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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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Congratulations.

Really, not only this dlc, but it is kind of a first time when you released something tied to this game, that is not mostly negative. Even if there are bugfixes after this update, this operation was mostly successful and positive, you can take your vacances, you deserved them for this one :D

What I, and many ohers hope to hear next week for the roadmap is:

-Continuation if combat system imporvement/rework
-Optimization of multiplayer
-Naval combat rework
-Diplomatic-war system rework (able to join wars and add wargoals.. etc...)
-More performance improvements (gotta optimize the game still)

Let's see how many of these issues will be touched.

Thanks.
 
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A few things:

I found that AI Russia kept hoarding gold past it's limit and spamming PB statues in the early game. Is that intended behavior?

Is there a reason why construction queues take up about half the page instead of the entire page?

Is there any way to selectively assign production methods to the same building type inside different states concurrently from the building registry? I like the filter utility but I think checkboxes would work well with this.

Speaking of registries, in what order are objects in building and state filters organized in? Why not in alphabetical order?

It seems the Power Bloc and Diplomacy tabs have the same hotkey (F6)

There's probably more things that i forgot but these were the most pressing for me
 
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Since command economy got significantly nerfed last patch, Laisser-faire has become a no brainer. It has all the pros without any downsides. In reality, unregulated LF causes (and in vicky’s timeframe) caused massive distortions of competition with implications to market, economy, society and politics. Currently this is in no way represented.

Another aspect that is in no way represented is offshoring of wealth, both legal and illegal, in which usually the upper strata engage. It is effectively a withdrawal of money from the economic cycle of the originating nation, yet ingame upper strata pops are basically indefinitely investing excess wealth into increasing their sol and also tax waste through tax evasion is in no way represented.

This results in a direct nerf to command economy for which incomprehensible negative modifiers are applied that effectively delete money from the national economic cycle (it’s not even redirected to the pockets of pops to model corruption etc but actually deleted), and also an indirect nerf by not applying any negative modifiers especially to Laisser-faire and to a lesser degree to interventionalism.

When will this be addressed?
 
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The delay clearly helped the stability of this update. I hope that you'll just take entire period of this update's development (including delay) and just make it standart, i think it'll be benefitial for updates that will come. Just please remember that optimisation and stability of the game should be on the same level of priority as the new stuff that you add and adjust. Not all people have powerfull machines and I belive most are still using integrated videocard in processors, so if optimisation and stability will not be adjusted for low end systems, people would stop playing the game that is unbearable to play (Which happened with me and CK3, as optimisation there is horrendous rn).
 
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.
This is being looked at for 1.7.2.
 
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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?
The dividends bug will be fixed in 1.7.2.
 
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Why do <20% full subsistence farms double, and sometimes quadruple peasant wages over multiple years?
This destroys manors, that rely on subsistence farms as main form of income.
Those wages for peasants are insignificant - most of income comes through subsistence output and dependents for them.

I reported this bug on forums.
 
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The passion and authenticity of your team gives me and Vic3's user base a lot of trust and credibility!

I hope you can build on this achievement in the future, inserting additional content as appropriate, while blending it with better performance! Thank you!
 
I just noticed that the split PM icon now appears even if all the PMs the player can switch are aligned towards that PM. Not sure if it was intentional, but it's not good.
 
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Best Pdx release in a long time. Great moves.
 
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Nobles and capitalists who only receive dividends will not be levied poll tax and income tax. Is this intentional or a bug? If it was intentional, I think it's wrong.
 
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Perhaps a really minor idea, but since we have great powers who almost always will try to form blocs (like France), could you give their potential blocs custom names, flags an icons? It would make sense at least for the starting GPs and Qing

Also, congrats on the great release!
 
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Big thank you to the whole team! SoI and 1.7 are amazing, well done!

A suggestion I have - would it be possible to add an average wage mapmode?

Since dividends and building employment do not stay in the same state anymore, it would be a nice way of visualizing the success of local manor houses and financial districts since these do not affect GDP locally but bring in lots of money for the employed pops.
 
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Thank you for the fast and good update.
There are plans to add force nationalitation on war goal selection in a diplomatic play?
I can start by demanding it but not adding it later.
 
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!
tbh you could just add an autoclick option like in mobile games where if you hold the button it autoclicks it. So if you got like 50 you hold it and it nationalizes 1... 2... 3.. 4. 5 6 78910 and so on until it reaches the maximum.