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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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Now that the modifier tick has been fixed, do you think substential performance remain to be gained ? If yes could you give a rough estimate of what you expect or believe to be possible (in terms of performance improvement) ?

In 1.7, the very late game is now kinda playable, but far from enjoyable. Which is a shame because it blocks the enjoyment of everything the player has been working for the last 80 in-game years.

I understand that V3 is a computation heavy game and that, at the end of the day, the computation must be done. I truly believe the last 20 years has the potential to be the funiest part of a campaign, but it's currently not the case, mostly because of performance.

and this is without taking into account that the new content that will be added over the next 3 years will probably slow down the game more.
 
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This is great! I'm really looking forward to digging deep into the update over the weekend.

From some quick peeks at the game, might I suggest two tweaks:
- Political lobbies seem to have increased aggression and lots of these wars over insignificant/unrecognized countries. Can the base weighting to join a diplo play significantly downweight the likelihood of joining on the side of insignificant powers? E.g., every time France tries to conquer Algeria, another great power always intervenes on Ait Abbas or Mascara's behalf.
- Can the probability of Qingsplosion be reduced? Not sure what's causing it, but I ran a few observer matches in the background and the Qing consistently imploded. This also led to all the individual countries having basically no military. Maybe it could work a bit better if the constituent countries aspired to reunify, which never seems to happen.
 
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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!
 
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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?
 
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I'm having a great time with Sphere of Influence! All the new features have been really fun to experiment with.

One thing I found slightly odd upon playing for the first time was France not starting with its own power bloc. They're the only AI nation I noticed consistently forming a new one soon into the game, and it's not as though they weren't historically at odds with all the others currently featured.

Does the team see any room for more power blocs at game start for France and possibly other nations in future updates?
 
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.
When I was playing as Persia I was constantly getting subjects as a sway by helping in a civil war that they didn't really need that much help with. I can understand becoming a subject when they were attacked by Russia or EIC, but not an easy to win civil war.
 
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Without any more insight than an hour of play, I would want to say that I think the method of deleting money when a building is government-run is rather cheap, and I would much rather see an increase in bureaucracy than deleting money from dividends. As it is, it's too much of a railroad into Laissez-faire to have the most income.
 
I'm having a great time with Sphere of Influence! All the new features have been really fun to experiment with.

One thing I found slightly odd upon playing for the first time was France not starting with its own power bloc. They're the only AI nation I noticed consistently forming a new one soon into the game, and it's not as though they weren't historically at odds with all the others currently featured.

Does the team see any room for more power blocs at game start for France and possibly other nations in future updates?
Seeing as unrecognized power blocs have now been implemented could China get its own portraying the tributary system?
 
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This release was really successful, I feel the current game now really do justice to its ideas.
I'm excited to see what's next, if I could suggest something:
* maybe there should be some help to steer players from going in a downward political spiral (either by guiding decision or some gameplay to stabilize the country)
* I feel the maritime war gameplay could be improved, it's a bit frustrating being raided all your convoy from the other side of the world, not understanding why you lost a battle or having your naval invasion being stuck by small fleets.
Not sure what's needs to be done to solve these, but that's my current pain points.
 
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Can you make it so that financial districts actually purchase buildings that are being privatised, I have had buildings up for privatization for over 10 years and nothing has been sold, I have financial districts but they are no expanding.
 
It's an amazing DLC and update in general and the game went from good to great ! Thanks for your work and I'm eager to learn more about what's coming next
 
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Well done on the expansion and update.
I particularly love the ownership changes and performance updates.

However I want to say the performance still isn't ideal, at least for me. It's much better and I love that you're working on it, but I want to make sure it doesn't fall away as a priority
 
Can you make it so that financial districts actually purchase buildings that are being privatised, I have had buildings up for privatization for over 10 years and nothing has been sold, I have financial districts but they are no expanding.
Does your investment pool have capital lying around? I’ve been able to privatize over time.
 
Could you make some changes to the Sikh Empire? Such as changing the capital to Lahore? Or Changing the flag to a more realistic one? Even changing the provences to go along the Sutlej? Any of these would be great.
 
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!
Are there any plans to allow for selective nationalization. For instance the ability to nationalize foreign owned buildings only?