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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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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.
Maybe, but teleporting invading army is especially bad asits very difficult to mitigate and can make some wars almost unwinnable (western country invading china for example)
 
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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.

Something isn't not entirely clear: does this feature takes into account differences of specialization PM?

Given how HQs and battalion assignment works, we don't have much control which general gets what specialization. That matters for machine guns (which is more defensive) vs the other, more offensive PMs. If this new troop selection understands troop statistics (beyond "this is more advanced"), I see how mixing specializations under a single general can actually become useful ("pick machine gun for defense, infiltrator for offense").
 
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Nice on paper, but we need to see more being done.

Also armies/generals need some map staying power. You can't just change a front or objective and have them travel all the way say back to England from Chnina only to redeploy in a nearby front in China again. If you wont implement land/sea detailed movement, at least implement a high level abstract/logistical sense of a location for general and its army. Let the player grab that map tooltip/icon and issue or change orders.
 
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Nice on paper, but we need to see more being done.

Also armies/generals need some map staying power. You can't just change a front or objective and have them travel all the way say back to England from Chnina only to redeploy in a nearby front in China again. If you wont implement land/sea detailed movement, at least implement a high level abstract/logistical sense of a location for general and its army. Let the player grab that map tooltip/icon and issue or change orders.

i agree, and also if it's not there already defense and offensive penalties when having switched type of army like from peasant to professional military (if this already not exists). For me it starts really to get interesting if stockpiling is introduced.
Having a stalemate by endlessly flowing in troops should be no problem, i see as a challenge to give like with hoi4 troops a veterancy rating.
This way you pay a price if your foe has prepared by fire drills, bayonet drills and even deploys crack troops towards you. What is brilliant indeed is the logistics effect,
as when done properly it should limit a player to e.g. conduct a large front artillery operation as it consumes a lot of munition which is heavy to transport (this is not so unknown anymore knowadays ;) ).

What i also find hard to fathom is that everything is changed to a certain primary troop type. I really think a further porting of dumbed down features from HOI4 are warranted.

For large countries a mixture out of peasantry, militia and soldiers and the odd elite units should be a goal to aim for in your roadmap. Also changing the gui and instead of these massive blocks pro battallion i would prefer a slick HOI4 army list with it's bataillons and similar icons like veterancy and indicators of equipment sufficiency and or manpower sufficiency, incl. entrenchment status.
 
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I basically like the new war system they introduced with Vic III, but I will admit that sometimes it feels so obfuscated and random that it's almost like battles are being decided by dice roll and all you can do is send in your guys and hope for the best.
These changes should make things clearer and give players more agency without adding micro.
 
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I basically like the new war system they introduced with Vic III, but I will admit that sometimes it feels so obfuscated and random that it's almost like battles are being decided by dice roll and all you can do is send in your guys and hope for the best.
These changes should make things clearer and give players more agency without adding micro.
To be fair, all battles in all Paradox games are resolved by dice roll. The trick is to make sure the dice are biased towards you ;)
 
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Please solve: the problem that all naval invasions are 50 days; the problem that even the navies of the world's most backward countries can land on enemy territory cross half the globe; the problem that each node can only have one naval battle at the same time; the problem that each province can only have one landing battle at the same time.
 
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To be fair, all battles in all Paradox games are resolved by dice roll. The trick is to make sure the dice are biased towards you ;)
True, but I kind of meant the term more metaphorically in this case Like sometimes it feels like the player has so little knowledge or control that the outcome might as well be totally random.
 
I appreciate that while the absolute commitment to removing all tactics (thinking of military from a perspective of strategy > operations > tactics) from the players remains, there has been effort to have our control over operations be more realistic. Most governmental bodies don't have direct control over the tactics, but the selection of generals who *do* have that control is paramount. I'm glad that wise operations (getting correct generals and correct troops to correct places) have greater, more reliable, impact on how the battle turns out, and that we now have the key operations-level control over front.
 
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Improvements are mostly good, but I still have some requests.

(1) Other people said this before, but if a border is long enough (e.g. the US civil war) we really should have multiple fronts.
(2) I play Every State Independent, so "target a state" doesn't work too well, as my enemies usually have exactly one state. "Target a specific spot" (or suggestions like "split enemy in two") would work better.
(3) If an AI's dumb enough to ally with the minor culture that's trying to secede from me, adding a conquest on the interloper should be an option. After all, if I outnumber both of them thirty to one, I would have no problem conquering both of them at once. Alternately, adjust the AI so they don't make such suicidal supports!
(4) The AI doesn't always have generals available to command their troops; it would nice to tell my weaker generals that they should only attack leaderless soldiers, as they're normally just there to give my better generals more soldiers.
 
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Also, can we, for the love of all that is holy (and even unholy), let leaderless fleet and armies keep their current operation even if at a penalty? Or at least allow us to fire every general or admiral above 60+ years old without the IGs getting pissed at me?
Naval invasions although infinite distances, take forever and then have a general or admiral die while doing the operation to have everything reset costs a freaking ton of money…
 
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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.


Man, I really dislike this tooltip. First of all, the information icon is off-center. It also looks really generic so I hope it's just a placeholder.

But the tooltip itself is worse because it's kinda confusing. It starts with 140 Battalions (ok), then it's decreased by 18 (because ???), then a 0.6 and 50 reduce it by 103 (???), and finally another modifier increases it by 11 (???). I have no idea of how those modifiers impacted it. It irks me even more because, if I only saw the modifiers and not their results, I'd be positively sure that only combat width and infrastructure matter because would you look at that, 0.6 * 50 = 30, the number of battalions in battle!

So yeah, I think it needs fixing.

Total battalions on front: +140.00
X% density due to only Y battalions for a Z-wide front: -18.00 (seriously what a weird modifier, and why is this before and not after the hard cap?)
Limited by 0.6 Combat Width: -A.00
Limited by 50 Infrastructure: -B.00
Numeric advantage of C% on front: +11.00

At least with this I can understand what goes where and how is everything interacting.
 
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Is the strategic objective arrow placeholder art or the intended final design? Its colour is too flat and the light blue looks out of place, same for the overlaid white arrows. It doesn't really match the overall aesthetic and look and feel of the game.

I know it's a beta, and usually I wouldn't ask, but we've had cases before release where screenshots were shared and everyone assumed it would be redone during further development but then it ended up being declared the intentional appearance all along.
 
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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.
or maybe, selecting a front you want to strengthen, a list of possible reinforcements with troop number and "time to the front" displayed
 
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Please solve: the problem that all naval invasions are 50 days; the problem that even the navies of the world's most backward countries can land on enemy territory cross half the globe; the problem that each node can only have one naval battle at the same time; the problem that each province can only have one landing battle at the same time.
To mitigate the problem of teleporting generals I usually naval invade with more than one fleet. If you do that, there will be more than a battle.
What I can't understand is how the defender numbers are decided, and how can I estimate them when I'm planning a naval invasion
 
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Another thing. Can we please, pretty please with maple syrup on top, allow naval invasion plans to be done during the escalation phase of the diplomatic play? Why can’t my generals have the operation planned and figured beforehand? Why do I have to wait for DoW to start planning it?
 
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A nice first step towards fixing war indeed. Please adress NAVAL INVASIONS, cuz rn it's a total mess, and can be abused so much in MP!!
The moment I tried using naval invasions I just found the mechanics so stupid. As soon as you have some obsolete Napoleonic era Navy you can Naval Invade anywhere across the world in the same amount of time it would take you to cross the English Channel, but at the same time if you dont have enough ships your troops get anhialated even if they're up against a unrecognized nation without a single ship. Worst of all, you cant even plan them until the war begins meaning your stuck waiting to pause the moment the war starts and finally set up your Naval Invasions. Naval invasion capabilities should scale with production methods, so a country with a modern navy should have alot easier (and require alot fewer ships) carrying out a naval invasion with battleships than they should with Man o Wars, they should have some sort of concept of naval range, having unopposed naval supremacy should mean something outside of just the naval battle (if I can sink their entire navy in a day my troops can land wherever they want, while if they have a navy close to the size of mine then yeah my navy is gonna have a bad day even if I can technically win that battle), and most importantly needing to wait for a war to start is ridiculous, if you can keep attack orders from executing you can keep naval invasions from executing too (stop giving us a dozen tasks to do the moment the war starts in PDX games like hoi4 does with naval mines Paradox!!!).
 
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Unfortunately it's just a band-aid to a flesh wound. I do have to wonder what Paradox had as evidence that this system was to any serious majority of their fan's liking when they decided to go with it.

Warfare didn't work with frontlines like this until just before WW1, for the majority of the game's time period this doesn't make sense as it was still the age of individual armies sallying forth to one another and single battles deciding the de-facto control of large areas.
 
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