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Victoria 3 - Dev Diary #119 - Smörgåsbord of Changes in 1.7

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Hello fellow Victorians, and happy Thursday!
Alex here and it’s my turn to bring you another exciting update on what’s coming with 1.7. This time I’ve been tasked with showing you a selection of certified Cool™ things we’re doing that didn’t really fit in other Dev Diaries. This will be a lot like the proverbial box of chocolates, you never know what you are going to get next!

Religion and Culture map modes​

In case you missed it, a few Dev Diaries ago we mentioned in passing that we now have a new highly requested map mode that shows you what religion the Pops in different states follow. This new mapmode functions similarly to the Culture map mode you are already familiar with.

Additionally, while implementing the religion map mode we also took the opportunity to upgrade both of these map modes so they now show if there are significant cultural or religious minorities in those states. The way it works is that, apart from the largest culture or religion, if a second culture’s or religion’s relative population is above a certain threshold, we blend the colors weighted by that relative population. Up to three cultures or religions can be represented this way, each with separate thresholds for each of the map modes. These thresholds are completely moddable and if you just prefer the old look, you can easily revert back to it.

Being able to see the clear divide between Protestants and Catholics in Europe really hits different!
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The new upgraded cultural map mode does a much better job at showcasing all the different cultures in Brazil. I like how you can see the lavender haze shifting in tones between the different Northeastern states as the game progresses.
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National Migration​

For a long time you have all been talking about how it’s awkward that your migration laws also prevent your pops from migrating inside your country, rather than only restricting it when moving out. With 1.7 this will change!

Migration laws will no longer prevent pops moving between states in your country. Instead, your migration laws will only prevent pops from moving out of or into your country, be it through mass migrations or through regular market migration from other countries within your market or power bloc.

These are the 22 laws Japan starts with. Closed Borders and Isolationism in particular make Japan a fairly unique starting country in how isolated they are. Previously this meant no inter-state migration could happen, which severely limited your growth opportunities.
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Starting with 1.7 that won’t be a problem anymore as countries with Closed Borders will allow their own pops to migrate between their states, while still being closed to the outside.
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Support and Guarantee Independence pacts​

As part of our changes to subject mechanics we’ve also introduced two new diplomatic pacts:
  • Support Independence
  • Guarantee Independence

As you might imagine, they allow you to signal to a country that you will side with them in a potential war for their independence. Guarantee Independence works essentially as a one-sided defensive pact letting you support a country if they were to be attacked, while Support Independence is for countries that are not currently independent. One particularly cool aspect of this is that subjects can now support the independence of other subjects of the same overlord, potentially leading to a big war for joint independence.

An Indian-Canadian alliance might be somewhat unexpected, but I can appreciate the enthusiasm to stop being under British rule. So long, London!
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Must feel reassuring for Belgium to be Guaranteed by Britain, France and Prussia. You have to wonder what it will mean for the development of Europe. I’m sure it will last.
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Multiple Active Wars​

Another highly requested feature! For a long time you’ve been asking for this and now we were finally able to do it. In the current version of the game you can’t initiate a war if you already have another war in progress. Starting in 1.7, you will be able to initiate as many simultaneous wars as you want. You still need to wait for each diplomatic play to progress to war before starting another one, but other than that if you wish to wage war against the whole world, you’re free to do so.

Pictured: France thinking they can take on Spain while already fighting Prussia (notice the widget at the top). What year do they think it is? 1808? Maybe it’s time for another coalition. Paris is lovely this time of year.
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Calling an Ally now gives them a war goal of their choosing​

In 1.7 calling an ally will now let that ally pick a war goal of their own. This is done through the regular Add War Goal interface and adds it as a secondary demand. This war goal is subject to a maneuvers limit, but doesn’t cost maneuvers for the war leader.

Of course, now they want help. Maybe don’t start wars you can’t win. I guess we can help for the right price, but this is the last time.
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Overlords can now side against their subjects during revolutions​

Tired of having to support your subject in a revolution when they get into their Communist phase despite you being a staunch defender of the sanctity of the free market? In 1.7 you’ll be able to support the revolutionary side instead. If you do, when the war breaks out it will make the revolutionary country your subject instead and you can then fight the war and go on as usual.

Come on, Norway. You knew all too well this was going to happen when you tried to pass State Atheism. I’m done.
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See? Look what you made me do. Now I have to fight Prussia while siding with the Devout!
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Unidirectional Truces​

Another requested feature that is coming with 1.7 is the support for unidirectional truces that only prevents one side from starting fights with the other. Unidirectional truces will, at least for now, only be applied after breaking a Guarantee Independence pact and after changing the autonomy of subjects, but let us know if you have any suggestions for other cool places we could use them in.

Well, that didn’t last long. Good thing Europe is at peace and wars are a thing of the past… Right?
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Subjects can turn against overlord at high enough liberty desire​

With the coming update, at high enough liberty desire levels, a subject might offer to support your enemies in exchange for their support in getting independence from you or simply raising your subject’s autonomy.

Make sure to keep your subjects happy. The treacherous ones might decide to backstab you.
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Auto-downsizing for Privately owned buildings​

Privately-owned Buildings that are not able to fill all their vacancies will in 1.7 start downsizing on their own under certain conditions. If it becomes relevant, the building will issue a warning that it intends to downsize in 12 months, unless conditions get better. If it starts downsizing it will remove levels one at a time until the number of employees better matches its output and profit potentials.

Finally something is being done about all those abandoned buildings all over the place. Maybe we can clean it up and repurpose old industrial areas into parks or something.
119_13.png

New Character Outfits​

We have also added a few more character clothing options. In particular I really like these late game military British and French outfits!

This guy is exactly how I imagine an innocent British lord in the 1800s going on their first field trip to the colonies would look like. “Blimey lads, they have us surrounded!”
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This one on the other hand looks like he has some serious bad blood with someone (probably the Prussians)
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Nobody expects the Spanish Inquisition! (also look at this guy’s style! I want a hat like that)
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New Companies​

We have a number of new companies coming for Sphere of Influence owners! Here’s some of my favorite ones:
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In addition to these, the following companies will also be introduced with Sphere of Influence:
  • Perskhlopok
  • Persshelk
  • Šerkat-e Eslāmiya
  • West Ural Petroleum Company, Limited
  • Kirgizian Mining [Joint Stock] Company
  • Moscow Irrigation Company
  • Tashkent Railroad
  • MM. Nicolas Portalis et Cie.
  • Anglo-Persian Oil Company

The following companies will be available for all players as part of the 1.7 free update:
  • Iranian State Railway
  • Šerkat-e Etteḥādīya-ye Welāyat-e Šemālī
  • Bongāh-e Enḥeṣār-e Ṣāderāt-e Taryāk
  • Arthur Guinness Son & Co. Ltd
  • Oriental Development Company
  • Turkish Petroleum Company


That’s all for now! Hope you enjoyed this smörgåsbord of assorted changes coming soon. Next week Vicka will be telling you more about modding in 1.7!
 
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will there be an update to ai?

cool new features btw, adds a lot of depth, the secondary wargoals for allies is massive and is going to make it much easier to want to participate in allied wars.
With all updates we're always looking at improvements we can make to the AI in different ways. It's just that it's often "we made the AI consider this edge case a bit more when trying to do X", which generally doesn't make for very exciting dev diaries. If it's something the community would like to see we could look into writing a DD or something focused on how our AI system works at some point though :)

Any chance to sneak in the history of wages in buildings as well as immigration/emigration on a national level instead of having to look it up state by state?
Wage history on buildings is tough because when you're looking at ~10-20k buildings and say one data point per month, that leads to a lot of data to be stored which increases technical requirements and processing and so on. We could look into something more simplified like just if it's been trending up or down or so though.
As for migration on a national level, I feel you. It's not entirely trivial as we'd need to handle the sum of the values from different states properly to give meaningful data (not double up on numbers, consider different edge cases of national, market and mass migrations, etc) but I think it would be a cool metric to see for sure.

Neat!

So I suppose there is no way to prevent intra-country migration now? Maybe Serfdom could do that, or the discrimination laws?

When declaring a new war while already having started one, will your allies still join you?
Correct. Well, at least in the usual sense. Isolated states due to low infrastructure or no port connection will still not receive migration, but generally, yes, there is no proper way of stopping national migration. A lot of suggestions mention Serfdom and it's something we've discussed a fair bit internally as well, so we're definitely looking into it! Don't think we'll be able to have it for 1.7 though.

Does this only guarantee support if the attacker is limiting the target's independence? If I'm guaranteeing somebody's independence and someone else just wants to open their market am I called in to defend?
It applies to any wars targeting the guaranteed country! It works the same as a defensive pact essentially. If a war starts against the guaranteed country, they're able to call any countries guaranteeing them to support them.

A couple of questions about how multiple wars work.
Can other nations do diplomatic play on you while you are on a diplo play or already at war with someone else?
Can other nations join already ongoing wars?
Other nations can start plays on you while you're in a play yourself, yes. (that's also the case on the current version of the game)
You can't join ongoing wars (outside of Violate Sovereignty and a few scripted cases)

Can we modders add new map color modes to Vichy3, just like some mods of CK3?
Not sure exactly what you mean, but you can change the color and textures used to some degree and a few more settings depending on map mode, but you can't make entirely new map modes as the data needs to be gathered and processed in code.
 
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Mein Gott, this 'Central Lithuania'/Vilnius state looks horrible and isn't even historically accurate part of Lithuania owned by Poland during the inter war peroid. If you can't make this state smaller but nicer (which would be a bad argument, just look at Bermudas or Malta), just transfer Vilnius to nearby Polesie state, or - my personnal favourite - just make a new state in the region by carving up provinces from nearby states. This would fix the problem of non-historical Polish border, plus create a good compromise. As fr people saying Lithuania can't get her natural borders this way: Lithuania didn't even own it during the time of the game, unlike Poland.
 

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When it comes to allies adding war goals, it sounds awesome, but one situation I can already see annoying me is an ally adding some awful war goal that neither I nor they could ever achieve, thus bricking my war potentially. Not sure how exactly to fix it, but maybe the war leader should have to approve the war goal? Or perhaps a nation could capitulate to one of its enemies, so that I as the war leader can get what I want without having to hunt down some random other war goal. Otherwise, all these changes look amazing, thanks!
 
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With all updates we're always looking at improvements we can make to the AI in different ways. It's just that it's often "we made the AI consider this edge case a bit more when trying to do X", which generally doesn't make for very exciting dev diaries. If it's something the community would like to see we could look into writing a DD or something focused on how our AI system works at some point though :)
I would love to see an AI dev diary, especially on what are major changes from past implementations. The more nitty-gritty the details, the better.
 
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View attachment 1140166

Hello fellow Victorians, and happy Thursday!
Alex here and it’s my turn to bring you another exciting update on what’s coming with 1.7. This time I’ve been tasked with showing you a selection of certified Cool™ things we’re doing that didn’t really fit in other Dev Diaries. This will be a lot like the proverbial box of chocolates, you never know what you are going to get next!

Religion and Culture map modes​

In case you missed it, a few Dev Diaries ago we mentioned in passing that we now have a new highly requested map mode that shows you what religion the Pops in different states follow. This new mapmode functions similarly to the Culture map mode you are already familiar with.

Additionally, while implementing the religion map mode we also took the opportunity to upgrade both of these map modes so they now show if there are significant cultural or religious minorities in those states. The way it works is that, apart from the largest culture or religion, if a second culture’s or religion’s relative population is above a certain threshold, we blend the colors weighted by that relative population. Up to three cultures or religions can be represented this way, each with separate thresholds for each of the map modes. These thresholds are completely moddable and if you just prefer the old look, you can easily revert back to it.

Being able to see the clear divide between Protestants and Catholics in Europe really hits different!
View attachment 1140168

The new upgraded cultural map mode does a much better job at showcasing all the different cultures in Brazil. I like how you can see the lavender haze shifting in tones between the different Northeastern states as the game progresses.
View attachment 1140169

National Migration​

For a long time you have all been talking about how it’s awkward that your migration laws also prevent your pops from migrating inside your country, rather than only restricting it when moving out. With 1.7 this will change!

Migration laws will no longer prevent pops moving between states in your country. Instead, your migration laws will only prevent pops from moving out of or into your country, be it through mass migrations or through regular market migration from other countries within your market or power bloc.

These are the 22 laws Japan starts with. Closed Borders and Isolationism in particular make Japan a fairly unique starting country in how isolated they are. Previously this meant no inter-state migration could happen, which severely limited your growth opportunities.
View attachment 1140170

Starting with 1.7 that won’t be a problem anymore as countries with Closed Borders will allow their own pops to migrate between their states, while still being closed to the outside.
View attachment 1140171

Support and Guarantee Independence pacts​

As part of our changes to subject mechanics we’ve also introduced two new diplomatic pacts:
  • Support Independence
  • Guarantee Independence

As you might imagine, they allow you to signal to a country that you will side with them in a potential war for their independence. Guarantee Independence works essentially as a one-sided defensive pact letting you support a country if they were to be attacked, while Support Independence is for countries that are not currently independent. One particularly cool aspect of this is that subjects can now support the independence of other subjects of the same overlord, potentially leading to a big war for joint independence.

An Indian-Canadian alliance might be somewhat unexpected, but I can appreciate the enthusiasm to stop being under British rule. So long, London!
View attachment 1140172

Must feel reassuring for Belgium to be Guaranteed by Britain, France and Prussia. You have to wonder what it will mean for the development of Europe. I’m sure it will last.
View attachment 1140173

Multiple Active Wars​

Another highly requested feature! For a long time you’ve been asking for this and now we were finally able to do it. In the current version of the game you can’t initiate a war if you already have another war in progress. Starting in 1.7, you will be able to initiate as many simultaneous wars as you want. You still need to wait for each diplomatic play to progress to war before starting another one, but other than that if you wish to wage war against the whole world, you’re free to do so.

Pictured: France thinking they can take on Spain while already fighting Prussia (notice the widget at the top). What year do they think it is? 1808? Maybe it’s time for another coalition. Paris is lovely this time of year.
View attachment 1140174

Calling an Ally now gives them a war goal of their choosing​

In 1.7 calling an ally will now let that ally pick a war goal of their own. This is done through the regular Add War Goal interface and adds it as a secondary demand. This war goal is subject to a maneuvers limit, but doesn’t cost maneuvers for the war leader.

Of course, now they want help. Maybe don’t start wars you can’t win. I guess we can help for the right price, but this is the last time.
View attachment 1140175

Overlords can now side against their subjects during revolutions​

Tired of having to support your subject in a revolution when they get into their Communist phase despite you being a staunch defender of the sanctity of the free market? In 1.7 you’ll be able to support the revolutionary side instead. If you do, when the war breaks out it will make the revolutionary country your subject instead and you can then fight the war and go on as usual.

Come on, Norway. You knew all too well this was going to happen when you tried to pass State Atheism. I’m done.
View attachment 1140176

See? Look what you made me do. Now I have to fight Prussia while siding with the Devout!
View attachment 1140177

Unidirectional Truces​

Another requested feature that is coming with 1.7 is the support for unidirectional truces that only prevents one side from starting fights with the other. Unidirectional truces will, at least for now, only be applied after breaking a Guarantee Independence pact and after changing the autonomy of subjects, but let us know if you have any suggestions for other cool places we could use them in.

Well, that didn’t last long. Good thing Europe is at peace and wars are a thing of the past… Right?
View attachment 1140178

Subjects can turn against overlord at high enough liberty desire​

With the coming update, at high enough liberty desire levels, a subject might offer to support your enemies in exchange for their support in getting independence from you or simply raising your subject’s autonomy.

Make sure to keep your subjects happy. The treacherous ones might decide to backstab you.
View attachment 1140179

Auto-downsizing for Privately owned buildings​

Privately-owned Buildings that are not able to fill all their vacancies will in 1.7 start downsizing on their own under certain conditions. If it becomes relevant, the building will issue a warning that it intends to downsize in 12 months, unless conditions get better. If it starts downsizing it will remove levels one at a time until the number of employees better matches its output and profit potentials.

Finally something is being done about all those abandoned buildings all over the place. Maybe we can clean it up and repurpose old industrial areas into parks or something.
View attachment 1140180

New Character Outfits​

We have also added a few more character clothing options. In particular I really like these late game military British and French outfits!

This guy is exactly how I imagine an innocent British lord in the 1800s going on their first field trip to the colonies would look like. “Blimey lads, they have us surrounded!”
View attachment 1140181

This one on the other hand looks like he has some serious bad blood with someone (probably the Prussians)
View attachment 1140182

Nobody expects the Spanish Inquisition! (also look at this guy’s style! I want a hat like that)
View attachment 1140184

New Companies​

We have a number of new companies coming for Sphere of Influence owners! Here’s some of my favorite ones:

In addition to these, the following companies will also be introduced with Sphere of Influence:
  • Perskhlopok
  • Persshelk
  • Šerkat-e Eslāmiya
  • West Ural Petroleum Company, Limited
  • Kirgizian Mining [Joint Stock] Company
  • Moscow Irrigation Company
  • Tashkent Railroad
  • MM. Nicolas Portalis et Cie.
  • Anglo-Persian Oil Company

The following companies will be available for all players as part of the 1.7 free update:
  • Iranian State Railway
  • Šerkat-e Etteḥādīya-ye Welāyat-e Šemālī
  • Bongāh-e Enḥeṣār-e Ṣāderāt-e Taryāk
  • Arthur Guinness Son & Co. Ltd
  • Oriental Development Company
  • Turkish Petroleum Company


That’s all for now! Hope you enjoyed this smörgåsbord of assorted changes coming soon. Next week Vicka will be telling you more about modding in 1.7!
Will we have new 3D models for military unit dioramas? (more diverse, national uniform, tank (st. chamon ^^), tropical or winter uniform) it would be great to be able to get this kind of cosmetics (obviously I would be willing to pay for it)
 
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When it comes to allies adding war goals, it sounds awesome, but one situation I can already see annoying me is an ally adding some awful war goal that neither I nor they could ever achieve, thus bricking my war potentially. Not sure how exactly to fix it, but maybe the war leader should have to approve the war goal? Or perhaps a nation could capitulate to one of its enemies, so that I as the war leader can get what I want without having to hunt down some random other war goal. Otherwise, all these changes look amazing, thanks!
Yes, the war leader should be able to reject an ally's requested war goal, at the cost of not getting that ally's support and perhaps a relations hit.
 
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Wage history on buildings is tough because when you're looking at ~10-20k buildings and say one data point per month, that leads to a lot of data to be stored which increases technical requirements and processing and so on. We could look into something more simplified like just if it's been trending up or down or so though.
As for migration on a national level, I feel you. It's not entirely trivial as we'd need to handle the sum of the values from different states properly to give meaningful data (not double up on numbers, consider different edge cases of national, market and mass migrations, etc) but I think it would be a cool metric to see for sure.

A triangle or a line showing wage growth, stagnation, or decline of wages could be enough if wage history might be too processor heavy.
 
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Okay, first time I'm hearing internal migration wasn't allowed under closed borders and no migration laws.
 
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With all updates we're always looking at improvements we can make to the AI in different ways. It's just that it's often "we made the AI consider this edge case a bit more when trying to do X", which generally doesn't make for very exciting dev diaries. If it's something the community would like to see we could look into writing a DD or something focused on how our AI system works at some point though :)
Yes please. Maybe add something like:
* pitfall that the IA used to fall into, that no longer do
* goofy situation that a new feature created before AI adjustment or when you've implemented it the first time
 
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Will the AI be less likely to annex random provinces in other nations now that they can just invest their money there? If they still annex random areas it would make sense to not have culturally discriminated pops move around your nation or to have a law for it. It does seem like the new systems for subjects make it necessary to let nations spin off any region they annex into a "crown colony" or similar, since they can build buildings in those provinces now.
 
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@Alexhesse

Also moving forward, will there be any use for a Gini coefficient to see wealth distribution between pops at a superficial level and a Lorenz curvature to see how land is distributed between population? Land rights have historically been an indicator of a successful middle class. Land can be sold, traded, or mortgaged for money so that people can invest in themselves and in their future.
 
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Yes please. Maybe add something like:
* pitfall that the IA used to fall into, that no longer do
* goofy situation that a new feature created before AI adjustment or when you've implemented it the first time

Prussia often annexes Tyrol instead of focusing on uniting Germany.
 
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"Privately-owned Buildings that are not able to fill all their vacancies will in 1.7 start downsizing on their own under certain conditions. If it becomes relevant, the building will issue a warning that it intends to downsize in 12 months, unless conditions get better."
This seems like it could death spiral really easily in civil wars and market changes. Economic downturns don't tend to literally destroy a nation's capital stock.

Could you add some companies that fit certain other ideological conditions like soviet factory collectives or religious co ops in Europe?
 
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Very nice changes! I'm very interested especially about the diplomatic improvement. Lot more depth than before.
I have a question: in a past dev diary you mentioned something about a rework of legitimacy's government, to improve and make it more interesting. Any chance to have that with 1.7?
 
Great changes all around!

Extremely minor nitpick: consider calling them "unilateral" rather than "unidirectional" truces. It feels a little more thematic; "bilateral" and "multilateral" are commonly used to describe diplomatic or trade agreements. But mostly "unidirectional" just feels like a made-up word.
 
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@Alexhesse

Also moving forward, will there be any use for a Gini coefficient to see wealth distribution between pops at a superficial level and a Lorenz curvature to see how land is distributed between population? Land rights have historically been an indicator of a successful middle class. Land can be sold, traded, or mortgaged for money so that people can invest in themselves and in their future.
I would love a breakdown of wealth between the different class tiers and the individual classes (the game doesn't seem to want to give you too much information about specific social classes sometimes, you can't click on them like you can cultures), and the proportion of your GDP that is in manufacturing, agriculture, subsistence agriculture, etc. And as much as I like the census view, the fact that it takes up the whole screen means you have to pause the game and so I use it a lot less.
 
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A bit pedantic, but the French late uniform's trousers should be the same colour as the top. Red trousers were officially discarded with the "horizon blue" uniform and not reintroduced (but only as a full dress uniform) until 1931.
 
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