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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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I'm curious if it's possible to do a slight UI change and move the Sandbox mode to the center of the objectives? I just think it looks a bit weird with Sandbox looking so visually different to the other 4 and being all the way to the side.

As far as the actual objective system, seems like a great system for people who want a bit more structured gameplay.
Thematically, it makes more sense to be on the side. To me, I see that screen and read it from left to right: First I would play the tutorial, then I would try my hand at various objectives, then when I am more comfortable with the game, I can try to do whatever I want.
 
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If completing Objectives provide no in-game bonuses then they have zero value.
If you read the dev diary at all, you'd understand that these objective are especially as guides for players. What this means Is that if I want to play hati, but don't know what to do as them, I can use an objective to reaffirm my overall goal. From my understanding,Let's say I want to make hati from a backwater to a paradise, an egalitarian society objective would establish goals that would make that possible. Take the time to decipher the text and roll it over a few times, before you lay your thoughts to the public.
 
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I really like this system. Helps you focus on your goals for your campaign and can still do sandbox if you want.

You mentioned that countries in the game are recommended for interesting reasons, whether there are extra challenges or opportunities for that. However, I would love to know what those are in a blurb besides just what it normally states when choosing a nation. Some nations I get, but others I would love to know why so I can see exactly what will be exciting about playing that country for the objective.
 
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I actually like these. Sort of a way for new players who have just finished the tutorial to get into a "real game" with the freedom to do what they want but enough guidance so they don't get lost or frustrated because they don't know what to do.
Also I could see a lot of potential for mods adding their own objectives for players (ex. as an African or Asian nation, successfully resist European colonialism until the end of the game).
 
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Is it possible to invert this, as an additional option? That is, would it be possible to select a country, and then the game could show me what could be interesting challenges for that country?
The problem is that they would have to come up with, or select, a playstyle for every playable polity and any polity added in later in DLC.

The way they are doing it they have 4 play styles, excluding sandbox, which they are providing 4 suggestions. If new playstyles are added they only need to select 4 suggestions.

To me, this is the equivalence of the 'suggested characters' for the different eras etc for CK3.
 
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Will new objectives be written and updated on a regular basis or does Paradox consider this to be the three that the game needs and that's it?

I remember at the tail end of CK2 the team released an "interesting character" every few weeks and it was totally optional but it was a nice touch that this kind of could fit into. A bit of "this month's idea is do X". Like you say, sometimes you aren't sure what you want to do, but with only three ideas those will eventually run out.
 
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Tutorial - Economic victory - Military victory - shooting yourself in the foot. Very nice objectives.
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...
 
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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...
Well, it wasn't the Soviet Union since they didn't promote ethnic minorities. So, I am not sure which country is this then.
 
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Wait, I just noticed something. Anyone else see a new red base defaced w/ a disc and decal flag for the Qing? I've never seen that flag before, not even on CRW.
 
Tutorial - Economic victory - Military victory - shooting yourself in the foot. Very nice objectives.
Nothing wrong with shooting yourself in the foot once in a while.
The AI, let's put it mildly, will likely be weaker than the player. Outrunning it on both feet is hardly a challenge. However, if at the start of the game you make a commitment to only jump on one foot, you could find the game much more interesting.

I'm telling this as a person with two EU4 playthroughs this June: getting Empire rank as Korea without conquering any provinces or vassalizing anyone (1000 development in the Korea Proper only); gathering HRE as Austria without ever declaring war, taking any provinces in peace, vassalizing anyone in peace. It's been a fun month.
 
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If completing Objectives provide no in-game bonuses then they have zero value.
Shh, that’s how we got mission trees!

On the contrary, they can be seen as milestones and guidelines for new players and old.
 
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I see what you guys did with the "sandbox" image. In addition to having a single camel rider be in the middle of nowhere, implying a lack of structure and an abundance of freedom to do whatever he wants, he's literally surrounded by sand. Rather cheeky.
 
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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.
 
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One more thing: not necessarily a complaint, but it might fire some other people up. While controlling "the lion's share" of the world's GDP shouldn't be too hard by video game standards, having "most" of the worlds population live within your borders, even including puppets, requires a LOT of war. If you tried that as Prussia you would probably have to conquer nearly all of Europe, colonize nearly all of Africa, and steal the British raj, in just 100 years. The only way to avoid fighting about a million containment wars in that situation would be to simply dismantle/cripple all the other Great Powers, or alternatively get them to abandon the concept of collective security and balance of power, ushering in an era of international chaos (which could be interesting). That seems extreme for a game where warfare was supposed to take a backseat to diplomacy and national management. So either that particular objective is going to be extremely difficult to achieve, or map painting is going to be a lot easier to do in this game than I thought it was.
 
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