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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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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?
The scope for military improvements in 1.9 is more focused on fixing the issues with front splitting, teleportation, military access and so on rather than doing any major additions to the system. I definitely think we'll add fortifications in the future though.
 
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Are there any more patches/hotfixes planned for 2024, or is 1.9 the next planned update overall?
At the moment we have no plans for additional hotfixes in 2024 unless something critical comes up. We'll assess whether to do another update to 1.8 after we get back from the holidays.
 
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Lots of great things to be excited about. I really hope trade will become more central to the game, and that goods will be available in enough volumes that you don’t have to go for autarky in every game (in fact it should be rare and difficult even for GPs to have every resource). It would also be cool to see tariffs become more important, as it was a big income source for governments at the time and a big factor in international relations.

Also, I have to add: I know “Done” is not done, but unifications for Germany and Italy are not in a good place. It’s rare to see either power form, let alone both. I don’t even think it needs a full overhaul, the pieces are there, it’s just a question of tweaking the order of the JEs and improving the AI strategies to help them succeed more often. In the same vein, yes Japan now sometimes does reform itself as the Empire of Japan. But then it just.. sits there. No great economic or industrial growth, no aggressive strategy to make it compete with GPs in East Asia. All of these things reduce the dynamism and the challenge of playing the game, unfortunately.
 
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Are there any plans to do a more polish focused patch after 1.9? I appreciate adding/improving new systems, but some of the numbers (pop growth, gdp growth, law modifiers etc.) could revitalise existing systems.

E.g. I know that getting Laissez-faire will always let me outgrow my population, so I rarely take mutual investment agreements. I also avoid command economy like the plague, because it deletes too much money. Outgrowing population also makes everyone loyal, trivialising politics, so I don't have to worry about that while watching line go up.

It'd be nice if things were more equalised, opening up different playstyles.
 
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I've actually been quite impressed with the ability of the AI to complete JEs like the Meiji Restoration. I'd really just like to see them consistently pursuing things like the Great Game, like I don't think I've ever seen the AI use the Pamir Delimitation
 
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I hope you will do the following in the future:

1. Improving the war mechanics - make them even more engaging and especially increase the immersion of the WW1 simulations (add something like the World Tension from HoI 4, which must happen around 1910-1920 so that the game forces a global conflict).
2. More interaction with in-game characters. While you're at it, add something like a family tree for the Monarchy.
3. Much more Internal Laws and diplomatic interactions.
4. Journal Entries should be replaced with a more interesting mechanic, something like the National Goal from HoI 4 or the Mission Tree from EU4. Make this mechanic give several directions for the player - historical and several alternative variants.
 
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Are the values for acceptance from laws being looked at for balance? Particularly it feels that religion is not having as much influence as it should for acceptance even for countries with state religion.
 
I’m very interested in the trade rework! Are you able to comment, even in the abstract on, how you aim to increase competition between countries for this? Is this leveraging companies to be more useful/detailed? Bringing back some form of the inventions system? When I think of what could be done to achieve this, there are quite a few options so I’m looking forward to it!
 
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The peace treaty system in Victoria 3 feels very incomplete. Allowing peace treaties to be negotiated during diplomatic play is a good improvement, but it's not enough. We should be able to negotiate during war, and even add more war goals as the war progresses. Is there any plan for such an update in the future?
 
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For any military changes QoL improvements are a must. Most critically there needs to be a macro to build an army of X composition. For example a 5-2-3 split of units should be something I can reproduce quickly and easily, whereas right now it’s extremely tedious.
 
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Do you consider adding IGs for better situations ?

Southern planters and northern landowners (the same minus slavery)
Devout hindu and devout sunni (if state religion pass while on is in governemnt the country religion changes to theirs)
Austrian nobility and hungarian nobility (and bohemian nobility and croatian nobility and transylvan nobility and…)
etc.
 
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I have a suggestion for trade: One way trade agreements.
How they work: A one-way diplomatic pact called “Market Access” or something similar. Tooltip displays as “Country A granting Market Access to Country B” or “Country B enforcing Market Access on Country A”.
While active, Country B pays influence upkeep, trade routes between the two market are not subject to Country A’s tariffs, and bureaucracy costs for trade routes between the markets are halved for both countries. If Country A has Isolationism, Country B will be able to make trade routes to it (they cannot make trade routes themselves until they abolish Isolationism).
Voluntary market access can be canceled at any time by either party, enforced market access can only be canceled by the country enforcing it, or by diplomatic demand. It is automatically canceled if the two countries go to war, but a war goal is automatically added to reinstate it.
Changes: “Open Market” war goal now enforces market access on the target, instead of changing their laws.
Enforcing Market Access makes a country much less likely to agree to a trade agreement (as they already have most of the benefits with few drawbacks) while granting voluntary market access slightly increases AI acceptance.
Why: Makes the Open Market CB more exploitative (as it is currently more of a benefit to the country it’s enforced on) and creates incentives for multiple Great Powers to demand Market Access from the same country, as happened historically.
The functionality would overlap a lot with Treaty Ports, so that mechanic will probably need to change if this is added.

Some ideas for Treaty Ports to differentiate them:
Can only be used on unrecognized powers (historically, didn’t happen in Europe itself)
Make it harder for target country to cancel enforced Market Access
Makes trade routes into target market more competitive
Increases Power Bloc leverage generation
 
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While you're at it, add something like a family tree for the Monarchy.
The campaign only lasts for between two and three generations of politicians (with politician-like lifespan) to change.
 
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I think another big point about wars is how the ai isn't only too eager to go to war but also it considers every war to be a deathwar. This is one of the reasons why playing a minor power can be extremely hard. There is just no way that the UK could've mobilized all of it's economy and army to invade Iran without huge outrage at the homeland but here it happens all along. I'm not sure if this should be about inner politics, military or both in the "to do list" but I think it should be important
 
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This is probably not the place, but @Wizzington , can you share rough numbers from your telemetry about how far do people tend to play their Victoria 3 campaigns? I'm coming to question the concept of a 100-years campaign, and coming more and more in favor of scenarios-based mini-campaigns. I wonder if overall players' behavior confirms this.
 
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I'm having a difficult time seeing a navy rework without mission assignments, and protecting trade routes.