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Victoria 3 - Dev Diary #77 - Military Improvements

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Hello everyone, it’s Nik here again to give you all a look at the changes we have been working on for the military. Last time I was in a Dev Diary was back during Game Jam Part 1. I recommend taking a look back at the first parts of the dev diary to get all the information about changes that Guilherme and I had done. It's only been 2 months since the last patch, but with everything getting added lately I still can’t believe it was that short of a time, so let's hope I don’t forget anything.

Battle Condition Changes
Where to start? I guess the first place would probably be Battle Condition Rerolls. During battles there is now a chance that Battle Conditions will be rerolled multiple times throughout the course of the battle. When a Battle Condition is rerolled, there is a 10 day waiting period before the chance for it to reroll again. After the 10 days, each tick will increase the chance of the Battle Condition changing by 2%. This will repeat until the battle is over.

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Command Script Changes
One of the biggest quality of life changes made was the amount of changes to what we refer to as the command scripts, a series of scripted values that decides how a war will progress. The goal of these changes is to remove as much randomness as possible when it comes to which general is picked to lead the battle, the amount of troops being allocated to said battle, and selection of the provinces when the battle is to take place.

Firstly, when it comes to the selection of generals (as previously brought up in the Game Jam Part 1 dev diary) there are now more factors in consideration for selecting the general who will lead the battle when the advancement bar goes up. Generals that have specialized defensive or offensive traits now have an increased chance of being selected. This will make it less likely that a general with the Expert Defensive Strategist Trait will lead an offensive battle while your Experienced Offensive Planner Trait general is left behind twiddling his thumbs. The troops under the command of the general are also taken into account. If one general has more modern troops as their base PM then that general and thus those units will also have a higher chance of being selected for the battle.

The size of battles used to be determined mainly by the infrastructure of a state. After that, it would compare the average offensive and defensive values of both sides, potentially boosting the numerical advantage of the side with inferior troops to compensate. These were the main determining factors for bringing more troops to a battle. We have now revamped the script to make it so these checks feel more impactful for having more troops.

After the province is selected, the script will go through the following checks to determine the size of the battle:
  • Start with the total number of battalions on the front
  • Subtract a random number of battalions proportional to the length of the front
  • Cap by a force limit determined by the battle province's infrastructure and combat width
  • Increase the side with the most battalions by a random value proportional to their relative numeric advantage

The final big change is the province selection. For this we have implemented additional checks and Strategic Objectives, which we will talk about in the following section. We have added a more reliable way of measuring the distance to either the closest Strategic Objective or the closest Wargoal, and scoring provinces higher the closer they are. When choosing a battle location, a few of the highest scoring provinces will be picked out and then the battle will be selected to take place at one of them. The group of provinces will be selected based on whether an active Strategic Objective applies to that front or not. If no Strategic Objective is placed then it will default to the closest Wargoal.

Strategic Objectives
Now for the big addition to the military system for 1.2, Strategic Objectives. I hinted at it a little before but we will go through it now. Strategic objectives are a way for the player to more control the direction in which a front advances. The player can now target a state per theater for their generals to attack towards. The Strategic Objective will not be removed until after the war is concluded or if the state is conquered by another nation. This is to allow you to keep the state targeted so if control is lost in that state, subsequent battles will target it again automatically. As stated in the last section, not selecting a strategic objective won't prevent a specific push in a direction. The generals will still go after the closest wargoals.

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War Exhaustion Changes
The next change is to War Exhaustion. Some of these changes have been brought up in Dev Diary 75, go and check that one out again if you want additional information. War exhaustion wasn’t working in a way that we enjoyed. Taking a small amount of land holding it until the war was over is all that was required to get enough of a ticking war exhaustion and waiting till the end. We wanted to shift this so casualties will have a higher impact on the war itself. To this end we increased the impact on War Exhaustion for casualties, and decreased the amount of exhaustion for taking a small amount of land. However, the amount of exhaustion will now scale based on the amount of land that is occupied, the more land you occupy the more the exhaustion will scale up instead of being a percentage of a fixed value that correlates to the amount of land occupied.

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Misc Quality of Life
It’s time to move on to the Quality of Life changes. These are the changes to the Equipment Adjustment modifier for military buildings, better information regarding selection of units and stopping reinforcements from joining during active battles.

Let's start with the changes to the Equipment Adjustment Modifier for military buildings when switching Production methods. The modifier has been increased from 75% to 80%, however there is now a second modifier for all the secondary Production method groups. This modifier is only a 20% reduction in the offense and defense of your units. If you swap out both a primary and secondary Production Method at the same time, it will combine to a 100%. Swapping out Artillery, Reconnaissance or Specialist Companies will not reset the primary modifier like it did previously.

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Another change we did was to the amount of information given to the player when there is an ongoing battle. Now in the Battle Tab, next to the Start of Battle number of soldiers, there is now an information icon that allows you to see how the size of the battle is being determined.

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Additionally, we have included a tracker for the amount of men that have become Demoralized in battle and are no longer able to participate in the battle.

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Finally the last change we have added to the battles is that battalions currently engaged in battle will never be reinforced by their barracks hiring new soldiers. New manpower generated from the new servicemen will join the battalions only after they have detached from the battle. This could frequently lead to battles lasting forever as both sides would just keep cycling in more and more troops effectively making the front unable to move.

That’s all from me. Thank you again to all of you who participated in the Open Beta. I will see you all again next time for the 1.2 Patchnotes.
 
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Strategic Objectives
Now for the big addition to the military system for 1.2, Strategic Objectives. I hinted at it a little before but we will go through it now. Strategic objectives are a way for the player to more control the direction in which a front advances. The player can now target a state per theater for their generals to attack towards. The Strategic Objective will not be removed until after the war is concluded or if the state is conquered by another nation. This is to allow you to keep the state targeted so if control is lost in that state, subsequent battles will target it again automatically. As stated in the last section, not selecting a strategic objective won't prevent a specific push in a direction. The generals will still go after the closest wargoals.
One thing I have found frustrating about the implementation of this is how hard it is to see your objectives after setting them. The arrows generated do not include wargoals, when it would be nice to see not just the goal you set but also (perhaps in a different color to delineate it) your wargoals, which are also targeted states. You can only see one at a time, since you have to hover over a front to generate them, even if you have multiple strategic regions in camera view, and actually getting the hover over a front to generate the arrows is kind of finicky so very often they're not possible to generate, which combined means its easy to just forget what the objective was. I tried out the feature but honestly just...haven't used it in the beta much because it's so hard to track what you've actually done with it.

I would much prefer it they were just an automatic part of the war mapmode. Just, if you're in a war, all of this stuff is automatically highlighted. You've already made the arrows, just leave the visible all the time (and add them for wargoals as well).
 
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I've played the 1.2 beta a bit and on the whole like the changes. But one thing sticks out to me with the war exhaustion is that there is such a difference between having your war support able to go below zero vs not. And later on in a war when casulties are mounting up all it takes is one lucky naval invasion on your capital to capitulate as you have time for one or maybe two battles before it ticks down, even if I'm winning the war on the whole. It feels frustrating as perhaps I haven't quite got to their objectives yet but should get there in a battle or two but it forces me to give up the war.

I would like to see war exhaustion go down much slower against other great powers, perhaps there should be a way to motivate your population to fight? If I'm losing against some second rate power I can accept that the population have had enough quicker, but against a mortal enemy it would be nice if I could keep the fight going longer.
 
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I've played the 1.2 beta a bit and on the whole like the changes. But one thing sticks out to me with the war exhaustion is that there is such a difference between having your war support able to go below zero vs not. And later on in a war when casulties are mounting up all it takes is one lucky naval invasion on your capital to capitulate as you have time for one or maybe two battles before it ticks down, even if I'm winning the war on the whole. It feels frustrating as perhaps I haven't quite got to their objectives yet but should get there in a battle or two but it forces me to give up the war.

I would like to see war exhaustion go down much slower against other great powers, perhaps there should be a way to motivate your population to fight? If I'm losing against some second rate power I can accept that the population have had enough quicker, but against a mortal enemy it would be nice if I could keep the fight going longer.
That's EXACTLY why they shall adress NAVAL INVASIONS next!!!! It's a complete mess.
 
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Excellent stuff. No more mad capital-sniping.
It'll be interesting to see how independence wars operate, and how much your own provinces (as the declarer of independence) have in terms of value.
 
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The least genocidal Paradox gamer.
Memes aside, that's actually a good suggestion now that he brought it up. If we can bring back consciousness/militancy from V2 in some shape that works in V3 to give push-back against this, that'd be an amazing tool to have both in-game and with mods. With events now forcing pops to support certain laws, making a law set revolving around this (Citizen Military Service, Colonial Manpower exploitation, discriminated pops armies, etc) and tying it into the amount of casualties a pop suffers to make events that pushes pops into being more radical/support certain laws that dictate which people suffer the horrors of war would be great.

You can, technically, genocide pops in a roundabout way. Most notable would be Belgium with its starting military law against a great power. You're going to be able to fight, sure, but the casualties will be horrendous to the overall pops culture. But it only brings economic woes instead of any socio-political woes alongside it which is a big miss.
 
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Having played the beta a fair bit, I really like all of these changes, they make the warfare feel a whole lot better (and less frustrating, particularly with the strategic objectives.) Only possible complaint is that in the early game, I found wars could end very quickly due to the war exhaustion from casualties ticking up rapidly with the early military PMs and no techs reducing it. But I suppose this might actually be effectively modelling warfare at that time, so not really a complaint!
The numbers are definitely not 'done' in the open beta, war exhaustion from casualties has been majorly tuned down for the release version of 1.2 and other values like battle size have had some bugs fixed in them.
 
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We need more information when sending troops to a front, it's very difficult to know if its appropriate to send 10 or 100 units to a front and the game could definitely help there.
 
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We know when the patch drops?
 
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We need more information when sending troops to a front, it's very difficult if its appropriate to send 10 or 100 units to a front and the game could definitely help there.
I mean, they do give you a little number saying if the game thinks you're stronger on the front or not. But I'll admit I have no idea how much I can trust it. It blatantly lied to you in 1.0 and 1.1 so I think people have just learned to ignore it.

This admittedly does not help you decide which army or armies to mobilize though, which should be better conveyed.
 
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I mean, they do give you a little number saying if the game thinks you're stronger on the front or not. But I'll admit I have no idea how much I can trust it. It blatantly lied to you in 1.0 and 1.1 so I think people have just learned to ignore it.

This admittedly does not help you decide which army or armies to mobilize though, which should be better conveyed.

Sure but if the fights are going to be small it may be a good choice to not have an advantage there and put more troops elsewhere, that would now require you to analyze infrastructure, terrain and know the formula somewhat.
 
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Would love to have sprites too, absolutely love military unifroms of this era.
Yes please! Replace those shooting buildings for soldiers, artillery, airplanes and tanks stationed at the front lines and fighting it out at the AI selected battle provinces. Even if only for the spectacle, I would gladly pay for unit packs!!!
 
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Wouldn’t it be better for occupation of land be scaled according to the GDP production of it? Why should Russia start to lose tons of war support against China if China is occupying a bunch of peasant villages in the east?
 
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The one thing I find hilarious is that, I can easily naval invade the UK as Japan in Vic3 from the Japanese Homelands but in HoI the amount of “island hopping” to get in range is basically impossible.
 
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Please please fix the issue with invading army teleporting back to homeland after successful battle, this has quite a potential to completely break some wars
Just teleporting in general, really. There should be some logical connection between fronts, and possibly an on-map indicator of just where the army is while moving.
 
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It would be great if the war exhaustion from occupation would scale with the percentage OF GDP (or population) that the territory represents. Otherwise a Russia with all the nice European parts occupied would still count 20% occupied while 95% of what they care about (be it pop or GdP) is occupied.
 
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It would be great if the war exhaustion from occupation would scale with the percentage OF GDP (or population) that the territory represents. Otherwise a Russia with all the nice European parts occupied would still count 20% occupied while 95% of what they care about (be it pop or GdP) is occupied.
Yes, this seems an obvious next step in an economics-focused game, even if it's too late to include it in 1.2.
 
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