• 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 #141 - What’s next after 1.8

16_9.png

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.

image1.png

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!
 
  • 130Like
  • 28Love
  • 7
  • 1
Reactions:
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.

Given the pace at which they have been working, and considering they have clearly been working on 1.9, I am quite confident it will be late Q1.
 
  • 5
Reactions:
I hope changes to the war support system includes acknowledging the economic impact of occupation. Occupied states should be cut off from their country’s market and the % of a country’s GDP that is occupied should factor into whether war support is allowed to dip below 0. It currently feels very weird that some of your most developed and economically important states can be occupied and you basically suffer no penalty from that. No loss of access to goods they produce, no loss of taxes from these states, and no pressure to capitulate bc your economy is collapsing due to shortages of basic goods from occupation. We really need more ways to win a war other than controlling all of our war goals or occupying the enemy’s capital. Especially with the economy being so central to almost every aspect of the game it feels off that you can’t win a war by taking control of the other side’s industrial heartlands and use that to damage their economy to the point of surrender.
 
  • 11Like
  • 4
Reactions:
I know it's just a roadmap but, do you already have ideas on how to deal with the "not yet updated/new" items ?
Generally we at least have some sort of napkin design or broader idea of where we want to take the point, yes. Sometimes we have an indepth design we just haven't had time to implement yet.
 
  • 17
  • 6Like
Reactions:
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.
Can't give any details on when it's coming out but it's a big update so it'll be a bit of a wait.
 
  • 19
  • 8Like
Reactions:
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.
This is absolutely something we're aiming for with improving trade. Both making it more viable compared to autarky, and making competition for export/import much more of a thing.
 
  • 41Like
  • 5Love
  • 2
  • 1
Reactions:
Why are you so hesitant to add an economy pillar?
"Other" looks clumsy.
If we replaced "Other" with "Economy" we wouldn't have any place to put something that didn't fall into one of the five categories. I guess we could consider having six categories though!
 
  • 22Like
  • 5
  • 3
  • 1Love
Reactions:
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!
For the next update we don't have any major ambitions for politics, though we are of course going to be tweaking and iterating on our existing systems as we usually do. I'm sure there will at least be some improvements to the Political Movement System in 1.9, just don't expect any major reworks. As far as the rest of 2025 goes I can't really give any specifics right now.
 
  • 21
  • 7Like
Reactions:
Generally we at least have some sort of napkin design or broader idea of where we want to take the point, yes. Sometimes we have an indepth design we just haven't had time to implement yet.
Is it safe to give away the scope of the changes to warfare? Like the current system being swapped or mixed with the HoI4 battle plans? Is such a change feasible?
 
Hi Wiz,

when will we get any news on future expansion passes? Is an expansion pass planned? Will we get another standalone Immersion Pack before the next Expansion Pass?

Have a great Christmas!
 
  • 1Like
Reactions:
Is it safe to give away the scope of the changes to warfare? Like the current system being swapped or mixed with the HoI4 battle plans? Is such a change feasible?
The plan is to build on and improve the system that we have, not to rework it from the ground up. We will definitely draw some inspiration from HOI and other games when we do so, however.
 
  • 45Like
  • 5
  • 3
  • 1
Reactions:
I smell a delicious navy&trade update.
 
  • 3Like
  • 2
Reactions:
I smell a delicious navy&trade update.
I wonder if both systems will be updated in the same update, though it's likely too early for them to commit on that front.
 
  • 1
Reactions:
For the next update we don't have any major ambitions for politics, though we are of course going to be tweaking and iterating on our existing systems as we usually do. I'm sure there will at least be some improvements to the Political Movement System in 1.9, just don't expect any major reworks. As far as the rest of 2025 goes I can't really give any specifics right now.
The new system looks pretty flexible so many issue just need some weight numbers tweaked.

However, we might need some mechanic on :
- movements joining forces rather than weakening each other's. Especially in very autocratic countries where everyone can agree on the need for a change
- very angry IGs being able to do something else than sit in the opposition with their -20 approval
- movements pressuring an IG... Without any effect (because landowners leaders cannot be communist for instance)
 
  • 5Like
Reactions:
I wonder if both systems will be updated in the same update, though it's likely too early for them to commit on that front.
Yes, I'm actually wondering that too, but I'm cautiously optimistic about it, since trade and shipping in Victoria are still far too little connected to each other (EUIV was a revolution at the time, which meant that trade routes could be influenced by the navy and one would have expected something similar for Victoria 3).

However, I would be very satisfied with one of the two points, because navy and trade are the points where Victoria 3 still has a very broad scope for expansion, especially when it comes to connecting different mechanics that could mesh a little more. The companies also actually belong in this field, so I don't think it's a coincidence that all of these points are being worked on at the same time.
 
  • 3
Reactions:
I think it feels more fitting to tie Military to Diplomatic Plays and Navy to Trade, which I'd say all four would like some shakeup for improvements.

Diplo Plays, while great on paper, can easily feel like a delayed War Declaration. And on the Navy front, there's also the fact that Navy making doesn't make as strong a splash on the power of a country, unless you are Great Britain and you hold up your boats to high standards (and even then, good riddance if they start dunking your supply lines from trades and you can't whack-a-mole the raiding).

Nonetheless, having any of these fixed, for good or for a good while, would be an abssolute win. After all, the systemic changes on 1.8 are already quite stellar on their respective fields.
 
  • 5
  • 2Like
Reactions:
Hi, I cannot wait for 1.9 I hope that military rework include adding fortresses - am I right? and what about ship rework? Do you take inspiration from players suggestion for future changes?
 
Yes, I'm actually wondering that too, but I'm cautiously optimistic about it, since trade and shipping in Victoria are still far too little connected to each other (EUIV was a revolution at the time, which meant that trade routes could be influenced by the navy and one would have expected something similar for Victoria 3).

However, I would be very satisfied with one of the two points, because navy and trade are the points where Victoria 3 still has a very broad scope for expansion, especially when it comes to connecting different mechanics that could mesh a little more. The companies also actually belong in this field, so I don't think it's a coincidence that all of these points are being worked on at the same time.
Whatever changes they make, I want them to be absolutely certain that the AI can play with them!
 
  • 6
Reactions:
Hi Wiz,

when will we get any news on future expansion passes? Is an expansion pass planned? Will we get another standalone Immersion Pack before the next Expansion Pass?

Have a great Christmas!
At the moment I unfortunately can't tell you anything about Expansion Passes except that we will for sure do more Expansion Passes in the future.
 
  • 16
  • 5Like
Reactions: