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Victoria 3 - Dev Diary #52 - Player Objectives

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Hello everyone, and welcome to Victoria 3’s 52nd Dev Diary. My name is Nik or Paradoxical Nikname and I am here to tell you about Player Objectives in the game.

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Objectives screen
You might have already seen this screen from the last Dev Diary, but I will go through it again quickly. Here we give you the player a choice on what you would like to do in your game. You have the tutorial, three different objectives and the Sandbox. If you missed the last Dev Diary and would like to know more about the Tutorial (click here). Then you have the three Objectives to choose from, we’ll go into those in a bit. Finally, we have a sandbox for those of you who want a completely unguided campaign.

What are Objectives
There are multiple goals we are trying to achieve with objectives. First and foremost we wanted to present the player with some suggested accomplishments to try and achieve before the end of the game. How the player chooses to complete the tasks in the end is up to them.

Another one of our goals is to make an extra challenge for players who have dipped their toes into the tutorial and now want to try and take that knowledge and see if they can carry themselves without the extra help from the tutorial.

Also we see it as a way of giving the player an idea of what to play. Say that you are in that, “I wanna play (insert Paradox Title)” mood, but you don't know what you want to do or who to play as. Now we have a mission for you to complete either as a specific nation or a random one.

One thing I would like to make clear to you is, these are not an extra set of tutorials. These are their own challenges available as an additional option. There are no “How” and “Why” tutorial lessons that guide you towards completing the tasks. It is entirely up to you to solve and complete the task at hand.

Player Agency and Direction
Much like the Journal system walks a tightrope between historical accuracy and the player's ability to create their own alt-history, the Objectives system has to balance agency and direction. Too much direction and you feel railroaded or puppeteered, too little direction and the goal just becomes noise competing for your attention instead of something to strive towards.

In early playtests we found that many players were intrigued by all the systems and how they fit together but didn't know why to perform certain actions in the game, because nobody was pushing them in a particular direction. This was particularly true for strategy players new to Victoria, while those with prior experience could more easily formulate goals for their campaigns before they started: "I want to liberalize Tsarist Russia" or "I want to form Poland as Krakow" or "I want to make Qing the globally dominant economic force".

The Objectives system helps with this in two ways:
  1. By having the player tell the game what kind of game they want to play, the game can suggest suitable countries and provide relevant challenges
  2. By having the player decide on a campaign goal ahead of time, they have at least an initial direction for their first steps

Objective pacing and modding
As mentioned briefly in the Tutorial dev diary, the Objective system includes a pacing mechanism that hands out appropriate Journal Entries to players at the appropriate time. This system is invisible during play, but can be utilized by modders to make their own Objectives - or even more tightly scripted long-term event chains or campaigns, if desired.

Each Objective has a series of subgoals, with trigger conditions that can include previous subgoals and effects that happen when they trigger. This means subgoals can become eligible to fire only when a certain subgoal is marked complete, or for as long as a different subgoal isn't complete, or when any of a named set of subgoals are complete. The typical effect when a subgoal triggers is to grant a Journal Entry, but it can also perform any number of other things - setting up preconditions, firing notifications, changing AI parameters, and so on.

Combined with the capabilities of Journal Entries, this technically lets an enterprising modder make entire branching narratives that can change based on the conditions of the player and the rest of the world when the subgoal was triggered. In practice we're much more open-ended in how we use it for the Objectives that will be in the game at launch, since we only use it to provide some player-selected direction for their campaign.

Recommended starts
Each Objective will have its own recommended nations to play as that can be easier or more difficult to complete the Objective as. It is also entirely up to the player if you wish to play as one of these recommended nations or if you instead wish to select your own nation to play with objectives on. These countries are selected because they are interesting nations to pursue the stated objective with, and may have their own unique quirks to overcome or leverage as they progress through the challenges.

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Starting a game with an objective enabled
At game start, similar to tutorial, you will get a notification letting you know that you are playing a certain objective. After letting the game tick for a few days you will get your first task, simply complete the task and move on to the next one.

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Progressing through the objective
As stated earlier above, Objectives work like a chain of Journal Entries. Unlike the Tutorial however, there aren’t special triggers that are needed for them to fire after completing the previous entry. Most will appear immediately after you complete the previous Journal Entry.

These tasks are meant as a helping hand, you will need to complete them to get to the final Objective, but you will be free to complete the objectives any way you want. One of these objectives can be as simple as making sure that a good in your home market is not too expensive. Another could simply be a requirement to pass a certain law.

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The Final Objective
After completing the secondary objectives, you will receive your Final Objective. This objective, which is named after the full Objective, will take much more time and effort to complete. The tasks before were meant to help you along the way and prepare you for the final task. Upon completion of the Final Objective, you will receive an associated Achievement.

Economic Dominance Objective

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For those of you who love pie charts or want to put your economics degree to the test, we have the Economic Dominance Objective. For this Objective we want to present the player with a host of tasks that relate to improving your economic power base, with the overall goal being to control a large part of the Global GDP within your market.

Hegemony Objective
These flags are not all correct (yet)! The technical reason for this is that the game hasn't actually started yet, the dynamic flag system can't kick in and alter the flags appropriately for the start conditions, so it falls back on a default flag. We're looking into it :)

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For all you map painters out there we have the Hegemony objective. In this objective you will aim to have a large portion of the global population within your, or your Subjects', borders. Subjugations and aggressive expansion may both be part of your strategy, but ensuring your population growth is on par with the rest of the world is also crucial.

Egalitarian Society Objective

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If you aren't particularly into the big number go up or expansionist game, we have a Nation builder objective for you as well. In Egalitarian Society your task will be to make the most equal society you can. You will need to expand your institutions as well as passing more progressive laws to achieve your goal. Once you have established this equality of (legal) opportunity, the final challenge will be to also develop a very high average Standard of Living and education rate among all your Pops.

Ending
That's all from me today. As many of you know most of Paradox goes on vacation next month so there will be no Dev Diaries in July, but we will be back in August with more!
 
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Will other objectives be added post launch?
Also, areyou really calling it United States and not The USA? That's kinda disappointing.
Yeah its like calling the POLISH-LITHUANIAN commonwealth, the commonwealth.
People still know what you mean when you say it, but it is still just the name of an administration system
 
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Will the objectives added in by modders be ironman compatible? This would allow people to make guides in the game to help with earning achievements or very specific ones like control X region as Y. Maybe most achievements wouldn't make sense to be shown in the journal but i'm sure someone will be clever enough and make them work.
 
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Do you know the feeling when a game is shaping up to become the potentially greatest game ever, surpassing all of your wildest dreams?
I'm amazed each time a new DD is published how PDS is not giving me what I want, but what I need and didn't even know I needed that before.

Love everything about Vicky3, even the new abstracted military system which should finally eliminate a Papal State world conquest by cheesing the combat system.
 
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I like that you keep throwing ideas up and experiment with Vicky 3. I'm open to innovations and want to see where it ends up.
 
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Within the game's timeframe there was a certain civil war. One side redistributed wealth, reduced working hours, banned child labour, legalized abortion, installed overarching welfare programms, provided paid sick and maternily leave, and actively promoted ethic minorities. The other side was against all of those things. I wonder, which side won, then defeated a European military hegemon a few decades later, and then dominated global politics for half a century, competing on comparable terms with the richest contry on the planet...

Heh Imperial Germany before WW1 had the worlds strongest welfare sytem, I guess you can persue more the onr
 
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Good DD. Enjoyed your summer break.
 
More seriously, I have to say I'm of two minds on the "nation-building" objective being egalitarian focused. I like that there is a nation building objective, since IMO Vicky 3 should shine in that area, but also there are other directions you can steer your society apart from egalitarianism, and the fact they they won't have an objective might be practical, but I don't think it's ideal. I think I would like a "vanguard of reaction" objective at some point, where you play to resist liberalism and socialism and promote autocracy as much as possible by the end of the game.

One thing I noticed about the egalitarian end goal is

1. There is no mention of voting rights

2. It doesnt specify public health, school, whatever.

So it looks like you could acieve it in an absolute monarchy running private health care for example.
 
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One thing I noticed about the egalitarian end goal is

1. There is no mention of voting rights

2. It doesnt specify public health, school, whatever.

So it looks like you could acieve it in an absolute monarchy running private health care for example.
"In our system everyone has equal right to vote: None at all."
 
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I'm sorry, I like the attempt at a tutorial but this? ''Create an egalitarian society''?

Why would that even be a goal in Victorian times? Aren't economics and geopolitics the core? It would probably have been best to focus the DD on that.
 
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I'm indifferent towards the general concept, but I actively dislike some of the words used.

To give one example : it might be too much to hope that it isn't possible to conquer most of the world's population with any nation, but I'll be fairly disappointed if Egypt or Spain can paint the majority of the map.
 
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Some of the recommended country picks seem rather weird though. Wouldn't Qing and Russia better fit as potential hegemons than as your first pick for egalitarian society? Similarly, Spain, Egypt and Japan do not seem like the most obvious picks for hegemons, even if they might be well positioned for easy pickings.
 
Some of the recommended country picks seem rather weird though. Wouldn't Qing and Russia better fit as potential hegemons than as your first pick for egalitarian society? Similarly, Spain, Egypt and Japan do not seem like the most obvious picks for hegemons, even if they might be well positioned for easy pickings.

I think the suggestions are a mix of "suitable", "interesting" and "challenging".

Like liberelizing Russia is an interesting alt history idea with a lot of challenges and quirks.
 
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I wonder how hard it would be to create multiplayer objectives as a more direct alternative to PvP.
That could indeed be pretty fun.
Imagine playing as a variety of vassal states cooperatively and your goal is to overthrow your overlord. Providing some additional events and flavor and this could be a really interesting, difficult, but cooperative campaign.
 
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Economic Dominance Objective

View attachment 854771

For those of you who love pie charts or want to put your economics degree to the test, we have the Economic Dominance Objective. For this Objective we want to present the player with a host of tasks that relate to improving your economic power base, with the overall goal being to control a large part of the Global GDP within your market.

Hegemony Objective
These flags are not all correct (yet)! The technical reason for this is that the game hasn't actually started yet, the dynamic flag system can't kick in and alter the flags appropriately for the start conditions, so it falls back on a default flag. We're looking into it :)

View attachment 854785

For all you map painters out there we have the Hegemony objective. In this objective you will aim to have a large portion of the global population within your, or your Subjects', borders. Subjugations and aggressive expansion may both be part of your strategy, but ensuring your population growth is on par with the rest of the world is also crucial.

Egalitarian Society Objective

View attachment 854786

If you aren't particularly into the big number go up or expansionist game, we have a Nation builder objective for you as well. In Egalitarian Society your task will be to make the most equal society you can. You will need to expand your institutions as well as passing more progressive laws to achieve your goal. Once you have established this equality of (legal) opportunity, the final challenge will be to also develop a very high average Standard of Living and education rate among all your Pops.

I understand the dynamic flag system isn't active, but there are still some choices that seem a bit questionable:
1) Why is the UK using the pre-1801 King's Colours flag? Also, why is the UK called Great Britain (Vic3 starts after the 1801 Act of Union)? Especially odd since both of these were correct in Vic2.
2) What's with the Qing flag? Using the historical Qing flag is a bit anachronistic at start as it hadn't been introduced yet, but the one shown here doesn't seem to be based on anything. Again, in Vic2 it just used the historical flag early.
 
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sandbox.jpg

I've been here since 2003. No problem!
 
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Why would that even be a goal in Victorian times?
The French Revolution, with its cry of liberty, equality, and brotherhood (however imperfectly honoured in practice), was a major influence on the subsequent revolutionary movements that would arise over the course of the 19th century.
 
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It is a little jarring to read the description for the USA and find no mention of the Slavery Debate, especially considering the amount of thought and care the team put in to properly representing that institution and it's effects. I hope this gets added in there before release.
 
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One thing that bothers me a little is that the Egalitarian goal is the only one suitable for small-mid sized nations. Something more interesting to strive for as a smaller nation that intend to stay that size would be nice.