• 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:
Still no news about Germany and Italy not forming properly?
No Carlist wars, North America is still fantasy gameplay. India and France are fairly interesting now, credit where it's due.
 
  • 6Like
  • 2
Reactions:
Are there any plans to let countries join on-going wars or add war goals as a war escalates? Also, are there any plans to add content for the Great War or some kind of crisis system?
 
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.
o_O
 
This looks like it's targeting the 3 biggest headaches remaining in the game, so it's great to hear that you all are focusing your energy on the exact areas where we need it most. If we can get a world where 70% of the world's ships are built in Britain, better peace deals, and frontlines work, this really fixes the un-fun issues with the game.

Kudos to the devs for some really incredible progress this year! I hope everyone at the team gets a restful break.
 
  • 3Like
Reactions:
I am looking forward to the Trade updates. It seems like trade became much weaker with the MAPI change. These days I tend to build industry based on mineral deposits (coal, iron, sulfur, lead).

I have been having fun playing France in 1.8.3. The political movements are a big improvement in terms of more legible and coherent political pressure. Also, the building registry is amazing!
 
  • 2Like
Reactions:
No Carlist wars, North America is still fantasy gameplay. India and France are fairly interesting now, credit where it's due.
Yes they are interesting, but they are compromising the entire experience because they are not doing a very simple fix: give us plausible great powers for a late game. What’s the point if we don’t even have Germany and Italy or the US ATLEAST 60% of times? Make them form (already said how in other posts), give a great war system and it will be good enough for the moment…not trying to sound funny or anything, but really is unconceivable that this situation is fine for most of people, I feel really a martian ahaha
 
  • 4
  • 1
Reactions:
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.
Oh man, this would be the most amazing improvement. I don't know why, but ever since I learned about comparative advantage a couple years ago, I've dreamed about setting up a country's economy in V3 to make full use of it, but every playthrough I inevitably have to just make everything myself. More meaningful trade would be fantastic.
 
  • 1Like
Reactions:
Thank you for the roadmap. Will the 1.9 include quality of life changes as previously requested?
One of my big request is to have new states and colonies added to the empire to follow the existing production method and auto expansion.
 
Overall, I do really like the new political movement system however I have noticed that the Socialist movement has a hard time gaining traction in large population countries such as Russia and China. I believe this is because machinists contribute the most to the trade unions (and thereby the Socialist movement), but these countries have such big populations that they have millions of laborers and barely any machinists hence a strong peasant movement but an almost nonexistent socialist movement.
We can't simulate the Bolsheviks in Russia or Mao in China with peasants that aren't socialist. I think a quick fix will be to add Communist to the list of ideologies that the Peasant Movement can spawn once Socialism/Dialectics/appropriate mid-tier tech is researched.

Anyway, Happy Holidays nonetheless!
 
  • 4Like
Reactions:
Looking forward to (maybe) getting an auto-trade function next year.
 
  • 1Like
Reactions:
Yes they are interesting, but they are compromising the entire experience because they are not doing a very simple fix: give us plausible great powers for a late game. What’s the point if we don’t even have Germany and Italy or the US ATLEAST 60% of times? Make them form (already said how in other posts), give a great war system and it will be good enough for the moment…not trying to sound funny or anything, but really is unconceivable that this situation is fine for most of people, I feel really a martian ahaha
It's not ok. I was thinking actually, that if this was version 1.0 of the game, not 1.8, it would still be an Early Access type of release in a sane world.

1.10 after 1.9? is that how decimal works?
In software versioning, yes.
 
  • 2
  • 2
  • 1Like
Reactions:
So, let’s start by getting you hook on the idea.



Ownership of a building means more than having the profits it also allows you to change the production method, this is true for everyone the player and now with the following also the AI.

Why should you want to have less control over your buildings? As before if they are not state buildings why should the state be able to dictate how someone else’s property is used.

Wouldn't it enrage you if the state mandates your porcelain business to make glass?

That’s where this change comes in: *Owner based production methods*

Annoyed by the aristocrat’s only caring about themselves, now they really do that. Capitalist just want to make as much money as possible now they do. Workers want higher wages, now they can increase them to their liking (if they own the building).

They all can only use the possible production method the corresponding country it is built in has researched

But still as the state you can dictate the change (with sufficient laws) and you don’t even need to nationalize the building, if you force a production method upon a building it stays that way for 5 years and you radicalize way less of the people you would if you nationalized it instead.



Now we go to the government reforms to force production method upon unowned buildings.

The following Government reforms have the following effects in addition:

- Traditionalism: 25% of owners are radicalized

- Interventionism: 10% of owners are radicalized

- Agrarianism: 15% of owners are radicalized

- Industry Banned: 15% of owners are radicalized

- Extraction Economy: 5% of owners are radicalized

- Laissez-Faire: does not allow it

- Command Economy: the stats already owns it all

- Cooperative Ownership: 20% of owners are radicalized



So, let’s write some lines it is not really pseudocode but I can’t get my head around how exactly you make decisions out of the wiki.



Check {Province}

if buildings in province exists, check building, else end

if building has multiple possible production method, check owner, else end

if building is flaged end, else

if production method was change by player: flag building,

else check how owns the building

if owner is==state end

if owner==manor house, if upper class do not consume products of the building: maximize profits, else: change production method to that which increase production of goods that has the highest % cost of income of the upper class

if owner==financial center, check for production method with profit increase>1.0 true, then change to that

if owner==workers

if workplaces are <80% occupied change to more profitable production method

else

if building is profitable: raise base wage, till an equilibrium is reached i.e. profit<1.0

if building is unprofitable lower base wage, till an equilibrium is reached i.e profit<1.0

if owner==company, make list of buildings owned my company,

if company has building which uses good produced by current building: change production method to maximize output

else: check for production method with profit increase>1.0 true, then change to that


Don't worry we (=I) will come back next week with a better worked out version, feedback is welcomed and will be worked in <3
 
Last edited:
  • 1Like
  • 1
  • 1
Reactions:
I am looking forward to the Trade updates. It seems like trade became much weaker with the MAPI change. These days I tend to build industry based on mineral deposits (coal, iron, sulfur, lead).

I have been having fun playing France in 1.8.3. The political movements are a big improvement in terms of more legible and coherent political pressure. Also, the building registry is amazing!
The design we have for reworking trade should fix the MAPI issue if it works as planned (it's in prototype stage right now).
 
  • 15Like
  • 5Love
  • 5
Reactions:
1.10 after 1.9? is that how decimal works?
It's how software versioning works. 1.9 is not 19 10ths, it's the 9th update to the 1st major release.
 
  • 9
  • 5Like
  • 1
Reactions:
It's how software versioning works. 1.9 is not 19 10ths, it's the 9th update to the 1st major release.
Still, thinking of 2.0 is tempting.
What would you change if you weren't constrained by engine limitations?
 
  • 1Like
Reactions:
Still, thinking of 2.0 is tempting.
What would you change if you weren't constrained by engine limitations?
Engine limitations honestly isn't a big constraint on us except maybe for certain graphical features. CPU limitations is always going to be our biggest roadblock.
 
  • 10Like
  • 7
  • 1
Reactions:
Are there any plans to let countries join on-going wars or add war goals as a war escalates? Also, are there any plans to add content for the Great War or some kind of crisis system?
Long term yes, short term no. This has to be done in such a way that it doesn't completely invalidate the diplomatic plays or makes it utterly unpredictable who will be your enemies in a war.
 
  • 12Like
  • 6
  • 3Love
Reactions: