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Victoria 3 - Dev Diary #28 - Flags

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Hi folks, welcome to another dev diary, and get hyped for what I know you're longing for: flags. I'm Ofaloaf, one of the designers on the game, and somehow they let me write a dev diary. Let's go!

Let's start at the beginning. What is a flag?

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A flag is a thing of beauty.
A flag is a decorative design on a bit of fabric, often used to communicate something, such as a message or identity, to the viewer. In Victoria 3, all flags are flags associated with countries. They're neat designs that serve as visual shorthand for a state, and they just look pretty too, most of the time.

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In the Victorian era, what counts as the flag of a country was a bit… vague, depending on who you were asking. Some countries, like the United States and France, very clearly had a single flag that served as the national flag that everybody knew them by, but others weren't so clear.

Look - here's some period examples of what people considered Russia's flag to be:

Selection from 'The maritime flags of all nations', 1832, as seen on Wikimedia Commons
The_maritime_flags_of_all_nations,_1832_(FOL_LA_ROQ_1542_NOR)_croppo.jpg


Selection from 'Pavillons et cocardes des principales puissances du globe d'apres des documens officials', 1850, as seen in the David Rumsey Map Collection.
russie.png

First thing that's noticeable is that it's not just one flag. The tricolor that is used as the Russian Federation's flag now was just one of several in use in the 19th century up through to the 1850s, as a merchant flag or civil ensign used to identify civilian ships in foreign ports. The Romanov dynasty's emblem is also used as a Russian flag, and then there's two naval jacks - the flags with the blue saltires or diagonal crosses stretching across them- which are also widely recognized. Eventually, the Russian government started trying to consolidate everything and issued a decree on June 23rd, 1858, proclaiming a single "state flag", a black-gold-white tricolor. In 1883, the white-blue-red "merchant" flag was officially accepted as a national flag to be used on special occasions, and in 1896 it wholly replaced the black-gold-white tricolor as Russia's state flag.

Man, ain't that a doozy of flags to pick from! How are we supposed to pick which one to use in Victoria 3? Well, good news there - we can use more than one flag! We got dynamic flags triggered by script!

russianflags.png

Any trigger which is valid for a country, like checking if a specific state is owned by the player or if a war is happening, can be used to trigger a different flag in the game. We've used that to spice up flag varieties in different situations - for example, a united Scandinavian monarchy has a different flag depending on whether the Danes are in charge or not:

scandinavia.png

Spicy! And that's on top of just using the usual checks like governments, the number of states in a country, and so forth - right, yes, you probably want to see the stars in the American flag, don't you? I know I do. They do change based on the number of states in the Union.

I can taste the freedom.
freedom.png

There's even some unique flags for when one country becomes the puppet of another. In some cases, a generic "oh no I am a puppet now" design is used for the puppeted country's flag with the "master" country's flag inserted as a canton in the upper-left corner of the puppeted country's flag, while in other cases a wholly unique flag is made for a particular combination of puppeteer and puppet.

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There's also a sort of fallback system, to provide flags for every polity even if we can't really settle on one particular design, or if they're feisty dynamic rebels, or what-have-you. Flags can be randomly generated, with particular triggers set so some flag elements only appear if a tag is of a particular culture, religion, or ideology, among other things.

randomflags.png

And, for the modders out there, it shouldn't be difficult for you folks to put together more flags if you want (and of course you want to make more flags, right?) - we use a system similar to the one Crusader King 3 uses for its coats of arms. France's default flag is a simple example of how the system works:

Code:
FRA = {
    pattern = "pattern_solid.tga"
    color1 = "blue"

    colored_emblem = {
        texture = "ce_tricolor_vertical.dds"
        color1 = "white"
        color2 = "red"
    }
}

All that's going on there is that a plain blue field is set as the background, and then a single graphical element with the central third and right third of the tricolor as colorable sections is slapped on top, with white and red respectively added in there to make a nice and tidy blue-white-red tricolore. Magnifique!

And to plug that bad boy into the game, all you need is a little scripting in another file that goes a little something like this:

Code:
FRA = { # France
    flag_definition = {
        coa = FRA
        subject_canton = FRA
        allow_overlord_canton = yes
        coa_with_overlord_canton = FRA_subject        
        priority = 1
    }
    flag_definition = {
        coa = FRA
        subject_canton = FRA
        allow_overlord_canton = yes        
        overlord_canton_scale = { 0.337 0.337 }            
        priority = 10
        trigger = { 
            coa_def_republic_flag_trigger = yes
        }
    }
    [And so forth. Find more flags by playing the game!]    
}

You can create as many flag definitions as you like, and you can plug the same flag design into multiple definitions or make a unique one for every definition if you want to go insane scripting it all up. Triggers are straightforward to plug in (and you can script generic triggers if you don't want to write the same combination of checks over and over again). If you want to mod flags, there's a delightful amount of flexibility with this system.

So there you have it! We got flags. We got lots of flags! We got randomized combinations of flags that go on for days! You could script more flags if you really want to poke at the game's innards! Flags.

Now, as we march towards the Holiday season, the dev diaries are taking a bit of a break. We will be back in January with a brand new topic in our first dev diary for 2022. Happy Holidays and a Happy New Year!
 
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@Ofaloaf for Spain remember please that:
- the 1st Republic in 1873 had the red-yellow-red flag with the crown removed.
- the red-yellow-purple flag was made for the 2nd Republic in 1930.

I would give the 1st Republic flag for a non-socialist Republic and the 2nd Republic flag for a more socialist leaned Republic (if this is possible with the tools you have). Or maybe you could just use dates?

I don't want to see the flag with purple in 1870 if I declare the Republic, that would be bad for historical immersion.

yfr4k6pfpxo51.png
 
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What would happen if there are 2 conflicting triggers? Let's say, we have a trigger A that says that if the country is at war, flag A is used but we also have a trigger B that says that if the country is at war, flag B is used. What trigger is it executed? Or triggers are designed hierarchically, where the main ones are exclusive, and the secondary ones are designed inside the main ones?
 
That's not how all historical US flag configurations worked. In fact that's not how the current 50 states flag works. There's always some arbitrariness when the number of states isn't composed of two factors that are sufficiently close.

I spent less than 2 minutes writing that post, and most of it was transcribing literally the first idea I had. I was trying to show that programmatically creating an arrangement of stars is fairly trivial. Albeit some of the arrangements my method would come up with would be, to be blunt, uglier than the Pocatello city flag, but I only spent 2 minutes on it.

Somebody else quoted a dev post that implied that they had 100 possible cantons defined which I had either misread or misunderstood.
 
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What would happen if there are 2 conflicting triggers? Let's say, we have a trigger A that says that if the country is at war, flag A is used but we also have a trigger B that says that if the country is at war, flag B is used. What trigger is it executed? Or triggers are designed hierarchically, where the main ones are exclusive, and the secondary ones are designed inside the main ones?
Each flag has a priority value assigned. If two flags both trigger as true, then the one with higher priority is selected.
 
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Is there a way to include a check for anyone else using a flag, to avoid redundancy? For example, making it so the second of Hungary and Republican Britain adds a coat of arms to their flag?
 
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I'm very curious about what flags would the Spanish Carlists use.

In Vic 2 they used the Burgundy cross, seems like a logical and historical decision to add it again as their flag.

Looks Great!
If I remember correctly, there was a unique Fascist and Communist flag for every single tag in the game in Vicky 2, despite the majority of the tags having negligible fascist or communist movements historically. Do you plan on trying to do that again?
Will (God forbid) a Fascist or Communist USA be able to use the star-adding mechanic?

I really hope there can be a variety in flags like that again, even if it requires some imaginative or slightly fictitious additions.
 
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In Vic 2 they used the Burgundy cross, seems like a logical and historical decision to add it again as their flag.

They used the Burgundy Cross because that was the Absolute Monarchy flag for Spain.

Historically, Carlists adopted it as their symbol (more like the symbol of the Requeté, their paramilitary wing) in 1935. During the proper Carlist Wars they used lots of different flags, from a battle standard with the Royal Coat of arms in one side and the Virgin Mary in the other (named Generalísima), to slightly modified Spanish flags with religious imagery (like this one from the Third Carlist War), to simple military banners.

@Ofaloaf for Spain remember please that:
- the 1st Republic in 1873 had the red-yellow-red flag with the crown removed.
- the red-yellow-purple flag was made for the 2nd Republic in 1930.

I would give the 1st Republic flag for a non-socialist Republic and the 2nd Republic flag for a more socialist leaned Republic (if this is possible with the tools you have). Or maybe you could just use dates?

I don't want to see the flag with purple in 1870 if I declare the Republic, that would be bad for historical immersion.

yfr4k6pfpxo51.png

The flag of the First Spanish Republic was pretty much provisional, as they didn't manage to pass a constitution that would establish an official flag, and there were several proposals within the republicans, some of them different types of tricolor.
 
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They used the Burgundy Cross because that was the Absolute Monarchy flag for Spain.

Historically, Carlists adopted it as their symbol (more like the symbol of the Requeté, their paramilitary wing) in 1935. During the proper Carlist Wars they used lots of different flags, from a battle standard with the Royal Coat of arms in one side and the Virgin Mary in the other (named Generalísima), to slightly modified Spanish flags with religious imagery (like this one from the Third Carlist War), to simple military banners.
The Generalisima, being a battle standard, would not really fit for a national flag. The other flag with the sacred heart of Christ and "dios patria rey" written on it could work well as a national flag.
 
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I know this has nothing to do with the subject of this post, but I would like to ask if aristocrats will have more functionality and capabilities in Victoria 3 ? because in previous games they basically only had one feature, which is pretty annoying considering the name of the type of social status that this POP carries... that's also a suggestion, I imagine not only me, but many players would like to see new features relevant to this POP...
Pops that own buildings (including Aristocrats and Capitalists) will put money into the investment pool if their buildings are doing well, letting you build more stuff. Aristocrats are also associated with the Landowners interest group, which has different positive or negative effects depending on its opinion of your government. In general, because they start the game with a lot of wealth, Aristocrats will tend to give the interest groups they support a lot of clout.

All in all though, Aristocrats are mainly a holdover from previous eras. Unless you're deliberately keeping them in power, you should expect to see them waning over the course of the game, in favor of other groups such as Capitalists, Bureaucrats, or Officers.
 
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Good to see a fellow Michigander posting our gorgeous and not stupid at all flag. Independent Michigan tag in game? So I can force everyone in the US to live w that flag?
 
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So will subject flags be able to change based on autonomy level? For example, will we be able to make it so that when South Africa is under firm British rule it uses the red ensign, but if it gains more autonomy it switches to the tricolor?
 
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So will subject flags be able to change based on autonomy level?
The "collected dev responses" post at the very start of the thread (or the dev responses button, which is a great feature) clearly says:

"You can trigger a flag on anything"
 
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Sad there isn't anything for the unlikely case of a USA world conquest. UNITED STATES OF EARTH

Nah, we'd just change the name of the planet to AMERICA.

Still a better name than glorified "dirt".
 
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Nah, we'd just change the name of the planet to AMERICA.

Still a better name than glorified "dirt".
Give it enough time and "America" would start meaning "dirt".
 
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I'd like to know a bit more about CoAs.

How many a country can have? Are they unique elements or also in code?
 
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