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Victoria 3 - Dev Diary #73 - Open Beta and Update 1.2 overview

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Hello and welcome! Today we'll be covering several topics relating to Update 1.2:

  • Open 1.2 Beta
  • Feature Overview
  • Anticipated 1.2 Release Date

As mentioned in our last dev diary, 1.2 is a big update with some far-reaching changes, and we don't want to push it out before we feel it's ready for primetime. We're happy overall with the reception of Update 1.1, but those of you who were with us during its initial release will remember - perhaps fondly, perhaps not - how the Legitimacy mechanics seemed to change from day to day for a while there. While we finally managed to iron out most of the kinks in 1.1.2 (more on that later) this is the kind of scenario we'd like to avoid going forward. With a game as highly interconnected and complex as Victoria 3, the only way to do that is to give the patch enough time in the oven, letting our playtesters really give everything a solid rundown.

At the same time, Update 1.2 brings some substantial improvements in several areas that we know are important to you, and we don't want to keep those away from you longer than we absolutely have to. Disentangling specific improvements and bug fixes from the rest of the changes that have already been done to the branch is itself laborious and error-prone. Our assessment is that releasing those in hotfixes would be risky.

So how do we marry these two things together - giving you access to upcoming content as soon as possible, while ensuring high quality of the upcoming update? By launching our first Open Beta, of course! In this way you will have a chance to experience all the juicy parts of Update 1.2, but also share your feedback with us in advance, allowing us to improve what we are currently working on.

Our planned beta launch date is February 8th at 10:00 CET. At that point a new Steam beta branch 1.2-beta will become available to anyone who owns Victoria 3. A new forum post will be made with step-by-step instructions for how to enable it. Once you've started playing the beta, you can always switch back to the live branch in the same way. As always, your existing save games might not be fully compatible with this new version, and you should definitely not expect saves made in 1.2 to be backwards compatible with 1.1.2.

We will also launch a new beta section on our Victoria 3 Discord server where you can discuss the update with other players and report any bugs or balance issues you find. Our moderators will be active on this channel, and so will developers and QA team members as time permits. If you prefer not to use Discord you can also file bugs using our forum bug report tool, even for the beta version.

After the initial beta release, we plan on releasing two additional updates on the beta branch on a weekly basis, containing additional bug fixes, performance improvements, etc and also adjustments we've made according to your feedback. The exact release dates and times of these updates are to be confirmed, but we will keep you posted on the Discord channel.

To set expectations at the right level, playing the beta build will not be a buttery-smooth experience! Some aspects of the game will be greatly improved, but other things will be in a rougher state, and there will be bugs (if not, we'd just launch it without a beta phase!)

Also, some features will be in a less mature state at the beginning of beta than they will be at release. For example, Strategic Objectives will be limited to one per country during the beta, but the intent is to expand this to allow for designating multiple Strategic Objectives. This slimmed-down version is included in the beta to allow you to try it out and feedback on how it feels in general while we continue to work on the full implementation.

So do keep in mind that while you'll get a sneak peek at the latest features and will see many improvements, you should expect some speed bumps along the way. And when you do, we want to hear about it!

Below you can find a short list of some of the new features and improvements made in 1.2. As always, just because something is not on this list doesn't mean we're not aware of it, and may even have addressed it already! The full changelog will be published closer to the release date.

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New Features
  • Autonomous Investment system
  • Strategic Objectives for planning military campaigns
  • Customizable notification settings
  • In-game music player
  • Key rebinding

Improvements and bug fixes
  • Performance optimization
  • Improved AI handling of economy and military, including port management
  • Greater differences in economic systems
  • More realistic modeling of trade route profits and GDP
  • Worldwide Arable Land revision and migration balancing
  • Mega-parties limited by tweaks to party formation logic and ideology

Interface
  • Trade panel overhaul for easier route management
  • More clarity on Pop Needs, Convoys, Radicals and Loyalists
  • Visual upgrades to mapmodes and lenses, such as showing Infrastructure and employable Pops when expanding buildings
  • Outliner enhanced with pinnable market goods and characters
  • Reduced notification spam


We are going to cover most of these things in dev diaries leading up to the release of 1.2, so details on what exactly these entail may be sparse until then. However, all of these will be in the beta build when we release it (although to reiterate, perhaps not in their final form) so come February 8th you can explore them for yourself!

After the third and final beta release, but before the live release of Update 1.2, you can expect the beta build and the beta section on Discord to become unavailable, as we will be channeling all our resources into the release. We will keep you updated on the expected beta shutdown date on Discord as well, of course.

Our preliminary release date for Update 1.2, assuming all goes according to plan, is March 13th. For those of you who opt to continue playing 1.1.2 until then you can follow the new features in upcoming dev diaries. For the rest of you, I'll see you on Discord on Feb 8!

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Regarding this point in specific, you need to remember that an open economy has no power to enforce absolute control over international trade done by autonomous agents, besides protectionist policies (which not only are limited but also haven't been working properly so far due to the strange trade route prices and profitability calculations, but that should be solved by 1.2). If you really want to avoid any conflict of economic interests between pops and the State (or 'der landgeist', whatever suits you), you should abstain from participating in international trade, that is, going for a closed economy, a glorious self-sufficient hermit kingdom.
There have been many instances in history, where countries indirectly got weapons from their own enemies. So I guess the single point of "correction" should be to not allow a direct trade of weapons between countries at war. But if countries A and B are at war and both trade weapons with C; the A and B could actually end up indirectly trading weapons as well.
 
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A few things to improve the game:
  • Enable production of a single goods for all goods (Dynamite, wine etc.)
  • Introduce a diplomatic option to lower infamy or move infamy to a "by country" attitude adjuster. If you open the "conquest door" it never closes unless you clear it with a revolution switching sides - which is super gamey and silly... and it clears your statistics graphs, which is suuuuper annoying.
  • Weaponry should be unique to each country and default to non-tradeable. It should be tradeable, but not by default. I've had enemies import guns from me - again silly.
  • Weaponry should have some kind of quality besides production methods. It should encourage trade for the best guns. Or poor weapons because you need quantity over quality.
  • Luxury goods should also have a quality stamp. I want wine from Europe, cars from the US and porcelain from China. Or settle for some poor cars from Russia. It would add a lot more interesting trade dynamics.
  • Railroads should be required to form a continuous route back to your capital or where ever it is consumed. As it is now, goods teleport all over as long as you have railroads in the region that you produce a lot. Consumption isn't at all factored in.
I have no idea what to do with combat, but I feel like a complete overhaul might be required.

Look, importing guns is incredibly typical of victorian time etc. plenty of suggestions have been given for devs to make three types of quality categories:
low / regular / good or how you want to call it
What you do can do is say if you keep building weapon manufactories say in austria and you reach a certain treshold as such it are several gun manufacturies you give the gun a name (brand) like steyr or männlinger what they had at time, hoi does this well with infantry equipment you incl. a flag.
And how wonderful if combat is revised and stockpiling exists, you fight somewhere in remote lands and can confiscate and take over weapon depots etc and see who delivered it. I actually like the feature on hoi4 and often look at opposing units what is in their inventory.

When stockpiling is never fully implemented within vic its a sign to me, they complete trade system is not to my interest anymore and has lacked an innovative approach.
 
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President Abraham Lincoln would like to have a conversation with you about the - control - over - the - military. ;)
nonsequitir

Why is the idea of another player having the option to directly control their military so painful to you people? The game is obviously much worse for not having it. Then all the time the devs have to waste trying to make their AI not horrible just so the game is remotely playable without player control. The whole thing is so absurd and there's this really obnoxious group with people like you who for some reason have made it their life purpose to harass anyone who wants control over their own military in a strategy game. Insane.
 
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nonsequitir

Why is the idea of another player having the option to directly control their military so painful to you people? The game is obviously much worse for not having it. Then all the time the devs have to waste trying to make their AI not horrible just so the game is remotely playable without player control. The whole thing is so absurd and there's this really obnoxious group with people like you who for some reason have made it their life purpose to harass anyone who wants control over their own military in a strategy game. Insane.

When you play as a dictator and you want to control every bits and piece of a war is definitely something similar to a plan economy, you are spot on both need to be looked into.

And i repeat it again stockpiling across the board every resource, more resources, resources measured in tonnage and high valuables in pieces
 
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Why is the idea of another player having the option to directly control their military so painful to you people? The game is obviously much worse for not having it. Then all the time the devs have to waste trying to make their AI not horrible just so the game is remotely playable without player control. The whole thing is so absurd and there's this really obnoxious group with people like you who for some reason have made it their life purpose to harass anyone who wants control over their own military in a strategy game. Insane.
Like I keep mentioning, you are getting some control with "Strategic Objectives for planning military campaigns". I also think direct control is a little too much to ask at this point, the devs made it clear in the post-release DD that this system is going to stay. It's not like the only solution to the problems you have is to go back to a more tatical system, the aforementioned strategic objectives are already going to solve some problems people have. On top of that, I have doubts that what you're asking would be easily done.
 
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Are pop demands going to be looked at? Maybe wanting more services so that urban centers don't go broke with advanced methods, along with not wanting to eat 1K of glass or whatever they do with it, for example.
 
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Are pop demands going to be looked at? Maybe wanting more services so that urban centers don't go broke with advanced methods, along with not wanting to eat 1K of glass or whatever they do with it, for example.
A much more sophisticated approach is needed, more resources/goods mean a split up expansion of current things is unavoidable
 
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This patchnote has a strong Imperator Vibe.
It looks like it will be patched to a usable state (today is a game for one run, Victoria has 0 replayability, all coutries are the same) and the game will be abandoned.

Mark my words.
 
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This patchnote has a strong Imperator Vibe.
It looks like it will be patched to a usable state (today is a game for one run, Victoria has 0 replayability, all coutries are the same) and the game will be abandoned.
They literally can't do that.

They've sold two gameplay DLCs in advance (and don't have any reasonable method for refunding everyone).
 
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Are pop demands going to be looked at? Maybe wanting more services so that urban centers don't go broke with advanced methods, along with not wanting to eat 1K of glass or whatever they do with it, for example.
You could nerf the Urbanization points buildings give you, adding them back in as you upgrade production methods, slowing down the overproduction of services. Also, population growth needs to be buffed way up, as rural population has much bigger families, while urban population has smaller ones, and until modern sewage system is invented, are where pops go to die from disease. Cities did not grow from their own population until 1914, it's all from immigration.
 
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Are pop demands going to be looked at? Maybe wanting more services so that urban centers don't go broke with advanced methods, along with not wanting to eat 1K of glass or whatever they do with it, for example.
You know that you do no _have_ to run the most advanced method that you have unlocked, right?
 
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You know that you do no _have_ to run the most advanced method that you have unlocked, right?

Right. I rarely ever upgrade automation, steam donkey, rail transport etc because it seems better to keep more people employed.. unless you're Belgium or something and really microing pops. In the case of urban centers though, it's too easy to overproduce services just from using the 2nd levels (covered markets and gas lights). I put electric lights in my capital just as something to use electricity, and the overproduction of services is over 1000 now. I would like to use more electric lights to gain some of that coal back, but it would kill the urban centers.
 
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Right. I rarely ever upgrade automation, steam donkey, rail transport etc because it seems better to keep more people employed.. unless you're Belgium or something and really microing pops. In the case of urban centers though, it's too easy to overproduce services just from using the 2nd levels (covered markets and gas lights). I put electric lights in my capital just as something to use electricity, and the overproduction of services is over 1000 now. I would like to use more electric lights to gain some of that coal back, but it would kill the urban centers.
go back to market stalls or unlit streets if you feel they are over produced. or set some to electric lights while setting others to unlit. You can always go back to an older PM
 
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This patchnote has a strong Imperator Vibe.
It looks like it will be patched to a usable state (today is a game for one run, Victoria has 0 replayability, all coutries are the same) and the game will be abandoned.

Mark my words.
It's not so bad.

I think the beta releases are being done because they seem to fix two things and add four more problems. They want to get somewhere stable in a specific area before pushing out more updates on the main branch.

But yeah -- I think my days of buying paradox games at launch may be over. This could have gone way better if they delayed.
 
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Somebody please justify why autocracy should automatically buffer aristocrats and abolish parties, so that a Communist Party ruling a command economy has to abolish itself now that it has to be autocratic first. Makes zero sense, but mobile gamers want to downvote a pretty good proposal fixing this.
 
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Are pop demands going to be looked at? Maybe wanting more services so that urban centers don't go broke with advanced methods, along with not wanting to eat 1K of glass or whatever they do with it, for example.
What do you mean? You DON'T eat 1 metric ton of glass per day?!
 
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Can regime change be fixed? Right now it has no purpose, it needs to change the governing laws and economic law of the country in question, right now it just places a interest group in power, although if they're marginalized then it just has no government. The whole appeal of it is is that if you're a republic, council republic, or communist state then you can change other countries to be the same, but it doesn't do that at all. It would also make sense to let players change the government of their puppets. This is all hard coded right now so modders can't fix it.
 
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IS there an ETA for the time of release for the beta?
 
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Somebody please justify why autocracy should automatically buffer aristocrats and abolish parties, so that a Communist Party ruling a command economy has to abolish itself now that it has to be autocratic first. Makes zero sense, but mobile gamers want to downvote a pretty good proposal fixing this.
Its simplicity - now it uses static modifiers like all other law related modifiers.

If you made it dynamic, like Autocracy/Oligarchy empowers pops, that support rulers/in goverment IGs, then it would be much more complex compared to everything else in law modifiers.
If this was inline with other laws, then you would need Single Party as new law.
 
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