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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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Also something that I think we should keep in mind is that massive EU-style blocs are really a product of the post-World War II era, when our modern idea of multilateral internationalism really took shape. They wouldn't really fit in a game about the Victorian era very well.
The League of Nations would like to have a word with you, sir.
IMO, what you're describing isn't "gutting", it's that you want specific systems reworked because you don't like them. That's constructive criticism. That's good.
The people I was referring to are the ones who were basically saying "tear the entire game down and rebuild it as a clone of Victoria II with better graphics".
They weren't interested in discussion or giving feedback so much as just constantly berating the devs, being rude and condescending to anyone who disagreed with them, ands generally acting like they were somehow personally offended that the game even existed.
Except for maybe like a month after release, where exactly have you seen players advocating return to VicII systems?

Also, tearing something down IS constructive, as long as said component is detrimential.
 
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The League of Nations would like to have a word with you, sir.

Except for maybe like a month after release, where exactly have you seen players advocating return to VicII systems?

Also, tearing something down IS constructive, as long as said component is detrimential.
Fair point, although I would argue the the League is the exception to the rule and was more of a dysfunctional prototype than anything else.

To the second point, I do remember seeing people calling for a return to Vicky II mechanics as late as the end of 2023 if memory serves. To clarify, you are not the type of person I am criticizing here.
 
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The League of Nations would like to have a word with you, sir.
The utterly toothless organization that did what, exactly? The framework existed, multiple conferences had been called to deal with peace deals and avoid succession conflicts, but I think the League shows that it still hadn't gotten to the point of creating any durable multilateral agreements similar the the EU.

Except for maybe like a month after release, where exactly have you seen players advocating return to VicII systems?
All over this forum and the PC forum. You don't seem to be that person, that's great, but don't act like there wasn't a decent contingent who want to go back to manually moving units on the map.
 
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In the meantime, a look into Germany and Italy unifications would be helpful. They rarely form and rarely form on time. No amout of trade or warfare rework will be enough if these two major countries are not in the game.
I know you said it looks ok on your end, but ask any player and they'll pretty much tell you the same thing.
 
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In the meantime, a look into Germany and Italy unifications would be helpful. They rarely form and rarely form on time. No amout of trade or warfare rework will be enough if these two major countries are not in the game.
I know you said it looks ok on your end, but ask any player and they'll pretty much tell you the same thing.
In my experience Germany and Italy don't form mainly because of Austria. When I bullied them enough - and I don't even feed them territory - they both form pretty reliably. In my latest game I helped Prussia in the leadership war, then they took a decade or 2 to improve relations with the german minors and then they beat France & Bavaria for the unification. If they nerf Austria properly (because the movements didn't really do anything as far as I've seen it) I'd expect the unification problems are basically solved
 
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On the topic of AI:

Is the Dev team considering making further changes to the AI's diplomatic stance towards other nations (including the player) based on ideology?

It's weird to see Communist nations constantly rival one another and fight. Even if I, the USSR, topple the Monarchy in Germany, the new Communist regime I myself installed, still rivals me, and still hates and distrusts me fully. It's weird.

Ideology should play a very minor role early on in the game, as it was a time of realpolitik and pragmatic alliances to further one's own ambitions. Autocratic Austria allying with the USA would make sense then. Late game though? Less so.

Maybe make it so Fascists hate anyone whose primary culture(s) have less acceptance than 2nd Class citizens for them. Make it so Communists hate anyone with less than a certain level of welfare state institutions. Autocracies might like anyone with a similarly restrictive power division (autocracy, oligarchy, technocracy, single-party state) but hate anyone with a liberal suffrage.

I do think it can't be understated how important it is to model this shift in political thinking over the span of the in-game time period, and how much it would improve the gameplay over the course of the game. Lobbies and catalysts already help in breaking up game-spanning alliances, but this should too.
 
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It's weird to see Communist nations constantly rival one another and fight.
Not really. For example, post-Stalinist USSR and Maoist China hated each other to the level of armed clashes with dozens of casualties.
Although I generally agree that there should be more interconnection between domestic and foreign policy. Namely, pops (and not occasional IGs under very specific circumstances) should care whom you fight and whether you achieve war goals.
 
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In my experience Germany and Italy don't form mainly because of Austria. When I bullied them enough - and I don't even feed them territory - they both form pretty reliable. In my latest game I helped Prussia in the leadership war, then they took a decade or 2 to improve relations with the german minors and then they beat France & Bavaria for the unification. If they nerf Austria properly (because the movements didn't really do anything as far as I've seen it) I'd expect the unification problems are basically solved
Agreed. Austria really needs a nerf for both historical accuracy and balance reasons.
On the topic of AI:

Is the Dev team considering making further changes to the AI's diplomatic stance towards other nations (including the player) based on ideology?

It's weird to see Communist nations constantly rival one another and fight. Even if I, the USSR, topple the Monarchy in Germany, the new Communist regime I myself installed, still rivals me, and still hates and distrusts me fully. It's weird.

Ideology should play a very minor role early on in the game, as it was a time of realpolitik and pragmatic alliances to further one's own ambitions. Autocratic Austria allying with the USA would make sense then. Late game though? Less so.

Maybe make it so Fascists hate anyone whose primary culture(s) have less acceptance than 2nd Class citizens for them. Make it so Communists hate anyone with less than a certain level of welfare state institutions. Autocracies might like anyone with a similarly restrictive power division (autocracy, oligarchy, technocracy, single-party state) but hate anyone with a liberal suffrage.

I do think it can't be understated how important it is to model this shift in political thinking over the span of the in-game time period, and how much it would improve the gameplay over the course of the game. Lobbies and catalysts already help in breaking up game-spanning alliances, but this should too.
What I think could be fun is add a system so that if a major power goes communist or fascist, it triggers a chain reaction where all of the other nations that have a Strategic Interest in their territory get an event asking if they want to join a coalition to stop them and/or restore the former government. Sort of along the lines of what happens with the other South American nations after Peru-Bolivia forms.
 
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Agreed. Austria really needs a nerf for both historical accuracy and balance reasons.
The tools are there since 1.8, it's the Czech and Hungarian national movements.
However, they're clearly too weak or too loyal to matter.
 
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The tools are there since 1.8, it's the Czech and Hungarian national movements.
However, they're clearly too weak or too loyal to matter.
Maybe Austria needs something along the lines of the Tanzimat JEs that the Ottomans have? "Hungary WILL revolt at some point unless you do X, Y, and Z".
 
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/thread
I must say, I'm concerned about
1) this DD being underwhelming. Yes, we kind of were warned beforehand that this will only be a retrospection, but still, with the previous two DDs not really adding anything substantial, I had hopes
2) next DD being so far away. With the holidays break, essentially, we are not having a meaningful DD between mid-November and "early spring"
3) this DD not appearing on the forum title page (although this might be a timing peculiarity rather than a conscious decision)

I'm frankly afraid that this all signifies the decrease in allocated resources. Which would be only consistent with the declared statement of "last year the game has finally hit its stride".
I really hope I'm wrong.
 
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I'm frankly afraid that this all signifies the decrease in allocated resources. Which would be only consistent with the declared statement of "last year the game has finally hit its stride".
I think what's more likely is that their "trade rework" is extremely preliminary right now and they don't want to announce major changes before rigorous playtesting and balance adjustments. Trade is going to be very difficult to fix, and you probably don't want to make promises before you know you can deliver them.
 
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The tools are there since 1.8, it's the Czech and Hungarian national movements.
However, they're clearly too weak or too loyal to matter.
It's both. Austria is too strong because they are always allied with Russia AND because the other powers (looking at you Prussia) aren't exploiting its potential weaknesses anyway (and even if they would then France would join too, then Prussia has to fight them, OP Austria and Russia). Then, the movements are too weak yes, but they are also too loyal because the Hungarians start at t4 acceptance iirc, so they have no reason to rebel basically.

So for one, they need to make war a lot more effort to wage, as that has been reiterated countless of times here (logistics, cost, willingness etc), for two they should also buff movements so that some cultures don't start with too high acceptance and idk add mass conscription as a basic strategy for them so they can muster as big numbers as possible as soon as possible.
 
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It's both. Austria is too strong because they are always allied with Russia AND because the other powers (looking at you Prussia) aren't exploiting its potential weaknesses anyway (and even if they would then France would join too, then Prussia has to fight them, OP Austria and Russia). Then, the movements are too weak yes, but they are also too loyal because the Hungarians start at t4 acceptance iirc, so they have no reason to rebel basically.

So for one, they need to make war a lot more effort to wage, as that has been reiterated countless of times here (logistics, cost, willingness etc), for two they should also buff movements so that some cultures don't start with too high acceptance and idk add mass conscription as a basic strategy for them so they can muster as big numbers as possible as soon as possible.
What we'd really need is some mechanic to represent the "Concert of Europe" and it's eventual collapse due to the Crimean War, which arguably is one of the major things that made German and Italian unification possible.
However I have doubts that we would get that, mainly because implementing it would probably require a lot of scripted diplomacy and events, which a good chunk of players would see as unwanted railroading.
 
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Maybe it'd be a good idea to spend some of the performance budget of Indian subcontinent on German & Italian unification so that those can happen? Is it just me who's a bit baffled by the priorities on that performance chart?

Though to be honest I'd rather the performance budget is poured on more frequent hiring updates (weekly like before instead of biweekly or longer) and people being able to decide cheap meat is a better purchase as a meal than expensive chickpeas which happen to be produced more.
 
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Could the regular objectives plus the sandbox mode have been kept as is and have The Great Game be ticked as an additional objective off to the side (like how you have historical mode for HoI4)? That way you can mix and match between add on objectives such as The Great Game or future ones (maybe a Scramble for Africa one) instead of being forced to choose one or the other. Maybe game mode objectives could have a checkmark on the top right so they aren’t mutually exclusive, especially if more involving major powers are in the works? It would feel like you are missing out as the UK if you don’t have the Great Game while doing a Scramble for Africa game, which would have its own flavor journals for example.
 
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/thread
I must say, I'm concerned about
1) this DD being underwhelming. Yes, we kind of were warned beforehand that this will only be a retrospection, but still, with the previous two DDs not really adding anything substantial, I had hopes
2) next DD being so far away. With the holidays break, essentially, we are not having a meaningful DD between mid-November and "early spring"
3) this DD not appearing on the forum title page (although this might be a timing peculiarity rather than a conscious decision)

I'm frankly afraid that this all signifies the decrease in allocated resources. Which would be only consistent with the declared statement of "last year the game has finally hit its stride".
I really hope I'm wrong.
You are, in fact, quite wrong.
 
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This is relevant for both, so is there a plan to make lack of supply matter beyond cost for armies? The biggest thing holding back the whole transition to industrial war thing is that my troops can apparently achieve the same thing as a machine gun by holding a pile of gold and a requisition order and, presumably, shouting "bang!"

The trade rework will presumably impact this a lot and one would hope make things less binary between "we make this weaponry ourselves" and "we fight with sticks" so I hope we'll see it finally
Yes, supply not mattering enough is definitely something we plan to address properly in 1.9.
 
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LOVE how journal entries was brought up. I still have no clue on how to reconstruct the South after the American Civil War.
Agreed. I think JEs are a great balance between sandbox and railroading, but they still need a little bit of tweaking.