• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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

16_9.jpg

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
image1.png

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
image2.png

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
image3.png

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
image3.png



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.
image4.png

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.
 
  • 192Like
  • 42Love
  • 14
  • 11
  • 10
  • 1Haha
Reactions:
The Middle-East finally has huge amounts of oil! Speaking of which, do AI nations factor resources they want into what states they conquer or get a treaty port in as was historical? I'm curious because it'll cause the AI European powers to gun for Persia more (they already go after areas in Arabia). Which I'm all for because I want to beat them back lol
 
  • 2Like
Reactions:
On the topic of resources, there is notably no gold in the "Gold Coast" nor in Sudan or Mali. Is there going to be an update where those resources are included? Some of these are millennia-old deposits.
 
  • 1
Reactions:
I’m pretty sure the rubber plantation is not currently automated even at present day. This is not a wheat farm that you can just drive a cultivator into the field and call it a day. Actually, they’re not labor intensive as planters can tapped the tree trunk and collect all the latex once a container is filled, the same way as maple syrup. So why not balancing by increasing production per worker or reducing comsumption when used as raw mat?
Fair questions - one, adjusting inputs as raw mats requires a bit more calculation and balancing because it can have knock on effects of other industries and its not a change I felt comfortable doing at that period of time. So instead I made the changes to adding an automatic irrigation PM. This is not to be confused as a cultivator addition, this is not the tractor or tool PMs that are on fields or plantations. This is the addition of engines as pumps to ensure irrigation of the nursery when rainfall is not sufficient.

The change I did make was increasing production per worker - by using a later game PM to double the production. Production per worker is already doing well (in static balancing) it was more that the economies of nations in these areas could not sustain a larger working pool to make the supply meet demand. Now this is actually due to a few reasons, some of which are the depopulation of Subsaharan Africa balance bug, alongside some Malaria side effects we've already been working on.
 
  • 22
  • 6Like
  • 1Love
Reactions:
You are considering a coal liquidation tech for the lategame that allows synthetic factories to produce oil with additional coal input?

Will the arable land changes lead to the overpopulation modifier in European state so pops actually leave Europe?
 
  • 2Like
Reactions:
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?

From what I can tell, for wheat farm and maize farm that both have wine production method (PM) available, the first PM slot from the left is for grain and the second is for producing wine at expense of grain production. In theory, you could do this by setting first PM to a lower level or even all the way to the lowest level while setting or keeping the second PM to wine. However, if I tried to do that, farms seem to lose money even though wines were incredibly expensive so much that it should have made up for whatever income were lost by reducing grain production, and this is despite the glut of grain supply that pushed down the price to something like -20%, which is... puzzling and counter-intuitive.

What made this even more frustrating was that I was not able to secure enough profitable trade routes for exports to reduce the glut of grain supply as well.
 
  • 1
  • 1Like
Reactions:
  • 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.
I think the game should have more technologies anyway. I hope that's something you've planned (or is it space left for a DLC?)
Because currently, in my first game ever, i.e. supposedly as a newbie making mistakes in my research, I finished all the research trees in 1919. It makes no sense that no science happens between 1919 and 1936, while on the contrary in the real world these were buzzing times. And it doesn't make much sense for me to have carriers in 1918 while I don't even really care about my navy and was definitely not trying to beeline. So either the research should be made slower or we should have extra techs here and there in the middle. Some of those techs could be about extracting petrol. If you choose extra techs you'll have to redo all the balancing again.
 
  • 4
Reactions:
The tool in question is really good. I would suggest, if this is ok, that the team properly thank the user in question with maybe a free future vic 3 expansion pack.
It wouldnt cost anything to PDX and would be a sweet gesture :)


As for questions, will there be artificial productions added? Ways of synthethic oil production for example?
 
  • 2Like
  • 1
Reactions:
Much could be said about this topic and I agree with what others already posted that the AI needs to build more resource buildings however I thought I'd limit my comment to something else. I own a german lexicon from 1938 that is an interesting contemporary source of information imho. So here's what it says regarding to known places where oil is found and about production output: It says world production in 1913 was 53,4 Million tons. By country: 34 US, 8,8 Russia, 3,8 Mexico, 1,8 Romania, 1,5 Dutch east indies, 1,2 British India, 1,1 Poland, 1,2 other.
In 1935 world production was 225,9 Million tons. By country: 134,6 US, 25,2 Russia, 22 Venezuela, 8,4 Romania, 7,6 Persia, 6,1 Dutch East Indies, 6,0 Mexico, 0,45 German Empire, 16 other.
Places where oil Reserves are known are qualified as: North and South America, Persia, Mesopotamia, East Indies, Caspian Sea (Baku), Romania, Galicia, German Empire (Province of Hanover, North Germany, Thuringia and Baden) It also talks about the new technology of Coal liquidification which I think should probably be in game. (Production method for synthetics plant?)
 
  • 4
  • 2Like
Reactions:
I wanted to register my agreement with the idea that certain countries collapsing might inappropriately bottleneck region-specific resources. The horizontal expansion of oil across the map is probably for the best.

I also think it will have some diplomatic knock-on effects as well. Right now, basically any game I play as a major power devolves into wars against DEI or their allied minors to grab oil producing regions because, well, there aren't a whole lot of other options without starting WW1. (And if Russia wants to back China, conquering Shanxi will start WW1 anyway). A bit more horizontal oil on the map might provide more replayability.

Then again, I also just tidied up a game as France where I was conquering rubber, oil, wood and lead because even those basic resources were insufficient to feed France's industry. Yep, France was shooting people with lead bullets so France could... mine more lead.
 
  • 3
  • 1
Reactions:
Much could be said about this topic and I agree with what others already posted that the AI needs to build more resource buildings however I thought I'd limit my comment to something else. I own a german lexicon from 1938 that is an interesting contemporary source of information imho. So here's what it says regarding to known places where oil is found and about production output: It says world production in 1913 was 53,4 Million tons. By country: 34 US, 8,8 Russia, 3,8 Mexico, 1,8 Romania, 1,5 Dutch east indies, 1,2 British India, 1,1 Poland, 1,2 other.
In 1935 world production was 225,9 Million tons. By country: 134,6 US, 25,2 Russia, 22 Venezuela, 8,4 Romania, 7,6 Persia, 6,1 Dutch East Indies, 6,0 Mexico, 0,45 German Empire, 16 other.
Places where oil Reserves are known are qualified as: North and South America, Persia, Mesopotamia, East Indies, Caspian Sea (Baku), Romania, Galicia, German Empire (Province of Hanover, North Germany, Thuringia and Baden) It also talks about the new technology of Coal liquidification which I think should probably be in game. (Production method for synthetics plant?)
This sounds like a useful reference— could you provide the title/author/publisher/etc.? I suspect the devs cannot use the data unless they can get their hands (or at least their eyes) on the source.
 
  • 3Like
  • 1
Reactions:
While whaling produces oil it is useless early game and just starts to get relevant when the fossil fuel techs are researched. In reality whaling was important prior and started to decline after the discovery of fossil fuels.

There should probably be a use for oil early that makes whaling very profitable. Like be able to light urban centers with oil. Using it for lighting was one of its main purposes. Another one was for chemical industries to create nitroglycerin and explosives. So maybe a production method for chemical plants that turns oil into explosives.

Currently the historical relevance for whaling isn't really there.
 
  • 12
Reactions:
Im really looking forward to this. God bless balance. I can't help but wonder:

1. In my experience it's hard to get your hands on opium. Is there any plan to rebalance opium consumption, production or distribution, or do you perhaps plan on waiting for ai optimization first?

2. Any tease on what kind of arable land rebalance is being looking into? More for Americas, less for China? :0
 
  • 4
Reactions:
At the same time, if:
1) The AI were building more
2) The player had the possibility to invest abroad, at least in his custom union or at the very least in protectorates and puppets
Then, would an increase of the amount of petrol in the ground be really needed?
Maybe not that much. I think 1 and 2 are points which need to be addressed anyway, and once they are it will strongly reduce the tension on oil. Plus, if we keep a bit of tension it would make the feature 2 more interesting.
 
  • 2
  • 2
Reactions:
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.

The quest for Synthetic Rubber went from the 1820s to the 1930s, with varying degrees of success. Germany made so called methyl rubber throughout WW1, when their supply of natural rubber got cut off. After WW1 they abandoned it, but supply and prices were unstable, so big countries like the USA, USSR and Germany intensified their efforts.

It was in Germany that they created synthetic rubber called "Buna" and later "Buna S", something that was more durable than even natural rubber. That was in 1929. Since a US oil company had close ties to the German company that made Buna/Buna S, it didn't take long for them to adapt this technology in 1939, when WW2 cut them off from the South-East Asian rubber supply.

But the tech itself is 1910s/1920s.

Similar story for synthethic fuel; it was invented and patented in the early 1910s in Germany and spread from there, but didn't see much use until supply was cut off during war time.

Most big countries didn't focus those technologies, because they had the real thing. But once they were cut off, they quickly adapted it.

For Vic3 this should be similar: you don't need synthetic fuel/rubber if you own the real thing, but if you're unlucky, you should have the option to solve the problem via tech. Not sci-fi tech, but actual tech that was around during the timeframe the game is set in.
 
  • 5Like
  • 3
  • 1
Reactions:
I mean, wouldn't these changes make late game recourses overabundant? Some balancing is sure needed, but the main problem with oil/rubber scarcity is that AI doesn't want to develop them under most circumstances. A lot of late game conquest is fueled by the desire to get colonies with rubber/oil, and this motivation shouldn't be removed by littering the world with these resources, making them little more than hardwood or lead in terms of availability
 
  • 6
  • 3Like
Reactions: