• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #126 - Update 1.8 Overview

16_9.png
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!
 
  • 212Love
  • 100Like
  • 5
  • 4
  • 4
Reactions:
This comment has been reserved for developer responses!

Only on behalf of subjects or could we see 'return state' etc. wargoal for anybody you got appropriate relations with?
It's something definitely want to add, but can't promise will make the cut for 1.8.

Great changes here. Although I’m a bit disappointed naval rework is not included, I understand this is a major rework and you need time.

In any case, regarding Ideological forces, are we players going to be able to influence their appearance and how they evolve or this is going to be random?
Ideological Forces should not just feel random the way movements are now and there will be tools for players to encourage or discourage them from appearing and gaining strength. I'll go into more detail when we do a proper DD on them.
Really interesting. Is the goal between harvest incidents and food based pop discrimination to make certain pops dependent on certain crops, thus making those discriminated more susceptible to blight? Famines were pretty local historically, but with a market like GB i imagine it would be hard to actually run out of food, and if you did it would most likely effect the whole market roughly equally in 1.7.
Famines generally aren't a matter of actually running out of food but more that high prices and a certain degree of scarcity 'prices out' a bunch of people from their daily needs in a particular region (see: Ireland exporting food at the height of the potato famine). This is how we're aiming to represent it in-game.

Will be there "force sale" of buildings so we don't have to privatize repeatably sectors once they are fully privatized?
Currently I modded myself this monument-like PM to autosell all buildings I made
View attachment 1180886

By the way this tooltip is broken
View attachment 1180887
but not when I hover over pollution impact text itself here, just box with this modifier
We are looking into a UX solution for bulk privatization, hopefully we can get it sorted alongside bulk nationalization.

The pollution tooltip is fixed in 1.8.


i know it's not the DD for them yet but does that mean pops will own them?
You're right, it's not the DD for it yet ;)


This is beautiful!

I do have a request since you mention subject war goals, and I saw this in a discussion on reddit I believe, but could you please relax the “independence” war goal requirements for a subject that is dealing with an annexation play from its the overlord?

Especially for a player the LD requirement of 90 in such a situation is quite high when you’re faced with the very existence of your country (and therefore game) being the war goal. Not sure the maneuvers cost but that might need tweaking too.

It does seem frustrating that in such an existential crisis for a nation you can’t choose to attempt a last ditch effort to break away.

Click to expand...
I agree this doesn't make sense. I'll change it so that Independence is always allowed when a subject is being attacked by their overlord.

Please don't make pop up events for famines I get sad
You're right, pop up events should be exclusively reserved for important events such as Billy Bob McBillyBob purchasing the first tractor in Pothole County!

(Joking aside, the plan is not for famines to annoy you with unnecessary popups)

How moddable will the political movements be? Will we be able to create them dynamically and define them as pleased?
Very moddable. More details later.

Please don't make pop up events for famines I get sad


Famines are the exact kind of thing that could be prone to event spam every few months so I hope that can be avoided

We're modelling famines systemically, not through narrative content, so they won't be based on events :) More on all this in a future DD though!

For the love of Johan, please why you guys don't use transportation of goods as a market access capacitor? transporting good 1 unit of x from state A to B (adjacent) consumes 1 unit of transportation (or movement of goods), creating a market for the service of transportation and market access??? Is it too much processing demand? That would be a lot more realistic and solve the problem of having excess transportation, it would be more strategic to choose where to build railroads and could also allow the player to build early means transportation such as carts moved by horses and stuff.
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.
 
Last edited:
  • 11Like
  • 2Love
  • 1
Reactions:
Will we be receiving an overview of chapter 2 anytime soon? Is it even planned to do it like for example CK3, with a chapter released per year and getting an overview of the contents of the upcoming chapter way in advance?
 
  • 24Like
Reactions:
The new political movement rework is great. it would be nice if the IG's change their core ideology based on the membership composition of the pops. For example, an armed force IG with farmer majority will support homesteading as an ideology. This would at least create some dynamic internal politics.
 
  • 29Like
  • 3Love
  • 2
  • 1
Reactions:
amazing. Really excited about more impactful political movements and food issues! I hope food is not as easy to be available and cheap just by building a couple of farms like it is now. Feeding the people should be one of the main struggles
 
The Harvest Incident mechanic looks cool, but I am wondering how you will account for the fact that in the real world, stockpiles are a thing and were used to mitigate the uncertainty in harvests (unless they were extreme of course).

On a different note, are you planning on adding a negotiated settlements for diplomatic plays, i.e. negotiate a settlement without either side completely backing down or going to war to get a negotiated peace?
 
  • 18Like
  • 4
Reactions:
Adding wargoals on behalf of subjects
Only on behalf of subjects or could we see 'return state' etc. wargoal for anybody you got appropriate relations with?
 
  • 8
  • 3Like
  • 1
Reactions:
The callout of corn laws felt personal

Does it mean that we can now give claims back to our vassals? What about returning claims in general? It would be good to have a "liberate Balkans" CB on the Ottomans making them liberate/ return all Balkan states except eastern Thrace, under some conditions.
 
  • 1Like
Reactions:
Only on behalf of subjects or could we see 'return state' etc. wargoal for anybody you got appropriate relations with?
It's something definitely want to add, but can't promise will make the cut for 1.8.
 
  • 30Like
  • 7
Reactions:
Great changes here. Although I’m a bit disappointed naval rework is not included, I understand this is a major rework and you need time.

In any case, regarding Ideological forces, are we players going to be able to influence their appearance and how they evolve or this is going to be random?
 
  • 5
  • 1Like
Reactions:
Really interesting. Is the goal between harvest incidents and food based pop discrimination to make certain pops dependent on certain crops, thus making those discriminated more susceptible to blight? Famines were pretty local historically, but with a market like GB i imagine it would be hard to actually run out of food, and if you did it would most likely effect the whole market roughly equally in 1.7.
 
  • 2
  • 1Like
Reactions:
Great changes here. Although I’m a bit disappointed naval rework is not included, I understand this is a major rework and you need time.

In any case, regarding Ideological forces, are we players going to be able to influence their appearance and how they evolve or this is going to be random?
Ideological Forces should not just feel random the way movements are now and there will be tools for players to encourage or discourage them from appearing and gaining strength. I'll go into more detail when we do a proper DD on them.
 
  • 25Like
  • 22Love
  • 2
Reactions:
I see there is no mention of any military or navy changes for 1.8, does that mean they are coming after and if there are plans for it already will they be part of a DLC patch or free update later?
 
  • 4
Reactions: