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Will the American AI still colonize that tendril of land going into Canada?
Yes, for now. We considered addressing it in the short-term by changing the way some decentralized nations were laid out at the start of the game, but it would be ahistorical and not a sustainable / generic solution. Instead we have been working on an improved colonization mechanic that takes Claims into account to address this, which will be coming in a later patch.
 
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I can't tell exactly from the changelog but is the AI building better now in 1.1? I know there's an arable land rebalance coming but that not withstanding is it better now?
There are some changes that improve the AI in this area:
- AI will now properly use its investment pool when it can cover the entire construction cost, despite being in deficit
- Improve the AI's understanding of when it should produce more military goods of a certain type
- Make the AI more interested in switching to more productive PMs, and less interested in switching to less productive ones unless there is a very good reason to do so
- Fixed some cases where the AI would use the wrong define for computing heuristics
and some other bugfixes and tweaks that, taken together, will improve it further.
 
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Oh, so the trade fix is scheduled for 1.2, not 1.1? I get it, it has considerable balance implications. But still - I would (personally) prefer to give it a much higher priority. It is the number one enjoyment breaker for me right now.,
Addressing the issue with the pricing algorithm traders use to determine traded volume is a major change that will require substantial testing and experimentation, so we were unable to address this for 1.1.

However, the issue that enabled massive circular trading was fixed in 1.1.
 
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Shouldn't the point to be to have to pass minimal wage laws in order to avoid this radicalization, not just have the factories pay it out of the goodness of their hearts?
Too much radicalization also disrupts the industries, and note that they will only do this if they are quite profitable. Using only minimum wages for this would mean that wages would not rise at all as the economy grows, which would be neither a desirable nor particularly realistic outcome.
 
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You weren't kidding that this is a long changelog. It looks like good work and it is coming sooner than I expected for a nice surprise.

I know you are always working on it, but any progress on improving late game performance or the AI building priorities?
Performance work is ongoing and I know some improvements have been made for 1.1 in this area, even though they haven't made it into the changelog (since they're entirely under-the-hood).
AI construction logic has been improved somewhat as well.
 
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Does this patch fix the issue where small countries would get locked in endless civil wars, either not having enough battalions to fight, or the two sides just not being able to reach other? (Oman was a repeat offender for that one).

(But even if it doesn't I'm still really really looking forward to Monday now.)
I did some digging and I think we just missed this in the patch notes :rolleyes:
Revolutions will now always lose some amount of war support, even when they're out of troops, so they cannot go on forever.
 
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How did you fix the circular trading issue?

I am also quite disappointed no discussion here about fixing GDP calculation. It barely affects balance and isn't that complicated of a change (just adjusting the formula for a statistic)
Circular trading was caused by one of the computations not taking the post-trade price of the goods into account, thinking it would always be possible to trade even though they were also being traded with. So it was a bugfix, not a design change.

Regarding the GDP calculation, if you're referring to changing it to represent only value-added GDP (i.e. subtracting the cost of input goods used in production), that change has been made and is being tested out on branch 1.2 right now. It has the potential of causing a lot of balance issues so we wanted more time with it, even though it's a simple change.
 
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Hi, great work, but what do you mean by "Cleaned up defines to remove unused ones" Do not remove defines pls. How can You know that certain define are not used???
They were removed if they were not referenced anywhere in code or script. No functionality was removed, only misleading entries in the defines file that suggested something worked a certain way when it didn't.
 
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Massive patch, i like. Im cautiously optimistic about it since a good bunch of my problems with the game are being fixed or worked on, but i still feel like there should some changes made to qualifications, or at least the visible impact of them, as well as tech being way too fast and universities redundant
It's on the list. Our design team can only make and get changes vetted so fast. I couldn't squeeze tech changes in for 1.1 soon enough.

Due to the complexity of how game mechanics tie together we rarely get the approval of late changes in a patch to systems that touch everything.

I got to choose between Oil and Rubber or tech, both would have caused me to be hung by my own QA team.

Once I get arable land ready for a QA pass I intend to look at tech alongside a few other things.
 
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Can we expect an actual fix to this problem, so Gibraltar and Pondicherry wouldn't count as treaty ports in any circumstances (like rank change), or this is how it will be working forever?

MbjweSt.png

Uhm, I guess this means it IS intended and Gibraltar intended to be a treaty port forever?
You mistake my respectfully disagree, its with your tone. Bold screaming of an actual fix, without giving any context of what you mean by that is a wonderful way to convince others of your argument. In my personal opinion this fix is good enough for now and I don't think the split state solution that is being proposed (or I have to assume here because you've not actually proposed something, just really screamed "is that it?") here is of any actual value in relation to the other issues that need tackling.
 
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So France won't be so OP now? As far I know, France becoming more strong than UK is because of its port in Indian market.
France is still powering ahead a bit, but no longer able to access the British Market and fuel it as crazily as it did before.
There are some changes in 1.2 which will help bring them into a reasonable equation, as well as other things planned but those are spoilers.
 
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Why Monday and not today?
Good question! We always need to time releases carefully to make sure staff are on hand if something unforeseen happens. Even patch release dates are usually set several weeks in advance and rarely moved.
 
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As someone from South Africa who was super excited that more people would be aware of our country's history because it was highlighted as a suggested nation, this makes me sad.
I feel you, and I'm sorry! It turns out, after repeated playtesting, that running the tutorial as a subject in the British market really messes up the pacing and can introduce a number of bugs in the flow. Several parts of the early tutorial is centered around making noticeable changes to the profitability of buildings or the prices of goods, and it turns out this is much harder to do as a small nation in a giant market than what's suitable for a tutorial. We'll try to make it up to South Africa in the future!
 
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Will scripted GUI be possible again in the next patch?
Sadly no. This has to do with how we separate presentation layer and logic layer in V3, which lets us do some cool things to enhance performance and responsivity but disconnects the game logic scripting facilities from the GUI scripting. We're going to take a shot at it for future patches though, since it's highly requested modder functionality. Stay tuned!
 
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Regarding the discussion around building wage settings: my takeaway is that you guys really love to see abject poverty, huh. Good to know, we'll see what we can do about that for the future.
 
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This is probably down the line in terms of importance, but is there an idea to fix the US colonizing Canada? It's a holdover bug from Vicky 2, which makes me wonder if there was a reason why the US-Canada border was set up in Vicky 3 the same way. If the Montana-Alberta border is that important to the game, perhaps it could be normalized with the Oregon treaty?
We've got a solution that will potentially work for 1.2 - it needs vetting.
It should also help solve problems like Russian Hokkaido
 
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In addition to political strength and gold reserves, population and subsidies can also overflow. I saw such posts in my own country's community. are developers going decide to consider fixing more overflows?
Reported overflows get the highest priority (after hard crashes), but they can also sometimes be tricky to solve technically, since numbers can get really big in V3. It is possible that some root issues have been fixed in these patches that cause the other overflows to no longer happen either, but if you do encounter any other overflow errors in 1.1 once it drops, please do file bug reports.
 
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