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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
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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).
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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).
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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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  • 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
The bottom line was all I was waiting for before pouring all of my time into the game
 
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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.
 
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On the Ideological Forces rework. I’m glad that you guys are focusing on that, as it’s been a major complaint of mine on these forums.
But to provide some feedback. One of the main problems with the current system, is the all or nothing nature of character ideology. Either IG 100% supports slavery or 100% supports abolition based solely on who the leader is, there is no inbetween. From the screenshot provided it appears this will still be the case with “Leader Ideology Chances” even if it’s visually clearer on how it happens. I really hope you guys are considering ways to make it more granular. Even if I know I have 90% chance to role abolitionist, it’s still going to feel really bad when I roll that 5% chance Republican.
 
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Since you are delaying a patch focused on patching, will the problems, bugs, etc. which are introduced in 1.8 be fixed this year or the next?

Also please add a nationalise all foreign owned buildings button in the building registry.
 
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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
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By the way this tooltip is broken
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but not when I hover over pollution impact text itself here, just box with this modifier
 
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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.
 
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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.
what about high food availability?

You're right, it's not the DD for it yet ;)
touché
 
Will be there pop shortage mechanic for rest of staple + industrial goods, that are consumed by pops?
Could be lighter penalties than food shortages.
Pop shortage mechanic for luxury category also would be nice - even lighter penalties than staple good crisis.

Will legitimacy mechanic rework be in 1.8?
 
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