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Victoria 3 - Dev Diary #144 - Charters of Commerce & Expansion Pass 2

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Happy Monday Victorians!

The time has come! Last week we announced Expansion Pass 2 (well, showed you the logo and a blurry square), thank you for the huge amount of responses, discussion, hype and speculation about what is in the Pass!

Speaking of speculation, we saw a lot of it for different countries based on the logos in the Expansion Pass, for example: Albania, Spain, Russia, Austria and everywhere across the globe! Some people thought the barrel was for brewing, the flag for flag customization and many, many more interesting ideas. Thank you for them all, we had a lot of fun following your discussions!

But today, we shall give you a quick tour of the Expansion Pass: first of all a proper visit to our first upcoming release and the barrel in the Expansion Pass 2 logo! Ladies and gentlemen, we are proud to announce Charters of Commerce!

Charters of Commerce​


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Welcome to Charters of Commerce, a Mechanics pack focused on building trade, companies and negotiating treaties with other nations!

Control world trade through market domination, expand companies to new horizons and strongarm countries into unequal treaties. Use the power of commerce to bend other nations to your will - peacefully or by force. Create monopolies to secure critical industries, keeping foreign investors in check. Ultimately, prove your mettle and produce unique Prestige Goods to make your brands known worldwide!

What’s included in Charters of Commerce?
  • Company Charters- Grant special Charters to Companies, giving them a range of special privileges:
    • Trade Charters - lets Companies trade their goods on the World Market
    • Investment Charters - allows establishment of regional headquarters that exploit the target's coffers
    • Colony Charters - makes it possible for a Company to run a colonial region on their own, turning them into a country in the process
    • Industry Charters - grants Companies the ability to expand into producing other goods
  • Monopolies - Boost the efficiency of selected buildings and grant your Companies an exclusive right to certain industries, ensuring their dominance
  • Diplomatic Treaties - Negotiate fair or unequal arrangements with other countries. Expands upon treaties added in Update 1.9, including Non-Colonization Agreements!
  • Prestige Goods - successful Companies can produce higher quality goods, such as Champagne (as an advanced variant of Wine)

Alongside Charters of Commerce, we will be releasing free Update 1.9 that will focus on some of the areas we mentioned back in January with Dev Diary 142. With the full Update including:
  • World Market with Autonomous trade - as shown last week in Dev Diary 143
  • Diplomatic Treaties - negotiate with other nations to truly make the best deal for you, with new additions such as Transit Rights!
  • Frontline and Military Quality of Life Improvements - improving front splitting, teleportation and more
  • Blockades - blockade key locations to control access for military or trade purposes

Now, you may be asking “What is a Mechanic Pack”? It is a pack aimed to provide mechanical immersion at a lower price than an Expansion due to lower focus on the narrative content. This allows us to provide a deeper mechanical immersion, while extra flavour will be included in an additional Immersion Pack within the same Expansion Pass 2.

This is a bit of an experiment on our end - as we want to make it possible for you to receive both new mechanics as well as narrative content when purchasing an Expansion Pass (as you would with an Expansion Pack), while also giving you an option to choose only one when buying content separately (Mechanics Pack + Immersion Pack). The choice is all yours!

Charters of Commerce and Update 1.9 will be releasing June 17th, for $19.99 and is available to be wishlisted now! We will delve into upcoming features in the future Dev Diaries and videos, so stay tuned!.

Expansion Pass 2​


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And so we bid you greetings to the second Expansion Pass for Victoria 3! Adding more to the game through a range of new content for trade, diplomacy, nations and much more!

Expansion Pass 2 includes:
  • Trade Ships Bonus Pack Instant Unlock
  • Charters of Commerce Mechanics Pack
  • National Awakening Immersion Pack
  • Songs of the Homeland Music Pack
  • Iberian Twilight Immersion Pack
You can see more information on each pack later in the dev diary!

By getting Expansion Pass 2 you will save -20% compared to the price of content being sold separately - and you will also receive Trade Ships Bonus Pack, which will be unlocked immediately upon purchase of the Expansion Pass 2. The whole package is available now for $35.97.

More information can be found on the Steam page for Expansion Pass 2, and we will have dev diaries leading up to each pack!

Trade Ships​

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For those of you who would like to delve into Expansion Pass 2 right away, we prepared an instant unlock: Trade Ships Bonus Pack. This art pack will become instantly available in the game for all who purchase the Expansion Pass, providing three new trade ship appearances to ply the trade lanes of the world map.

As we want to make these ships feel truly unique, the sails color update to which country you are playing based on their flag, and appear based on cultural heritage or culture. For example, a Marmara would appear as trade ships for Turkish, Greek or Misri primary culture.

You can also have these appear in other ways e.g. if you are a subject of someone who has them, if your Power Bloc leader has them or you are importing clippers from a nation with them!

A Qing Junk, in a dapper yellow
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The Marmara in Ottoman Empire colors, with a rather dashing red and white
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A Dhow clad in midnight sails
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National Awakening​

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Our next Immersion pack releasing in Q3 2025 is National Awakening - focusing on the century of national struggles in Central Europe and the Balkans. Will Austria survive its internal political and national struggles? And, how will they all fare with the swell of national identities?

Selected key features:

  • Austrian Internal Content - will Klemens von Metternich keep the crumbling empire together, or will nationalist forces break it apart? Is there a future for all the different ethnicities under Habsburg's absolute rule, or maybe it’s time for a more federationist state?
  • Hungarian Flavour - determine the place of the proud Hungarian nation within or without the empire.
  • Powderkeg of Europe - engage with intricate narrative content surrounding the emerging Balkan states, struggling for independence and power.
  • New southern states - form Yugoslavia or Illyria, carving out their borders and national outline as you please.
  • Historic characters - join a whole cast of bigger-than-life figures who helped shape the outline of Austria and Balkans.
  • New 2D art - including new map and UI skin, as well as event images.

Songs of the Homeland​

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In Q4 2025, immerse yourself in a music pack dedicated to the rise of national identities, modernism and a truly grand tomorrow!

Selected key features:

  • Embrace the power of the nation - immerse yourself in sounds of national pride and fervor.
  • Modern trends - experience the innovation of emerging modernist music.
  • Ambition wins all - lose yourself in the global soundscape of a truly global empire.

Iberian Twilight​

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And so we come to our last part of Expansion Pass 2, also releasing in Q4 2025. Iberian Twilight lets you ponder at the once mighty powers of the Iberian Peninsula, grappling with the clashing ideals of reform or reaction! Can you restore these sleeping giants to their old glory, or shall they fade away into the darkening night?

Selected key features:

  • Spain:
    • Carlist Wars - side with the liberals or counter their aspirations through dedicated narrative content.
    • Return of a global empire - rebuild your once powerful, world-spanning empire and face both new and old adversaries as you progress on the path to greatness.
    • The future calls - modernize your country and institutions, freeing the nation of the shackles of the past.
  • Portugal:
    • Define who you are - recover from the War of the Two Brothers and define the vision for the future of your nation.
    • The ultimate trade powerhouse - reaffirm your position as the world-leading trade power, spanning a commercial empire.
    • American ambitions - navigate the diplomatic relations with Brazil, defining your position as a former suzerain of the region.
  • Other:
    • One Iberia - unite the peninsula under your rule.
    • New art - including buildings, unit models and more!

What’s next?​


With that we finish the overview of Charters of Commerce and the new Expansion Pass!

The infographic below shows you when each part of the pass will land, with more information about each piece of upcoming content receiving their own dedicated dev diaries.

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Before we send you off, last week we announced new bundles coming to Victoria 3; the Starter Edition and Ultimate Bundle for new and seasoned players of Victoria 3! These will replace the previous Grand Edition and old Expansion Pass bundles, and provide the best way to start or complete your collection!

We joined Martin with the Trade Rework dev diary last week, next time we see you in a Dev Diary it will be mid April with Lino and information on Frontline Improvements coming in free Update 1.9! A happy Thursday when we see you next!
 
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Is that all??? In a year and a half of development, there will be only one major change in the game, and then not the entire economy, but only trade. I have no words how this can be done.
Free patches are not DLC. They can’t sell fundamental reworks. Notice how the big trade rework explicitly isn’t a feature of the Charters of Commerce DLC?

Season 2 -> premium content only

And premium content by nature cannot be fundamental system reworks.

Of course there isn’t mention of navies. Those updates are confirmed to be free.
Same for non-JE national pride mechanics - confirmed to be a free patch (probably that comes out parallel to the Balkan DLC).
 
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first off, i like the trade rework, i have long found the current system tedious and not fun, this isnt exactly what i had in mind but its pretty close and im looking forward to it.

secondly i appreciate the promise of warfare bugfixes.
however the problem does not lie in the warfare itself, the frontline splitting and teleportation, these are all minor frustrations which are relatively easily managed. the problem is the peace negotiation and war support system, it magnifies all other problems. it takes any other small problem or setback and turns it into a major issue and pain point. and its not because of a bug, its a fundamental problem with the system working as designed.
there are so many different ways that this can be improved and in many different directions. rather than make an extremely long winded comment on this topic (yes far far longer than it already is), I will propose what i consider to be the absolute bare-minimum flex-tape "just-make-it-work-for-now" fix: an abandon war-goal button. a button which will remove one of your wargoals from consideration. this does not fix the system, it just smooths the single roughest edge to tolerability.

As it stands, my prediction for the release of the update is: i will play 1-2 games, run into the massive pain-point that is the war support system, feel upset and frustrated with the game, realise that i shouldnt be "playing" a game that makes me feel less happy than not playing it and drop the game until the next update. i love vic 3, i hate that it hurts me. please, i am asking earnestly, rework the war support and peace-deal system to be more flexible and forgiving. i do not know how to convey further that i legitimatly care about this.

thirdly: Can market regions be used to handle the problem currently facing local goods? (especially electricity) i consistently delay researching electricity, use it minimally once i do, and often end runs not too long after it becomes too important to easily ignore. its just such a pain to deal with it individually in each state, as it functionally shuts down your ability to manage PMs at a national level. is it possible in the engine to make a given good spread within a market region but not to other market regions in the same market.
it feels really weird to know that market regions have just... been a thing all along. people, myself included, were arguing back and forth about local electricity for ages with no end in sight. so many different ideas werer proposed, argued and shot down, when this market region thing seems like a perfect happy compromise solution. sure powering london from scotland isnt "really" realistic for the time period but its way way better than the sillyness that was powering london from beijing. and reducing the number of marklets you need to manage power for from almost all of your states individually to less than 10 would be an unbelievable relief to the tedium of lategame play.
alternately, is there a plan to make the UI significantly, (like 3 orders of magnitude) better when dealing with local goods? its bad, i hate it, i stop playing when i have to interact with it too much, i dont even like thinking about it.

fourth: what is the state of progress on tidying up the political movements system? there's still some jankyness around the transition there especially in regards to revolutions. for example traditionalist/reactionary movement B picking up and starting a revolution supported by the same interest groups that just lost a revolution with traditionalist/reactionary movment A. and its now possible for a revolution to "be happening" in near perpetuity turning the previous "no downsizing" rule intended to prevent cheesing revolutions into sonmething that can cripple a campaign for years. i feel like the revolution events should alwasy push a revolution to one end or another, raising/lowering radicalism, or raising/lowering support, if you end up in one perpetually then its your fault for juggling back and forth.

last: is there any intention to make interactionswith specific ideologies a more prominant part of gameplay? i.e. encouraging pops to support the market liberal ideology directly rather than an interest group with a collection of idologies or a movement with specific stances on laws. then pops choose theior IGs and movemnts based on their support for an ideology rather than just their social class/job?
 
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regarding diplomatic treaties, will treaties be a specific thing or a generic one.
right now your diplomatic relations are a collection of yes/no relations
britain has "a truce" with Qing. britain has "investment rights" with Qing.
will there be specific treaties so: the treaty between briatin and Qing is named "the treaty of ___" its terms are: britain has investment rights. term2 term3 the treaty will end on date_x. etcetera
 
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I strongly feel that trade rework will down the road lead to some kind of logistics rework to get rid off the arbitrary MAPI and tying it up directly to infrastructure, this paired with proper trade system will finally make Vicky 3 objectively better than VIcky 2
 
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One of the biggest issues of the game as I view it is the percentage spread, as a fractional relation. The range has always been-25% to 175%. I understand the theory behind it. With a +/- 75% swing. However, the way that purchasing power works in these cases, a thing costing 75% more is less impactful (for good or ill) than something that costs a full 1/4. Remember, at 25%, you can buy 4 of an item for the same base (100%) price. At 175%, you can buy about .57 units for the 100% base price. And the price gap means that provided you can provide just enough that you aren't really worried about the profit malus for the inefficiency unless it suddenly becomes unprofitable.

Is there any intent to acutally itemize/inventory production chains, or at least widen the gap so that things become truly and totally prohibitively expensive in certain circumstances? Ideally honestly, the sky should be the limit for the upper price, if you're going to keep ratioing the orders for price points. Either that, or move to a V2 style economy with proper stockpiles.
 
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Now, you may be asking “What is a Mechanic Pack”? It is a pack aimed to provide mechanical immersion at a lower price than an Expansion due to lower focus on the narrative content. This allows us to provide a deeper mechanical immersion, while extra flavour will be included in an additional Immersion Pack within the same Expansion Pass 2.
This is all I ever wanted : mechanical packs.

Now what torns me is that the nationality inside Austria and the succession wars in Spain and Portugal are done as standalone mechanics, which I would have hoped would have been mechanics as well. I hope those countries won't feel too railroaded, because I hoped to play Austria after a "nationalism" expansion. Done right, maybe it'll strike a balance, though.
 
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This is all I ever wanted : mechanical packs.

Now what torns me is that the nationality inside Austria and the succession wars in Spain and Portugal are done as standalone mechanics, which I would have hoped would have been mechanics as well. I hope those countries won't feel too railroaded, because I hoped to play Austria after a "nationalism" expansion. Done right, maybe it'll strike a balance, though.
I think they said that there's going to be updates to national fervor in the Balkans pack, so there's definitely still other mechanical updates coming.
Besides: we got hints about the discrimination rework for PoE, but we didn't know it was coming with a DLC pack until the last minute. It's reasonable to expect a few secrets hidden up the devs' sleeves.
 
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If they want to make additional cosmetic DLC, let it be the newspapers known from Victoria 2.
 
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It begins!

I have to say, I’m abit uneasy with mechanics packs. These look like very important and brilliant mechanics that should be in the base game rather than something that should be bought, especially when it seems to be vital for the game.

Also, apart from Charters of Commerce, am I right to say that there is no major expansion pack adding mechanics etc? That is quite disappointing if so. I was hoping for more mechanics and contents being added other than charters of commerce, like proper navy ships etc. would there be other major mechanics in the roadmap that will added over the course of the year?

Finally, in terms of Monopolies, would there be negative downsides of handing ur industry over to 1 company?
Yeah, it feels like internal politics is still pretty lackluster, despite the welcomed changes to Discrimination and Lobbies. The Austria DLC should have mechanics to fix this.

It feels egregious that we have to resort to unbalanced mods like Better Politics just to get a more engaging internal politics game loop. These mods add complexity by having more of everything instead of actually better mechanics. Not an ideal situation.
 
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Honestly, for me, a long-awaited flavor for the Balkan nations. I just doubt what the struggle over who is on the throne will mean for Serbia, because in essence, the game itself dictates a fast pace that if you want the fastest progress, the goal is usually to get rid of the monarchy. Not necessarily, but in most cases it is. The difference in the policies of the two dynasties was reflected in both external and internal political terms. The Obrenovićs leaned more towards Austria and ruled more autocratically, focused on the independent development of Serbia, while the Karađorđevićs saw the Russians as partners, advocated a constitutional monarchy, and were the bearers of the idea of unifying the Slavs. Also in 1835, the Sretenje Constitution was adopted, the first modern constitution of Serbia, inspired by the liberal and democratic ideas of the French Revolution. Given the ideas it carried, it was a threat to the surrounding empires that Serbia was moving towards complete independence and that these ideas could cause unrest among their populations due to the lack of rights they had at the time. Under pressure from Austria, Russia and the Ottoman Empire, Serbia was forced to withdraw the constitution 55 days after its adoption and was subsequently given the so-called. "Turkish Constitution". And so on...
Given that this is the one-time love that Serbia will get in this Paradox title, I would like it to be significant and good, at least to attract players who have not yet wanted to try playing this awakening nation and prepare that powder keg on the Balkan.
Also, there is a bunch of questions about launching the Balkan war, but since I can't even assume how it will look, I will wait dedicated dev diary.
I want to get the complete pass but I haven't decided yet to buy, because I don't have any information about the DLC that's most important to me.
Will there be info about that DLC before the special offer for the pass expires?
 
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Will there be any changes to research?
As a nation without access to the sea, I don't like having to research ports and ships to avoid getting a penalty for military research.
I would prefer a larger distribution across 5-6 trees. I would also appreciate being able to focus on one tree while reducing progress in the others.

For the government, I would like a more flexible design, perhaps similar to Stellaris with council positions. So that there isn't just one large bonus from the leader, but several smaller ones from the appointed individuals.
For example:
5 council positions.
Military
Development
Culture and Homeland
Economy
President

Depending on the government system, the positions are filled based on the faction strength. (Selection of various personalities from the faction)
The personalities then no longer have very high bonuses (-50% infamy decay) but rather moderate, small bonuses.


have a nice day

german edit:
"Wird es Änderungen zur Forschung geben?
Als Nation ohne Meerzugang finde ich es nicht gut, dass ich Häfen und Schiffe forschen muss, um keinen Malus für die Militärforschung zu bekommen.
Ich würde eine größere Aufteilung auf 5-6 Bäumen besser finden. Außerdem würde ich es begrüßen einen Fokus auf einen Baum setzen zu können, bei reduzierten Fortschritt in die anderen.

Für die Regierung würde ich mir ein flexibleres Design wünschen, vielleicht ähnlich wie bei Stellaris mit den Ratsposten. Sodass es nicht nur einen großen Bonus von dem Anführer gibt sondern mehrere kleine von den eingesetzen Personen.
Als Beispiel:
5 Ratsposten.
Militär
Entwicklung
Kultur und Heimat
Wirtschaft
Präsident

Je nach Regierungssystem werden die Posten je nach Fraktionsstärke besetzt. ( Auswahl von verschiedenen Persönlichkeiten aus der Fraktion)
Die Persönlichkeiten haben dann auch nicht mehr sehr hohe Boni ( - 50% infamy decay) sondern moderate kleine Boni.
"
 
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Thanks for all the new info about your road map. :)

Just a quick request to the devs regarding the National Awakening immersion pack, for Austria:
Look at the HOI4 - Kaiserreich mod, and the focus tree and events for Austria (and especially against the Hungarian half of the empire), leading to the United States of Greater Austria.
THIS IS THE WAY! ;)

Your current take (v1.8) for Austria-Hungary is wrong! Thank you. :)
 
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Also please make it so you an buy industries privately owned by manor houses and financial districts of your puppets so they get economally dependent on you. Also please add the Danubian State for the Austria DLC, really bothers me that it is not formable by Austria.
 
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Devs, please fix the Command Economy law. It doesn't allow nationalization of farms (even after having Collectivized Agriculture law), and it sometimes results in broken, randomly disappearing companies for some reason, with them there is constantly reappearing and disappearing capitalist pops (which shouldn't even exist in a command economy - companies should be run by state).

At the very least, there should be a "State-run Farms" law or something to create a command economy equivalent for agriculture at least.

It also creates a lot of late-game problems, like -

  • being unable to build the kind of farms needed in a state, because all agriculture slots are already taken up by other buildings (inability to adjust farmland makes isolationist communist or military dictatorship gameplay just painful)
  • being unable to demolish farms to free up workers for factories or other industries

Ironically, interventionism allows more control over economy than command economy does, because at least that way you can buy up and demolish farms. That's just weird.

Mentioning this because we are about to get more things for the economy, and yet this big economic glitch exists for an entire year now.
 
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