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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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Hello, paradox. Please ban enclaves. it looks just terrible. Why did you even do that? what was the point? even turning a blind eye to the fact that Prussia is eating Austria, instead of creating a normal Germany.
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Also, in the Russian localization, the society between Hungary and Austria-Hungary looks strange. it sounds like a Hungarian-Austrian-Hungarian society. in adjectives, maybe we should exclude Austro-Hungarian and just make it Austrian?


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thank you for reading
 
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I have observed that in the current version of the game, the AI does not really build up a military thus making wars pretty easy, even in the end game as 3rd world country. For example US only having 15 troops + 60 in reserve (400mil GPD) and Italy having 30 troops (125mil GDP).
 
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This is, sadly, a known bug.

I want to express that the content of the dlc and the patch is amazing. Exactly a lot of the things Victoria3 needed, in my opinion. Looking forward to the future. I finally feel, that this is a game i want to sink hundreds of hours into. Well done.

However, that, once again, a bug of such magnitude concerning one of the essential core game mechanics, made it into the release version is disappointing and worrisome.

Now, i know that game development is complex. And the most unexpected bugs can appear in the most unexpected areas.

But this could have been spotted by observing a game for a few years and comparing starting armies to the armies at year xy. Something which, imho, should be done in a game like victoria3 in which small changes to the price of some good or whatever might massively affect the military.
 
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Please make it possible to ban the construction of certain industries and infrastructure by the private sector. For example, I want to take the entire railway network under state control, as is the case in Germany and Russia, which have an incredibly small percentage of private roads allowed within the limits established by the state. But I can't do this! The private sector begins rampant construction of railways, the nationalization of which radicalizes everyone. I want to have the possibility of a state monopoly on the construction of railways, or a flexible opportunity to limit their construction by capitalists, maybe even selectively by region. But please come up with something! The same applies to the military sector which I also want to have purely government owned power plants to provide cheap electricity that is not dependent on the whims of the private sector.
It just looks crazy when the Trans-Siberian Railway is being built and pieces are in the hands of the private sector. This piece of the railway from Moscow to Vladivostok is considered critically important and is almost under military control by the state, completely under the control of Russian railways, which belong to the state. At one time in Russia there was a debate on privatization, as a result of which a whole federal law was adopted! which places severe restrictions on the construction and ownership of railways in Russia, especially those of strategic importance.This applies not only to present-day Russia; such importance and exclusive state ownership of the Siberian railway was established by the tsarist government. Most of the Russian army moves to Siberia along the Siberian Railway, it categorically cannot be owned by the private sector, but after the new patch the capitalists in Russia have a different opinion! Ahaha!
 
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And artificial intelligence is also starting to invest in railways because they are subsidized, nurturing a monstrously unprofitable industry and infrastructure. Give the opportunity to subsidize only the state part of industry and infrastructure. Let us forbid the capitalists to build railways. And it is desirable to give the same control over the military, energy or even any industry! And of course, please make it so that it is accessible without going into communism and a planned economy. In reality, there are many countries where the entire railway transport and military industry is in the hands of the state, and at the same time they remain capitalist. And what should those who build a liberal economy do? Without government subsidies and if they are all in private hands, they destroy the entire infrastructure, and if they are subsidized, they are built endlessly until they destroy your entire budget. I would like a solution to this situation because it kills the Laissez-Faire economy and leaves no choice but to sit on Interventionism. I beg you, I tearfully ask you to hear me and do something about everything and what I wrote above! Thank you for your hard work, efforts and a masterpiece game that we all love!
 
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Any chance to get Fascist leader ideology to a lower tech tier in 1.7.2?

Currently it is behind a tier 5 tech (Mass Propaganda) while the Fascist Party is created by a tier 4 tech (Political Agitation).

Arguably Fascist ideology should also be unlocked with Political Agitation, so it forms as a response to Vanguardism. As it stands, it does not really have time to appear before the game ends.
 
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I have a bug where war goals aren't being awarded after winning a war. I just get a blank pop up that says "initiator, war goal.." and nothing, and same for the defender. I have tested with multiple nations. It's quite literally game breaking if you don't receive your war goals after a diplomatic play. Is this something that's being investigated and included in 1.7.2?
 
I found some flaws that surprised me. Firstly, something happened with France, going from being the European beast to being easily beaten. They had no fleet, as I don't know how they ended up with a command of 60 ships in the Calais node without an admiral. The fleet couldn't do anything, but effectively left France without a fleet throughout the entire game.

But what surprised me the most was Ireland, without a doubt. I liberated them and was drawing them into my European sphere; however, there was a fascist uprising, and I supported it.I sent 30 regiments and it seemed easy, all tanks. But literally, we faced an 89 disadvantage on the front. I had to send 200 more regiments, losing the initial battle, as they recruited 500 infantry recruits with tanks. I thought, someone must be subsidizing them, sending materials; they were in deficit and bankrupt. Still, they put up an insane fight for two tumultuous rural provinces they had

Then we would also have to start looking at things like roads or whatever.As the 4k game progresses, it becomes highly unstable once the construction industry is boosted. It's unthinkable to keep the urban core subsidized, and it reaches a ridiculous point where you have to be building railroad tracks just to go to the bathroom.
 
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Make migration policy flexible!

It is NOT NORMAL when the UK, 10 years after the start of the game, has half of London populated by representatives of Indian cultures, because migration occurs according to the market and they do not have a law restricting migration.

I can't effectively control migration flows because I'm not given a flexible control tool. After 1.7 and the creation of the market block, it got even worse. South America is literally emptying out all moving to me, there is simply no one there to extract resources!!

I advocate multiculturalism, but controlled migration, the way the mechanics work now is insane, the worst possible implementation and almost the worst mechanics in the entire game, which is completely killing my entire job market. I want to accept all cultures, but I have to control who comes to me and in what quantities! Starting from signs of culture, heritage and ending with numbers, if possible.

Multiculturalism does not equal uncontrolled migration!

This is a repost of a suggestion from Reddit, but I completely agree with it and couldn't have said it better myself.

(This is just an example ofc, I'm assuming there is multiple countries with similar issues)
Migration controls are far to simplistic. You should have levels:
  1. Locked down country where 0 migration is allowed
  2. Internal migration is allowed (we could discuss about separate levels for discriminated pops and accepted pops, don't know how this occurred in history).
  3. Emigration is allowed for discriminated cultures (so they can leave),
  4. Emigration is allowed for both cultures and immigration is allowed for accepted cultures
  5. Both are allowed for both discriminated and accepted cultures
    --------------------------------------------
    6. All cultures of the country are accepted (multiculturalism), but only representatives of cultures with similarities to the main cultures of the country can migrate. Or just let us choose from and to, from heritage to signs of who can migrate to us.
This feels more natural (but OK, I wrote this in 2 minutes, so I guess it can be far better/realistic)

And normally, the whole assimilation will work just the opposite. Multiculturalism should not assimilate cultures, but collect them like a salad bowl, and harsh discrimination should allow even those cultures that are in their homeland to be assimilated, and even their homeland to be removed. Otherwise, Victoria 3 as a game DOES NOT WORK, it is simply unplayable in the long run and in the simulation of the era. I hope you will hear the voice of the community.

That's about it, but I'm sure you'll come up with and implement much better!
 
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