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Victoria 3 - Dev Diary #149 - Other Changes

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Hello Victorians and Happy Thursday!

My name is Tunay (aka Doodlez) and I'm a Game Designer and Rural Folk member on Victoria 3 and I've been tasked with bringing you this Dev Diary.

Today we will be going through some of the changes and additions that didn't fit into the other Dev Diaries as well as some follow-up on some topics we have tackled already.

Let's jump right in with some of the latter in fact.

Bulk Formation Actions​

As mentioned by Lino in Dev Diary #145 we were actively working on the ability to change Military Formation Mobilization Options in bulk and not only has this been implemented but the scope has also somewhat escalated and now also includes some other much sought after functionality like the ability to mass merge Formations or set Commander Orders across all Generals.

The blue numbers signalize how many Commanders are set to a specific Order or how many Formations have a specific Mobilization Option activated, very handy!
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Blockades​

A Blockade is a new type of Commander Order for Admirals that allows them to cut off World Market Access and Supply Lines from being created in Ports adjacent to their designated Sea Node.

Pictured here; the Royal Navy blockading Guangdong Bay
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Blockades differ from conventional Convoy Raiding in that they require overwhelming naval supremacy but can inflict massive damage to the target country.
The defending nation does not have to helplessly watch this unfold of course, they can always choose to send their own fleet to engage your navy and try to break the blockade!

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Whether you wish to deploy one or the other will depend on your situation, means and of course the make-up of your Fleet in comparison to your enemy! Capital Ships in particular will be able to instill fear and whiplash into anyone contemplating sailing that day on account of being so large and, as I have been told, having lots of guns.

While Capital Ships are great for blockading Ports you may wish to rely on smaller vessels for your raiding business instead
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Now, this is all that I have for you on the Navy side of things for today but before we continue I'd like to reaffirm that we will be actively looking into further naval improvements and additions going forwards.

Strategic Objectives​

Strategic Objectives are a feature that we introduced way back in Update 1.2 that allowed you to designate a State as a target to advance towards on top of any war goals you may also have. This was however before we introduced Military Formations and has never really meshed well with it and other subsequent changes and additions to warfare to the point that it essentially only worked on one general at a time.

To that end we have decided to not only fix how Strategic Objectives work under the hood to make them feel more responsive but instead took the time to make them into something more. Therefore we have moved them from being something that exists per Front to instead be something that is attached to individual Formations. This felt particularly necessary as Fronts are no longer guaranteed to be contiguous objects either.

This change will give players significantly more control over the behaviour of the Formations in wars where it matters if they want that, while being something that can be safely ignored in rather one-sided affairs or if you simply do not wish to meddle with your Generals advances at all.

You can mix and match Strategic Objectives across several Formations as you please, allowing you to either concentrate their efforts on specific targets or to spread them out across the front
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When choosing where to assign a Strategic Objective you will also be shown your wargoals as well as those of your enemy!

The rebel scum is advancing towards Maranhão but we wont let them!
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Lastly to accompany this change, Strategic Objectives can now be placed via a new button in the Formation panel or alternatively through a new right-click interaction on the State you wish to target.

Wargoal Tooltips​


At times it has felt confusing as to how and why a war goal counts as contested or not, an issue that's only exacerbated by the fact that war goals can have all sorts of conditions between them. To alleviate this problem the war goal tooltips have been updated to now clearly state how a war goal can be pressed.

For now Hedjaz is out of reach but this will change once our invasion force arrives
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This will be all things military for this Dev Diary, as always we are looking forward to your feedback!

Company Prosperity​

In Dev Diary #147 we mentioned that Company Prosperity is now a target value that a Company drifts towards as well as some smaller changes and additions, like the popularity of our newly added Executives.

The formula has since received another small but noticeable change. Where in the past the base Prosperity was based on the productivity of the Company compared to other Companies, it is now instead based on the Productivity of the Company compared to the global productivity of the types of buildings owned by said Company. In other words, if a Company owns Logging Camps and Rye Farms, its Prosperity from Productivity will be based on how well it compares to the average productivity of all Logging Camps and Rye Farms in the world.

Country Monopolies​

As you may recall we added the ability to grant Companies Monopolies on specific building types via our new Company Charters feature, but what if you wanted to be the one doing the monopolizing? Well now you can thanks to our new Country Monopolies feature:

In the name of his majesty the King, I have decided to put the production of all Cheese and Sausage in Prussia under the exclusive domain of the government!
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Each Country Monopoly comes with a cost in Authority and in turn blocks Private Investors from constructing new buildings of this type.

It's important to note that a Country Monopoly does not affect the ownership makeup of pre-existing buildings; you will still have to claw those back the old fashioned way by nationalizing them.

Custom RNG Seed​

Making its way into update 1.9 is a new game rule:
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When activated it allows you to set a custom seed that the random rolls in your game will be based on which should be particularly useful for the modders amongst you or if you simply didn't like the Ideology your Japanese Landowners IG leader spawned with.

I bring all the…
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Quality of Life Changes​

Next up here are a couple more Quality of Life and UX changes and additions coming with Update 1.9. You will have to wait for the full changelog next week for all of the details but there are a couple that I'd like to highlight today!

Private Investment Log​

When hovering over the upcoming Private Construction plan you will now be greeted with a new tooltip that lists some of the most recent investments conducted by your pops including Constructions and Privatizations.

Apparently there is a fortune to be made in the colonies
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Colonization​

When colonizing a new overseas state you will now also be granted a Port in that state, for a price of course, since otherwise colonization will be halted until you do so. To cut down on busy work we decided to just merge this step into the interaction itself.

A worthwhile investment if you ask me, and now with less clicks than ever before!
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Movements​

Additionally, in the never ending quest to surface more important information to the highest levels Movements have received a bit of a facelift with the generic Movement Type icons being replaced with the Core Movement Ideology of each movement or a fitting Flag if there is one.
On top of that the tooltip now also clearly lists the Laws that the movement supports or opposes without having to dig further.

The Liberal Movements advocacy for personal freedoms does not seem to apply to enslaved people, as such they are currently very passive
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These types of changes are almost always spawned either by our own gameplay experiences or your feedback so please keep it coming! With every update we try to optimize as many tooltips, concepts and other bits of information as possible to deliver you the data you want more directly.

Mapmodes​

Something we had been testing in Update 1.8 was assigning a list of contextually relevant map modes to the Budget Panel and for Update 1.9 we have decided to expand this into pretty much all other relevant panels! To this end our wonderful artists have also created icons for every single map mode in the game.

We felt that both of these steps were necessary as we are looking into improving map modes further and as the number of our map modes has increased quite substantially since release and will probably continue to do so in the future.

Clicking the small map mode button to the right will create a list of map modes relevant to the panel at hand, all of them with the new icons created by Ingela
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Modding​

It wouldn’t be appropriate for me to end my Dev Diary without mentioning at least some of the changes and new tools for modders coming with this update!

Law Variants​

You can now assign your new Law a parent based on the other laws in the same category, your new Law will then inherit all ideological stances of its parent law allowing you to easily create variations of existing laws for more flexibility or to cover situations in different countries or regions in a more detailed manner without having to setup completely new Ideologies every time.

We are introducing one such Law Variant in Update 1.9 in the form of the “Canton System” a version of Isolationism that exists in China at game start. Implemented by the Qing dynasty, it greatly reduces the amount of outside trade by forcing it to go through a single port without banning it outright however, unlike regular Isolationism!

The Canton System — while not as extreme — does not come with perks as strong as that of Isolationism either
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Creating a new variation is as simple as defining a new “parent” key in the respective law type:

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Trade Setup​

Those of you creating total conversion mods would probably like to know how to set up historical trade routes now that the old trading system has been replaced, thankfully it's a rather simple affair.

Within your common/history/trade folder you should create a new file allowing you to define imports and exports in each state via the new add_exports and add_imports effects, just make sure you also give the states sufficient Trade Centers when you do so! Note that the numbers in these effects is not the number of goods exported, but rather the amount of Trade Capacity that will be used, so add_exports = 20 on iron will actually result in an exported quantity of 100.

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To top things off I have created a handpicked list of some of the most exciting additions coming with this update that I haven't already mentioned:

  • Added new text formatting tags ":" and ";" which are used like the "+" and "-" tags, but colors numbers gold/blue instead of green/red.
  • Added new on actions “on_game_started” and “on_game_started_after_lobby” both of these will fire once the game has begun, the latter will fire after players have chosen their countries which is perfect for when you need access to players specifically.
  • Added "cooldown" for "scripted buttons" (used by Journal Entries) which can be used to specify how often the button can be used. For example: cooldown = { days = 10 }
  • The create_building effect now allows script values to be passed into the “level” property meaning you can finally prune all those if-statements. (I see you)
  • Scripted Buttons and Decisions now use script values to calculate ai_chance instead of scripted modifiers, allowing easier scripting of more advanced AI logic.
  • The max_manpower property from Combat Unit Groups has been moved to Combat Unit Types meaning you can now define different unit sizes for individual unit types if you like!
  • Added optional custom_completion_header, custom_failure_header, custom_on_completion_header, and custom_on_failure_header properties to journal entries to allow customized flavor for completion and failure states.
  • Added event_outcome_completed_desc, event_outcome_failed_desc, event_outcome_timeout_desc properties to journal entries allowing you to show the effects of an event that would fire as a result of a journal entry.
  • Added script lists for decentralized countries like any_decentralized_country, random_decentralized_country, every_decentralized_country etc.
  • Added executive_usage and company_trigger triggers for character templates, allowing you to add new company executives throughout the game
  • save_temporary_scope_as will now properly work in script values, including being passed into localization.



That will be all from me for today. We will be back next week with the Changelog for Update 1.9 and Charters of Commerce!

Until then, Happy Thursday and have a nice day!
 
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  • The create_building effect now allows script values to be passed into the “level” property meaning you can finally prune all those if-statements. (I see you)

This is huge!!! One of the biggest improvements in 1.9! Thank you so much devs!!
 
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Private Investment Log
When hovering over the upcoming Private Construction plan you will now be greeted with a new tooltip that lists some of the most recent investments conducted by your pops including Constructions and Privatizations.

This is awesome.
 
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Love the blockades! The "Navies Matter" game pillar that was mentioned even before the game's release was one thing (of many) that had me excited for Victoria 3, so it's great to see more reasons to have them. The increased importance of trade with this update makes it especially good to see.
 
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Has the ghost military power from assigning a bunch of levies you could never actually raise been toned down? It's serious a cheat code for the player in diplomatic plays.
 
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Will there be some sort of movement rebalance? Right now I almost never get an abolitionist movement even when I invite an agitator who is supposed to start one.
 
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Thank you for all the changes, and happy birthday! These quality of life changes are amazing.

That being said, I really wish this update had also included some changes to succession movements. Rn, they can be a major obstruction, especially in the late game, mostly because they’re so hard for the player to actually be in conntrol of.
(maybe its just me - I don't have a lot of mod installed, none related to discrimination)

The issue comes down to how radicalism is determined. Since it's based on the disparity between your average SOL and that of your colony, you end up with SOL radicalism stacked on top of conquest radicalism. Even inclusive citizenship laws don’t really help much with this.

Plus once it starts, there's no real way to stop it. Home Affairs only slows it down, which ends up making it even more difficult to downside buildings or reorganize your army.

In one game, I lost my colony in the Sunda islands (my only rice producing state), and all my rice farms lost their PMs and had to be manually reset.

Looking foward to changes to succession in the future, and thanks again!
 
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Look very interesting! As someone who almost always play United Kingdom in the game, blockade is definitely one of the new features that interested me most.

So, I got a few questions. I assume the blockade can only be done during the actual war. Unfortunately, that would mean we cannot do something like the infamous blockade imposed by Lord Palmerston during the notorious Don Pacifico Affair, in which no actual war was involved, despite the blockade being legally regarded, at least in the customary international laws, as an act of war.

By the way, this particular historical instance of blockade is categorized as the so-called pacific blockade, a category introduced in 1827 with the Great Powers blockade of the Turkish-occupied coast of Greece during the Greek War of Independence, the first of its kind. Before then, all blockades had been solely considered a part of the war. Finally, human affairs being a messy thing as it is, as this thing clearly demonstrated, I doubt that computer players can understand this well with our current technologies, so pacific blockade is probably not feasible, but I could be wrong on that.

Another question: as with any tactics, blockades typically comes in variations: close, distant, and loose. Loose blockade is what Admiral Horatio Nelson applied to the blockade of Cadiz in 1805, in hopes of drawing the enemy fleet out. In this, his gamble paid off: the Franco-Spanish fleet sailed out, only for Nelson and his fleet to give a chase and catch up with them, starting one of the greatest naval battles - the Battle of Trafalgar. That being said, is it likely to over-complicate the naval warfare to provide different options for the blockade action? How might it increase or reduce the gameplay value? What is the potential impact of this on the AI? Is it worth considering or nah?

One more thing about blockade... blockade implies not just blocking the enemy fleets but also an act of economic warfare, which means also intercepting the enemy merchant ships. Now, the thing is, while capital ships may be great for both intimidation and for blocking the enemy fleets (particularly if the blockaded fleet has a number of capital ships in them), they are not so great for blockading certain types of merchant ships or a fleet almost entirely composed of light warships, considering that capital ships often tend to be slower than these faster, more maneuverable ships.

Moreover, light ships excel at scouting, allowing the blockading fleet to quickly detect any attempts to break out of the port. This particular significance of the light ships is evident in Nelson's earlier complaints about lack of frigates during the Mediterranean campaign of 1798, in which he (narrowly) missed the French fleet carrying Napoleon and his army to the (nominally) Ottoman province of Egypt for an invasion. Moreover, the blockading navies often posted frigates to watch for the enemy movement out of the port being blockaded, especially if applying the loose blockade (as Nelson did in the blockade of Cadiz before the Battle of Trafalgar).

Therefore, in such situations, an optimal mix of capital ships and frigates may be required in the game for blockading to be effective. Otherwise, if the number of light ships are zero or too low, there is going to be some serious "leakage" in the blockade. I would recommend considering some ways to reflect this and accordingly require a certain ratio of these two categories of warships. Not sure how support vessel category would be calculated in this, but submarines probably could augment or even entirely supersede the light ships in this mix once they become available. But I am a bit ignorant on this particular matters.

Also, in game, a lack of light ships in the blockading fleet could increase the chance that the blockaded fleet entirely composed of light ships, being faster and maneuverable, could escape without even a battle being fought at all, skipping the sea province the blockading fleet is in and appearing in the neighboring sea province. This, then, makes having a sufficient presence of light ships in the blockading fleet even more imperative in such scenarios. It can also provide an interesting dilemma in which the player must decide how to allocate the number of their light ships between blockading and convoy raiding, especially if the number of light ships to them is limited.
 
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does the canton system fit japan as well? with the island of dejima

I think that raises an interesting question: does the Netherlands currently have some kind of special trading privileges in Japan represented at the start of game, given that the Dutch were historically the only people allowed to trade with the Japanese before the end of its so-called sakou (isolationist) policy? Perhaps there should be a way for the Netherlands to somehow be able to trade with Japan at the game start, despite its Isolationism policy currently active.

Also, I am not sure how their trading historically worked, but I suspect there might be some limitations on how much they could trade, similar to the Canton system in China (partly why the First Opium War broke out), so, in the game, there might also be a soft cap on volume of trade between the Dutch and the Japanese or something, if such thing indeed historically existed.

But more information is needed on this. It would be helpful to have historical data to see if the volume of trade between the Dutch and the Japanese have in fact generally increased or stayed relatively static over the time since the Dutch monopoly on European trading with the Japan started. Or information on whether the Japanese government imposed some kind of legal restrictions on the trade that have practical effect of limiting the volume of trade that could be transacted at Dejima.

In the case of Canton System in imperial China, other than the practical effects on the volume of trade from constraints of having only one port open for trade, it is my understanding that there is one other legal restriction that have the practical effect of limiting the volume of trade there, in which it is stipulated that trading can only be conducted during a defined season each year (don't have the information on when is the trading season, but I suspect it might be during the spring and maybe the summer as well). Perhaps something similar were implemented in Japan with respect to the Dutch traders, too.
 
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I think that raises an interesting question: does the Netherlands currently have some kind of special trading privileges in Japan represented at the start of game, given that the Dutch were historically the only people allowed to trade with the Japanese before the end of its so-called sakou (isolationist) policy? Perhaps there should be a way for the Netherlands to somehow be able to trade with Japan at the game start, despite its Isolationism policy currently active.
Though not widely known, the Netherlands was not Japan's only trading partner at the time—Japan also conducted trade with Qing in Nagasaki. Qing merchants had bases in Nagasaki as well. While Dutch merchants were confined to the small island of Dejima, Qing merchants, though under surveillance, were allowed to live within the city of Nagasaki itself.
 
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The formula has since received another small but noticeable change. Where in the past the base Prosperity was based on the productivity of the Company compared to other Companies, it is now instead based on the Productivity of the Company compared to the global productivity of the types of buildings owned by said Company. In other words, if a Company owns Logging Camps and Rye Farms, its Prosperity from Productivity will be based on how well it compares to the average productivity of all Logging Camps and Rye Farms in the world.
I'm not a game designer, but wouldn't it be more fun to use absolute values rather than relative? It seems there's more potential for historic immersion, if, and this an unrealistic example for demonstration purposes - that the only way to make companies more prosperous is to move more product, rather than simply destroying identical building types the world over that are not owned by the company.
 
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Love the new QoL features especially the ports being autobuilt when you start colonizing a state. Speaking of QoL will there be a feature to select how much construction you actually want to use and pay for. Right now if you have budget problems and need to costruct less you have to either stop all public sector construction, delete construction sectors or hope the private sector will build more and take up more construction.
 
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My name is Tunay (aka Doodlez) and I'm a Game Designer and Rural Folk member on Victoria 3 and I've been tasked with bringing you this Dev Diary.​

Most definitely false. Noone has ever heard of a literate Rural Folk before, at least not on my watch! /i

Jokes aside, serious concern: how is the performance going?

A lot of big changes. The game has seen better and worse performances with patches before and is currently in a good place. It would be sad to see performance degraded now.
 
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Looks awesome Tunay!

(1) Will a blockade also stop trade from a treaty? Or since that's a neutral party and not through the world market, it won't have any effect? It seems like a crafty player/AI could circumvent a blockade if so.

(2) Has any war goals or war exhaustion features changed so that a blockade can tick war score? Like using a blockade to get a treaty port or to open their market? (I think there's historical precedent for that... But not sure!)
 
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We are introducing one such Law Variant in Update 1.9 in the form of the “Canton System” a version of Isolationism that exists in China at game start. Implemented by the Qing dynasty, it greatly reduces the amount of outside trade by forcing it to go through a single port without banning it outright however, unlike regular Isolationism!
Would you also consider a similar setup for the Japanese Sakoku system that limited trade with the outside world to go through Nagasaki? There were both Chinese and Dutch traders allowed there and while the trade might not have been huge compared to the size of the nation, it still allowed some western advances to permeate to Japan, and I would think this kind of law would be a better representation for the japanese situation.
 
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Look very interesting! As someone who almost always play United Kingdom in the game, blockade is definitely one of the new features that interested me most.

So, I got a few questions. I assume the blockade can only be done during the actual war. Unfortunately, that would mean we cannot do something like the infamous blockade imposed by Lord Palmerston during the notorious Don Pacifico Affair, in which no actual war was involved, despite the blockade being legally regarded, at least in the customary international laws, as an act of war.

By the way, this particular historical instance of blockade is categorized as the so-called pacific blockade, a category introduced in 1827 with the Great Powers blockade of the Turkish-occupied coast of Greece during the Greek War of Independence, the first of its kind. Before then, all blockades had been solely considered a part of the war. Finally, human affairs being a messy thing as it is, as this thing clearly demonstrated, I doubt that computer players can understand this well with our current technologies, so pacific blockade is probably not feasible, but I could be wrong on that.
Could this be programmed as an offer of support in diplo-play ? You promise to blockade the opposing side without actually entering conflict, and get an obligation out of it (unless you don't actually blockage enough of course) it would require to change the way wars work but it would limit abuse.
 
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