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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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If I make groceries cheap and available enough, will pops stop buying grain instead?
 
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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.
 
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.
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.
 
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Please consider adding masonry as a good as it could provide a non wood alternative (as well as early level jobs) to countries that have a shortage of wood but live near mountains. This would help make construction a bit cheaper for smaller countries. Arts academies could also consume masonry with a higher level PM (sculptures/statues).

Also consider infrastructure in states requiring construction sectors to avoid decay as roads and bridges need repairs occasionally. This way construction sectors can be more spread out among populous states. It could also work as an infrastructure cap similar to how administrative centers increase taxation capacity.
 
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These changes look amazing!
Will the changes to discrimination and assimilation also include allowing the formation of dynamic cultures dependent on a pop's heritage (for example "Euro-Japanese" or "Afro-Japanese") or something similar? Right now Cultural Exclusion is pretty much useless for many cultures.
 
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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)
 
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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.
 
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Great changes overall. But it massively pains me that, even if the devs have announced they will be adding the so-much-needed "auto" trade function, to minimize micro-management of trade affairs, nevertheless it is not part of the 1.8 update.....

:( :(
 
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Absolutely love the changes for political movements. The last thing that irks me that would be left is how "Trade Unions" are always Socialist or not. I'd love to see more dynamic IGs even sometimes splitting up (like Trade Unions going "Socialist Trade Unionists" and "Fascist Trade Unionists"). Or how the Armed Forces will either all be Communist or not at all with no internal split happening. But this looks already like a massive step forward.
 
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All of this looks really great. Will the new discrimination mechanics be taking cues from Stellaris? I think that game's set the gold standard for those, though I can understand not doing this because of the real-world stuff + getting rid of pops shouldn't be a priority in a pop-focused game unless you're going full ethnostate larp.

Otherwise really glad to see some more clarity in regards to political movements. The current system feels way too RNG based.
 
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I hope that resolves two issues I have with movements the way they are now.

1. IGs can get "distracted", while they support one movement, they can't support another even if it is to preserve something they should really care about.
2. Happy IGs in opposition won't support movements for something they really should want to see enacted, i.e. there's nothing more useless than a happy IG in opposition.
 
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