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Victoria 3 - Dev Diary #50 - Living Map

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Hello again everyone! This week, as promised, I’ll be showing you a lot more of the visual elements of the map and how it evolves over the course of time and through your influence.

The Living Map has many different elements to it that adds both a bit of flavor and life in the world of Victoria 3, I’ll be going over some of the main elements in their current state to give you all some insight.

Hub Expansion
The most important and noticeable aspect that the world is progressing are your Hubs, as you reach certain thresholds of buildings (both production, government and residential ones) your cities will expand with the corresponding buildings. When it comes to the residential buildings they all have three different tiers of wealth within each culture set, the higher tiers are automatically activated upon reaching a higher Standard Of Living for the Pops of that Hub. To further amplify this change of SOL and to provide some more motion around hubs we have an effect that indicates either an increase or decrease with a construction hammer and anvil that either hardens or breaks.

Small Hubs
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Large Hubs
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Decrease in SOL
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Increase in SOL
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Vehicles
Traversing the roads, seas and even skies of the game we have made quite a few vehicles that breathe life into the world. These are unlocked by research, adjusting your Production Methods and building specific buildings. The most fundamental one being a horse carriage that traverses the dirt roads of connected Hubs, with specific research you can instead have cars putter along the roads! If regular roads are too simple for you there are also a bunch of different trains for when you’ve researched railroads, old locomotives can turn into electric ones and steel railway cars can also be applied.

We’ll get there, eventually
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Traveling in style
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Old locomotive
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Electric trains
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But land is not the only place where vehicles make an appearance, in the seas and along the shipping lanes you’ll be able to see cargo ships traveling! These range from simple clippers to steamships, depending on what you’ve researched and what sort of Production Methods you’re utilizing.

Trade ships
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Last but not least we look to the skies where you’ll be able to see Zeppelins soaring through the air when skyscrapers have been built and act as anchoring points for the massive airships.

Soaring through the skies
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Military and War
When conflict inevitably brews and wars break out there are lots of ways we show those effects on your Hubs and surrounding terrain. When gearing up for war your troops will be determined by what you’ve researched and the Production Methods of your Barracks. You can look at what troops you have in your Garrison at any time, but upon entering a battle they (the most advanced unit) will be visible on the map where battle takes place, facing off against the opponents troops. Depending on what weapons you’ve equipped your units with, different effects will show, so even a Mobile Artillery unit has different kinds of shots.

Beautiful illustrations for your troops
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Bunker fire
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Flamethrowers!
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Let's play battleship!
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When a region has been ravaged by war and a lot of battles you will start to see the effect of that on the region where it has happened through Devastation. The dynamic Devastation affects a variety of parameters for the region, its trade, Pops and Hubs. It also visually shows, not just by tearing up the surrounding terrain but also muddles rivers and burns buildings, the extent of this increases the more battles are fought in the same region.

Devastation (sped up)
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Devastation at a Hub
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Also, if you really need additional troops you can activate your conscription centers (if you’ve got access to them) which forces a lot of people to sign up. We make sure to show this as well, through an effect on your Hubs where conscripts are being drafted.

Production and Pops
In addition to expanding your city Hubs, you’ll also be able to affect the world with mining, farming and forestry Hubs. Trees will be cut down in close proximity to your forestry Hubs, farms will cultivate the earth and ground will be excavated close to your mines, leaving visible impact on the terrain.

Forestry Hubs and their effect
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Farm Hubs and their growth
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Mining Hubs effect on the world
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With increased production and industrialization within your country and Hubs we are also giving you a purely visual reminder that the world will be affected by that as well. The visual Pollution will see more smokestacks rising from your hubs as well as the surrounding terrain becoming tarnished. All for the sake of progress right?

Smokestacks coming from a Hub
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Pollution affecting a larger area
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However, if your people don't like the way things are progressing they will show their displeasure through turmoil, and if you don’t correctly address their concerns you might find yourself with a revolution on your hands. Turmoil will just be a bit of anger brewing in the form of puffs of displeasure while revolution will have flags of opposition being raised in your hubs.

Let the flags of revolution rise!
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Buildings
As previously mentioned, you’ll get zeppelins traversing the skies upon building skyscrapers, and while these behemoths of buildings will tower over the rest in your city Hubs there are still Monuments like the Eiffel Tower that will be even stronger indicators that your cities are growing beyond the point of the regular buildings.

The different skyscrapers for each culture set
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They also blink!
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That should give you all a glimpse into the life of the world map! There are things we would love to explore more in the future but I feel we’ve got a great foundation going that we’d love to hear ideas on how to take further.

Join us next week, where Aron will be covering the tutorial!

 
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Point taken, we will be able to make slight tweaks to them to distinguish them further. But as I've seen a lot of comments on these effect I would love to hear more concrete examples of what ideas you all have for it. To further showcase my intent with the current effect I can show the initial (old) concept I made for it:
View attachment 850883

This idea came to mind:


When SoL increases, the buildings of the city hub exhibit a series of rising chevrons across the surface of the structures in bands of the usual texture and shining gold; the final gold chevron leaves all structures in solid gold briefly before fading out back into the usual surface rendering colors.

When SoL decreases, the buildings have the chevrons falling in reverse order across the buildings in bands of the standard colors and black&white; the final grayscale chevron ends with all structures in a dingy desaturated black&white state before fading back to normal.
 
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BosWash? Never heard of it. Here I spent years living in Scranton and Boston. Never knew I could walk down the street and "there's the Empire State Building!" or turn down another street and "there's the US Capitol!" They must be hiding somewhere. Beyond the miles of intractable forest. :p ;)



Compare these two images.

Funny thing is, I actually thought this WAS about as big as the cities would get:

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But then BOOM:

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Compare to the real thing:

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And I'm not anti-sprawl. On the CK3 modding discord I've complained about the lack of sprawl. I even helped two modders get in contact (a coder and an artist) so they could implement sprawl.

But let's be REAL about what's going on here.

They're painting the map with MASSIVE CITY-WIDE GRIDIRON PATTERNS that just don't exist anywhere (ok, maybe boroughs/neighborhoods/downtowns, like Manhattan, but not ALL OF LUXEMBOURG, lol).

I don't see what information these Excel Spreadsheet Cities are supposed to give me that I couldn't get from a more "artful, lively, balanced, natural, contoured" approach. It's not like I'm gonna count all the buildings. :p :p :p

I think it is a stylistic choice, and it is ok. I am more bothered by the fact that the city seems not to be placed correctly around rivers. The Eiffel tower is sort of at the right place, which looks like on the outskirts of Paris, while in reality, it is quite central as the river goes through the middle of the city.

The big problem I see is that cities don't seem to scale well to actual population size. TBH, Paris' size (assuming they move it to the right place) is sort of ok (given artistic choice for readability and is not overly large), but the other cities around it should be much smaller. In 1900 Paris' population was 10x that of the whole Luxembourg or ~x20 time that of Le Havre. You cannot tell looking at the map.
 
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What specific tech is that ‘battleship’ supposed to represent, and why does it look like the cursed offspring of a late pre-Dreadnought and an early Dreadnought with some additional features thrown in?
Pre-dreadnoughts (and some post-dreadnoughts) looked pretty cursed in reality. Wing turrets, casemates, six types of guns, ridiculous arrangements of masts. The naval equivalent of "throw everything at the wall and see if it sticks".

But as I've seen a lot of comments on these effect I would love to hear more concrete examples of what ideas you all have for it.
My personal opinion is that the hammer and anvil just doesn't read as standard of living-related, it reads as industry-related. I'd prefer something that's a bit more direct about the idea of "your pops are getting richer", like coins falling into a stack for SoL increasing, or a stack of coins being scattered around for SoL losses.
 
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In EU4 the little traders walking around could be moused over and it showed what resource they were carrying, where it came from, and where it was going. Obviously it didn't actually do anything in game terms, but it was a cute little addition. Will there be anything like that? I also think the map effects of standard of living changes and turmoil might be a bit distracting.

Will there be airplanes too?
 
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In the pictures we've seen of northern France so far, it seemed like the states from Victoria 2 (Picardie and Champagne they were called) were kept mostly intact. I would suggest for one specific change to be made, which would be the introduction of Nord-Pas-de-Calais, stretching along the Belgian border and encompassing the cities of Dunkirk, Lille and Arras, among some others. This region had historically been part of the Low Countries, being gradually conquered up until the 18th century. As a result, it was (and is) still home to sizeable Flemish and Walloon minorities, giving the region an interesting potential to feature in nationalistic disputes between France and Belgium (or a United Netherlands?). Apart from this special regional identity it was also one of the main hubs of the French industrialisation and very densely populated even at the start of the game's era, so it would also make a lot of sense as an economic entity.

Nord-Pas-de-Calais_in_France.svg.png
 
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I have a few questions

1. What are residential buildings/hubs? All other hubs seem to conform to a "Building" building, what do residential hubs represent?

2. What are the orange glows that pop up?

3. Do hubs conform to the map provinces? When you take a treaty port, does a hub or proximity to a hub determine what you get?

4. Is the a mechanical effect for pollution?
 
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Point taken, we will be able to make slight tweaks to them to distinguish them further. But as I've seen a lot of comments on these effect I would love to hear more concrete examples of what ideas you all have for it. To further showcase my intent with the current effect I can show the initial (old) concept I made for it:
View attachment 850883
To be honest, I don't understand the logic of representing a change in Standard of Living (of some POP? All POPs?) by a hammer and anvil.
Maybe a progression / regression of more relatable pictures/icons - such as Rye Bread - White Bread - Pie - Cake - Torte?
 
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I think this dev dairy is fantastic, the living map concept by the team creates a new benchmark. I hope it used as a base for future Paradox titles because it really makes the map a character in itself. My only issues with it would be the bunkers, which I feel could be stretched out to encompass a border skirmish during war. The other is SoL, the two anvil gifs are hard to distinguish from one another. A suggestion would be to have different icons representing the SoL, ex. an empty glass with the opposite a full glass, to denote the changes.
 
Point taken, we will be able to make slight tweaks to them to distinguish them further. But as I've seen a lot of comments on these effect I would love to hear more concrete examples of what ideas you all have for it. To further showcase my intent with the current effect I can show the initial (old) concept I made for it:
View attachment 850883
I think the dissolving effect when the anvil fades out (for increasing SoL) muddies things up a bit, as it at a glance looks similar to the shattering anvil - most easily solved by fading it out with a 0->100% transparency effect instead of the dissolving animation, I guess?

But I don't get why it's a hammer and anvil in the first place. Standard of Living changing is associated with wealth, right? So I'd expect an animation involving gold, or money. Like an open purse having coins poured into it for SoL increasing, and a closed purse ripping open at the bottom and the coins fall out for SoL decreasing.
 
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Great work on the map.
 
Ah these look better than the other pics.. terrain map looks great!

What about the political map and other map modes? Next DD?

One thing I like better in EU IV maps over the other games is that in EU IV colors are solid. I don't like the gradients over the borders in HOI IV and CK III.
 
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Ah these look better than the other pics.. terrain map looks great!

What about the political map and other map modes? Next DD?

One thing I like better in EU IV maps over the other games is that in EU IV colors are solid. I don't like the gradients over the borders in HOI IV and CK III.
Seriously wish we could have a much wider selection of mapmodes again. I want an option not to see terrain and an option to see only terrain. Not this weird zoom range stuff.
 
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