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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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Trade Rework [...] - I could envision doing something similar with production methods on privately owned building levels.
Yes, please.
As someone who plays countries with few regions, i often struggle with switching production methods. Going from 0 electricity need to 900 is a pretty damn steep jump that you can't catch with an exorbitant amount of power plants that you have built over many years beforehand in this region.

I genuinely have no idea how the UI should work, but maybe a "target production method" and a gradual transition as you have with military units would already help. This transition could automatically halt progression if there is a shortage, so all untransitioned building levels still remain. In the same way, the transition could happen faster if there is a shortage in the original production method.
And privately owned could always automatically swap between the most profitable ones (in slow transitions, too). So as you build more power plants, more facilities switch to electricity.

Just worrying a bit about performance if there are production method evaluations to be done *a lot* more frequently. I have no idea how expensive they are.

Also the Trade Rework was a stroke of genius and improved the gameplay experience *so much*, it's incredible.
 
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First, congratulations.

Second, let’s do away with the “Others” pillar already, and call it what it is: “Economy”.
Apart from fixing some really annoying war stuff, where changes are better characterised as “bug fixes” rather than “improvements”, the economy updates (autonomous IP; ownership; trade) were arguably the best things to happen to the game. They do deserve a pillar.

Especially considering how badly we need a labour productivity rework to tune down EOS and insane company boons and make having state-of-the-art industry a much harder and much more rewarding goal.
 
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I'm a massive fan of the new update, especially with the new monopoly features and prestige goods. I like to run mods which allow for more company capacity and company options because I like the idea of prestige goods. I'd really like to see more historical companies be added to the game (with even more prestige goods) especially for non-European nations. I like to play in Africa, but these areas have few unique companies. Historically this makes sense though it would be really cool if you could include some more for the region.
 
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I had this problem constantly as well. I updated to the newest driver and the newest windows experimental update and I don't get the freezes anymore.
Thanks for the tip, I will try the Windows 11 beta update. What driver did you install? I updated GPU and motherboard drivers.
 
I’d like to offer feedback on your thoughts regarding why this DLC was so successful.

While I agree with the reasons stated on a technical level particularly about tying mechanics into various aspects of the game, I’d like to present a view that the success of the charter of commerce is because it enabled being able to “role play” in Victoria 3 by allowing the player to set up niche and complex strategies with a strong responsive pay off. No longer is default to autarky required and you can pick and choose different ways to achieve financial success and the mechanics allow you to pull off something like an empire built of an opium monopoly or playing tall and specialised. In the same vain, I think trying to provide better tools to pull off historical events like the opium war is an excellent area to invest in and likewise future dlc’s should focus on enabling the player with tools to roleplay more in warfare, diplomacy and politics.
 
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good that the team is backslapping each other on getting positive ratings >2 yrs after launch. suggest to use a more accurate metric https://steamdb.info/app/529340/charts/ of 66% positive ratings; which is by the way a very average rating for games out there.

happy friday!
The SteamDB score is only meaningfully better at comparisons with games that have a low total number of reviews. For high numbers of reviews the average score is perfectly fine.
 
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Gave it a go after almost 1 year break, played with minor countries to see how to get them out of poverty and improve economy.
What i noticed is that except for the visuals, many things where not improved. Kind of slow time advancement on full speed,
questionable tech tree (avoids a more focused approach with meaningful changes). Building buildings incredibly hard, couldnt find
to build a paper mill in the cluttered menus.

Political system complicated. Trade sadly completely broken and still the absence of stockpiling. One thing to solve it is to get rid of things like trade centers.
Convoys should be if not already be state owned/privated owned and partly trade, was it always state owned like now? Are they state owned? Therefore confusing
game mechanics atm, which has a lot of potential and expectations.
 
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Regarding government legitimacy, it seems like it is too easy to dissolve your government and put new interest groups in charge just to be able to get a new law change, with the hit in government legitimacy being only being radicals appearing. Maybe we could do with votes of no confidence, snap elections, and a new government cooldown as a middle step?
 
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I am a bit saddened to see the issues regarding crashing and freezing (especially with Windows 11 24H2) are not listed as a priority. I have tried all the workarounds and yet the game will still freeze and crash my PC every time I play this game.
Hello, I had similar issues at first. I even reverted to 23H2 and still did not work. But talking with the devs on discord (thank you for your time and help), I updated my BIOS and that fixed it. My issue was because of having an Intel chip, which caused the game to crash frequently. You could look into that, maybe it helps you. Good luck
 
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What could be a cool mechanic if it can be somehow incorporated to make sense in a seamless non-forced manner is the vainglorious national pride of the ruling class, and if enfranchised and literate, the masses. This could somehow actually affect how great powers interact in the game instead of randomly joining different crises and making stupid decisions. There should be a reason why a great power conflict should emerge.
 
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  • Tweaking and improving the frontline system to eliminate excessive front splitting and troop teleportation once and for all
thats heavily optimistic moving it from updated to done tbh
 
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Hey, i know this is a really minor thing thst does not fit anywhere but it irritates me disproportionately and i just realised this a place to mention it: could someone add a custom ideology to the american petite Bourgeoisie that makes them favour presidential republics? The american conservative middle class pushing for monarchism is profoundly weird.
 
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what i would like to see with military ship construction is the ability to have the production outsourced to other nations. Example being a south american country not having the dockyards necessary to build a dreadnought therefor seeking out a foreign power such as Great Britain to build them the dreadnought they want in exchange for money
 
I really wish some design&dev time is allocated to the war mechanics in future too. Currently it is a bit weird that countries will go all out to some proxy war in Africa. Like an undeveloped country with 3M pops, why on earth would Germany go to world war for that? And how can they ship and supply army of hundreds of thousands of soldiers in Africa in 1800's?

In WWII Erwin Rommel's Afrika Korps was around 30k men. In 1800's Great Britain did some action in Afghanistan with 1000 men and 2 cannons (because they were a PITA to haul around in the mountains). But in Victoria all bets are off, nothing is impossible! At least a gigantic minus to the interest groups in power should be applied when they do something immensely stupid and unpopular like this.

Like here, I made a make protectorate demand to Mascara. Well Germans decided to join the fray, and I talked GB to come to my side with the promise of 50% of Mascara (the worse part). Well Germany sent their Doom Stack to Africa, we fought for 3-4 years there. Brits made several actions in mainland Europe, trying to invade Germany?! for whatever reason. I could not stop the troops or logistics with my ships so I just sat there for years, watching the Germans attack and get repelled, rinse & repeat.

Finally they GAVE UP and just quit the war, Mascara folded soon after. So they wasted millions of money and hundreds of thousands for men for NOTHING.

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Well in another case it gets even better when France wanted some crappy small colony I had in Niger Delta. I was allied to Russia so they instantly volunteered to get in to the action, but I wanted to be sure so I promised that GB can go take some French colony in Africa while at it if they come to help me. OK now we have a world war incoming where France is in one side, British and Russian Empires and Scandinavia on other side. Do the French back down, of course not!

During war prep I moved troops to Niger Delta, and when the first wold war started in 1875 or so, proceeded to plow through the French colonies in Africa. French didn't have a chance, and of course British Empire decided to do a mediterranean invasion (WHAT???) to France with Russia.

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OK that was not the stupidest thing of the war. Even more stupid was that France somehow went through Germany (without any Treaties!!!!) to INVADE RUSSIA VIA LAND??? Did they not learn from Napoleon's mistakes? Then there were some brits, russians and frenchmen dying in Dnieper for ??????? At least I was wise enough to sit this out and watch people murder each other for nothing. Eventually a large enough pile of Frenchmen were dead or dying, and they gave up. Massive, massive war and untold losses in men and money for some random insignifcant colony in Africa? (the tiny blue one in the bottom middle of screenshot with 3 armies).

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Wars definitely need some kind of limitation, they get instantly out of scope. GP's are ready to pour untold amounts of men & money just to get owned. They wield insane doom stacks around the world without zero thought given to logistics or money or losses.

Of course I'd like to see Shadow Empire level of logistics simulation - that would stop this all instantly. But I understand we are not going to see that so I think at least something could be done to the absurd escalations of wars for 0 gain. Thanks.
 
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If you want to add more diplo ways of dealing with countries, perhaps tariffs. Tariffs have been a hot topic in 2025 so why not consider adding them to Vic3 too? Add tariffs towards specific markets, just not all markets. Like add 50% tariff to wood bought from Russian market.

And make it possible to demand that from other countries too in diplomacy. Perhaps complete "don't buy anything from russian market" or "don't buy this product from russian market" too as options. I have no idea how difficult and time-consuming that would be to implement, but that would be one way to add to diplomacy.

"Oh, you have wood? So much wood. Too bad no one wants to buy it because you're a dunce!"
 
There are some bugs and glitches you need to address to please. Sometimes on the map black squares appear, like they would be a thing in the nature map but just don't have a texture. They fix themselves from time to time, but you really need to fix this. In the first 3 hours of me playing the game, it had already happened. It's only on nature map
 
There are some bugs and glitches you need to address to please. Sometimes on the map black squares appear, like they would be a thing in the nature map but just don't have a texture. They fix themselves from time to time, but you really need to fix this. In the first 3 hours of me playing the game, it had already happened. It's only on nature map

I have this issue at least with Vulkan on Windows 11, newest nvidia drivers. Moving the camera around a bit or zooming in/out makes them disappear.