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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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I do hope that other issues with the forced nationalisation action are also looked at; the infamy cost doesn't relate to the real value of what's being nationalised, the wargoal does nothing if you're under LF but can still be chosen, and the war goal requiring "occupy capital" doesn't make sense (it should really tick in favour of the "aggressor" unless the aggreived party can force the issue by occuping some of the initiator's territory).
 
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Will there be any fixes for hotjoining in multiplayer games? It seems that, as soon as you get beyond about 1850, any hotjoins will desync after a single tick for either trade routes, "Countries", or something else.
 
The nationalization mechanic should allow players to freely choose which parts of a building to nationalize. For example, a level 10 lumber camp should be able to select nationalized nobles, or capitalists, or which country's capital is based on ownership, rather than random (not optional)
 
Is this a typo or will we actually get more news next week outside of the DD? Please let it be the second one.
Very sorry to disappoint, my internal clock is off. Since we're on an every other week schedule now, you will indeed have to wait two weeks. :(
 
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Thank you for the response.

As far as I know, there is already a 12 month grace period before a building downsizes, including an icon in the building view (AUTO_DOWNSIZE_BUILDING_MONTHS_TO_WAIT in defines). The problem is that because it is hidden away in the building view, I will never ever see it in time. If this were an alert instead, I *would* see it in time, which would make the game much less frustrating for me.
Apologies, I must have misread the code! That would indeed make it much more feasible to implement an alert for it for 1.8, we'll keep you posted if the timeline allows for it!
 
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I am wondering, why would the workers be mad, historically speaking, Nationalization has resulted in better pay, better working conditions, etc, it makes sense for the former owners to be mad but not the workers. IMO.
 
Will you guys, at some point in the future, make a button to let the workers own their buildings without "Cooperative Ownership" law if the player choose to do so? The current things players can do right now are "nationalize" and "privatize" the buildings, but personally I also want to be able to "cooperatize" the building too, obviously with some balance
 
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Could you guys please consider adding the option to select more than one set of groups/owners in the building registry? Currently I can only select one of each at a time and it makes my game flow very cumbersome.
 
Please add a little explanation why the player need to add more than 1 general to the army ?
Only one point I can see here - 1 for attack and 1 for def with unique abilities (more stronger then default)
 
Please make it easier to selectively nationalise building levels. Specifically, I'd like to be able to only nationise foreign building levels.

Also, if you conquer a province, there should be an option to force nationalise the buildings in the province, especially if it's an unrecognised country.
 
I appreciate that the front becoming unmanned for no reason in certain circumstances is being addressed.
I'd also like if the Chinese national events and American Civil War ones could be looked into soon, at the moment they are a bit of a mess.
 
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One issue that really needs to be fixed is the quick breaking of EIC from UK when the UK gets involved in a war, usually Opium war. The EIC sent its troops to China in 1839 as part of the British war effort so there really is no reason that EIC should be neutral in this (or really any) war that GB finds itself in. Seeing EIC shatter because GB does not support it in war declared on EIC while GB is involved in another war is just really really abusive and historically really inaccurate.

Also GB needs to be much more protective of Zulu, Transvaal and Oranje than it currrently is, GB saw southern Africa as in its sphere and would have reacted directly if a third power were to slip in to take over the region, It would have been too close to the Cape which the British considered a vital interest.
 
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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.
It seems like a lot of the issues stem from subjects still being counted as subjects during independence plays/wars. Because my problem came about when I was playing as Krakow and declared independence with Prussian support. Then during my independence play the unification play triggered and I was still technically a subject of Austria so I couldn't back out of the play. I also couldn't support Prussia because I "initially supported Austria as a unification candidate", despite Krakow not being able to declare support for any candidate as they're not German culture. I couldn't back out of the unification war until I had won my war against Austria, as the entire time I was still technically a puppet, so couldn't get back out of/join wars on my own. Also yes I did file a bug report.
 
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I would like it if it were possible to target nationalization. I don,t want to nationalize what my country's citizens own. I want to acquire what other countries leech from my country, but it doesn't seem like there is a way to discriminate, outside forcing nationalization through a CB.
 
Suggestion: Give us the ability to prioritize nationalizing buildings owned by foreign countries. If half of my Steel plant is owned by a foreign power, and the other half is owned by my own Financial District. I would like to be able to nationalize the foreign owned portion and then sell it back to my own pops. The system in-place right now does not provide any granularity when nationalizing buildings and it's pure RNG if you're nationalizing foreign ownership or your own when you click the "+"
 
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Desperately waiting for performance improvements. Game becomes unplayable on a 5800x after a couple of decades. I would like to give the game a good steam review, but I can not recommend it in this state.