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Victoria 3 - Dev Diary #68 - Patch 1.1 Changelog (part 4)

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Hello and welcome to the final dev diary on the subject of patch 1.1! The release date for this patch is Monday December 5th, at 10:00 Central European Time. Your existing save games should be compatible* with 1.1, but as usual we will backup the old 1.0.6 version as a Steam beta branch you can rollback to if needed (e.g. for mod compatibility).

This is a chonky update so I'm not going to go over the entries in detail, but to get a more in-depth look at a few of the major things that have been added or changed to 1.1, you can take a look at our previous dev diaries.

Let's dig into it!

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- Reworked Morale to inflict a base loss for every round of battle, modified by the difference in casualties inflicted between the sides as well as various other modifiers
- Reworked Legitimacy to provide bonuses and penalties to countries at different Legitimacy levels
- Added a new Legitimacy modifier based on Votes in Government
- Replaced Legitimacy Penalty from Government Size with a Legitimacy Penalty from Ideological incoherence
- Treaty Ports will no longer function if the owner's Power Rank isn't greater than the market owner's, ensuring Great Powers cannot use them to get access to the markets of other Great Powers

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- Rebalanced Legitimacy across all Laws
- Added Authority bonus to High and Very High Government Wages
- Added Morale Recovery and Power Projection bonus to High and Very High Military Wages
- Added Power Projection penalty to Low and Very Low Military Wages
- Lowered Training Rate penalty for Very Low Military Wages
- Lowered the positive and negative approval from Government/Military Wages
- Buildings will now only raise wages if they are either competing for wages or are below their minimum wage target; the target is based on employees' Expected Standard of Living to prevent too much active radicalization
- Building wage targets are lowered in unincorporated states (e.g. colonies) and for discriminated pops
- Laws that restrict cultural / religious tolerance now give a decrease to radicals and increase to loyalists from accepted cultures / religions - the more restrictive the law, the higher the effect
- Pops in Unincorporated States now have their voting power reduced according to current Incorporation level
- Mass migration now only targets incorporated states, to avoid colonies being the main target of mass migration rather than e.g. the New World
- Unincorporated states now have a lower expected standard of living than incorporated states
- Rebalanced potential Oil and Rubber deposits around the world
- Rebalanced Power Plant production method
- Reduced the impact of Artillery Commander traits
- Rebalanced Port production methods to (generally) increase Convoy production
- Rebalanced technology unlocks for potential Port levels to increase sizes over time
- Replaced Cape Colony with Persia as a recommendation for the Learn the Game objective
- USA no longer immediately starts losing its Interest in the Great Plains on game start

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- AI will not begin unifying Canada or Australia until Pan-Nationalism is researched
- Australian and Canadian confederation no longer forces the annexation of a player
- AI acceptance for white peace now increases over time the longer a war goes on
- AI is now less inclined to pursue annexation of subjects with whom they have good relations
- AI is now more willing to settle wars that are going nowhere with a white peace
- AI now also takes into account bankruptcy when considering peace desire, neutrality and confidence, not just debt level
- AI will now properly stop enacting a law to avoid revolution if it calculates this to be in its best interest
- AI will now properly use its investment pool when it can cover the entire construction cost, despite being in deficit
- Fixed native uprisings not mobilizing due to not being able to calculate their conscripts' power projection
- 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
- Great Powers are much more likely to declare an interest in Arabia while the Ottomans are trying to reclaim Syria
- Liberia now begins independent, to discourage US colonization of Africa and to better reflect Liberia's de facto situation
- Changed incorrect check in Powerful Protectors that compared army size to country rank instead of army size
- Fixed some cases where the AI would use the wrong define for computing heuristics

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- Improves the Pop Details Panel with tabs and Consumed Goods
- Added a Good's current Trade Routes to the Goods Panel's Market tab
- Added a delay to opening map tooltips. The amount of delay is controlled by a new setting.
- Added pop consumption goods needs display to Economy and Consumption pop tabs
- Added "show more" button to the Population panel to display all categories, inspired by the "Complete Pop List" mod by Ron Swanson
- Make the Construction Queue building list items say their State as well as making the list items smaller, inspired by the "Construction Queue with States" mod by Seppiya
- Multiple changes to which notification types display as Toasts (middle of the screen) versus Feed (bottom right)
- Show usable manpower involved on each side of a battle in addition to the number of battalions
- The volume for Music Stingers and Background Music can now be adjusted independently in the Audio Settings screen
- Inactive Treaty Ports are now displayed as such, with a tooltip explaining why
- Active Production Methods are now non-clickable and more distinguishable from the rest
- Game rules are now visible even before you select a Player Objective in the New Game Interface
- Moved the Timed Modifiers higher up in the change Production Method tooltip
- The amount of unrealized taxes are now displayed in the country budget tooltip
- Transfer of Power information is now displayed better
- The outliner now shows the number of currently active unpinned Player Objective challenges and Journal Entries
- Update to the construction queue’s page buttons visuals
- Establish Trade Route Map List Panel can now sort markets alphabetically by name
- Updated text for convoy raiding order to better represent information to the player
- Right-align the Consumption tax cost in the add Consumption tax menu for better readability
- Removes decimals from Legitimacy modifier types

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- Added decision to cancel surveys of Panama/Suez
- Added event greatly weakening the Shogunate if Japan is forced to open its market
- Skyscraper now has a Trade Nexus base PM as an option for Bureaucratic Nexus
- Changed the requirement for completing the Reading Campaign to only require 95% literacy.
- Made several repeating events fire less often
- Fixed various issues in 1848 content
- Expanded the name lists for North German, South German, North Italian, South Italian, and Thai cultures
- Added some variant unifier flags for Germany and Italy
- Germany's default flag is now the Black-Red-Gold tricolor
- Italy's default flag is now the Green-White-Red tricolor without the House of Savoy's coat of arms
- Conservative IGs such as the Landowners, Devout and Rural Folk now tend to be significantly stronger at the start of the game in most countries
- Fixed the large starting unemployment in several Decentralized Countries
- Reduced Hokkaido's population to historical levels
- Made events that strengthen abolitionism rarer in the USA
- Manifest Destiny decision now requires an Interest in the Pacific Coast
- Manifest Destiny now provide claims on the colonized split states of Mexico
- Alaska Purchase decision now has significantly easier requirements
- American West Expedition is now significantly easier to complete
- "The Dream" event for gold rushes no longer has one unequivocally better option
- Sub-Saharan African states now have more cultural homelands assigned to them
- Amended Great Qing flavor text to better fit its historical situation
- Reduced the urban center requirements for the Underground Railway Journal Entry from 30 to 20, and made the completion goal valid for cases where the country's capital and the country's market capital are in different states
- People's Springtime is now correctly triggered by a powerful Radical IG, not only through insurrection
- tanzimat_events.10 now requires Napoleonic Warfare
- migration_laws.6 now displays pop names correctly
- "A Tale of Hope" event no longer targets a null state
- "An Economic Prison" event no longer applies trade route effects to isolationist countries
- "Devout Scandal" no longer has a sentence starting with a lowercase letter
- "Elevating Our Situation" journal entry has been made less convoluted
- "Expand the East Indies Administration" is now visible whenever the Dutch East Indies exists
- "Mutually Beneficial" event now applies the correct popularity modifiers.
- "The Rogue Imperialist" event can no longer cause a diplomatic incident with yourself
- Austrian-formed Germany no longer has the Matter of Hungary Journal Entry
- Fixed many issues in cultural_homelands_events
- China now re-incorporates the states of the Heavenly Kingdom upon defeating the rebellion.
- Commanders can no longer cheat with their own spouses
- Defeat in the Opium Wars will now remove opium bans and opium ban Authority cost
- Countries with the Free Trade law can now remove trade bans but not add them
- Doctrine of Lapse decision for the British East India Company now has a proper cooldown of two years
- Elitist ideology now has a stance on theocracy
- Ethiopia now requires at least two fully controlled states to form
- Poland now requires only 5 Polish states to form rather than 7
- Event "Campaign Financing" now requires active parties to fire
- Expand Productive Building tutorial challenge now tests if the player can actually expand the target building an additional level before selecting it as a target building
- Italian nations classified as minor powers may now participate in Risoregimento
- Efficient Home Affairs modifier is now actually efficient
- Made the "Good Word of the Revolution" event less spammy
- Mustard Gas no longer permanently applies modifiers to states
- North German Federation, South German Federation, and Italy are now formable if all completion requirements are achieved before Nationalism is researched
- Numerous law enaction events will now fire properly, and not auto-cancel
- Paying for school supplies now costs bureaucracy instead of benefiting it
- Philip Sheridan's birth date is now correct
- Presidents in Republics now die less frequently
- Railway research bonus in the Atmospheric Engine tech event now requires all railway prereqs to be unlocked
- Resolved edge case where native_resettlement.4 has no options
- Resolved issue with error spam when China was annexed
- The Free States of America's name now shows up in its secession event
- The Ripper can no longer be a child or toddler
- Tooltip for "How to Reform your Government" tutorial will no longer flood the error log
- West America expedition now removes event tracking variables properly
- Bureaucracy tech no longer uses the same localization key as bureaucracy concept

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- Cleaned up defines to remove unused ones
- Renamed some defines to be more precise about what they do
- Exposed several parameters of character life expectancy calculation as defines

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- Fixed font atlas not notifying the map system when textures where recycled, leading to garbled map names especially frequent in Chinese, Japanese, and Korean languages
- Enabled new logging system that prevents log files from growing too large
- Fixed overflows in politics related math that could lead to weird values for political strength of pops, or amount of votes in elections, and other such things
- Fixed an issue that led to most characters having a natural lifespan in excess of 90 years
- Fixed computation error that made it possible to have two highly profitable routes trading the same good back and forth between two markets
- Fixed an issue that made the "force open market" and "ban slavery" wargoals forbid the affected country from changing policy for 60 years instead of 60 months
- Fixed an overflow in gold reserves limit
- Fixed a bug that would cause garrison units to not recover morale
- Ensures that angry IGs always leave the government if able to do so, even when in a party
- Fixed an issue where tariffs would incorrectly be paid out to market owner from tariff-exempt trade routes
- Revolutionary and seceding countries can no longer engage in colonization until the civil war is over
- Discriminated Pops now have their Political Strength reduced by 90% as intended
- Pops in Unincorporated States now get a 50% penalty to Political Strength as intended
- Battalions are now assigned to battles in order of descending usable manpower (including Morale)
- Countries can no longer make progress on colonies in regions without maintaining an active Interest there
- Subjects no longer have to ratify a peace deal if their overlord does, even if they have diplomatic autonomy
- Expedition leaders are now always properly returned to service upon expedition conclusion
- Expeditions no longer automatically fail after turning back on the Niger River
- Expedition modifier for expedition taxes now removed upon expedition end
- Fixed general travel exploit that would allow to teleport generals by alternating orders towards the same destination
- Fixed a general travel duration exploit that was possible when giving several orders targeting different destinations, causing GENERAL_TRAVEL_OVERSEAS_SCALE to sometimes not be applied
- Fixed a bug where making a general return to a previous location during travel would sometimes apply GENERAL_TRAVEL_OVERSEAS_SCALE
- Military buildings are now unable to provide more Battalions or Flotillas than their level can support
- Fixed the bug when Cut Down To Size wargoal would liberate conquered states regardless of when they were acquired
- Fixed a bug that would cause only one admiral to be able to defend against naval invasions
- Fixed a bug that allowed an admiral to be able to naval invade a state that has no passable coastal provinces controlled by the enemy
- Fixed an issue that caused secessionist countries to not being able to be targeted by diplomatic plays even after they win the secession war
- Fixed a bug where Treaty Ports could give you access to markets in states outside the same state region
- Fixed bug where market access was not updated in states split due to ceding a Treaty Port or gaining independence
- Fixed the bug when status of convoy raiding wasn't displayed on the map nodes
- Combat unit allocation between commanders is now recomputed if a commander loses their role
- Failed or timed out Journal Entries won't be triggered by an Objective again unless marked as repeatable
- Fixed an error that caused the building tooltip to display incorrectly and produce error log spam when the building was built in a state with an apostrophe in its name
- Fixed commonly occuring crash caused by offscreen GUI VFX not being cleaned up properly
- Fixed crash when running out of cloud storage space for save files
- Fixed OOS for Elections when hot-joining
- Fixed a crash that would happen when the same peace deal is accepted at the same time in multiple wars
- Fixed crash when listing saves
- Fixed crash arising from cultural_homeland_events.1
- Fixed crash during commander generation

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- Fixed issue with displaying country names for civil war countries
- Ensures the correct number of Battalions are reported for both Regulars and Conscripts on various panels and tooltips
- Death notifications no longer fire upon the retirement of a politician
- Fixed an issue in prediction tooltips where Peasant goods consumption was incorrectly calculated, causing price predictions to be wrong for certain goods
- Fixed an issue where price predictions for pop-consumed goods would get increasingly inaccurate the longer the game went on due to old data not being properly cleared
- Fixed flickering map mode in the culture panel
- Fixed front map markers not showing up correctly in Observer Mode
- Fixed overlapping text of the options in the Sway Country Panel
- Fixed overlapping text on the Nation Formation panel to not overlap
- Fixed text overlapping and alignment issues on the War Panel
- Fixed the Diplomatic Play title text to not overlap the flags when very long
- Fixed 'You' label being visible for other players in the War Panel in a Multiplayer game
- Fixed invalid diplomatic relations expandable tooltip
- Fixed wrong scope provided to on_sway_offer_rejected
- Added missing localization for is_direct_subject_of
- Fixed a missing texture that would appear in the war tooltip when the initiator of a diplomatic play had obtained all of their declared war goals
- Fixed an issue that made it possible to change government or military wage rates when the country wasn't actually paying any government / military wages
- Fixed incorrect text that would appear in the war tooltip when either side of a diplomatic play had obtained all of their declared wargoals
- Fixed notifications accidentally appearing twice when closed
- Fixed typo in Pop Properties tutorial lesson
- Fixed missing text for Annex Subject Diplomatic Play Tooltip
- Korean officers now wear clothes
- Male Academics and Capitalist pops no longer carry parasols
- Dinka slave pops are now properly naked
- The final fallback for character clothing is now peasant's clothes instead of a birthday suit
- The Confederate States of America should now always be called such during the American Civil War
- Taiping Rebellion war name is now properly localized
- Corrected spelling issues with Australian hubs and Theodore Roosevelt
- Commanders-in-Chief now use the correct Character background on their Character Panel
- Fixed unlocalized string in the load game button in the multiplayer game over screen
- Resolved several typos in the country flavor text for Parma, Modena, and Krakow
- Fixed spelling of "Van Diemen's Land", "Concepción", and "Legazpi"

* A known issue with loading 1.0.6 save games into 1.1 is that the Bureaucracy tech will be "forgotten" and has to be re-researched. If you don't want to do this in-game, you can fix it by running your game with the debug console enabled in the launcher, loading up your save game, opening the console, and typing 'research tech_bureaucracy'.

We hope you enjoy this update! Please continue to provide your feedback and make sure to let us know if you run into any other bugs so we can continue to improve the game for the next free patch 1.2. We will return to discuss our next plans for the future next Thursday!
 
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The change to treaty ports will make the ''Western protectorate" achievement extremely hard, not only do you need a treaty port in those major European powers but you will also need to reduce them below great power and keep them at that rank.
 
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They're not going to change Monday's patch, it's locked in days (if not weeks) in advance. If there's no undocumented fix about buggy general behavior around fronts, earliest we'd see it is 1.1.1. But yes, hopefully it's on their radar, though there are multiple ways to interpret the lack of comments about the issue (they don't know if it was fixed, the fix is not in, etc.).
More rollign releases (CD) would be helpful for the development cycle too.
So many things where the Softwaredevelopment of Paradox seems to lack behind industry standards.
 
Setting b=1 does no harm, and we got your conditions. as you did implicitely we can also set p = P/b
0.25 = f*0.5
0.75 = 0.5
and get as a piecewise linear solution
p(y=a,x) = 3/4(x/a) + 1/4 for S < B
p(y=a,x) = 3/2(x/a) - 1/2 for S > B

you could do it the other way around (in fact expanding it probably is easiest to do it like that), but as you said, these functions wouldnt be affine to the one I wrote out. however I am not sure or couldnt follow what would technically be the argument against using those functions.
Yes, maybe my explanations are sometimes a bit fast. But we arrive at the same function for fixed S, as 1+1,5(B-S)/S=3/2(B/S)-1/2 for S>B and 1+0,75(B-S)/S=3/4(B/S)+1/4 for S<B. This hopefully convinces you that there is indeed a unique two piece affine linear solution. In your notation we can do the same for a fixed B as you said. This will be important to understand the problem with the approach. We get:

p(y,x=a)=-3/4(y/a) + 7/4 for S>B
p(y,x=a)=-3/2(y/a) + 5/2 for S<B.

Now the problem with using these functions is the following. They can not be combined into a well-defined function in two variables. To see this consider for example the point S=2, B=3. What is p(2,3)? On one hand you could argue that this should be p(S=2,3), i.e. the function with fixed S. This is
p(S=2,3)=3/4(3/2) + 1/4=11/8.

But on the other hand this should be p(2,B=3), i.e. the function with fixed B. This is
p(2,B=3)=-3/2(2/3) + 5/2=3/2=12/8, which is not equal to 11/8. Therefore, you have to decide whether to use the function in B or in S in order to calculate the values p(S,B) for S not equal to B. The only places where they coincide are the values on the diagonal, i.e. S=B and the other points defined by the conditions, i.e. the lines S=2B and 2S=B.

So every time you want to calculate the price in a market you have to decide which function to use in order to do so and you only stay (affine) pl if you use only one of these functions. If in a market only buy or sell orders change, the choice might still be clear. But if both change, you run into serious problems. And even neglecting trade the markets should usually have both buy and sell orders.

You can think about the currently implemented price formula (up to the cutting at the maximal price range) in the following way. The devs have made a choice and they said p(S,B)=p(S=S,B), if B>S and p(S,B)=p(S,B=B) if B<S. Therefore p is affine linear in B, if B>S and affine linear in S, if B<S. But in the other variable it is no longer affine linear in both cases. You can of course make a different choice, but you have choose at some point. And none of the choices is affine pl in both variables all the time, as the affine pl solutions for one fixed variable are unique and they do not agree, as explained above.

Possible options are to say p(S,B)=p(S=S,B) in all cases. Then it is affine pl in B. But in a market importing goods the price will no longer be an affine pl function, as S changes. The same holds for p(S,B)=p(S,B=B) in all cases.

A different approach would be p(S,B)=p(S,B=B), if B>S and p(S,B)=p(S=S,B) if B<S. I.e. replacing the min(B,S) in the current formula by a max(B,S). This would solve some issues, as for example a trade route from markets A to B, with price p_A in A lower than base price and price P_B in B higher than base price, would increase the buy orders in A and the sell orders in B. At first this is affine linear, because as long as p_A is lower than base price we have Buy_A<Sell_A and therefore the price function is affine linear in Buy_A. Similarly for the market B. But still problems occur when p_A and p_B are both higher (or lower) than base price. Lets assume they are higher, then the price in B is still affine linear in the sell orders. But the price in A is no longer affine linear in the buy orders, as now Buy_A>Sell_A. Therefore, the price difference is an affine linear function minus a non-linear function and this will be non-linear.

I hope this makes it a bit more understandable and at least to some degree explains why there was the impression that the price function was affine pl. It is but only for one of the variables S and B at a time. As it is actually impossible to have a function fulfilling the desired properties which is affine pl in both variables at the same time.

The only functions which are affine pl in both S and B are of the form, x+yB+zS and in order to at least have p=1, if B=S for all B, we need y=-z and x=1.
I.e. the price function looks like p(S,B)=1+c(B-S) where c is some constant. Therefore, it only depends on the difference between B and S. But such a function was probably ruled out by the devs, as it has the property that p(101,1)=p(1000100,1000000), i,e, the price in a market with 1 buy order and 101 sell orders is the same as the price in a market with 1000000 buy orders and 1000100 sell orders. The price can only depend on the difference and not on the ratio between buy and sell orders for such a price function.
 
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So right now I'm trying and trying to successfully naval invade dai nam as france without using the general teleportation exploit to figure out how to play in the new patch. It's completely impossible to do. Whenever a general lands it isntantly opens 3 fronts, 2 of which are undefended. No matter how much better my army is the undefended front causes it to lose the territory and withdraw without putting up a fight. There is no way to reinforce the empty front fast enough to actually invade anything :(
 
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Regarding the second paragraph. If the function was really linear then averaging post-and pre-trade prices would give you exactly the area underneath the price difference function. I.e. the profit function as in Profit = (PD_PostTrade+PD_PreTrade)/2*Volume would be the antiderivative of the price difference function. This implies via the fundamental theorem of calculus that the price difference function is the derivative of the profit function. In particular the profit function can only be maximal, if the price difference is equal to zero. Therefore, you would not have a price inversion problem. Granted you do not differentiate continuously, but in a discrete way and currently do not search exactly for the optimum. Therefore, the volume would probably slightly overshoot the zero price difference mark. But this is not related to the function being strictly convex or linear.

I've set up a game and a desmos project to clear up this confusion. I emulated a luxury furniture (base price B = 60) trade route France -> Russia (w/ free trade, enough convoys, no other route for luxury furniture in both markets). In my game it converged at level 10, with 480 volume (orange line on the plot).

The formulas I used to calculate prices (they turned out to be accurate):

MaxPriceVariability = BasePrice * PRICE_RANGE
MaximumDifferenceFactor = BUY_SELL_DIFF_AT_MAX_FACTOR - 1
BuySellDifferenceRatio = Min( ( Max( Buy, Sell ) / Min( Buy, Sell ) ) - 1, MaximumDifferenceFactor )
PriceAdjustment = MaxPriceVariability * ( BuySellDifferenceRatio / MaximumDifferenceFactor )
FinalPrice = ( Buy > Sell ) ? BasePrice + PriceAdjustment : BasePrice - PriceAdjustment

Assumptions: PRICE_RANGE = 0.75, BUY_SELL_DIFF_AT_MAX_FACTOR = 2.
On the plot, x axis is trade route volume, y axis is money (price or profit in 000's). Lowercase p represents market price. r is BuySellDifferenceRatio. P_f is trade center profit in 1.1, P_m is profit in current formula (avg of pre-trade and post-trade), and purple dots (P_t) are the area under price difference function (the "true" profit I assume). (Have to use dots because integrals take a long time to compute).

A few observations:

1. Market price functions and price difference function are not piecewise-linear. Price difference function can have more than two "pieces" due to price bounds.
2. P_m is closer to true profit than P_f in the area where the trade route I'd expect to end up (where the marginal gain is positive but not enough to employ extra workers). However, using true profit, the route will probably still overshoot
3. Trade route profit under the new formula will start decreasing way before reaching equilibrium (keep in mind this does not take into account increasing trade center wages)

I guess the root of the problem is the way trade routes expand - way beyond maximum trade route profit. This would not be solved by using "true profit" since it's pretty close to the current formula. The new formula seriously underestimates trade route profits, but will make routes converge more realistically, i.e. before price inverse point

Can't link the project so attaching a screenshot
 

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That's why I simply asked "Is this just a temporary solution only for now, or this is how it will stay forever", because I was wondering about intended design of it. If the your quoted part means that it is indeed a temporary solution than I have my answer, thank you
I wouldn't get too exited. I don't think they see too much problem with Gibraltar. It seems to me they haven't cared about this until someone brought the Pondicherry issue, despite the Gibraltar one had been mentioned several times before. The (temporary?) fix doesn't seem to affect Gibraltar either as Spain is not great power at game start. If they cared about Gibraltar they would have made treaty ports to affect only unrecognized countries.

But let’s see what happens.
 
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So right now I'm trying and trying to successfully naval invade dai nam as france without using the general teleportation exploit to figure out how to play in the new patch. It's completely impossible to do. Whenever a general lands it isntantly opens 3 fronts, 2 of which are undefended. No matter how much better my army is the undefended front causes it to lose the territory and withdraw without putting up a fight. There is no way to reinforce the empty front fast enough to actually invade anything :(

I entirely agree. First of all I quite like the concept behind the front system for warfare, but the implementation just isn't good enough, and the exploit was just about the only thing in my opinion that made it tolerable. I'd have no problem with the instant travel exploit being removed if they sort out the allocation of generals to fronts at the same time.

Even when you've got lots of generals assigned to fronts I can't work out what logic is applied to redistribute them when the front splits, or when fronts complete the logic for reallocating seems weird. Alaska is a good example of a state with these problems. Invade it, see multiple fronts form. Even if you assign one general to each, when they complete their front they don't automatically re-assign to an unmanned front, but I think just to the closest one. So you can have 4 or 5 fronts open, and all your generals attacking the same one.

Whole wars can end up being decided because the general gets allocated to attack/defend the wrong front, leading to the loss of vital territory. If the other issues with general allocation aren't fixed I'm probably going to just play something else until 1.2 comes out. Or find a mod with 0 travel time.
 
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But you no longer get to play it. That time has passed for you.
happy.jpg
 
I entirely agree. First of all I quite like the concept behind the front system for warfare, but the implementation just isn't good enough, and the exploit was just about the only thing in my opinion that made it tolerable. I'd have no problem with the instant travel exploit being removed if they sort out the allocation of generals to fronts at the same time.

Even when you've got lots of generals assigned to fronts I can't work out what logic is applied to redistribute them when the front splits, or when fronts complete the logic for reallocating seems weird. Alaska is a good example of a state with these problems. Invade it, see multiple fronts form. Even if you assign one general to each, when they complete their front they don't automatically re-assign to an unmanned front, but I think just to the closest one. So you can have 4 or 5 fronts open, and all your generals attacking the same one.

Whole wars can end up being decided because the general gets allocated to attack/defend the wrong front, leading to the loss of vital territory. If the other issues with general allocation aren't fixed I'm probably going to just play something else until 1.2 comes out. Or find a mod with 0 travel time.
At least the combat changes in 1.1 will allegedly make the individual battles shorter, so hopefully generals won't get stunlocked for a whole month because three battalions are fighting.
 
Are there any current ideas for changes to supply chain logistics in buildings based on distance from their inputs? It feels really weird to have something like iron mined in Australia to be just as efficient for a factory in Britain to use rather than iron mined either in the same province or nearby.
 
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Hardly game breaking but I do think it really stands out as an error - is the "North Sea" strategic region going to be corrected to "North Atlantic"? It has almost nothing to do with the actual North Sea (circled in purple). I flagged it on the map feedback thread but as far as I can see there's been no response to anything posted there. I know there's bigger adjustments to be made that will be attracting attention right now but it is only a name change for an error in very big letters!

Vic 3 North Sea.jpg
 
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Are there any current ideas for changes to supply chain logistics in buildings based on distance from their inputs? It feels really weird to have something like iron mined in Australia to be just as efficient for a factory in Britain to use rather than iron mined either in the same province or nearby.
Especially so for electricity.
 
Are there any current ideas for changes to supply chain logistics in buildings based on distance from their inputs? It feels really weird to have something like iron mined in Australia to be just as efficient for a factory in Britain to use rather than iron mined either in the same province or nearby.
But it's not the same. You need convoys to ship it and that's an additional cost. Also the level of the trade route increases and decreases over time so its not like having it next door. There's only so much you can ship at any given time.
 
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More rollign releases (CD) would be helpful for the development cycle too.
So many things where the Softwaredevelopment of Paradox seems to lack behind industry standards.
I think they're getting there. Stellaris has hit a fairly consistent 3 month release cadence the past year and a half. CK3 adopted one for 2022 and indicated plans to keep it going forward. It still means bugfixes can take a while and I wish they'd budget more post-release bugfix patches but overall a massive improvement over the random 6-9 month silence some Paradox games get (or used to get). Hoping Vicky 3 also does a quarterly release once the 1.1/1.2 post-release rush dies down.
 
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I'm happy with the patch but for next one you should prioritize geography rework. There are a lot of mistakes Iin the map. Lots of region to be split or other not so wide. Some region traits are wrong.
Too many regions without a trait.
There is the map thread in bug forum. check it for the next patch.

More patches you wait to update it more difficult will be
 
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But it's not the same. You need convoys to ship it and that's an additional cost. Also the level of the trade route increases and decreases over time so its not like having it next door. There's only so much you can ship at any given time.
If they are in the same market you don't need trade routes. Britain and Australia are.