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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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While they weren't mentioned in the developer diary itself, I hope we see certain historical immersion improvements in regards to what is already present in-game before we see anything new added. We still have characters with incorrect traits who look nothing like their historical counterparts as well as a decent amount of tags that should be present at game start as colonies and what not but exist as non-incorporated states (Bahamas, Jamaica, Malta, Puerto Rico, etc.). There are also formable/releasable tags like West Indies which feel deeply disconnected with whatever historical reality during this period they were attempting to represent (No necessary colonies exist at start as colonies to pursue forming West Indies under GB, tag formation requirements also currently ignores states that were originally present) and likely need to be adjusted.

Adding new split state colonial tags in the Caribbean/Gran Colombia/etc. for the colonial governorships present there at game start under the relevant European powers there would, aside from improving historical accuracy, help in the long term to prevent strange situations such as absurdly costly wars between GB and France over nonsense like unnecessary treaty ports.
 
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Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
I wonder if it might be better for players if, in the War overview window and the General assignment window, fronts were grouped together under whatever "theatre" they belong to, as well as allowing generals of high enough rank, say 3 or higher, to be assigned to a theatre itself. Then whenever new fronts are split off, this high level commander can divert some forces to man the gaps. The balance of troops deployed can even be influenced by traits, such as "cautious" prioritizing parity with the enemy or "bold" prioritizing supremacy in the direction of war goals/strategic objectives.
 
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Some nice and much needed improvements!

But what I am desperatly missing on this list are Great Wars: Big lategame challenges that test the society the player has built, involve most of the world / Great Powers, and whose peace treaty can completly change the world (balkanising nations like Austria-Hungary or Russia; seizing the entire colonial empire like with Germany after WWI)

The current Diplomatic Incident- and Peace-system are just terribly ill equipped for something so important, that even Vicy2 with its timegated crisis system did better.
We can't join ongoing wars, like Italy, Romania or the USA did in WWI. We can demand far to little colonies and released nations in Diplomatic Plays, which only the war leaders can do, and even that only befor the war even starts.
 
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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.
I think what the poster was asking about is when a battle begins with 30k vs 20k and lasts for 2 months, but the last month is spent whittling away the remaining 5k men of the losing side, in some kind of protracted Alamo style situation. Surely once one side is utterly broken and surrounded, they will surrender more often than fighting to the last man.
 
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Why is it possible to send generals to a front in a diplomatic play before a war starts, but it's not possible to plan a naval invasion the same way? Also, IMO naval and land warfare seem to be completely disconnected. It's possible to "trick" AI into sending all of its armies to some distant location and at the same time quickly invade their homeland. In some ways naval invasions are completely overpowered, in some ways they are useless, but it doesn't sum up to a balanced and sensible experience at all.
 
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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.
One other thing, you talk about there being a lack of "no brainer" actions - totally fairly. I agree that the V3 team has done a good job of making most decisions *real* in that there are viable options in most situations.

What I don't really follow is your rule of thumb on alerts.
When a drop down appears in Eu4 there are 4 main options:
- Resolve the alert such that it goes away
- Leave it there to be a persistent reminder of an ongoing situation
- Dismiss it such that it comes back next time it is relevant
- Dismiss it such that it never comes back

each of these are valid, and have different use cases for different players and different alerts. It seems (from your rule of them as described) that you are considering only the first and last of these options when considering how alerts should be designed - so I'd like to speak up for the middle two.

- Leave it there to be a persistent reminder of an ongoing situation
This is useful to inform the player about a situation that either doesn't want resolving, or will take along time to resolve, that they non-the-less want to know about persistently. I personally feel almost forced to play with the situation menu open constantly because a LOT of things fall into this category, I want the information on screen at all times - and the only way to do that in game at current is through a (I'm sure we can agree) intentionally intrusive UI element.
To give just one example - a high priced government good. This is something that I clearly want to stop being the case, but that won't happen fast (at least sometimes) when my way to change it is by increasing domestic production. So what I need is an alert that persists while the situation is ongoing, and then noticeably goes away when it is resolved - something EU4 does very simply and elegantly, and V3 currently struggles with.

- Dismiss it such that it comes back next time it is relevant
Maybe I don't care right now- because I've reviewed the situation and decided it's not a problem for example - but this might not always be the case.
Pretty simple usecase for this one.
 
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Thanks for taking on player feedback. I'm really glad to see that "fix politics" has migrated onto the to-do list.

Excellent suggestion! Part of this was actually already in our work backlog as mechanics to prototype, but I will add the rest to the list as well with minimal adjustments.

Not at all, actually - the AI already does all these computations for their own buildings, we'd just need to do it for the player's buildings as well which is no big deal. The additional factors you mention above pure profit puts a little bit of extra strain on it, but not at all so much it'd cause the complexity of the operation to notably change.
Could I ask whether this (capitalist-controlled autonomous PM methods) is still on the to-do list?

(This is the original post - https://forum.paradoxplaza.com/foru...-of-production-methods.1555604/#post-28730500)
 
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I don't see anything in here about map fixes. Are you going to fix the deeply immersion breaking map errors in the Pacific Northwest ever, or will I be permanently reliant on a mod to fix the complete absence of Seattle's primary waterway?
 
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I don't see anything in here about map fixes. Are you going to fix the deeply immersion breaking map errors in the Pacific Northwest ever, or will I be permanently reliant on a mod to fix the complete absence of Seattle's primary waterway?
The Puget Sound is a lie.
 
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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.
Oh, so the Current Situations button is meant to contain things that we're meant to think about now? Last I heard, you were using it to protect us from the great Bandersnatch of 'information overload', i.e. having to think. How lovely that you've got a single solution to completely opposite problems!

Let us not forget that the vast diversity of alerts hidden inside the Big Orange Button means that we have to click every time it lights up just to see if NEW BIG PROBLEM is important and actionable or literally nothing. I suppose you must have some reason for it, but to my way of looking at things, concatenating 'natives are mad about colonists' with 'input goods shortages', 'infrastructure shortfalls', and with several other topics including that one minor issue that blinks on and off every few in-game days, which therefore appears to be a completely new alert that I have to click the button to find out about, makes me wonder if you actually want the interface to be more frustrating than fun.
 
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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.
In other words, won't there be cross-border investment in 1.3?
 
Wouldn't implementing a "lite" version of HoI4's warfare & troops management system make more sense, and solve many of the warfare problems?
 
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Please give UI some love. There are still a lot of huge icons that brings zero information.
 
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I think - if we had a perfectly predictable AI, diplomacy would turn into more of a puzzle game than a strategy game.
I don't think having it a puzzle necessarily makes it less of a strategy game. If you swing too far in the unpredictable direction any feeling of strategic decision making can go completely out the window.

Not that I am arguing for completely predictable, just from a realism standpoint.

I think more visibility is always better. The Civilization series struggled with this same kind thing when they tried to hide the AI decision making for diplomatic choices. No matter how rational the decisions may be behind the scenes, if the players have no information the decisions made by the AI can feel like they are completely random.

I'd like to see the factors that go in to the decision, and if the ultimately choice does boil down to some roll of the dice I'd like to actually see something closer to the real odds, not a vague description of "highly likely" or whatever it currently says.
 
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The three most needed changes are
  • Let us develop needed resources in our dominions and puppets, to change the current situation where annexing is neccesary just to produce enough opium, oil or rubber. This also might need to come with ways to spin colonies off as colonial vassals, specifically in Africa.
  • Have development operate differently in different conditions. Under the current system, you can build factories in indonesia, africa, india, etc, both as homeland powers or colonial ones, way too easily. This leads to an issue where you build huge amounts of factories in any colonial territory you can grab in the later game, and there's never really a reason not to besides its unincorporated status. While that deals with some of the concerns, mainly the lack of taxation, it ends up treating a french belgium the same as it treats an american celebes in terms of what economic development you can do and how fast you can do it. In 1936 most player nations will have basically no regional specialization at all, which feels really ahistorical and not thematic at all. This also means as a minor power like Sokoto, you can just join a customs union and immediately industrialize, which removes most of the interesting gameplay and replaces it with just maximizing investment and acquiring more people. Mods that reduce qualification and literacy gain seem to help a lot with this, although they don't fix it by any means.
  • Reverse swaying; right now players can make massive sacrifices in wars for basically no benefit, which encourages you to ignore diplomatic plays in favor of just declaring war on a participant in the war so you can get what you actually might want, and discourages players from ever actually caring about most diplomatic plays that aren't directly affecting them..
Also there's a mod that replaces the workmodes for ownership to shift more ownership from shopkeepers/farmers to capitalists over time, which concentrates their power but also leads to more money in the investment pool, and I think that would really useful in the main game. There's another mod that makes construction a function of urban centers, which also would be really useful for making growth rates more rational and province specific, as would requiring construction to consume some services in the province you're constructing in. That way building in rural provinces would start slow and speed up over time.
 
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For me the civil war still seems largely broken. I still see most of the US become the confederacy or no war happen too often. I don't think the current system where any revolt in America with landowners involved becomes the confederacy makes sense in practice. I think the civil war should be basically scripted and only apply as a revolt from a maintain slavery political movement. Maybe the american slaveowners should be their own interest group in addition to landlords in general, with working in a building with slaves in it being what determines attraction to the institution, or it should be a workmode for farms in the US limited to the slave states.
 
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Diplomacy
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
This whole section consists of features that are high on my wishlist. I especially hope the first and last point get a lot of options.

Conspicuously absent from the list is the way revolutions in a country at war completely break the existing war. That is a very common and devastating occurrence that really needs to be addressed. And it is exacerbated by the separate problem that missing even a single wargoal completely stops you from winning wars.
 
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