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Victoria 3 - Dev Diary #152 - What’s next after 1.9

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Happy Thursday today, Happy Thursday forever! As is by now long established tradition, after each major update, today we’ll be returning to the future update plans, which we last went over in Dev Diary #141. As we always do, we’ll be going over what changes and improvements we have planned for the game in future free updates such as 1.10, 1.11 and beyond. Can you tell I copy the previous dev diary and slightly rephrase the intro each time? You probably can!

Before hopping into post-release plans, I do want to take a moment to reflect on the release of 1.9 and Charters of Commerce, and what can I really say except that I am absolutely blown away by its reception! 1.9/Charters of Commerce not only exceeded all our expectations (in players, reviews and sales), not only had the highest active player count since November of 2022 (when counting Monthly Active Users - Steam concurrent players got close but didn’t quite exceed 1.5), but also finally brought Victoria 3 to Mostly Positive overall reviews on Steam.

This is of course something we have been working towards ever since the release of the game by addressing the community’s feedback and constructive criticism, one item at a time. It hasn’t always been an easy road, but we never had any intention of giving up on Vicky, and clearly, neither did you! The future of Victoria 3 has never looked brighter, and we have all of you to thank for it.

Just as it’s important to learn from your mistakes, it’s equally important to look at your successes and try to figure out why they were successes so that you can try and repeat them. We’re still very much in the process of doing so for 1.9/CoC but I do want to list a few things off the top of my head that I believe were contributing factors in the positive reception:
  • The Trade Rework managed to find a good balance between autonomous economic actors and player control, giving the player powerful strategic tools to manipulate trade but removing the micromanagement aspect present in the previous trade system. This level of control is something we intend to use as a guideline when creating or redesigning features in the future - for example, I could envision doing something similar with production methods on privately owned building levels.
  • Having a much more robust trade system also paid considerable dividends towards improving the performance of the AI and allowing countries to actually properly specialize in resources, removing much of the samey-ness present in the old, autarky-centric economic loop.
  • We spent extra effort on ensuring that the features of 1.9 and Charters of Commerce would all hook heavily into and compliment each other, which made them individually much stronger. As an example, without the Grant Monopoly Treaty Article, Monopolies would be a feature with much more limited, internal-only use instead of a tool of unbridled economic imperialism.

To celebrate hitting Mostly Positive, we got the team some custom-ordered cake!
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All of this is to say that while we’re very happy with how everything’s gone, we’re not just planning to rest on our laurels! There are still many things about the game we want to improve and expand on, so let’s get to talking about that. Once more we will be talking about the same key four improvement areas of Military, Historical Immersion, Diplomacy, Internal Politics as well as Other for anything that falls outside those four categories.

Just as before, I’ll also be aiming to give you an updated overview of where we stand and where we’re heading by going through each of these four categories and marking on each one with one of the below statuses:
  • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesn’t mean we’re never going to expand or improve on it in the future, just that it’s no longer a high priority for us. Any points that were already marked as Done in previous updates will be removed from the list, to avoid it growing unmanageably long, but you can look at the older dev diaries (#79, #89, #102, #124 and #141) if you’re interested in what was done previously.
  • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but aren’t yet satisfied with where it stands and plan to make further improvements to it in future updates.
  • Not Updated: This is a part of the game where we haven’t yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
  • New: This is a planned change or improvement that is newly added, i.e. wasn’t present on the list last time we went over it
  • Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.

For the final bit of repetition: Just as before we will still only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. I will also remind you that this is not an exhaustive list of the things we are going to do, and that something being ‘Done’ doesn’t mean we’re not going to bugfix, balance or make UX improvements to it afterwards. I know we say this every time, but it really is a pretty necessary disclaimer. Anyway, let’s get to the good stuff!

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Military​

Done:
  • Tweaking and improving the frontline system to eliminate excessive front splitting and troop teleportation once and for all
  • Adding a proper system of military access and finding solutions for the other remaining rough edges in the frontline system.

New:
  • Make generals/admirals into more meaningful and noticeable actors in countries and reduce the micromanagement of large numbers of commanders.

Updated:
  • Make sure that supply is an important and meaningful part of the military system that can win or lose you wars.
    • Supply is a lot more significant in 1.9 but we still want to do more in terms of adding interesting gameplay around logistics and tying them to the navy
  • Make navies more important for projecting global power and securing control of coasts.
    • The addition of blockades has made navies more important for global power projection, but of course much remains to be done here!

Not Updated:
  • Turn individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
  • Add a system for limited wars to reduce the number of early-game global wars between Great Powers

Historical Immersion​

New:
  • Improve the way we simulate certain historical conflicts such as the Opium Wars, American Civil War and similar to play out a bit closer to the way they did historically. For example, the Opium Wars should not regularly play out as 100k British regulars seizing control of Beijing.

Updated:
  • Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with
    • As always, we’ve updated some of our older Journal Entries for 1.9 and will continue to do so in future updates.
  • Adding more country, state and region-specific content to enhance historical flavor of different countries
    • Also as always, this is something we continue to do each update and which I will keep on this list as it remains an important priority.

Diplomacy​

Done:
  • Improve on the Treaty Port mechanic and create more ways for countries to cooperate, compete with and exploit others using trade
  • Improving the war support system to be much clearer UX-wise about what is needed to contest wargoals.
New:
  • Rework the War Exhaustion system from one where a single uncontrolled war goal can stalemate wars towards one where war goal control and war outcomes are more dynamic and interesting (and much less frustrating).

Not Updated:
  • Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building
  • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

Internal Politics​

Updated:
  • Adding laws that expand on diversity of countries and introduce new ways to play the game
    • In 1.9 we introduced the concept of ‘Law Variants’, which we plan to use extensively, creating unique national variants of baseline laws so that those countries' political systems feel more distinct and flavorful.

Not Updated:
  • Turn legitimacy into a more interesting mechanic, where the strength of a government depends on their successes and failures, and highly legitimate governments can’t simply be ousted at a whim but have to be undermined first.
  • Introduce a concept of national pride which can increase or decrease depending on a country’s actions and which ties directly into legitimacy.


Other​

Done:
  • Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.
  • Improve on Companies by turning them into actual actors in your country that can own/expand buildings and interact with characters/politics.

As is always and forever the case I’m not able to make specific promises about when all these improvements will come out, but I can say that the next three updates (1.10, 1.11 and 1.12) which are all coming out later this year will be smaller in scale than 1.9 and will be more focused on bug fixing, quality of life and general game polish. You may have noticed that there’s not too much new added to the plans this time around, and if you choose to believe that’s because some longstanding, boat-shaped things may be looming on the horizon beyond 1.12, all I can say is [words drowned out by a very loud foghorn].

Right then, that’s all for this Happy Thursday, and also for this side of the traditional July summer vacations. We’ll be back in early August to talk about 1.10 and National Awakening, the Immersion Pack that will be accompanying it. See you then, and hope you all have a lovely summer!
 
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In the current version,under the command economy law, it is the bureaucrats—not the state—that earn the company headquarters’ profits. Do the developers have any plans to improve this issue?
 
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Thanks for the development update, and another well-deserved congratulation! The cake looks delicious ^^ (I notice the chocolate gives the name of the bakery; I'll try to remember it if I ever visit Stockholm! I'm currently wrapping up a stay in Denmark, and this cake looks a bit different in style from the strawberry cakes sold here.)

This level of control is something we intend to use as a guideline when creating or redesigning features in the future - for example, I could envision doing something similar with production methods on privately owned building levels.
I'm excited to hear this --- both the general guideline and the specific example! I agree that you struck a good balance!

I'd also argue that the couple of dev streams were a good way to showcase and promote the new content; at least for me, it helped a lot to actually see what changed and get a feel for it, and gave me some ideas to try myself!

  • Improve on Companies by turning them into actual actors in your country that can own/expand buildings and interact with characters/politics.
I didn't actually notice that my companies influenced or interacted with politics; cool! Guess I'll have to something to observe during my next playthrough.

See you then, and hope you all have a lovely summer!
Likewise! :D
 
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As much as we'd love to push out big new mechanics with every update, we do not have the bandwidth to do so.
As Martin wrote in the Dev Diary, the upcoming Updates alongside the DLCs this year are going to be a bit smaller in scope so that we can focus our attention on the next year already. These boat shaped things take a lot of time to get done after all.
I see the potential for 2026 to focus on the Great War. Thus:
1. A major DLC focusing on the Great War and other important conflicts of that era. Cool war mechanics + brand new Journal entries and Laws. New diplomatic options.
2. German Immersion Pack - new things for Prussia, Bavaria, Saxony, Hannover and the other German states + Switzerland.
3. American Immersion Pack - new things for the USA, Mexico, Gran Colombia and other American countries not included in the previous American DLC.
4. Music DLC - arrangements of the most famous patriotic and military songs from this era.
5. Bonus DLC - skins of German and Danubian architecture.

In 2027 and future years I see potential in these regions of the world:
1. Great Britain and its subjects
2. Scandinavia
3. Italy and North Africa
4. Ottoman Empire, Egypt and Arabia
5. Russia and the Caucasus
6. Japan, China and Korea
7. Southeast Asia
8. Africa

So there would be content for Immersion Packs for the next 4 years. And also 4 big DLC's.
 
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Government cabinets would be a lot of fun, even it they only come with bonuses and modifier! Like appointing a Finance Minister that increases investment pool contributions or decreases interest rates, etc. Quite a neat idea, if I say so.
Something along the lines of the government mechanics from HoI 3 would be a cool addition to the existing mechanics.
 
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I like the idea of mechanic packs more than actual big expansions like SoI. More packed, important mechanics coming to all countries while having more closely defined goals ( and better pricing ) just feels better, I actually wonder how a government cabinet mechanic pack or how a warfare one would turn out, considering how much better trade, companies and commerce got with this one.
I would like to add to this one. For me, 1.9/CoC was able to provide a feeling of uniqueness when playing a country that immersion packs were not able to. I understand that they are different, with different goals, but some core mechanics are the reason why countries feel (felt) the same when playing. As example, I have only been able to fully appreciate Colossus of the South right now, the immersion content makes much more sense when the mechanic allows the country to be played as it was "supposed" (historically) to be played.
 
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Like Martin said, you shouldn't expect anything major that's new for 1.10, 1.11 or 1.12 in terms of the free updates. The Immersion Packs alongside these are the main thing why we have an Update.
For the very least we should expect National Pride this year (because something called "National Fervor" is mentioned in description to National Awakening DLC) and it will be reasonable to assume that it comes together with being tied to legitimacy
 
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I suggested it earlier, but could we customize flags in-game (like in Crusader King 3)? Given how dynamic flags work in the game and can be modified with the console, it just needs an accessible interface.
 
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Congrats guys and appreciate the post release support and big fixing.

But more importantly, boats!
Or better said, BATTLESHIPS, TSUSHIMA, JUTLAND!
 
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I suggested it earlier, but could we customize flags in-game (like in Crusader King 3)? Given how dynamic flags work in the game and can be modified with the console, it just needs an accessible interface.
I see potential for a German and Italian flags when you unify it with another country.
 
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As you may have seen in the past, we usually update maps whenever we work on the region in general. So this is more of a continuous process as it takes a while to do so

We can understand that you’re not going to fix it, since you already released an update for Brazil and the provinces make no geographical sense at all. From your answer, unfortunately, it seems this point will always be poorly done, or it will take a very long time for you to recognize just how limiting this is.
Provinces should be defined by possible geographical, cultural, and historical factors. The way it is now, they’re just copies of modern artificial divisions that usually make no sense, and even worse, some are simply merged just to simplify things, when what’s really needed is to add more for greater detail.
Make it less like a mobile game and more like a computer game. That’s something I expect from Age of History, not Victoria III.
 
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Is it fair to look at patches up to 1.12 as Post Release Support of CoC? I remember Martin wanted to add distance based trading and multiple market hubs for large nations
 
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I see the potential for 2026 to focus on the Great War. Thus:
1. A major DLC focusing on the Great War and other important conflicts of that era. Cool war mechanics + brand new Journal entries and Laws. New diplomatic options.
2. German Immersion Pack - new things for Prussia, Bavaria, Saxony, Hannover and the other German states + Switzerland.
3. American Immersion Pack - new things for the USA, Mexico, Gran Colombia and other American countries not included in the previous American DLC.
4. Music DLC - arrangements of the most famous patriotic and military songs from this era.
5. Bonus DLC - skins of German and Danubian architecture.

<...>
I really hope that any rework focussed on the USA is tied in with another pass at characters and how they interact with laws/power structures/IGs. It'd be awesome to have senators/governors competing for influence and popularity (ideally with ways for the player to help/hinder them, giving another potential lever to use in the political toolbox) in order to receive the presidential nomination, for example. If this could coincide with a 'cabinet' type mechanic that would be pretty neat, too.

But for now, looking forward to the biggest bugs being squished in 1.9.6 when it releases in full, and having a decent playthrough while the devs are all enjoying a well earned break! :cool:
 
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My wishlist based on a 1.9.5. game as Afghanistan, mainly regarding war stuff:

  • There should be more options for give-and-take peace agreements. I was fighting against Britain and Brazil, and I had fully occupied some states I wanted. Similarly, Britain had occupied a state they wanted but not my capital which was needed for Brazil's war goal. The frontline got stuck and since neither side fully controlled all their wargoals, war support didn't tick down. At this point there should have been an option for Britain to give me the state I had occupied and I give Britain the state they had occupied, but the AI never agrees to a deal like that.
  • Revoke Claim (for colonisation purposes) should get ticking warscore just by occupying any (incorporated) state rather than the capital. Having to march all the way into St Petersburg from Afghanistan is not that fun if you just want to force Russia to let you colonise Central Asia
  • Bring back the concept of a war leader. Wars get stuck because everyone with an active wargoal has to agree to the peace, meaning the only ending for a war is to always push for every possible wargoal in play. The war leader should be the only one negotiating. If they don't give their allies what they promised, then they would suffer a big relation hit with that ally (possibly breaking off any diplomatic pacts, making them likely to side against in any future diplomatic play, supporting your subjects' independence etc.). Countries of course would still be able to capitulate themselves out of the war if driven to that point.
  • It should be harder to send armies to far-away places. I don't want to see the entire British army in India or Austria sending their army to Central Asia. Some of this is alredy fixed in the 1.9.6 beta I think. But additional things could be that units get a small negative modifier when fighting in a state that is not their cultural homeland, or there could be a maximum amount of units that can be assigned to a frontline based on its length.
  • Add more options to diplomatic pacts. Basically anything that can be used as a reason in a diplomatic play should be available for pacts too, meaning transfer subjects, liberate countries, revoke claims, increase autonomy etc.
  • Liberty desire as a hard limit for asking for independence/reducing autonomy is not fun for either side. It should rather be a more flexible choice. You could demand to lower autonomy at any point, but the higher the liberty desire, the higher the chance a foreign power (or your other subjects) supports your subject against you. Similarly as a subject, asking for independence at a high liberty desire makes other countries more likely to support you and less likely to support your overlord. This would make liberty desire a sort "perceived desire for liberty" value for your country.
  • Rail transport production method causes annoying micromanagement. Since transport is only a local good, you have to check the PM for each state and each building separately. A better way to do this would be to make it so that railroads give a throughput bonus for the entire state reduced by the total level of buildings. So for example one level of railroad gives you 50% throughput, and since there are 50 building levels in total in the state, you get an end bonus of 1%. This 50% would also work as the maximum bonus you can get in a state from railroads.
  • A similar issue as to the above is how you have to micro logging camps to produce the correct amount of hardwood. Solution here would be to make hardwood (tropical wood) its own RGO like in Vicky 2. Now that we have a world market, it wouldn't cut off supply for most of Europe. Unless of course hardwood also includes stuff like birch and oak (I guess they do since they are used for guns/boats?). Is there a reason to even have hardwood as a separate good? Generally if you can produce normal wood, you will also always have hardwood.
  • It still feels like multiculturalism is the best law hands down. Especially if you are planning to conquer all your neighbours which doesn't make much sense since countries aimed at conquest generally looked down on the people they conquered. I would make the more inclusive cultural policies generate radicals whenever you conquer/gain/colonise a state. If you have the notion that everybody is equal, it would upset people when you go around forcing other people to join your country. But if you think your culture is superior and the bestest all around, it makes sense people would be okay with conquering lands. This would make ethnostate more useful if you are planning to conquer a lot of stuff, and multi-culturalism more useful for the chilling out peaceful migration-maxing playthroughs.
In order to not sound too naggy, I have to say I'm very happy with the latest expansion and patch. The trade changes alone have made the game so much more enjoyable.
 
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I hope we get a battleship designer like in hoi and that they are really expensive so i can roleplay the british experience of spending all my money on ships that im then too afraid to use because they cost me so much money
 
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I really think an entry should be made on this roadmap for the addition of great wars in the game.
To me right now this sticks out as a sore thumb, it would really help seeing the escalation towards a climax in the late game.

Also, devs have shown interest in a logistics rework, shouldn't that also be added to the list?
 
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While I have finally, on my third try since release, found the game enjoyable and I wholeheartadly think the player rating on Steam is deserved I'm a bit dissapointed that there is no mention of striving for more polished releases. Several bugs, obviously counter the intended mechanic or halting further actions. These can not have gone unnoticed internally.

You, meaning leadership/management - not the devs, need to allocate time and resources and step up quality assurance and internal testing prior to release. PDX has made this mistake again and again.

Ending on a positive note and what still gives me hope for this game is the solid foundation of artwork, immersion and complexity that devs have delivered, PDX please give them time.
 
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Congrats! This update definitely improved game a lot. And your planed work also looks good and meaningful. My only complaint is your cake - strawberries still have stems on them!
 
Like Martin said, you shouldn't expect anything major that's new for 1.10, 1.11 or 1.12 in terms of the free updates. The Immersion Packs alongside these are the main thing why we have an Update.
Would the "nationalism rework" count as a major? I think a lot of people are expecting that from the Austria patch.
 
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