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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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What, no "impractical mustache-twirling villainy" objective? Don't you know your fan base? :p
 
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Hmm, so one path to egalitarianism as Sweden is to get rid of the peasants? Is this the fabled bourgeois dictatorship from Vic2? Nah, I guess it kinda makes sense, but it still feels a bit awkward to me.

But that aside, I really like this addition! I don't wanna call tutorials a waste of time, but with how clear PDX-games are, I've never needed them (EU3 & Vic2 were my first PDX games). But what I tend to need is guidance in what to do, and this seems right up that alley! There's still room for improvement though, I recall a custom map for Age of Empires that thaught you the meta, and Doom had it's par-times, in fact, I might jump over to the suggestions tab later and suggest some of those :D
 
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.
Because the Victorian era was the time of the impact of the French Revolution, of the Revolutions of 1848, of Latin American struggle against caudillismo, of utopian socialism, of the birth of the idea of self-determination, of the birth of the welfare state, of communism, Christian socialism, and social justice, and many more egalitarian movements. Creating an egalitarian society first right in with the Victorian era. And it fits in with the society management aspect of Victoria 3's gameplay.
 
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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.
Especially considering all the custom content for it. If you're a new player and your US history is a bit rusty, getting blindsided by this long, complex event chain isn't the best feeling. (Which is also why I wouldn't have picked the US as a suggested nation for the tutorial objective, but that's neither here nor there.) They should definitely forewarn players that there's a huge rift in the country they're about to pick that is going to have to be handled one way or another.

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.
It would be nice if the goals were a little more scaled to the nation you picked. A small nation is probably never going to achieve economic dominance, but with the help of early industrialization it can definitely punch above its weight and end the game with a per-capita economic power that sets it apart from its peers. That's something definable and achievable that would make a good objective.

Likewise the hegemony objective could be defined by how much bigger your country gets, rather than how big. If you take an obscure German minor and unify Germany, in its own way that's as much of an accomplishment as taking over the world as a Great Power - one that's reflected in your huge vault in power rank.
 
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I'm intrigued by the hegemony objectives, but, and I swear this is meant as respectfully as possible, but will conquering be fun with the new battle system? I know fun is kind of subjective, but if I had a lot of fun with other PDX games with the more traditional stack system of combat will I still be able to have fun with the front system you have for Vicky 3? Will conquering half the world still feel like I'm doing something instead of just letting the AI do it for me?
 
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So we can't become a tech power house and colonize mars before WW1 as a minor uncivilized asian country. I am disappointed:p. Seriously only thing i wasn't happy about Vic2 was the fact that it was impossible to go beyond technologically of that era.
 
but I'll be fairly disappointed if Egypt or Spain can paint the majority of the map
I'd say that Spain, Egypt and Japan are examples of countries that match a hegemony playthrough. Not because they are inherently militaristic or that they are fated to blob. Rather they are just countries which are likely to have to expand militarily if they want to survive and prosper. Egypt needs resources and needs to secure it's independence from the Ottomans and Great Britain. Spain should probably have more opportunities for trade and resource gathering but it is in an even worse situation demographically than declining or second rate powers like Italy and France. Japan is in a good place in terms of independence, location, and population, but it needs to expand for resources as well.
 
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There will be objective for nations like China, India and Japan to modernize and repel/overthrow the Western powers colonization? Or objectives to resist liberalism as a Western nation?
Yeah this seems like a big missing piece.

"Protect the Old Regime" for Austria and Russia, maybe Brazil and the Ottomans as well. "Maintain Independence" (not necessarily modernize but that would be the most intuitive route) as China, Japan, Ethiopia, Siam, and a couple more.
 
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Cheers for the DD Nik, and I really like the sound of those objectives :) I remember when I started Vicky 1 (and even to some degree Vicky 2) there was a lot going on, and it took me a while to get the feel of what I should be doing - these kind of approaches sound like they'll make the easing into Vicky 3 much easier and more enjoyable* :)

It's been a long week here, so I'm going to go with a bit of an easy naval-themed pic - any country that wants to be a global hegemon during the period will require a large navy, and of the four nations that start as interesting choices for hegemon, Egypt strikes me as both a very interesting and potentially quite challenging choice. Historically, not long after the start of the game (1839), war broke out between Egypt and the Ottoman Empire, with Egypt quickly getting the upper hand (and the Ottoman fleet in 1840 defecting to Egypt!) However, politics being what it was, an alliance of European powers intervened on the behalf of the Ottomans, and one of the (amongst numerous) important elements in brokering a peace was the British bombardment of Alexandria, shown below - note the steam paddle warship in the bottom-front-left.


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* Bearing in mind I still very much enjoyed V1/V2 :)
 
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I'd say that Spain, Egypt and Japan are examples of countries that match a hegemony playthrough. Not because they are inherently militaristic or that they are fated to blob. Rather they are just countries which are likely to have to expand militarily if they want to survive and prosper. Egypt needs resources and needs to secure it's independence from the Ottomans and Great Britain. Spain should probably have more opportunities for trade and resource gathering but it is in an even worse situation demographically than declining or second rate powers like Italy and France. Japan is in a good place in terms of independence, location, and population, but it needs to expand for resources as well.

Sure, Egypt and perhaps Spain are examples of nations that need to spread to survive and thrive given the global environment.

Egypt and Spain are also examples of countries that could not possibly conquer so much that they have 50+% of the world's population in their borders.

(I don't think Japan or Germany could have either, to be fair. Maybe the UK could have, if they had a way to swallow the Qing, but even that I am skeptical about.)
 
Sure, Egypt and perhaps Spain are examples of nations that need to spread to survive and thrive given the global environment.

Egypt and Spain are also examples of countries that could not possibly conquer so much that they have 50+% of the world's population in their borders.

(I don't think Japan or Germany could have either, to be fair. Maybe the UK could have, if they had a way to swallow the Qing, but even that I am skeptical about.)
Almost positive 50% of the worlds population is in reference also to countries within the players market, not simple conquest, which I agree would be absurd with the countries listed. But hegemony does not imply military conquest.
 
Almost positive 50% of the worlds population is in reference also to countries within the players market, not simple conquest, which I agree would be absurd with the countries listed. But hegemony does not imply military conquest.

I also don't think these nations could possibly get 50% of the world's population in their markets, and I don't think they should be able to.

Edit: I know my approach is fairly unpopular with many, and that many want a more sandbox game. And that's okay, I understand mine is the position of the minority. I just hope that V3 is harder than, say, CK3, which is, in my opinion, far too easy.
 
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Sure, Egypt and perhaps Spain are examples of nations that need to spread to survive and thrive given the global environment.

Egypt and Spain are also examples of countries that could not possibly conquer so much that they have 50+% of the world's population in their borders.

(I don't think Japan or Germany could have either, to be fair. Maybe the UK could have, if they had a way to swallow the Qing, but even that I am skeptical about.)

It also includes subject nation.. And, uh, maybe also abuse immigration mechanics?