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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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Nice! Will this make it so that passing professional army (from peasant levies) as a backwards nation is no longer a trap, as it'll ensure future army leaders are less likely to be pro-landlord which would be a good trade off for them losing political clout due to the aristocrats leaving the IG?
 
This player finds the reworked discrimination system very intriguing.
Please do make the Acceptance value available for modding!

Additionally, some minor historical contents could set an ideal stage to display the new system.

Austria / Ottoman Empire would be an awesome choice, would you agree with that?
 
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First off, a big welcome back Vic 3 devs from ur holidays, and I hope u have a well earned rest. 1.7 has been a true hit and I can’t wait to see what the team has in store for the next year. :)

One of the issues I have now is that the free market in Victoria 3 is that indisputable better, having all the positives but none of the negatives that comes with it. Would the mechanics expanded on Companies, as well as other balance changes , ensure that some of the negatives be shown of selling off ur entire company - ahem country- to a handful of rich men? I’m thinking of price gouging, and monopolies to keep prices high etc.

This would also balance the differences between free and conmand economies as well.
 
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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.
I hope that pop support becomes a clearer factor in movements - right now the only visible event are discrimination ones that raise support for national supremacy, but it's not particularly visible what this support means until suddenly the church with 10% clout is able to make the entire nation revolt to preserve state religion.
 
All welcomed changes. Thank you for DD.

Since we are seeing reworks for game's base features, i would like to ask a question. In the future, is there a possibilty for new goods? or is it an absolute no-no?
 
I like the idea of ideological forces but please, make events that adds agitators with the specific ideology to the country or give higher chances for a general with the specific ideology to roll (or change the leader's ideology). Because it can be frustrating not to roll the ideology with the highest chance or to have the leader dying while we try to enact the law.

But I like the chain of events with positivism or nihilism for example and I hope it will be the same kind of things.
 
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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!
Will you be implementing some things about improving private construction? Currently AI decisions renders small nations unplayable as large proportion of total construction is wasted on unprofitable buildings
 
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Please address the trade mechanics, as they seem to be the primary contributors to performance issues. Additionally, they feel somewhat tedious to use, and could likely be improved with some minor automations.
 
Maybe with the new assimilation mechanics we will see a way of expanding homelands? Feels pretty weird when a region has majority of one cultore and this isn't their homeland.
 
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Is there going to be (even more) balance passes on various agricultural goods? Currently some things are overproduced like grains and too easy to have an oversupply of while other things which should be cash crops are not at all cash crops since you can't trade reliably trade them to other markets for cash.

All these great changes to represent food supply and famine won't matter if grain is oversupplied by default with little effort without ever needing to even enclose land. I really shouldn't be able to supply most of France with grains with 80 farms.
 
The bottom line was all I was waiting for before pouring all of my time into the game
It's ironic, because the more accepting you are, the faster your PB will grow, which means the less accepting your pops are.
 
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A refinement of the political system and discrimination is really good. I can't wait to see how it plays out in the game.
I saw your video yesterday and it made my mouth water, but I didn't know you'd already made so much progress!

Good luck to you all! Vicky 3 is a capricious and complex beast, with a demanding community, but you've been moving in a really good direction since last October, and I hope that will show in the sales (and the future of development).
 
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