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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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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.
I really like this. Maybe it could show immediate effects and the results of the default option? A lot JE completion events only have 1 option anyway so that gives you everything, and for everything else you at least get some sort of idea of what's coming.
 
Since it's going to be a few months until we hear from you guys again I'll just say, thanks for the transparency as well as all the work you guys do. Victoria 3 remains one of the games I'm most excited to see develop, and a lot of the early frustrations with the release were due to the potential it clearly has. Pass on a big thumbs up to the team!
 
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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.
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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Gotta agree with the people who don't like a major expansion being left out of the pass system. I don't want to dick around with details, if I buy each pass I want to get everything of any significance. If you're going to have expansion passes they should represent the "full experience" option.

And also they should give some kind of notification when it's time to get the next one, to avoid accidentally missing one. I know they're not subscriptions but they fill that consumer niche.
 
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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.

Are you also taking a look at Canals while reworking trade?
And will the trade system somehow tie in to the supply system?
 
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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'.
Well, while the fact that they're overpowered is exacerbating the problem, my argument is that arbitrary bonuses like this ("as a journal entry reward") have no place in a society simulator entirely.

Project caesar has never aspired to be a simulation and never called itself one, and still, their vision on flavour and bonus modifiers seems much more reserved, and, I would say, very much fitting to Victoria.

Players need more dopamine upon completing something that already shows that they're strong? A balanced and game-fitting way to reward them would be a firework animation.
 
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Big props for sticking to your vision and improving it instead of making hard pivots to what people think they want.
This is a really malignant and nonconstructive way to respond to criticism. Imperator failed because it chose not to care about what people "thought they want", Victoria 3 has made big improvements since release by fixing things that didn't work. PC seems to be going in an even better direction in this regard. For example, someone earlier in this thread made a comment about how a disproportionate amount of the gameplay loop consists of "babysitting" wood, tools and iron production, and I agree- this game has a lot of potential, but there are many problematic design choices that hold it back. Turning this forum into an echo chamber of toxic positivity isn't helpful.
 
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My two biggest disappointments with Power Blocks were:
1. Emblems dont use the same assets as the flags, so it is weird to see a black bear over yellow background for Russian Empire and Brits not using it's Union Jack. As to why you couldnt just use it because it owuld require making an editor for such complex assets, my answer is this: Just take the code for it from CK3.
2. No overlap/Multiple participations in Power Blocks. Like, what if I wanted to create something like EU, then switch tags and create NATO-like org that would include countries from the existing EU-like power block without them leaving it.
 
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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.
Hopefully party renaming is next on the docket!
 
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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.
The event for completing Reconstruction as the US should be "Thank God that's over."
 
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Overall I've been very happy with the improvements that have been brought into the game.

One thing that I think is unsatisfying is the rework of companies with 1.8. What's dissatisfying about it is that companies are simultaneously very consequential ( the construction and throughput bonuses are massive), but simultaneously, it's frustrating how now there's now so little control, and it's difficult to integrate companies into a long term construction/development strategy.

For example, let's say I put in place an iron/steel/coal company like New Russia, 3 very important industries. However, for me to avail of these bonuses I have to not build them and let the construction queue build them instead. Very annoying.

If there was some more ways to interact with companies it would be more satisfying, for example having an option to capitalize a company by directly giving it money.
 
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Journal entries should not just be used for historical narratives, they should help guide the player to creating different societies. The gameplay should be that of a city-builder in that the player has total freedom to build anything. In Victoria 3's case, it is a society-builder in that the player can create any society from agrarian to industrial, conservative to liberal, socialist to capitalist, or authoritarian to democratic.

TLDR: Add more paths to journal entries instead of making them be linear.
 
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Will the trade rework include a rework of markets, or will it purely be about the exchange of goods between markets without touching how the markets themselves work?

I feel like there's not a lot of interesting major stuff you could do with trade while the markets remain as they are.
 
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That's great to hear

I don't know if I'm alone but I play the game less than I was playing EU4 not because of its mechanics but because there are a lot less mods and so less content

Do you plan to allow more things to be moddable or modding to be easier ?

I wonder why there are no tools available to players
 
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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'.
Have you considered making the bonuses permanent instead of stronger ?

For instance if I make efforts to complete a JE and get a reward like 10% output for 5 years, I forget it instantly

But if the reward was "one state has a permanenent 10% steel output", I would try to complete different JEs to combine bonuses in the states I like

It would actually influences my actions and shape my country, even more if we don't just choose a reward/a state but can influence the result

Full example: JE "Development of mining"
Objective: Have at least 3 states with minimum level 5 mines
Reward: One random state with a level 5 mine or more gets "+10% tools output for the whole game"
 
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This is a really malignant and nonconstructive way to respond to criticism. Imperator failed because it chose not to care about what people "thought they want", Victoria 3 has made big improvements since release by fixing things that didn't work. PC seems to be going in an even better direction in this regard. For example, someone earlier in this thread made a comment about how a disproportionate amount of the gameplay loop consists of "babysitting" wood, tools and iron production, and I agree- this game has a lot of potential, but there are many problematic design choices that hold it back. Turning this forum into an echo chamber of toxic positivity isn't helpful.
In fairness I don't think that's what the OP was referring to. What I suspect they are referring to was the devs ignoring the people who were screaming at them that the only way for them to "save" the game was to basically gut it and rebuild it from the ground up.
 
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