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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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When are we getting a big change to worthy of becoming the 2.0? I feel like this game is only great for one full playthrough as any kind of playthrough, as any tag, all boils down to "do things maximize construction". No matter what tag, wide/tall, or ideology you're going for, what you'll do most of the time playing is babysitting wood, iron, coal, tool, steel, construction and railways for the entire 100 years of the game.
 
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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.
Please forgive our sins, reading all those threads full of questions, divagations, pet projects and personal ambitions, etc...

But I am very greatful that a human does that instead of an AI.

Kudos, and send the bill of the psychologist whenever you feel to
 
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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.
Of course on the other hand, sharing some initial ideas of the direction you're considering could allow valuable feedback early on, leading to an even better system before significant development effort is invested.
 
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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.
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.
 
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Keep it up - I agree 2024 has been incredible for Vic, and everything seems to be going the right direction.

Big props for sticking to your vision and improving it instead of making hard pivots to what people think they want. Keep it up in 2025 - Vic 3 is the most exciting GSG at the moment IMO, doing fresh and new things.
 
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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.
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'.
 
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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!
 
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With Trade Rework i really hope that you will address Custom Unions as well, because in my opinion they shouldn’t be locked behind PB and should be available for small nations to merge their markets.
 
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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.
 
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Really looking forward toward Trade rework!

While we have a break from DD discoussing 1.9 while things are getting up and running, I think these would be really great oportunty that DEVs engage and talk (via dedicated DD) with the community about more long term ideas and potential improvments. Giving each other quality positive feedback like the one we can enjoy over Project Ceasar & Stellaris.

Any beta plans?
 
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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'.
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.
 
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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.
Nah good rewards are great , every nation should have things they get bonuses for to make them unique , game needs more railroading
 
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It would be great if you could comment on the pressure you were under in the year 2024.

The general sentiment throughout most of the year was, that Victoria 3 is in danger of getting Imperator Rome'd and that if the major expansion doesnt deliver it could be a deathblow. It would be interesting to read your comments on how realistic of an outcome that was.

Furthermore the talks about Victoria 3 getting Imperator Rome'd are not entirely gone, it would be interesting to see comments on how well Victoria 3 is doing financially, some numbers would be great.

It would also be interesting to hear about how far you are planning and developing ahead currently with Victoria 3, that could be an indirect anwser to the questions above if you cant comment on them. With CK3 devs have commented on how far they are planning ahead, if i remember it correctly it was said, that work on the next Expansion was allready ongoing even when the major expansion of the current year wasnt released yet.
 
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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.
 
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Yeah we really have to get better about this.
This and communication around unification conditions would have saved a dozen hours of my life
 
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Yeah we really have to get better about this.

Would it be possible, perhaps, to have the effect tooltip that autogenerates for an event to include the effects from immediate/after blocks and the potential effects you can get by picking one of the options? This could be, perhaps, be shown only after you hover over the name of the event and the details will be in the tooltip. This will make it so that you wouldn't have to manually describe the result of all the events and make the game more self-documenting.
 
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A major quality of life improvement missing from Victoria 3 is being able to click on the map when making selections. It comes up in a lot of places, just yesterday i declared on Great Quing and knew the provinces i would like to conquer, but instead of clicking on them i had to scroll down a giant list of provinces, hover over them to see if the province i would like to take glows up and than click on it.
 
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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.
 
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