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Victoria 3 - Dev Diary #142 - 2024 in retrospect

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Happy Thursday and welcome back to a brand new year! I hope you’ve all had a nice holiday and a good start to 2025. As I mentioned in the last dev diary, this one is going to be a brief retrospective on the year that’s passed and the updates and DLC that we released in that year. I’ll share my thoughts on what I think we did well, and where we want to improve going forward. I will go over each of the major releases in turn, followed by a summary of my overall thoughts for the whole year.

Our first release of 2024 was Update 1.6 back in March, and I consider it our low point of the year. While the update itself contained a lot of nice improvements, it was released in a pretty rough shape and also (contrary to our expectations at the time) had worse overall performance for a majority of users. This felt, in all honesty, more than a little embarrassing to me since I had stated improved performance to be one of our goals with the update.

The reason this happened is simply that, even though we had made a plethora of performance improvements, other changes (principally AI improvements and changes to migration) degraded performance more than these improvements could make up for. What this made us realize is that our internal tools for monitoring performance were simply inadequate to the task, and our Tech Lead spent a considerable amount of time expanding and improving on something we call ‘The Performance Dashboard’, which now monitors not just overall performance but also provides a plethora of useful breakdowns.

As an example of new functionality added to the dashboard, the new tools contain a heatmap of the most performance-intensive parts of the game (such as updating pop growth and adjusting trade volumes) with a 2-week history that lets us immediately spot if a change to a particular part of the game causes it to become slower so that we can take immediate action. All of this, alongside some extra allocation of programming resources, allowed us to release both updates 1.7 and 1.8 (as always, on average - individual hardware variation unfortunately means performance improvements are never going to be universal) with significant performance improvements despite all the new features those updates introduced.

In addition to general performance monitoring, the Performance Dashboard also tracks more specific data such as the slowest events, which lets us quickly spot when suboptimally written triggers start to impact overall performance. It’s worth noting that something being yellow or red here isn’t inherently bad - it’s okay for a complex event to use up more computing power so long as it all adds up to a reasonable level.
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However, I’m getting a little bit ahead of myself now. Returning to update 1.6, it of course wasn’t all bad. On the good side, the update ended up being dubbed ‘The UX Update’ as it contained a lot of UX improvements, ranging from simple quality of life changes to more significant changes such as formation map marker consolidation and the addition of a proper migration map mode. The most significant and well received new UX feature was probably the Pop Census Panel, which allows you to truly dig down into the nitty-gritty details of your population. The Trains Bonus Pack free DLC we released alongside 1.6 of course also merits a mention, as honestly, who doesn’t like free trains?

If 1.6 was our low point of 2024, then Update 1.7 and Sphere of Influence, released in June, was definitely the high point! Both the expansion and the update itself performed extremely well, and were very positively received by the community. In particular I want to mention the Building Ownership Rework, a massive months-long effort to create more complex relationships between Buildings, Pops and Countries. There was some internal debate about whether we should really spend so much of our available development time overhauling the economic core of the game for a diplomacy-oriented expansion, but doing so is what allowed us to implement Foreign Investment as a natural extension of the building construction and autonomous investment systems instead of making it a tacked-on mechanic, and I consider it well worth the time spent.

Power Blocs is another interesting 1.7/Sphere of Influence addition to mention in relation to its community reception. During their initial conception, Power Blocs were intended to be a broader feature that could capture a variety of transnational agreements, but in actual implementation it suffered from this approach of trying to do a little bit of everything and ended up quite underwhelming. Following feedback from QA and beta testers, we refocused the feature into one focusing almost entirely on imperialist projects. This decision is something that we received some criticism and pushback about in the Power Bloc dev diaries, as some in the community felt the feature was now too narrowly focused (though I know at least a few people who came around to it after the update was released). Ultimately I believe we made the right call, as I’d rather we add a feature which does a few things but does them well rather than one which stretches itself thin and just ends up underwhelming.

Something that was more on the mixed side of things was the Great Game Objective. While the objective itself seemed pretty well received, and we saw a very noticeable increase in the number of playthroughs of the countries involved with it, there was (and still is) a perception that playing without the objective locks you out of the content added for those countries. I can only attribute this to poor communication on our part, and that we need to more clearly indicate exactly how objectives change the experience, and the fact that they do not lock away country-specific flavor JEs when not enabled.

The last thing I want to mention for 1.7 is the AI, as it’s an area of the game that was significantly improved in the update, especially on the diplomatic side. The catalyst system and the way it explicitly informs you when and why an AI changes their diplomatic stance towards you is something I am personally very happy with, and is a model for how I want to continue to improve the Victoria 3 AI going forward. I want the AI of Victoria 3 to be both an interesting opponent and an interesting ally, self-interested but largely rational, and for players to be able to understand why it makes the decisions it makes even if it’s not the decisions the player themselves would make. This is an approach which necessitates the kind of transparency offered by the catalyst system as opposed to the opaque black box of hidden dice rolls which preceded it. We of course still have a lot of work to do here, and improving the AI isn’t something that is ever really going to be ‘finished’, so the main takeaway here is really that we don’t just want to make the AI smarter or better at challenging the player, we also want to make it make more sense.

Finally then, we have reached Update 1.8 and Pivot of Empire, the final release for 2024. As I recently posted a dev diary on my thoughts for that specific update, I won’t go too much into detail, but I do want to mention that we have taken a further look at the balance of the India content (particularly the Unstable Raj JE, where we have looked at telemetry for completion rates across the playerbase and found them significantly lower than intended) and concluded that some further balancing is needed from us in 1.9. Specifically, we want to adjust its difficulty level while also improving rewards for completing it successfully, but also look into making failing the JE less of a game-ruining state.

I also want to reiterate that one of the major learnings we have made from 1.8/Pivot of Empire is that we need to focus more on the why of Journal Entries when designing them in the future. That is, why do you want to pursue and complete a Journal Entry - what player fantasy is it fulfilling, what playstyle is it supporting, what rewards does it offer - and to communicate those whys to the player. The reaction of the player to completing a complex and challenging Journal Entry should never be ‘huh, that’s it?’ when presented with the conclusion and rewards.

On a more positive note, something we expected to be positively received but which turned out to be extremely well liked was state/hub renaming. We were already planning to continuously add more renaming functionality to the game, and the massive amount of positive feedback we’ve gotten has only strengthened that ambition.

Lastly in regards to 1.8/Pivot of Empire I want to mention which came as something of a surprise to us was the strong negative reaction to the lack of an Expansion Pass for Pivot of Empire. Again this is something we’ve already talked about, but I do want to mention that there will absolutely be more expansion passes going forward. The reason we didn’t do so already is that we’ve found that Expansion Passes work best for us (in terms of being able to plan and deliver high quality releases) when they start off with a major expansion, rather than ending with one, so that is what we’ll be doing going forward.

To conclude this dev diary, I want to share an internal phrase that’s been going around: ‘2024 is the year that Victoria 3 hit its stride’. It’s no secret that the game had its issues at launch and that we made some mistakes in the initial post-release period, but from update 1.5 onwards, and particularly after 1.7/Sphere of Influence, we’ve seen excellent playerbase growth and greatly improved community sentiment. In summary, 2024 was a very good year for Victoria 3, and I’m very excited to continue building on these successes to add depth, flavor, and excessively in-depth socioeconomic simulation mechanics to this very special game series that is quite unlike anything else I have ever worked on.

That’s all for today! With update 1.9 some time away, we’re now going to take a bit of an extended break to focus solely on the development end of things. Expect us to return sometime early spring with details on the Trade Rework, Frontline Improvements and so much more. See you then!
 
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This comment is saved for developer responses!

Since 1.9 is a ways out, will there be a 1.8.7 hotfix for many of the CTD's and Windows 11 hangups that have been noticed over the winter break?
We don't have current plans for another hotfix for 1.8. As for the Windows 11 specific hangup, caused likely by the recent major update, we have seen that it can be solved by updating to the newest version of the update. We can reassess if we do a hotfix, but currently we are focusing on 1.9 development.

Thanks for the dev diary!

Would u be able to share with us a hint of what to expect from the Trade reworks?
I hope you understand we're staying away from that until we know better that the things we intend to do are working too.
It's just too early to talk about it at this point. We have a prototype being developed as we speak and we'll share more once we're more certain about the direction of it.

> The reaction of the player to completing a complex and challenging Journal Entry should never be ‘huh, that’s it?’ when presented with the conclusion and rewards.
If the alternative to this is a +30% migration attraction and +100% minting, I'd rather have nothing, thanks.
Of course we will always try to find fitting rewards that tie well into the underlying simulation and situation.
We will investigate what feels good and what doesn't and are happy to hear and incorporate feedback to improve it further in the future.

No DDs for the next 2-3 months then?
We don't really want to write "filler" Dev Diaries that won't benefit either side.
So it will take some time for us to get into a more ready state, but then we should have a whole bunch of things to talk about and also show at that point.

Are there plans to release an update for re-balancing the difficulty and rewards for the EIC and other journal entries for Pivot of Empire? This was mentioned in previous dev diaries but never made it into the patches since 1.8.
We'll have to see if it's worth putting out another patch in the meantime or if we hold off on changes until 1.9 releases.
Any release has a decent amount of overhead work associated so we'd like to avoid it if it's not particularly meaningful.
We are having a meeting next week to discuss some potential EIC changes. This will likely inform some of our decision in that regard.

Are you monitoring the trade rework thread discussion? is it worth keep giving ideas in that thread and forums then if nothing is set in stone yet?
We are keeping the usual eyes out on discussions. Personally I have read all the big trade threads at least.
I wouldn't say nothing is set in stone, we have a very clear idea of where we want to take trade. But plans and them becoming a reality are always two different things, which is why we want to get some certainty of it working out before talking about it.

I really enjoyed the updates you made. I generally think that they all had a positive influence on the game as a whole. I'm also looking forward to what you will add this year :)

The Performance Dashboard looks really cool. Is there any chance modders could get access to it? I usually use the script profiler to check for things to change, but I am not always sure if my changes actually help or not.
Unfortunately the dashboard works by collecting data from internal machines running development builds of the game, so it isn't really a tool that could be made available to modders.

> The reaction of the player to completing a complex and challenging Journal Entry should never be ‘huh, that’s it?’ when presented with the conclusion and rewards.
If the alternative to this is a +30% migration attraction and +100% minting, I'd rather have nothing, thanks.
I agree - the plan is not just to make JEs rewarding by piling on unsuitable or unrealistic bonuses. However, there's certainly a middle ground to be found between 'underwhelming' and 'overpowered'.

For 1.9, it sounds narrowly scoped (trade+military), but it also sounds like a hefty development from what we've seen in the last 2-3 dev diaries.

Can we get a rough idea of the scope? Are we talking about tweaks at the margin/QoL improvements, or are we talking about major systems reworks like we got with 1.7 and 1.9 with foreign ownership/political movements?

Thanks for the transparency so far and I'm really excited to see where the game goes this year!
Trade will be a major rework. Military will mainly be focused on polish and fixing frustrating issues (front splitting etc). There is of course more to the update but not ready to talk about that yet.

Something that would be helpful would be indicating what the reward is for completing a journal entry rather just listing the event that will fire. We can sometimes just go to the wiki to find out what the effects are but that is unreliable at best.
Yeah we really have to get better about this.

I support you idea of avoiding filler devs diaries, but I wanna ask if we can expect developers to participate in discussions on the forums (with the current pace ofc, nothing more) during these two months or if you would just disappear in a small cloud of smoke with a sinister laugh.
I don't think we've ever completely disappeared from discussions and don't see why we should this time :)
Sometimes it's busier leaving less time to reply on the forums, but apart from that I'd expect us to keep similar levels of engagement as usual.
Though the smoke cloud does sound very cool... Hehehehehe! *poof*
 
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> The reaction of the player to completing a complex and challenging Journal Entry should never be ‘huh, that’s it?’ when presented with the conclusion and rewards.
If the alternative to this is a +30% migration attraction and +100% minting, I'd rather have nothing, thanks.
 
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Since 1.9 is a ways out, will there be a 1.8.7 hotfix for many of the CTD's and Windows 11 hangups that have been noticed over the winter break?
We don't have current plans for another hotfix for 1.8. As for the Windows 11 specific hangup, caused likely by the recent major update, we have seen that it can be solved by updating to the newest version of the update. We can reassess if we do a hotfix, but currently we are focusing on 1.9 development.
 
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Thanks for the dev diary!

Would u be able to share with us a hint of what to expect from the Trade reworks?
I hope you understand we're staying away from that until we know better that the things we intend to do are working too.
It's just too early to talk about it at this point. We have a prototype being developed as we speak and we'll share more once we're more certain about the direction of it.
 
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I hope you understand we're staying away from that until we know better that the things we intend to do are working too.
It's just too early to talk about it at this point. We have a prototype being developed as we speak and we'll share more once we're more certain about the direction of it.
No problem at all! All the best and looking forward to another year of Vic 3 development.
 
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> The reaction of the player to completing a complex and challenging Journal Entry should never be ‘huh, that’s it?’ when presented with the conclusion and rewards.
If the alternative to this is a +30% migration attraction and +100% minting, I'd rather have nothing, thanks.
Of course we will always try to find fitting rewards that tie well into the underlying simulation and situation.
We will investigate what feels good and what doesn't and are happy to hear and incorporate feedback to improve it further in the future.
 
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I really enjoyed the updates you made. I generally think that they all had a positive influence on the game as a whole. I'm also looking forward to what you will add this year :)

The Performance Dashboard looks really cool. Is there any chance modders could get access to it? I usually use the script profiler to check for things to change, but I am not always sure if my changes actually help or not.
 
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No DDs for the next 2-3 months then?
We don't really want to write "filler" Dev Diaries that won't benefit either side.
So it will take some time for us to get into a more ready state, but then we should have a whole bunch of things to talk about and also show at that point.
 
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Are there plans to release an update for re-balancing the difficulty and rewards for the EIC and other journal entries for Pivot of Empire? This was mentioned in previous dev diaries but never made it into the patches since 1.8.
 
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We don't really want to write "filler" Dev Diaries that won't benefit either side.
So it will take some time for us to get into a more ready state, but then we should have a whole bunch of things to talk about and also show at that point.


Are you monitoring the trade rework thread discussion? is it worth keep giving ideas in that thread and forums then if nothing is set in stone yet?
 
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This diary feels like a sweet tea, perfectly fitting for the start of the New Year!

Sphere of Influence was truly excellent! While there were some minor bugs during 1.7, the team overcame them perfectly in 1.8. I loved the emerald and Slytherin-reminiscent theme colors in the India DLC, which is why I purchased it.

Happy New Year to the entire team, and I hope that in 2025, Victoria 3 will continue its successful optimization alongside new content updates, just like all your efforts so far, leading to an even more prosperous year for the game.
 
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Welcome back Wizz! Good luck to you all this year, I can't wait to see what you're up to!

Regarding India, I have the strange impression that
1. The journal often fails, causing a indian revolt (which is not very illogical, historically)
2. When the EIC finds itself with 95% of India in rebellion, it can never lose: the war aims set up and the war score reduced systematically mean that the Indian rebels end up capitulating one by one, while the British just have to hold the capital and wait. We should take a look at the propensity of the rebels to automatically lose, even when they win, because of this mechanism.

Shouldn't we make sure that the journal is indeed better balanced, but definitely more punitive in the event of a big failure (the whole of India revolts)?

As for journals in general, I agree 100% with your analysis, but I hope we don't fall into a cycle where journals become ‘must-haves’ and triggering them becomes the game's sole objective.
Personally, I really appreciate it when they appear by chance, provoking a situation that I hadn't anticipated, and offering to ‘solve the crisis’ by pointing me in one direction or another. I hope that's the kind of vision you have, and that it won't be a ‘reap ton of bonuses’ cash cow.
 
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Are there plans to release an update for re-balancing the difficulty and rewards for the EIC and other journal entries for Pivot of Empire? This was mentioned in previous dev diaries but never made it into the patches since 1.8.
We'll have to see if it's worth putting out another patch in the meantime or if we hold off on changes until 1.9 releases.
Any release has a decent amount of overhead work associated so we'd like to avoid it if it's not particularly meaningful.
We are having a meeting next week to discuss some potential EIC changes. This will likely inform some of our decision in that regard.
 
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Not yet the comeback story of HOI IV but it is shaping well:

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Are you monitoring the trade rework thread discussion? is it worth keep giving ideas in that thread and forums then if nothing is set in stone yet?
We are keeping the usual eyes out on discussions. Personally I have read all the big trade threads at least.
I wouldn't say nothing is set in stone, we have a very clear idea of where we want to take trade. But plans and them becoming a reality are always two different things, which is why we want to get some certainty of it working out before talking about it.
 
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