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Victoria 3 - Dev Diary #66 - Patch 1.1 (part 2)

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Greetings my fellow Victorians, Paul here to talk about some of the things I have been doing for Patch 1.1.

As was said in previous dev diaries, this patch (1.1) is going to primarily focus on game polish: bug fixing, balancing, AI improvements and UI/UX work, while the next major free patch (1.2) is going to be more focused towards making progress on the plans we’ve outlined in our Post-Release Plans DD by iterating on systems like warfare and diplomacy. Hotfix (1.0.6) should be out for you all with performance improvements and some bug fixes in the meantime.

So what have I been doing? Balance work, alongside bug fixing, and assisting with some UI work and bettering of the player experience. I’m new to the design team and during my onboarding I've been able to utilize one of my special talents: I love spreadsheets and data - so I’ve been working on building profitability, production methods, and resource availability. In Patch 1.1 two large changes I have made are to Oil and Rubber and I’ve got some cool resource maps to show you the changes.

And before you take a look at the images showcasing what changes I have done, a big shoutout to @Licarious who made the tool that I am utilizing here today. This tool is open for you all on the forum in this thread. I have found the tool to be particularly lovely, helping me make quick visualizations of the changes I am considering in the game. It's one thing to balance a spreadsheet but another to take a look at the changes proposed on the map itself.

The World’s discoverable Oil Supply as of 1.0.6
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In the version of the game you are all currently playing, these are the oil reserves that are discoverable in game. They are mostly the historical oil fields that were cultivated over the current knowledge of where Oil is and has been accessible (even if we did not find out about it until later than 1936). As you’ve no doubt noticed in your later games, Oil is a scarce resource and limits the progress of later game industrialization. While we want Oil to be an important late-game resource, its current bottleneck as an available resource is a little too harsh to the player’s experience so we’ve expanded the discoverable oil fields in game.

I spent a few days going through various feedback threads on the Discord and forums, alongside as many natural resource distribution maps as I could to give a better estimate of the world’s oil supply and help make the game representative of that. As of now we’ve doubled the world’s potential oil fields to give rise to a more plentiful supply in the world by both player and AI actions.

The World’s discoverable Oil Supply as of 1.1.0
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I know some of you might be asking, why did we not just increase the production of oil methods and leave the historical oil fields in place? Why have you included [specific] oil fields that were not tapped until ~1950! etc.Those fields represent a usage of either Oil Sands, or some various substrate that would have not been accessible at the time.

These are all some valid questions and I will no doubt go into more detail in the thread about choices made, but some quick answers.
  • Oil production methods are already incredibly profitable and buffing them further would help but probably not fully solve the problem.
  • The gating of Oil Fields to only historically extracted areas is always tricky, if Russia and the United States collapse in game, 50%+ of the world's oil supply is locked behind their regression and the world suffers. We want to have historical credibility but also give players multiple avenues to pursue.
  • We don’t exactly leave a track record of “this field would have been accessible in 1880" etc in our history books when we discover new resources, so best guesstimates have to be used and a balance between historical and semi-balanced gameplay has to be found.

We are by no means done with Oil, this is my first step in their balancing and it's been sent off to QA to run tests and gather feedback. I’ve got plenty of possibilities to look into but I want to make iterative changes instead of altering many things at once and not seeing the full impact.

Things I am looking into for the future includes
  • Gating some oil reserve potential behind tech to make it where deposits that were not found until more modern days are harder for the player to get to, but still possible.
  • If Oil Supply is still too short - looking into adding more variation of production methods of balancing of input/output of those factories.
  • Giving the Whale Oil Industry a bit more of a kick into gear in the early stages of the game.

So keep your feedback on the forums/Discord coming! I might not read and answer them right away but I do collate them for future reference and they’ve been incredibly helpful in my efforts.

And now onto the world’s rubber supply, which I have also adjusted for Patch 1.1.

The World’s discoverable Rubber Supply as of 1.0.6
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While not as much of a bottleneck as the world oil supply, rubber is found to not be plentiful enough to meet world demand at current. And as we make the AI better at extracting and utilizing resources in game, we no doubt have to increase the rubber supply available to the world.

And so here are the changes.

The World’s discoverable Rubber Supply as of 1.1.0
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Notice the differences? Your eyes aren’t deceiving you, the two maps are the same - and this is not a mistake. The changes to Rubber have been focused on its vertical margins as opposed to the horizontal margins. While I could have upped the world supply of rubber, looking at the later game saves I found it was population issues which were preventing the resource from meeting demands, etc.

So, what I did instead was add a new PM to Rubber Plantations, giving them an automatic irrigation system (like that of the other Plantations this building shares relation to in name only) to symbolize later efforts to modernize plantations and not be fully rainfall dependent. This would help increase the productivity of buildings already in game.

Rubber Plantations can now double their effective output in the later game, by replacing some employees with machines.
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Items I am looking into for the future include:
  • Adding more Rubber potential to the world if this PM is not enough
  • Potential synthetic rubber in the late game?
  • State traits for the specific areas of the world best suited to its cultivation to help throughput

These two resource changes have been put into 1.1 among other things and are currently being vetted for balance and functionality by the QA team. I look forward to hearing your thoughts as well but remember that all numbers are currently WIP. If you have thoughts and opinions and can find me a source backing up your claims, please feel free to put them in the thread or on Discord/forums where then can continue to be collated for me.

What am I doing while this is being vetted? Why I am breaking ground into future balance changes in 1.2! As stated elsewhere on these forums, I am looking into the arable land balance of the game making changes to them. Since these changes have the potential to upend the world economy, I’m getting this branch settled early so we have as much time on our end to iterate on its balance. I will also take feedback from players upon 1.1s upcoming release, then look into tweaking other resources’ balance and such. There are always a few things to tweak!

And that’s it for this dev diary, with this little peek behind the curtain of work being done I am now going to return to it and read through the QA feedback. Then do some further balancing as needed and my work for Patch 1.2.

Patch 1.1 is planned to release before the end of the year and it's already November so it's not that far away in the grand scheme of things. Next week we will talk about some more of the changes in that patch.
 
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if the ai is getting better at extracting do we need to add these ahistorical ones? Could it possibly lead to a situation where theres so much going around theres nothing to fight for?
 
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I just don't understand how can my country be starving for oil yet countries just refuse to spam oil rigs! It's like I'm walking around Canada, the US and Russia, throwing wads of cash at them and they're like "oil rigs? nah we'll just build, uh, a tooling workshop instead". I just want to play (semi) pacifist dammit!
 
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Even if it's not perfect, would it be possible to push some quick fixes to arable land in 1.1? Even something as small as doubling arable land in every state in the Americas would be a massive improvement over the status quo.
Not possible sadly, too many knock on effects I need to work through. 1.1s release date does not give enough time to vet "quick arable land fixes" with all the other things on the list to be examined.
 
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Oh man I beg that you tone down the addition of huge amounts more oil, half the fun of the game is competition for resources! Maybe some kind of halfway house first rather than a big bang of oil everywhere??
I will tone it down, when I see the test results that tell me to to tone it down.
Else I will be making a judgement call without data - and I'm not a fan of doing that.
Besides, this could have been the half-way house, or I could have been talked up for all you know. This was not the first draft.
 
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i appreciate all the work in the dev diary and descriptions. But can also plz some clarification been given on how the amount of arable land is determined, someone?
Than all is ok for me if upcoming resource distribution probably next go with 1.2 patch will be close to authentic - realistic as devs say here they try to create.
 
@PDJR_Alastorn , awesome DD, thx!

I still miss the rich oil sources at Vienna which still deliver oil. :)
Have a look:

"Boryslaw's oilfields in World War I are described as the "pantry of the German U-boats". When troops of Tsarist Russia conquered the oil fields for a short time in 1915, drilling was also carried out in the Vienna Basin for the first time and without success."

They finally started in 1930s with oil production there but it could have been much earlier.
See, this is why I love the community. My searches missed this. I will add it to the backlog of sources.
 
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Items I am looking into for the future include:
  • Adding more Rubber potential to the world if this PM is not enough
  • Potential synthetic rubber in the late game?
  • State traits for the specific areas of the world best suited to its cultivation to help throughput

[...]

What am I doing while this is being vetted? Why I am breaking ground into future balance changes in 1.2! As stated elsewhere on these forums, I am looking into the arable land balance of the game making changes to them.

You could have a mix of three approaches:
  • Natural Rubber, as is now, with the highest yield
  • Synthetic Rubber as lategame addition
  • Artificial Rubber plantations that use arable land in fitting climate zones, but have lower yield
The approach of man-made plantations could also be applied to Wood, just to throw in the idea for you to contemplate on it.
 
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I will tone it down, when I see the test results that tell me to to tone it down.
Else I will be making a judgement call without data - and I'm not a fan of doing that.
Besides, this could have been the half-way house, or I could have been talked up for all you know. This was not the first draft.
speaking of Data can we get a HD version of the oil map so we can better criticize the changes?
 
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Has anything been added to increase wine production?
Or at least have an option to split wine production off from grain so that I'm not producing three-quarters of the world's grain supply just so I can have enough wine to keep the price reasonable?
 
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I said in the dev diary we are actively making the AI better at these things, let's not fall to the object permanence of this is the sole solution of 1.1 towards this.
No one said it's the only solution. However, the atrocious state of the AI is the most obvious problem to the player, and is the reason many of us feel cheated by Victoria 3. We can't tell if there's enough oil in the world, because the AI can barely play the game. To me, it looks like you're out of touch and don't know what's wrong with your own product. It would have made more sense to publish a dev diary about the state of the AI first.
 
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My biggest problem is hardwood and contrary to oil I can't solve (or at least delay) it by sniping Texas or Basra.

I was also going to mention hardwood as one of the biggest bottlenecks, so much that I was forced to mod the game by adding a decree to ~magically~ "encourage" the hardwood production. *waves the pretend magic wand* But you beat me to it. :p

Because there was so much deficit in hardwood production despite my best efforts, it caused significant expenses for other industries that relied on hardwood such as arms industries. Though, I am still having troubles ensuring the profitability of arms industries but that is another topic.

There are mods already that deal with AI not building things, so it is not a matter of "figuring out", it's more a matter of playtesting and tweaking.

You mean like this excellent AI improvement mod by @Anbeeld here? Or are you referring to other mods?
 
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It would have made more sense to publish a dev diary about the state of the AI first.
Im giving them the benefit of the doubt here because maybe AI changes arnt as accessible to casual players like fun cool maps are, but this is a very very valid point.

The AI is really bad in this game and they thought it should be a side note in the comments without further explanation? eh
 
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Can some rubber be "discoverable" in Southern China? Rubber was introduced in China around 1896, and was planted in large quantities in the province of Yunnan and Hainan (in game part of the Guangdong province).

China has in general pathetic resources compared to other regions. For example, China have one the world's largest lead deposits, yet in game there is barely any. Genreally more resources would be appreciated. (As a sidenote, please add maize to Northern China, where it has been grown in large quantites since its introduction in the 16th century. Although gameplay wise it's not meaningful, it is historically and culturally meaningful)
Its unlikely to make it into 1.1 but its certainly something I can look into for the future. Any documentation you can send my way to expedite my searches would be appreciated. I've not looked at anything other than Oil and Rubber at the moment, I know there are a hundred of "but this state made X" comments - I will hopefully get to them all in time, sources help me stack them in a pile for my todo's in the future since its hard to look at a map and notice what's missing if I didn't know it was supposed to be there.
 
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You could have a mix of three approaches:
  • Natural Rubber, as is now, with the highest yield
  • Synthetic Rubber as lategame addition
  • Artificial Rubber plantations that use arable land in fitting climate zones, but have lower yield
The approach of man-made plantations could also be applied to Wood, just to throw in the idea for you to contemplate on it.
Yeah its on the list of considerables but like Synthetic Oil its towards the late end of the time period and so its something I can do but its not something you would see right away. IIRC Synthetic Oil was like... 1929? I cannot remember Synthetic Rubber and I lack internet (on mobile). Its debatable and we can fudge those numbers forward but thats definitely a late game solution mainly, and we've got more than late game problems right now so it wasn't the best fix.
 
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I wonder why Southern Nigeria was excluded from oil production. The British empire was extracting oil even within the games timeframe. It would be a good and historically accurate addition.
 
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