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Victoria 3 - Dev Diary #79 - What’s next after 1.2?

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Hello and welcome to the first Victoria 3 dev diary after the release of update 1.2! With this update now out, we feel that it’s a good time to return to the Post-Release Plans we outlined in Dev Diary #64, check what’s already been done and go over what further changes and improvements we have planned for the game in future free updates such as 1.3, 1.4 and beyond. In the Post-Release Plans Dev Diary we outlined three key areas of improvement for the game: Military, Historical Immersion and Diplomacy and these are very much still our main targets, but are now being joined by an Internal Politics section. The Other section is also still there for anything that doesn’t fall neatly into one of the four categories.

For this dev diary, I’ll be aiming to give you an overview of where we stand and where we’re heading by going through each of these four categories and marking on each one with one of the below statuses:
  • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesn’t mean we’re never going to expand or improve on it in the future, just that it’s no longer a high priority for us.
  • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but aren’t yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.3, 1.4 and so on.
  • Not Updated: This is a part of the game where we haven’t yet released any of our planned changes/improvements in either 1.1 or 1.2 but still plan to do so for future updates.
  • New: This is a planned change or improvement that is newly added, ie wasn’t present on the list in Dev Diary #64.

Just like in the original Post-Release Plans dev diary, we will only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. So then, let’s get to the categories and see where we stand! For each point in each category that isn’t new to this update there will be a sub-point detailing our progress on the point so far.

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Military​

Done:
  • Adding the ability for countries to set strategic objectives for their generals
  • The ability to designate Strategic Objectives were added to the game in update 1.2
  • Addressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along fronts
    • While there are still rough edges in the military system and we undoubtedly will continue to tweak the precise balancing here, we consider the specific issues with front progression and unit selection for battles largely resolved in update 1.2
Updated:
  • Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
    • We have made a number of improvements to army visualization in 1.2 and added breakdowns for factors such as battle sizes, but we have more work to do when it comes to giving players a good overview of wars and making multi-front wars easier to manage
  • Increasing the visibility of navies and making admirals easier to work with
    • Some improvements have been made here, such as removing the restriction on naval invasions using Generals from different HQs, but we still consider navies an area of the game in need of improvement from a visibility and usability standpoint
  • Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
    • We have mitigated this issue in update 1.2 by auto-closing small pockets and improving battle province selection but the issue still persists (particularly in wars with a large number of small countries) so further improvements are needed here
Not Updated:
  • Experimenting with controlled front-splitting for longer fronts
    • Some internal design work has been done on this, but it’s very tricky to get right without worsening the front splitting issues - it’s still very much a high priority for us nonetheless!
New:
  • Adding a system for limited wars to reduce the number of early-game total wars between Great Powers
  • Solving the issue of armies going home after Generals die during a war by adding a system for field promotion

Historical Immersion​

Done:
  • Ensuring the American Civil War has a decent chance to happen, happens in a way that makes sense (slave states rising up to defend slavery, etc), and isn’t easily avoidable by the player.
    • The ACW is now more difficult to avoid, and when sparked over the issue of slavery, should now create a historically plausible CSA (note that there may still be unintended cases of a ‘fake CSA’ appearing due to a non slavery related landowner revolt, which isn’t covered by the above fixes)
  • Working to expose and improve content such as expeditions and journal entries that is currently too difficult for players to find or complete
    • The Journal Entries that we wanted to make easier to complete and/or more visible have been tweaked in the intended way (though we will undoubtedly continue to make minor balance adjustments to them)
Updated:
  • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
    • Significant improvements have been made to the AI’s ability to complete Journal Entries such as Tanzimat, Manifest Destiny and so on, though it still struggles with others like the Meiji Restoration and so further work is needed.
  • Ensuring unifications such as Italy, Germany and Canada doesn’t constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
    • The Unifications now occur in a way that is more ‘on schedule’, but we still want to change them so that they mechanically behave in a more historically plausible way
  • General AI tweaks to have AI countries play in a more believable, immersive way
    • Significant changes have been made to the diplomatic AI in both 1.1 and 1.2 but this is an area that is going to continue receiving attention from us for some time, particularly when it comes to making the AI less opaque in its reasoning (for example, explaining why they sided against you in a diplomatic play despite good relations)
New:
  • Adding more country, state and region-specific content to enhance historical flavor of different countries

Diplomacy​

Done:
  • The ability to expand your primary demands in a diplomatic play beyond just one wargoal (though this has to be done in such a way that there’s still a reason for countries to actually back down)
  • Adding additional primary demands was added to the game in update 1.2
Not Updated:
  • ‘Reverse-swaying’, ie the ability to offer to join a side in a play in exchange for something
  • More things to offer in diplomatic plays, like giving away your own land for support
  • Trading (or at least giving away) states
  • Foreign investment and some form of construction in other countries, at least if they’re part of your market
  • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
New:
  • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

Internal Politics​

Updated:
  • (Moved from ‘Other’) Making it more interesting and ‘competitive’ but also more challenging to play in a more conservative and autocratic style
  • We have made some changes here, such as locking laws behind regressive distributions of power and changing GDP to not unfairly favor manufacturing economies but this is still an area where we want to do more
New:
  • Improving the mechanics of law enactment and revolutions to be more engaging for the player to interact with
  • Adding more mechanics for characters and giving the player more reason to care about individual characters in your country:
  • Adding laws that expand on diversity of countries and introduce new ways to play the game

Other​

Done:
  • Making it easier to get an overview of your Pops and Pop factors such as Needs, Standard of Living and Radicals/Loyalists
    • Update 1.2 added new overviews for Pop Needs and better explanations for the reasons behind radicals and loyalists
  • Experimenting with autonomous private-sector construction and increasing the differences in gameplay between different economic systems (though as I’ve said many times, we are never going to take construction entirely out of the hands of the player)
    • Autonomous private-sector construction was added to the game in update 1.2
  • Ironing out some of the kinks with the late-game economy and the AI’s ability to develop key resources such as oil and rubber
    • While the economic AI is definitely going to continue to receive improvements, the specific issue of the AI never developing these key resources should be fixed
New:
  • Improving Alerts and the Current Situation widget to provide more useful and actionable information.

Just as last time we shared these plans, the above is not an exhaustive list of everything we want to do, and I can’t give an exact timeline for any of the individual points or which precise future update they will be a part of. This list also still only covers changes and additions that will be part of free updates! We are planning to continue releasing dev diaries like this updating you on our progress after each major update to the game.

That’s all for today’s update, I hope you found it informative! Next week we’ll dive right back into regular dev diaries as we start going over the details of what we have in the works for Update 1.3, though I’ll note that we won’t be ready to talk about the release date for that update. See you then!
 
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This comment is reserved by the Community Team for gathering Dev Responses in, for ease of reading.


LucasG21 said:


Is there a reason why you want to continue working on the Current Situation system rather than having a row of banners/alerts on top a la EU4/Stellaris?

While I appreciate most of CK3's UI changes from CK2, the decision to hide away hugely important notifications in a button that's very easy to miss has always baffled me.

Still, thanks for continuing to work on polishing the game before releasing new paid content: I hope this will smooth the path to a steady release for Victoria 3's first DLC!
As a sandbox game where most actions have a reaction elsewhere in the system, there are very few instances in Victoria 3 where you have "no-brainer" types of actions to take. Our rule of thumb is that alerts, that prominently signal a call to action and stick around until you've resolved them, should be irrefutably bad for you and something the player is usually easily able to resolve with a few clicks. For example, an undefended front will cause you to lose territory very quickly, and a severe goods shortage is very likely to hamstring your industry without a net benefit to anyone. Both situations can usually be resolved by sending a General to the front (even if you have to hire a new one) or importing goods / reducing consumption by downsizing, so these qualify as Alerts.

Other types of "alerts" are a lot less severe, might require long-term planning to resolve without knock-on issues, or might even be a desired (though unbalanced) state - say you're paying a lot of money for Man-o-Wars but your Capitalists that run the Shipyards need to be kept in check, you might not want to reduce their earning potential by importing from your neighbors. Exposing this situation under a menu you can access on demand when you have time, and even dismiss items if they don't apply to you, makes more sense than shoving them in your face and demanding you deal with them by some prescribed method.

What we're going to look into here is improving what information shows up where and in what form, and ideally giving more control to customize this as well. I don't have any more details to share quite yet though.


Angrum877 said:


Do you think that the willingness of the AI to go to war over diplomatic plays is in a good spot right now?
In my runs so far, the AI seems a bit stubborn and either just doesn't give in even if it is an unrecognized power facing off against a GP or just calls in like half the other GPs, both is very annoying, especially if I see Britain sitting over there initiating diplomatic plays one after another and no one opposing them whilst if I try then they all jump at the opportunity. Might just be me though, monkey brain is weird sometimes :D
Monkey brain is indeed weird! I have frequent conversations regarding both situations, AI getting involved when it feels weird that they do, and AI not getting involved when they'd be expected to. What this tells me is that we need to do more work visualizing how the AI makes decisions; better predictive tools relating to diplomacy; and more AI balancing based on such displayed information, to get expectations and reality to match up better and contextualize why the AI is making unexpected decisions in the situations where it does. And we do want some unpredictability, I think - if we had a perfectly predictable AI, diplomacy would turn into more of a puzzle game than a strategy game.


Seoraball said:


Could you please consider adding "resource mining rights" as a mechanic?
You mine the resources of a foreign country, and the output goods are put to your market instead of them.
Like in Hearts of Iron, Great Britain controls the Middle East's oil outputs.
This sounds easy but has a very very large number of design gotchas. But rest assured we're aware of the demand for a foreign investment mechanic and are invested in finding a solution. It will not be in the very near future though, due to the complexity.


bombaleyloo said:


Are there any plans to somehow change the dynamics of the battles? I'm talking about a situation where half the time of the battle is fought by a few percent of the starting number of troops.
When the battle is fought by a few percent of the starting number of troops, you're either trying to man a very long front or you might be advancing into very undeveloped terrain. In such situations you are actually better off on average to mobilize a smaller number of troops, so you suffer less attrition and lower materiel cost while trying to wage your campaign. That's intentional, a total war with full mobilization over a small African colony is meant to be a bad move.

That's not to say we won't continue tweaking the battle size setup script where we see a reason to do so, of course.


BrotherJonathan said:


Do you have plans to add representations of money supply and inflation/deflation at some point?
"At some point", yes. "Soon", no. It's extremely compelling to me and others in the team, but mostly for econ-nerd reasons rather than it being a feature the game is sorely lacking at this point.
 
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This list also still only covers changes and additions that will be part of free updates!​

That's really great to hear, since it means we may be surprised (in a positive way, I hope!) by what the expansions will eventually bring!
 
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Is there a reason why you want to continue working on the Current Situation system rather than having a row of banners/alerts on top a la EU4/Stellaris?

While I appreciate most of CK3's UI changes from CK2, the decision to hide away hugely important notifications in a button that's very easy to miss has always baffled me.

Still, thanks for continuing to work on polishing the game before releasing new paid content: I hope this will smooth the path to a steady release for Victoria 3's first DLC!
 
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Of all these, I would say diplomacy is the one needed most update.
Specially because I don’t see anything about IGs interested in Foreign Politics (which really is lacking).
 
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Here wishing that 1.3 is focused on diplomacy, many listed changes would be really game changers for some countries
 
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The changes in both 1.1 and 1.2 were really cool, I especially enjoyed the long open beta, so I'm eager to see what awaits us in 1.3 and beyond!
 
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Do you think that the willingness of the AI to go to war over diplomatic plays is in a good spot right now?
In my runs so far, the AI seems a bit stubborn and either just doesn't give in even if it is an unrecognized power facing off against a GP or just calls in like half the other GPs, both is very annoying, especially if I see Britain sitting over there initiating diplomatic plays one after another and no one opposing them whilst if I try then they all jump at the opportunity. Might just be me though, monkey brain is weird sometimes :D
 
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Could you please consider adding "resource mining rights" as a mechanic?
You mine the resources of a foreign country, and the output goods are put to your market instead of them.
Like in Hearts of Iron, Great Britain controls the Middle East's oil outputs.
 
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What do you think about "automating" production methods?
In my games, once I start colonizing, I find myself almost always having the double arrow PM (which symbolizes multiple PMs in the category are selected) because it's not sustainable to always have the best PM everywhere because of qualifications.
What if I could tell the game to automatically pick the best PM available (or a set I choose), but only if it's actually sustainable?
 
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Are there any plans to somehow change the dynamics of the battles? I'm talking about a situation where half the time of the battle is fought by a few percent of the starting number of troops.
 
this is inspired by u/fnordit on the r/Victoria3 subreddit.

Allow a Catholic Cyprus (or Rhodes) to appear via event as the sick man of Europe becomes the dead man of Europe. Catholic Cyprus would be a Crusader State and would have a formable (practically multicultural) Catholic Outremer Empire.

These events would be locked behind "fictional nations" game rule.
 
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I knew it! I knew the Politicains tab in the ouliner was surely a sign of characters getting more important.

My ideal headcannon is IG's becoming a collection of characters that define their ideology, perhaps weighted by popularity or other factors, rather than having only one character per IG.
 
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One point of improvement on the AI and diplomatic plays is that the AI should be more maximalistic in its demands sometimes. For example, the US should demand all return territories from Texas all the way to California from Mexico when they start their play, instead of just demanding one or two territories only. The same thing can be said with the Ottomans AI when dealing with Egypt, they only demand some lands in Anatolia instead of all of Syria and Palestine as well.
 
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This was lovely to hear what will be coming in the updates beyond 1.3, especially the addition of regional flavor, I do hope this includes map changes, as I know some have been taking place already with Kazakhstan and the North Caucasus, so some map changes would be lovely. I’d also love to see some more cultures in game that currently aren’t present, but that can certainly wait.
 
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Any thoughts on adding lesser "posts" or "wings" to IGs to allow player visibility of more characters and for characters to be able to have political careers outside of either being leader of an IG or a general or admiral?

I've seen several suggestions along these lines to increase immersion and to potentially allow some player input towards their future leader traits, it seems like it would also fit in well with the stated goal here of making players care more about individual characters.

I think that this would resolve many of the complaints that people currently have with the IG system while retaining the benefits of being fairly easily readable at a glance and not overly complex
 
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3 things that could use some work imo.

1. Foreign investment (Rubber oil and Opium I'm looking at you) could also fix AI deleting ports
2. A fleshed out civil war (Use a simplified HOI4 frontline for wars in general)
3. More differentiated industry (fuel refining is the biggest issue right now and so are cars).
Overall the game is fun!
 
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