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Victoria 3 - Dev Diary #126 - Update 1.8 Overview

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Happy Thursday and welcome back to another Victoria 3 development diary. This week we’re going to take a bird’s eye view of the headline features of update 1.8, which is of course the next free update for the game, planned to be released sometime later this year. However, before we start on the dev diary proper I should tell you about a slight change of plans in our release schedule. Back in Dev Diary #124 I told you that update 1.8 would be a smaller update, focused almost entirely on bug fixing and general polish.

This was indeed the plan, with update 1.9 intended as a larger update following relatively closely on the heels of 1.8, but when we sat down to work out the details we realized that our intended timeline simply didn’t work out, as we would either have to work on the two updates in too close proximity (creating major challenges for 1.8 post-release support among other things), or delay update 1.9 all the way to next year, which we didn’t want to do. So we decided to combine the two updates, with the result that 1.8 is now going to be a single update with the combined scope of both 1.8 and 1.9, meaning it will contain not just bug fixes and polish but also some juicy new free features.

But enough about update planning, let’s get into those headline features I just mentioned! As I said, this is just an overview dev diary, so we’re not going to go into any great detail today, but we have plenty more dev diaries planned in the upcoming weeks where we will fill in the blanks. One final thing before I start: All of the features mentioned are still in early stages of development, so any screenshots, numbers and art shown are going to be very, very, very (very) work in progress.


Ideological Forces (Political Movement Rework)

A frequent complaint about Victoria 3’s political system is the highly random nature of leader and character ideologies. The way in which you build up support for certain laws among your Interest Groups can be frustratingly opaque and reliant on using certain pieces of content (Corn Laws, anyone?) in a way that is neither immersive nor feels particularly rewarding.

In update 1.8, we are taking aim at this problem, alongside a number of other issues with a feature that we have dubbed ‘Ideological Forces’, but which can be more accurately called ‘Political Movement Rework’. The plan is to transform Political Movements from spontaneous and temporary demands for a single legal reform into longer-term ideological movements with a broader political agenda. For example, instead of a movement popping up to abolish slavery, you will have an actual Abolitionist movement with a long-term legal agenda, which will attract supporters from your Pops and influence the politics of the Interest Groups that those Pops are backing. Political Movements will also include religious and cultural minority (and majority!) movements, with some corresponding changes to civil war and secession mechanics.

One of the major aims of the Political Movement Rework is to make the mechanics around how we assign ideologies to Interest Group leaders much more transparent to the player
DD126_01.png

Discrimination Rework

Another issue straight off the future update plans that we’re tackling in 1.8 is the way pop discrimination works. Ever since release, we’ve said multiple times that the overly simplistic nature of discrimination is something we want to improve on in the future, and now that future is finally here! This feature is still in the ‘figuring it out’ stage, so I’ll eschew the details, but our principal goals with are as follows:
  • To introduce multiple ‘levels’ to discrimination instead of it just being a binary state
  • To have the level of discrimination faced by a Pop be determined by factors other than just what the law says
  • To turn assimilation into a properly useful feature that isn’t only available to fully accepted pops

UX mockup of what discrimination/acceptance of a particular culture might look like in 1.8. Note that everything here is just placeholder/example data and not necessarily planned features (sadly there will be no ‘let them eat fish’ law).
DD126_02.jpg


Food Availability, Famines and Harvest Incidents

In update 1.8, we’re also planning to expand on the gameplay around agriculture and food availability, which of course was an issue of great importance to governments at the time. After all, the 19th century saw events such as the Irish Potato Famine, the repeated famines in British-controlled India and the world-wide famines in the wake of the Krakatoa explosion.

To do this, we are going to introduce the concept of food availability for Pops, which is a factor that is separate from, but intrinsically linked to a Pop’s standard of living. Currently, we’re thinking that food availability for a Pop will be determined by how much of their buy package goes towards feeding themselves, how expensive the food goods they’re purchasing is, and whether there are any shortages among those goods. Low food availability will increase pop mortality and radicalism and may trigger a state-wide famine if it’s widespread enough.

Food production at the time was highly dependent on the weather and climate, and many peasant families were only one or two bad harvests away from the brink of ruin. To simulate this unpredictability, we’re also adding something called ‘Harvest Incidents’, which can increase or decrease agricultural output in different regions over a longer timeframe.

Early development mapmode showing harvest incidents. Korea is experiencing a period of bountiful harvests, while the situation is less rosy in the East African interior (ignore the colored sea zones, as that is just a bug from the feature being WIP).
DD126_03.png


These are the ‘big ones’ for update 1.8, but of course it is by no means all we’re planning to do in this update. A few honorable mentions of other changes and improvements you can expect in 1.8, all of which we’ll explain in detail over in the upcoming weeks:
  • Companies owning and investing in buildings
  • Bulk Nationalization tool
  • Multi-select and right-click orders for formations
  • Adding wargoals on behalf of subjects

Along with, of course, many bug fixes, balance changes and other miscellaneous improvements.

That’s all for today! More details on all of these features will of course follow, starting with Bulk Nationalization and Companies Owning Buildings, which Lino will tell you all about next week. See you then!
 
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There are two principal issues with this:
1) Designing the way transportation would be distributed: Which goods get priority, in which states? How does sea transport fit into this and what's the impact of supply networks? How does it tie into trade? How do you visualize it all so players understand when their supply chains break down? It's really not as simple as saying 'goods should use transportation' and calling it a day.
2) Performance: Tracking where every single good in the entire world is going would put an insane demand on the CPU so we would need to design some pretty elaborate heuristics for this. We have done a few design workshops on it and come up with some ideas but they're all just on-paper designs so far.

With that said, it's something I would love to do but it's going to need a lot of time in the oven to work properly and not utterly destroy performance. It's the sort of thing where we'd need to commit significant resources just to make a prototype and wouldn't even know if we would get something useful out of that time, and for that reason it isn't a top priority right now.
thanks that's very clarifying!

keep up with the good work!
 
There are two principal issues with this:
1) Designing the way transportation would be distributed: Which goods get priority, in which states? How does sea transport fit into this and what's the impact of supply networks? How does it tie into trade? How do you visualize it all so players understand when their supply chains break down? It's really not as simple as saying 'goods should use transportation' and calling it a day.
2) Performance: Tracking where every single good in the entire world is going would put an insane demand on the CPU so we would need to design some pretty elaborate heuristics for this. We have done a few design workshops on it and come up with some ideas but they're all just on-paper designs so far.

With that said, it's something I would love to do but it's going to need a lot of time in the oven to work properly and not utterly destroy performance. It's the sort of thing where we'd need to commit significant resources just to make a prototype and wouldn't even know if we would get something useful out of that time, and for that reason it isn't a top priority right now.
Thanks for insight. I really hope this can be introduced at some point in long term plans 2026 or 2027 major update perhaps? While I applaud the upcoming changes to companies, I think it's worth remembering that they were added as nation wide bonuses in the first place to help balance out the money destruction of MAPI.
 
In your video you all released the other day I heard that navy changes was high up on the agenda. Is there any chance the naval gameplay will be updated before the year is over?
While not a dev, reading between the lines abit I suspect that Naval Rework is going to be a "Headline DLC" which releases in March-May sometime next year. I suspect it will have a few paid for features but the bulk of the important stuff will be free. Probably expect marketing hype soonish (Mid to Late September and pre-orders?)
 
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with the new food availability stat how does being landlocked like Manitoba play into the stat

Manitoba shouldn't be landlocked the whole game, there was suppose to be a deep sea port in the game timeframe, but Port Nelson construction was mothball for lack of labor reason, due to WW1. Then the drydock dredge ship, that was used in the construction and supposed to maintain the port once completed, was hit by a wave that dropped it crossway on top of the sea wall, during a storm, where it still sit to this day.
 
Hopefully the new discrimination system will be able to simulate countries like Ottoman Empire much better since in its simplistic version only multiculturalism has a different effect and cultural assimilation is mostly pointless from a gameplay perspective as the ones you need assimilated don't. Looking forward to what will be done with it.
 
Unfortunately any improvements to the economy/politics is just putting lipstick on a pig. If you cant fix the war then this title needs to be binned. Any enjoyment someone gets from the economy/political sim is negated by having your army deciding to teleport half way round the world, because the game lost the frontline and thus causing you to lose the war.

If the next patch doesnt fix this and how war score is calculated then in done. The game is borderline unplayable.
 
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View attachment 1180437Happy Thursday and welcome back to another Victoria 3 development diary. This week we’re going to take a bird’s eye view of the headline features of update 1.8, which is of course the next free update for the game, planned to be released sometime later this year. However, before we start on the dev diary proper I should tell you about a slight change of plans in our release schedule. Back in Dev Diary #124 I told you that update 1.8 would be a smaller update, focused almost entirely on bug fixing and general polish.

This was indeed the plan, with update 1.9 intended as a larger update following relatively closely on the heels of 1.8, but when we sat down to work out the details we realized that our intended timeline simply didn’t work out, as we would either have to work on the two updates in too close proximity (creating major challenges for 1.8 post-release support among other things), or delay update 1.9 all the way to next year, which we didn’t want to do. So we decided to combine the two updates, with the result that 1.8 is now going to be a single update with the combined scope of both 1.8 and 1.9, meaning it will contain not just bug fixes and polish but also some juicy new free features.

But enough about update planning, let’s get into those headline features I just mentioned! As I said, this is just an overview dev diary, so we’re not going to go into any great detail today, but we have plenty more dev diaries planned in the upcoming weeks where we will fill in the blanks. One final thing before I start: All of the features mentioned are still in early stages of development, so any screenshots, numbers and art shown are going to be very, very, very (very) work in progress.


Ideological Forces (Political Movement Rework)

A frequent complaint about Victoria 3’s political system is the highly random nature of leader and character ideologies. The way in which you build up support for certain laws among your Interest Groups can be frustratingly opaque and reliant on using certain pieces of content (Corn Laws, anyone?) in a way that is neither immersive nor feels particularly rewarding.

In update 1.8, we are taking aim at this problem, alongside a number of other issues with a feature that we have dubbed ‘Ideological Forces’, but which can be more accurately called ‘Political Movement Rework’. The plan is to transform Political Movements from spontaneous and temporary demands for a single legal reform into longer-term ideological movements with a broader political agenda. For example, instead of a movement popping up to abolish slavery, you will have an actual Abolitionist movement with a long-term legal agenda, which will attract supporters from your Pops and influence the politics of the Interest Groups that those Pops are backing. Political Movements will also include religious and cultural minority (and majority!) movements, with some corresponding changes to civil war and secession mechanics.

One of the major aims of the Political Movement Rework is to make the mechanics around how we assign ideologies to Interest Group leaders much more transparent to the player
View attachment 1180438

Discrimination Rework

Another issue straight off the future update plans that we’re tackling in 1.8 is the way pop discrimination works. Ever since release, we’ve said multiple times that the overly simplistic nature of discrimination is something we want to improve on in the future, and now that future is finally here! This feature is still in the ‘figuring it out’ stage, so I’ll eschew the details, but our principal goals with are as follows:
  • To introduce multiple ‘levels’ to discrimination instead of it just being a binary state
  • To have the level of discrimination faced by a Pop be determined by factors other than just what the law says
  • To turn assimilation into a properly useful feature that isn’t only available to fully accepted pops

UX mockup of what discrimination/acceptance of a particular culture might look like in 1.8. Note that everything here is just placeholder/example data and not necessarily planned features (sadly there will be no ‘let them eat fish’ law).
View attachment 1180439


Food Availability, Famines and Harvest Incidents

In update 1.8, we’re also planning to expand on the gameplay around agriculture and food availability, which of course was an issue of great importance to governments at the time. After all, the 19th century saw events such as the Irish Potato Famine, the repeated famines in British-controlled India and the world-wide famines in the wake of the Krakatoa explosion.

To do this, we are going to introduce the concept of food availability for Pops, which is a factor that is separate from, but intrinsically linked to a Pop’s standard of living. Currently, we’re thinking that food availability for a Pop will be determined by how much of their buy package goes towards feeding themselves, how expensive the food goods they’re purchasing is, and whether there are any shortages among those goods. Low food availability will increase pop mortality and radicalism and may trigger a state-wide famine if it’s widespread enough.

Food production at the time was highly dependent on the weather and climate, and many peasant families were only one or two bad harvests away from the brink of ruin. To simulate this unpredictability, we’re also adding something called ‘Harvest Incidents’, which can increase or decrease agricultural output in different regions over a longer timeframe.

Early development mapmode showing harvest incidents. Korea is experiencing a period of bountiful harvests, while the situation is less rosy in the East African interior (ignore the colored sea zones, as that is just a bug from the feature being WIP).
View attachment 1180440


These are the ‘big ones’ for update 1.8, but of course it is by no means all we’re planning to do in this update. A few honorable mentions of other changes and improvements you can expect in 1.8, all of which we’ll explain in detail over in the upcoming weeks:
  • Companies owning and investing in buildings
  • Bulk Nationalization tool
  • Multi-select and right-click orders for formations
  • Adding wargoals on behalf of subjects

Along with, of course, many bug fixes, balance changes and other miscellaneous improvements.

That’s all for today! More details on all of these features will of course follow, starting with Bulk Nationalization and Companies Owning Buildings, which Lino will tell you all about next week. See you then!
Hi there,

I am looking forward to the rework and changes applied in update 1.8 and thereafter. I was wondering since this all still in the works / pipeline if Paradox could incorporate as part of the upcoming update(s), also a rework of the game map that would be awesome.

I think I am not alone among the Paradox community fan base, in realizing that there are still some big map / terrain related inaccuracies present on the game map, that need ironing out.

For example:

1. the Shetland Islands ( i.e missing Lerwick) and Faroe Islands ( missing Thorshavn) , have no settlements while the Orkneys do have one
2. The Dutch West Indies ( Aruba Bonaire Curacao) and St Maartin-Ste Martin ( Divided Dutch - French Island) are still missing on the map
3. The Netherlands, has Brabant Province completely missing, Gelre is inaccurate for covering all the area
4. New York City, Long Island and Manhattan Island should be islands not glued to mainland US
5. Montreal is entirely on the Island of Montreal in the St Lawrence river, not adjacent to it or near it
6. Danish Baltic Sea Islands need to be seperated and not joined together
7. Addding Reunion near Mauritius
8. Adding Ste Pierre and Miquelon ( French) near coast of Newfoundland (Canada)

Crownsteler, OHgamerCMH's mod Anno 1836 (https://catalogue.smods.ru/archives/259178) , has ironed out much of what I already mentioned here but it is quite uncertain as to when ( if at all) their great mod that is now only compatible with Vikki 3 ver. 1.6.2 will be updated to the lattest version of the game. That is why I suggested incorporating map changs in the updates or adopting and adapting Crownsteler, OHgamerCMH's mod Anno 1836 instead.
 
I watched the video on you guys saying you want to make diplomatic plays more interesting. The idea I had would be to make a way for nations to "soft support" counties throw a way of sanctions against the aggressor via cancel trade agreements, embargoes, and to even seize national assets (nationalise their foreign investments) , with a way to also support the defending nation via money and weapons. To give a commitment during a play without actually being involved in the war itself would add more depth. Mid war play could also happen at say 50 percent warscore where more negotiations and sanctions upto intervention could also be a way to make things more dynamic.