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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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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
It's very hard through trade. But it's not very difficult to find an Indian or Indochinese minor to invade and turn that land into a big opium producer.
 
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.
good substitution for fuel sources is broken so people don't buy cheap whale instead of coal and wood (like with meat and fruit)
 
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  • 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.
A suggestion from somebody who's worked in the oil field: shale-based oil (like the Bakken field in North Dakota) is a HELL of a lot less likely to have been available, because it virtually requires fracking to get the oil out (and fracking wasn't even thought of until 1947). So if you want a quick way to cross off some modern fields that wouldn't have been available, see which ones are shale :)
 
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Russia being able to produce more than double what the USA can seems a bit overkill considering that the USA was by far the largest oil producer during the era. Would personally like to see some special flavor regarding Texas considering their history of insane oil production.
 
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A: These are great changes
But more importantly
B: This is an extremely clear, well communicated DD - thank you.
 
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I really appreciate the increase in oil but i think you should also reduse the pops needed to work in oil. it doesn't matter if you put 50 oil in texas if there is no population to work there. This applies to almost all oil extraction in norths/souths America siberia and sahara desert.
Agreed some buildings like Oil rigs but also Electrical power plants should probably need less workers. Recently I had a game with almost a Million workers in powerplants at the end of the 19th century.. IRL i was probably a couple thousand.
 
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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?)
A scan of the lexicon dm'd to me would make my day.
 
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Russia being able to produce more than double what the USA can seems a bit overkill considering that the USA was by far the largest oil producer during the era.

The deciding factor shouldn't be how much someone produced at some point, but how big the oil fields are. And Russia's fields are just bigger.
 
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its current bottleneck as an available resource is a little too harsh to the player’s experience​
I guess I'm interested to know in actual history, how much of a bottleneck was it? Not in terms of location, things like Japan not having any in its area is of course historical, but if you took the global production and global use and global potential production of oil on aggregate, was there actually a concern that industry was capable of reaching the limit of what could be accessed? The fact that you can even run into cases of production kind of feels a little ahistoric but I'm also not exactly an expert so, hence the question.

If you have that information handy, I'd love to know.

assisting with some UI work​
Will there be a DD about that eventually? Doesn't have to be next week or anything, just wondering how in-depth we'll get to see what's planned.
 
Could you tell us more about that discoverable oil in Navarra/Basque Country? As far as I know, the only working (land) oil field Spain ever had (in the 60s) was in Burgos: the Ayoluengo oil field.
I would also like to know. Wondering if they know something we don’t? Should I buy some land in the Basque Country, pdx?

Now seriously, the only nearby oil field was in Burgos. IIRC, the oil was so bad that they didn’t even refined it. Was directly sent to a factory were they burned it, I think. There’s some Natural Gas in the surroundings of Vitoria I think, but aside from that, maybe some in the gulf of Biscay.

@PDJR_Alastorn, If you really want to add oil in Spain, I would suggest you to place it in Ciudad Real, in the south of the state you call Toledo. There’re some reserves of oil shale in Puertollano. Also coal there, although a small amount.

Also listen to what RaccoonCity says here, please.

Can you please add coal to Asturias and bananas to Canary Islands? They are famous regions for those goods.
I would add that there’s no coal neither in the Basque Country nor in Valencia. The main deposits are in Asturias and Leon. Also Teruel, has some important deposits. Smaller ones can be found in Catalonia, Puertollano and Cordoba. Not sure about Granada.
 
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Yeah, Syntethic Oil was first made around 1920 and Syntethic Ruber was first made around 1930 iirc.

Another thing I would love to see is a new advanced Production Line for Synthetic Plants that would use Fertilizers, Oil, Electricity and Tools in order to first produce Opium and maybe later also Rubber. That would nicely represent how in the late 19. century medical supplies started to be made and synthesized in factories.
 
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Sources.
Give me sources please.
https://en.wikipedia.org/wiki/YPF this one is for the state company.
I will see if i can find the amount of oil because most estimates are modern which puts our oil reserves at 10 times larger than bolivia


Here was one of the first oil cities in the area stating the amount of drills they had.

This is the oil field in question https://es.wikipedia.org/wiki/Yacimiento_petrolífero_Vaca_Muerta

This says the oil was discovered in 1907
 
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The US still seems to fall rather shot of being the oil megapower it was in the time period. Even when we count 1950s "potential" production.

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Its not an absolute value, but it wasn't until the 1970s that the USSR and Saudi Arabia matched US oil production (and only after it began to decline until the fracking oil boom of the 2010s). At a glance, your values still seem to have the USSR be comparable, or superior, to the US oil production when the US should have 4 times the USSRs. Hell, at a glance I imagine it should have 50% of the oil production of the world still (USSR, Iran, and Saudi Arabia together seem to be around 3 million barrels and I'm sure another 2 can be squeezed from other minor countries).

Considering the relative ease to trade resources in Victoria 3, not representing these huge disparities in certain resources accurately feels like a massive missed opportunity. Especially presenting a country that had one-fifth the oil production of the US as a peer is massively out of scale. Especially if the AI is fixed to be able to develop resources within its country (which you said it should), there shouldn't be any reason why the oil economy of the game shouldn't be largely based off of US exports.
 
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