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Victoria 3 - Dev Diary #141 - What’s next after 1.8

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Double Happy Thursday! As is customary after each major update, today we’ll be returning to the future update plans, which we last went over in Dev Diary #124. Just like the previous times, we’ll be going over what changes and improvements we have planned for the game in future free updates such as 1.9, 1.10 and beyond.

Once again we will be talking about the same key four improvement areas of Military, Historical Immersion, Diplomacy, Internal Politics as well as Other for anything that falls outside those four categories.

Just as before, I’ll also be aiming to give you an updated overview of where we stand and where we’re heading by going through each of these four categories and marking on each one with one of the below statuses:
  • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesn’t mean we’re never going to expand or improve on it in the future, just that it’s no longer a high priority for us. Any points that were already marked as Done in previous updates will be removed from the list, to avoid it growing unmanageably long, but you can look at the older dev diaries (#79, #89, #102 and #124) if you’re interested in what was done previously.
  • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but aren’t yet satisfied with where it stands and plan to make further improvements to it in future updates.
  • Not Updated: This is a part of the game where we haven’t yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
  • New: This is a planned change or improvement that is newly added, i.e. wasn’t present on the list last time we went over it
  • Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.

For the final bit of repetition: Just as before we will still only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. I will also remind you that this is not an exhaustive list of the things we are going to do, and that something being ‘Done’ doesn’t mean we’re not going to bugfix, balance or make UX improvements to it afterwards. Alright then, onto the dev diary proper.

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Military​

New:
  • Make sure that supply is an important and meaningful part of the military system that can win or lose you wars.
  • Tweaking and improving the frontline system to eliminate excessive front splitting and troop teleportation once and for all

Not Updated:
  • Making navies more important for projecting global power and securing control of coasts.
  • Adding a proper system of military access and finding solutions for the other remaining rough edges in the frontline system.
  • Turning individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
  • Adding a system for limited wars to reduce the number of early-game global wars between Great Powers

Historical Immersion​

Done:
  • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks

Updated:
  • Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with
    • As always, we’ve updated some of our older Journal Entries for 1.8 and will continue to do so in future updates.
  • Adding more country, state and region-specific content to enhance historical flavor of different countries
    • Also as always, this is something we continue to do each update and which I will keep on this list as it remains an important priority.

Diplomacy​

New:
  • Improve on the Treaty Port mechanic and create more ways for countries to cooperate, compete with and exploit others using trade
  • Improving the war support system to be much clearer UX-wise about what is needed to contest wargoals, and less all-or-nothing in terms of when countries are on track to capitulate

Not Updated:
  • Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building
  • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

Internal Politics​

Done:
  • Find a better solution for the ways ideologies appear, attract followers and create support for reforms than the current RNG-heavy leader ideology system.
  • Have discrimination not be a purely binary status and reflect forms of discrimination aside from what’s written in the law, as well as making assimilation into a more meaningful mechanic in the process.

Updated:
  • Adding laws that expand on diversity of countries and introduce new ways to play the game
    • In 1.8 we added Caste System/Social Hierarchy laws to make India more accurate and flavorful.

Not Updated:
  • Turn legitimacy into a more interesting mechanic, where the strength of a government depends on their successes and failures, and highly legitimate governments can’t simply be ousted at a whim but have to be undermined first.
  • Introduce a concept of national pride which can increase or decrease depending on a country’s actions and which ties directly into legitimacy.

Other​

Not Updated:
  • Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.
Updated:
  • Improve on Companies by turning them into actual actors in your country that can own/expand buildings and interact with characters/politics.
    • In update 1.8 we made Companies into more distinct entities with headquarters and ownership of specific buildings. We plan to continue to develop these entities in the future and tie them into more systems.

As per usual I’m not able to make specific promises about when all these improvements will come out, but I can say that the next update (1.9) is going to be quite a large update that should tackle several points on this list, and that two particular focuses for it will be Trade and Improvements to the Frontline system. For a bit more detail on the latter point, I refer you to last week’s dev diary where I went over what I consider to be the most pressing issues with the frontline system, all of which we’re aiming to fix or at least improve for 1.9.

Right then, that’s it for today, and in fact, a wrap for 2024. I’ll be back on January 16th to give you a retrospective on the entire year, what we think went well, what we could do better in the future, and see if I can’t find some fun dev moments from the year to share with you as well. See you then!
 
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This comment is saved for developer responses!
 
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Happy holidays, enjoy and come back with renewed energies, trade and fronts is a great challenge to tackle in one patch.

PS: hoping that changes are significant making both mechanics more engaging for all players and not a simple painting coat
 
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Very excited about those military changes, especially the navy aspect. Lord knows the naval part of the game is missing a lot.

What I hope to see as well (and hopefully this was already given some thought) are changes to trade such that it becomes actually important. Many others have pointed out that trade is not such a huge deal and I have to agree. Most of the time, trade is a temporary fix so that you can then build the goods domestically. That isn't what typically happened. Hopefully some emphasis on that front is given.

Anyway, I wish y'all happy holidays and can't anticipate the next update!
 
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Hey WIzz, do you have a ballpark target for 1.9? Is it more a Q1 25 dream or more Q2/3?

Have a great holiday break and looking forward to all dev diaries and improvements in the coming year.
 
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Allow armies to be assigned to multiple fronts, up to the number of generals in an army.

Allow you to split fronts. Similar to Hoi’s front line editing.

Total navy rework. Ships are not just armies but on water.
 
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The movement rework is great, but at the same time will need special attention to refine it there and here.

You made a impressive work in improving this part, but I hope you will keep an eye on the new system, as a lot of edge cases and previous balance could still need to be updated.

Many thanks for your work this year, the game is better and better every update.
 
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Uh, I expected something more elaborate here. This week's DD refers us to last week's DD, whereas last week's DD referred us to this week's:

Finally, I want to touch briefly on what’s coming next. I won’t spend too long on this, as next week’s dev diary is going to be the customary ‘what’s next after update 1.8’ which will be all about this topic, but I feel I would be ignoring the elephant in the room if I didn’t address the fact that a significant amount of the feedback we’ve gotten about 1.8 isn’t so much about what is in 1.8, but rather what wasn’t: namely, as a number of you would put it: ‘fixing the military system’.
It seems all we get until January is a bullet list to stare at like it's an inscription in Linear A.

Merry Christmas and Happy New Year!
 
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1-In future updates, do you plan to add the option to sort by alphabet in dropdown menu for battle objectives/land claims, or ability to mark them on map? Current interface is too clunky.

2-Is it possible to add an option to clear entire list in building construction queue with one button? Currently it requires too many clicks. There should also be a button that takes you to the last page or the first page of the construction list.

3-It would be good to enable option of building government buildings in other countries, or at least universities and railways.
 
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Why are you so hesitant to add an economy pillar?
"Other" looks clumsy.
 
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2-Is it possible to add an option to clear entire list in building construction queue with one button
Oh, the button is there.
It has side effects though.
 
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It's a good list, two comments. I don't see anything about Germany on here, this remains somewhat of a mess much of the time.

On trade, I hope part of the larger rework is to make external trade a viable strategy for obtaining goods. Because right now it just isn't, you cannot generally trade in large enough numbers (beyond the crazy fiddliness of the system, which I'm glad you are addressing) and so if you have a goods shortage, the only real way to address it in a satisfactory manner is to produce or extract them yourself.
 
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The inclusion of more trade-related points in the road map gives me hope, and I am very happy that it will be reworked already in update 1.9. It is perhaps one of the most undertone aspects of the game at the moment, but with some adjustments it can become a flagship. Two curiosities:
a) Will the launch window for update 1.9 be approximately between February and March, or at the end of spring?
b) I really appreciated the rework of the political movements, now well integrated with the simulation. Phase two is missing: greater differentiation between autocratic forms of government and those that provide voting rights. Will there be progress on this topic in 2025? For example, IGs occupying seats in parliament after elections, negotiations between interest groups and government, a rework of the political party system, the introduction of ordinances/executive orders/repeatable laws…? Thank you for your hard work this year. I wish you the best for 2025!
 
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