeking vengeance and payback and sitting decades to have a proper military and industry only to be out teched by EVEN more backwards orcs or being forced to ally literaly homeland invaders doesn't really suit my preferences, or wouldn't even suit an rp playstyle in my opinion which leads to my next point, gnolls benefit greatly from ethnostate, the area where gnolls play is the only area in the entire world which has gnolls, and they are only 2 types of them while 1 appears suddenly folowing up the formation of your formable nation (Which you need orcish territories to form mind you and I'm not counting cultures of the same monstruous heritage that are not gnolls exclusively) if in a real life situation 95 per cent of the world was composed of different species and you were for all your existance being threatened by most of them wouldnt it make sense for you to actually create a homeland for your species alone? even more so counting the core fact that gnolls are not supposed to be multicultural or progressive and they are not incentivised to be due to their precarious position.

Risking repeating my self here but I'd like to emphasize that Gnolls are few, they are not inherently tolerant and they are being constantly threatened, in an hypopthetical scenario being multicultural would make sense as the economy would play a bigger role than pure eugenics later in the game but at the very start of the match you shouldn't be encouraged to be inclusive or tolerant to other species at all even more so counting the fact there aren't even many gnolls to go around even in your homelands, that should be something you are looking towards achieving in the very far, far future when you actually need to compete with other great powers and power blocs which leads me to the next point.

Gnolls should have a proper tradition and a reasonable cultural heritage

Nagas and mutants are not gnolls, and share no actual features that would make them recognize themselves as kin even slightly, while those of draconic heritage have around 7 varieties of their very own kin with a palette of colours that would make a rainbow jealous gnolls have an underwhelming tradition and a heritage that pairs them with people that barely resemble them in any way, shape or form.

All of this being said and my thoughts finally being expressed these are my proposals to make gnolls more flavourfull

Change laws

Slavery should be allowed and gnollish women should have the same rights as men, just from a logical standpoint and their animal counterparts in real life gnolls should be extremely open towards their own species, but extremely agressive towards others, even though having female sufrage at the very start could prove to be a threat to balance it could also bring new challenges and interesting ways of playing them, and it would make sense taking the context of a species that is basically really close to being conquered and assimilated fully, making all members of gnollish society force themselves out of fear or rage to contribute not only sensible but logical.

Remake the cultural heritage

Even if gnolls don't have the same spread as other races at least make them form niches within their homelands, so we can have maybe 6 types of more slender, civilized or brutish gnolls instead of just having savanah, jungle and later warren gnolls (After you create the formable), basically saying "Okay, there are not many of us to go around and we are all kinda diferent, lets unite against a common foe!" sort of thing, so that there is still nuisance and turmoil but there is some sort of punch to the whole "We are the only ones of our species in this world" setting that you guys are probably going for

The tradition should be more akin to them and their prefered playstyle

Yeah here is where I just lay down finish my essay and say okay, lets give them some minor buffs so your gameplay is somewhat more interesting instead of having to go bankrupt every 5 years trying to industrialize as fast as possible repeatedly with no standing army whatsoever and basically praying that the draconic superpower on your south does not subyugate you almost instantly.

I haven't played the game enough to be talking balance but I believe that gnolls should leave a mark every time they go to war

More morale damage by default

Generate more devastation in general as a species perk/debuff

More research rate baseline for all three categories or a full bonus to one of them (Just a bit like a 3% or so if we are going for all three categories, maybe even less to not make them overpowered as orcs have around 10% in military by default 10% less morale loss and 5% offense by default)

Bonuses for slaves, so they could actually maintain a slave agrarian economy through the entire early game and mid game, maybe regarding their output or mortality so that slaves could eventually (even if not mistreated) form a full fledged rebellion due to the actual nature of being enslaved, an actual challenge to look forwards to later on.

Compared to the -10% supply consumption and the 5% state construction that they already have, these changes should be able to make them feel more flavourful and interesting.

These would be my ideas as of now, hope you'll take them into consideration to make my favourite species in the DnD universe feel more entertaining to play and once again, thank you for making this game be entertaining and fun for real.

As a sidenote, I love the new sprites and models for unit types, can't wait to see the avian models and how the cavarly models will be changed eventually!
Last edited by LexanRyder; Feb 22 @ 3:38am