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Victoria 3 - Dev Diary #123 - Sphere of Influence Post-Release Thoughts

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Hello and welcome to another Victoria 3 Dev Diary, coming hot on the heels of Update 1.7 and the Sphere of Influence expansion. Today’s Dev Diary will be a pretty short one, focusing on our thoughts around the release and our plans for the immediate aftermath. We will be following this up with a proper roadmap update next week.

As far as thoughts on the release go, I can definitely say that we consider this release to be a very successful one, and are very happy to see how much you, the players, seem to be enjoying the changes and additions we’ve made to the game. The Building Ownership Revision in particular is something we have spent a massive amount of time and effort to first implement and then tweak and polish, and it’s very satisfying to get to read all the feedback and discussions around it, now that you get to try it out for yourselves.

When we announced the delay of 1.7/SoI, we did so because we wanted to use the extra time to focus on the quality of the release, and this is precisely what we did. We were able to use the extra time to polish and balance the new features, improve the AI, improve performance and of course fix a lot of bugs. In hindsight I can absolutely say that this was the correct decision and that I am very proud of what the team managed to accomplish in the extra time we were given.

The 1.7 performance improvements in particular is an area where I know a bunch of you have expressed surprise that we didn’t really talk about it much before release. The reason we didn’t is that the ‘real’ impact of such improvements are actually really tricky to measure until they ‘make contact’ with the playerbase, so to speak. We’ve had internal metrics which showed us that 1.7 was substantially faster than 1.6, but those metrics were collected on a limited number of hardware setups, and we wouldn’t really know how it would shake out on the thousands upon thousands of different hardware configurations that are out there until you actually got to try it.

Fortunately, as far we can tell, the overwhelming majority of players are in fact experiencing considerably improved performance in 1.7, which honestly is near the very top of things that I am personally most happy about regarding this release. Getting there was by no means a straightforward process, as 1.7 introduced numerous new performance challenges, not the least was the addition of AI construction calculations for foreign investment. So how did we do it? Well, the modifier rework we mentioned in Dev Diary #120 was probably the single biggest individual contributor, but it was actually the result of dozens upon dozens of improvements coming from across the team. A few examples, in no particular order:
  • The AI spending system was rewritten to be much smarter about which data was updated and when those updates were actually needed
  • The design team made numerous changes to events and other parts of the script which were running slowly
  • Improvements were made to market updates to avoid unnecessarily frequent updates of pricing data
  • Employment was made much more performant by eliminating ‘rounding errors’ in the hiring logic that resulted in numerous insignificant employment changes
  • The programmers expanded the use of smart caching and multithreading pretty much across the entire game. Military graphics and other map graphics were also heavily optimized.

However, with all that said, a release of this size and complexity will always bring with it some bugs and balance issues that we weren’t able to discover and fix in time and which are now our top priority to address. When you are reading this, hotfix 1.7.1 should already have dropped as of a couple hours ago, and we are planning to follow it up with at least one more hotfix, tentatively planned to release early next week, and I’ll wrap up this dev diary by listing a few select fixes that 1.7.2 will contain:
  • Substantial improvements (through AI improvements and balance tweaks) to the AI’s ability to execute on historical and historically plausible outcomes, particularly in nation-forming and ability to pursue Journal Entries such as the Meiji Restoration and Tanzimat Reforms
  • Setup improvements to relations and AI attitudes to more closely match history
  • More aggressive colonial AI, particularly for late-game land grabbing in Africa
  • Making it harder to get reparations by occupying insignificant colonies
  • Fix for poor building browser performance when using scrollbar
  • Improved leverage UX
  • Allowing Unrecognized Major Powers to form Power Blocs
  • Balancing the Great Game to be less biased towards Britain

The above is of course NOT an exhaustive list, and we are not ruling out additional hotfixes after 1.7.2 if needed - while I think we released 1.7 in a good shape, we still want to ensure that any significant new bugs and balance issues are dealt with as speedily as possible. For this reason a part of the team (myself included) will continue working for a few weeks into July (taking our vacations later in the year instead), so that we maintain the capacity to release fixes as needed.

That’s all for today, but you’ll be seeing me again next week as I make the customary roadmap update and tell you about some of what we have in store for 1.8, 1.9 and beyond. See you then!
 
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This post has been reserved for developer replies!

Since this dev diary was written, several more high profile issues have been identified that will be fixed for 1.7.2 and which I feel are worth mentioning (once again though, this is not an exhaustive list! There are many more fixes that aren't in either of the two lists posted coming for 1.7.2):

  • Ensuring Persia/Afghanistan can properly win the Great Game
  • Adjust Pacification of the Steppes to be more reasonable in its difficulty
  • Fixing issues with the AI not building up its military correctly
  • Fixing the issue where Treaty Ports sometimes stop functioning
  • Fixing another case where autonomous investment overbuilds too much of the same building in a single state
  • Fixed the issues with released countries not having properly initialized AI/investment AI and sometimes not becoming a subject when released as subject
Thanks for dev team's efforts. Can or Will be there a "subsidize only state-owned buildings"? The autonomous investment find them very profitable i guess, they keep building them. I looked away for a second and find out i was paying 50k weekly to 38 Military Shipyards in single state because after i build one they started to focus on there and milk nation's budget. (just like real life lol)
That's a good idea. I'll look into how difficult it would be to add.



1.7.2 sounds amazing. Even better than 1.7.1 which was great. Any AI tweaks incoming to cut down on the sway-puppeting? Seems like everyone’s way too willing to give up their sovereignty.
I can look into it - do you have any clear example cases? The AI should be a lot more reluctant to accept big sways in 1.7 unless under severe threat so it something must've gone wrong.


Regarding nationalization of more than one building at once, it's a lot more complex than marking several buildings for privatization due to the additional consequences and options involved when nationalizing buildings, which is why it was not available on release.

However, we have begun work on a "bulk nationalization" feature to make this process easier as we recognize it's tedious, especially for larger countries. We can't comment on when it will be released yet since we're not very far into the development process, but as soon as it's ready and tested we'll let you know when you can get your hands on it!

If there's going to be more changes to the Great Game content, has anyone raised the issue of the Persian options towards Turkmenia being a bit strange? Namely:

1. As Persia, if you take the event-based option to go into Turkmenia it is extremely expensive (cost also scales with GDP) in exchange for passing a single law and giving a fairly short duration colonisation buff. Having tried this once, it feels like it's probably better to not take the event.

2. There's currently no way for Persia to get claims on Turkmenia and the surrounding states; the "conquest of Herat" route very specificially excludes all of the states which have any uncolonised land. This would be fine, except that Russia does get claims on those states via its own JEs... which totally block out Persia from being able to colonise. It definitely feels like there should be some way around this which isn't just beating Russia in a straight fight to get it to revoke claims.

My initial reaction to this would be to suggest that taking the JE to push Persia into Turkmenia could simply give claims as well, which would certainly make it more worth taking the fairly hefty financial hit.

Click to expand...
This is being looked at for 1.7.2.


Hi Wizz and dev team,

Thank you so much for the support and for taking time off your holiday to fix the game, unlike other developers. We are really grateful as gamers that u are for it immensely to forgo holidays for the time being to ensure we have the best game. It’s greatly appreciated.

I just have a Q: on Generalist Gaming channel, he noted that there is a bug with the LF economic system: ur still receiving gov dividends instead of your t al being reinvested

Also, would it be possible to update the UI somehow so in the Budget screen, we know where all the money from our foreign investments is vs locally, so we know how we are making our money?

Click to expand...
The dividends bug will be fixed in 1.7.2.
 
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Since this dev diary was written, several more high profile issues have been identified that will be fixed for 1.7.2 and which I feel are worth mentioning (once again though, this is not an exhaustive list! There are many more fixes that aren't in either of the two lists posted coming for 1.7.2):
  • Ensuring Persia/Afghanistan can properly win the Great Game
  • Adjust Pacification of the Steppes to be more reasonable in its difficulty
  • Fixing issues with the AI not building up its military correctly
  • Fixing the issue where Treaty Ports sometimes stop functioning
  • Fixing another case where autonomous investment overbuilds too much of the same building in a single state
  • Fixed the issues with released countries not having properly initialized AI/investment AI and sometimes not becoming a subject when released as subject
 
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Well done guys! Hope in the future the team continues to not be afraid to and is able to take extra time needed to make their work the best it can be.
 
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Sphere of Influence and 1.7 have been an absolute delight. I'm glad that it's been very successful. A much deserved win for the Vic3 team.

One thing I'd like to see in future patches is more customization options for Power Blocs, like the option to have special clothing or not, so we don't have to see our leaders dressed like they are going to graduation with advanced research III. Or the option to choose the PB map mode color different from the Emblem's primary color, so that I can keep my British Empire red on the map instead of turning blue because I didn't change the primary color while customizing.
 
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Great fixes! Have you also considered partially revising the changes made to lowering subject autonomy? I don't see why we need to lower their liberty desire to be able to make the demand, and then have to still fight a war over it. Ideally I think they would both be options: We could choose to lower liberty desire (possibly to an even stricter threshold) and peacefully lower it without infamy; or choose to demand it anyway and start a war (with perhaps even higher infamy than currently, and higher ai weight for other countries to join on their side). I feel that would both give us more options, and force us to make harder choices.
 
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One of the biggest performance problems in 1.7 is the construction interaction panel from which you build all your buildings from. Do you think that it will be possible to optimize it because it lags a lot when I open it especially when I try to build railways as Great Britain. Firstly I would love it if the default option only showed domestic opportunities and secondly it would be nice if the settings you choose actually remain there even if you restart the game. There is also a problem with the domestic setting. Sometimes if I select it and then close the menu to then open it again, it breaks and shows me foreign buildings as well. Anyways, nice DD and looking forward to the roadmap next week!
 
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The performance improvements have made the game much more playable, especially in the later stages. The bad thing about bad performance is that you can't even enjoy the full campaign because it just slogs at the end, so you're basically always missing out on 30% of gameplay/game each campaign.

That said, I'd like and appreciate if performance improvements could still be somewhere at the top when considering what to do in the future with the game. More performance, I believe, should always lead to more engagement, replayability and player retention.
 
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Congrats on the update! It’s been a major improvement and I’ve been really happy with the design changes overall.

  • Fixing issues with the AI not building up its military correctly
I don’t suppose there’s any way we get this one as an intermediate hotfix/instructions on making a user side mod for this before 1.7.2?
 
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Adjust Pacification of the Steppes to be more reasonable in its difficulty
Honestly, I played as Russia and while it was basically impossible to achieve what the je requires in time, failing the je is also fun and interesting and doesn't really result in a negative outcome for Russia (I think actually it may be better, but I haven't completed it the normal way so idk).
Maybe rewriting would be the better option, adding the possibilities of either peacefully integrating your vassals or suppressing them with military might, which then triggers the Last Kahn event and spawns Kazakhstan (which again imo is pretty cool and would be a shame if it ended up hidden away behind the faliure to complete a rebalanced/easier je).
 
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I plan to start a new game to test the expansion/patch. I am really happy to see the direction the game is taking, and I am glad the team decided to listen to the player base. Thank you!

When is 1.7.2 scheduled to be released? Before PDX summer break or in the fall? (i.e., I don't mind waiting a few weeks for 1.7.2, but I would start now if it won't come before the fall).
 
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Thanks for dev team's efforts. Can or Will be there a "subsidize only state-owned buildings"? The autonomous investment find them very profitable i guess, they keep building them. I looked away for a second and find out i was paying 50k weekly to 38 Military Shipyards in single state because after i build one they started to focus on there and milk nation's budget. (just like real life lol)
 
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