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Victoria 3 - Dev Diary #125 - Hot Bug Summer

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Happy Thursday and welcome back to our first of many development diaries before the end of the year! After a terrific launch and reception of Sphere of Influence in June, followed by several hotfixes with improvements and bugfixes, many devs on the team took a well-deserved vacation during July. We have now reassembled and can't wait to tell you what we've been working on over the summer, and what is coming in the latter half of 2024! First up I want to talk about hotfix 1.7.6 which should reach you in a few weeks and consists of a few high-impact fixes and improvements we've been working on during the summer (alongside work on update 1.8) that I think you'll enjoy.

First, improvements to the Abdicate/Resign character interactions. These interactions have been exploited in the past to cycle through rulers, in decidedly un-fun ways. To address this while retaining their overall intent, the conditions for a ruler to abdicate or resign are now much more narrow but can still be performed when a revolution to enact or restore a law is heating up. You'll be alerted when these conditions are valid, and abdicating or resigning during such a situation will decrease the Radicalism of the movement, giving you a bit more headroom to try to come to a peaceful resolution.

The Force Nationalization wargoal currently only transfers buildings owned by another country directly to you, but with the 1.7.6 hotfix it will also affect buildings owned by pops (Manor Houses or Financial Districts) in the targeted country, letting you cut a country out of your economy completely in one fell swoop.

Army position on a moving frontline will be made more persistent, ensuring that armies do not reposition themselves by traveling to a different position on the front after the line moves if they are still valid where they currently are. This should prevent fronts from suddenly becoming poorly defended after a successful state invasion and make the military system generally feel more stable to interact with. And speaking of military issues, the bug where defeated Admirals won't be restored back into action when they have recovered sufficient manpower will also be addressed.

Several crashes have been fixed, including a crash relating to transferring building ownership and issues with rendering GUI widgets on Mac.

Hotfix 1.7.6 will also include a few minor bugfixes, and tweaks to AI behavior and Leverage Resistance, and last but not least some UI system performance improvements that should make the game run a bit smoother. Some more extensive performance improvements we have made will be coming with update 1.8 due to the risk and incompatibility issues involved in pushing them out with a hotfix.

We are currently testing a possible solution to the issue of government employees that are heavily bound by Qualifications (such as Officers in certain countries) being a bottleneck for operation of government buildings (such as Barracks). With any luck this behavior should also be improved for 1.7.6.

Additionally, we are improving the visibility of an existing improvement we implemented in 1.7.5 to let you more rapidly nationalize buildings. We are also working on a greatly improved quality-of-life tool to facilitate nationalization efforts across multiple buildings for 1.8, which you will hear more about in subsequent dev diaries.

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With 1.7.5 we added support to hold Ctrl when clicking the plus or minus button, which sets the number of levels to the minimum or maximum. Now we’re also going to display this message so that it will be more obvious to more players. Happy nationalizing!

Hotfix 1.7.6 should be arriving in late August or early September, and as usual with hotfixes will be compatible with current save games. Of course we are concurrently hard at work for the next chapter in Victoria 3's chronicle, update 1.8, which you will hear much more about from Martin (Wiz) in 2 weeks from now and in several subsequent diaries. Until then!
 
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Army position on a moving frontline will be made more persistent, ensuring that armies do not reposition themselves by traveling to a different position on the front after the line moves if they are still valid where they currently are. This should prevent fronts from suddenly becoming poorly defended after a successful state invasion and make the military system generally feel more stable to interact with. And speaking of military issues, the bug where defeated Admirals won't be restored back into action when they have recovered sufficient manpower will also be addressed.
I'm so glad to hear this!! I've been doing Very Hard Achievement runs in this version, and this particular issue has been terribly frustrating.

On my American Territory run, the USA-CSA border had Kentucky and West Virginia (CSA) and Pennsylvania-Maryland (USA), and I think the Appalachian mountains constantly ruined my front lines. Time and time again, the moment I was able to push into that area, the front would split and Ohio would be overrun.

Frustrated, I moved to the Persia region for Durran Durran. The Persia strategic region's terrain is bad too, but it is tolerable. At least I didn't have the Pennsylvania bottleneck. Now I'm working on Empire Under the Pun, and still struggling quite a bit with that same problem.
 
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Any possible fixes about being at war with a country in 1 war and being allied to them in another? It's happened to me during Unification Plays and can be quite annoying.
 
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Can you make it when I want to nationalize buildings I can just nationalize foreign owned buildings?
 
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Any possible fixes about being at war with a country in 1 war and being allied to them in another? It's happened to me during Unification Plays and can be quite annoying.
Yea, also if there is a revolt inside a country that fights for its independence, the overlord at war with the subject can go defend the subject against the revolt in a new diplo play.
 
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Can you make it when I want to nationalize buildings I can just nationalize foreign owned buildings?
I'd expect it as part of this:
We are also working on a greatly improved quality-of-life tool to facilitate nationalization efforts across multiple buildings for 1.8, which you will hear more about in subsequent dev diaries.
 
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Good stuff, but will we also be able to specifically nationalize foreign ownership over our buildings? I remember that you didn't have any control over that and occasionally had to nationalize several levels from your pops as well, just to nationalize one level of foreign owbership.
 
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I hoped for a bit more foreshadowing for 1.8. 2 weeks is a long time.

1.7.6 looks good though.

On a side note, is there any intent of making army unit tech more of an interesting decision? Currently I always pick the most modern unit and I seldom if ever care about their increased military goods requirement (compared to earlier tech units). It could be cool if upgrading a unit would radicalize a portion of its pops/general in certain circumstances, to simulate that people kind of hate drastic changes. Managing your army right now is ALL busy work and rarely contain interesting decisions that tie it back to your pops.
 
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Very happy to bugs fiexd.

By the way. Will you consider revamp Chinese unifcation Journal, The warlords are easily lose their "warload" government type when they do any change on their goverance principle. This casued they easily lose they cb of Chinese reunification and when they want to attack other warlords, they get high(and unreasonable) amount of infamy. Would you consider lock the government type when they have the "warlord era" journal, or otherwise make Chinese reunification a major unification, which they could have a diplomatic play on each other without high infamy? I think It will make the game more intersting and the journal achievable.
Meanwhile, from the view of History, there are also some so called "Democratic Warlords" in Chinese History. Like Zhao Hengti also have his own constitutions in Hunnan province(although he kept his Dictatorship de facto), but it could prove many "warlords" have their some kind of Democracy, so change the type should not easily have them lose their government type and cb.
 
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Great to see fixes! I'm fairly new to the game and one thing (this might be an error on my part) that I would like to see is a breakdown of the GDP. Is that in the game already perhaps? I googled but only saw old posts related to that topic so maybe it was fixed/implemented.
 
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Any plans to adjust the naming and emblem making habits of power blocks? Its entirely cosmetic but I get unreasonably frustrated every time I see France form the Amazon Pact using an elephant and some dragons for the shield, or some even more absurd abomination. Some better conditions for power blocks and preset names for ones that commonly form (US and France at least) would go a long way.

On top of this… it would be really nice to simply edit the emblem of an AI led power block myself, without tagging to them. Only the cosmetic parts so it wouldnt mess with achievements, just unlocking the emblem/name editor in the GUI if the block is has no human members.
 
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Are there any plans to make buildings about to auto-downsize more visible in the UI? I would like to have an alert that warns me when this is about to happen, so can do something about it maybe.
The challenge is that the assessment whether the building should downsize or not is currently done at the exact same time as it transpires, so we'd have to build in some sort of delay there which may adversely affect the simulation and/or performance. So no promises, but I'll see if we can squeeze something onto the 1.8 roadmap to facilitate this.
 
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Thats great to hear, but can we assume that will also fix a problem where armies change frontlines entirely for no reason which reverts my progress back to zero?
I also don't like how my army in defensive stances is forced into an offensive battle because of a subject with 1 battalion on offensive stance, can we also get a choice weither or not we loan armies to allies in battle or not?
That all depends on the reason they're leaving the frontline. After this change, they should only detach from the frontline if you explicitly order them to, or if their current position is invalid for some reason. In the latter case they may decide to change to a different frontline if their previous one is not viable for some reason, but it should not happen.

Regarding lending troops to other formations on the frontline, for 1.8 we are adding an additional checkbox to the current setting that allow you to permit or disallow lending troops from specific formations, where you can now distinguish between lending to only your own country or also to allies.
 
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No info about the performance issues from trade routes? Or is that one of the things being addressed in 1.8?
Not for 1.7.6 at least, but the UI performance improvements in that hotfix is showing good signs so I hope you will find performance overall to be less of an issue after that patch. Performance improvements for 1.8 are prioritized according to impact, so if trade routes is a major culprit it will be looked into.
 
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Thank you! These look amazing!

Can we get the ability to set privatisation/subsidies/etc flags on a building to be set before it's built? It's a small QoL change that would remove the need to micro waiting for the building (level) to be created before we can click those
I would absolutely love this personally and will be looking into this for 1.8 for sure!
 
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Not for 1.7.6 at least, but the UI performance improvements in that hotfix is showing good signs so I hope you will find performance overall to be less of an issue after that patch. Performance improvements for 1.8 are prioritized according to impact, so if trade routes is a major culprit it will be looked into.
Imo I think trade routes is a major culprit. i had a game with France as 1880 with 14fps. I tried all sorts of things to fix it but it didn’t work, but once I deleted half my trade the fps was restored to 60, and then back to normal once I got rid of nearly all of them other than the most profitable routes.
 
As far as I am aware when you nationalize a building it just takes the most recently built one in that state, regardless of who owns it. (private pop, country A, country B, etc) What if I only want to nationalize a certain country's buildings? Is there an existing way to do this I'm not aware of? If not, this would be a really nice improvement.