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Victoria 3 - Dev Diary #80 - Law Enactment and Revolution Clock in 1.3

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Happy Thursday and welcome to the first of several diaries about improvements and changes in Update 1.3! Today we will cover changes made to the process of enacting laws, political machinations by your ruling Interest Groups, and the build-up to revolution.

First off, why are we making changes here? Well, while the core mechanics of law enactment and political movements agitating for legislative change and/or revolution work well and in accordance with the design vision, there are a number of issues that has bothered us and many in the community since release:

  • The feeling of excessive randomness in law enactment mechanics, where you might have only a 5% success chance but could hope for a "critical hit" that wasn't particularly rare, or repeatedly failing and getting stuck when at 80% success chance
  • The risk of getting stuck with "bad rolls" early on in an enactment process leading to repeated frustration until you cancel enactment and start over
  • Exploits related to repeatedly starting/canceling law enactment to prevent revolutions from ever getting off the ground
  • The ability to disarm a revolution by inviting a supporting Interest Group to the government, only to then ignore their desires
  • Interest Groups in government actually having less political agency than those in opposition
  • Revolution buildup not feeling particularly flavorful or engaging as a simple progress bar
  • Several confusing user experiences and tooltips relating to law enactment and revolution

We've tackled these issues with two larger and several smaller features or tweaks.

Law Enactment Changes​

Laws now need to progress through three phases in order to pass, instead of simply having a percentage chance to be enacted once the clock fills up. What is not changing here are the underlying mechanics of Success, Advance, Debate, and Stall chances, which are based on the relative endorsement and opposition of the law from the Interest Groups in your government. However, when the result is a Success, you will progress to the next phase instead of immediately enacting the law. If you then achieve success in the third phase, the law will pass.

To compensate for the additional time requirement, we've increased the pace of the enactment clock - which also means more twists and turns during each law enactment. Previously it was not uncommon that if you had 40% endorsement of a law you want to pass, you might succeed on the very first checkpoint, which makes the whole thing mostly a waiting experience. By requiring a number of successes, we can compensate for the random factor and create more interesting challenges.

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While this is, in the words of Alex in QA (who originally conceived of this feature), "just three EU4 sieges in a trenchcoat", it solves the problem of excessive randomness and feels a lot better: giving you a clearer sense of progress and increases the stakes of each decision made. Choosing to get a +5% Enactment Chance out of an early event now doesn't just give you a +5% bonus to a single roll, but effectively a +5% bonus to each of the three phases, which is a much bigger deal. You're also much more likely to experience a variety of events before the enactment is concluded.

Events spawned by the enactment process are now categorized in association with the UI element that tracks your progress, and identifies the outcome that spawned it to give you more context. They will also time out automatically (selecting the default option) when the clock fills up, so there's always only one enactment event pending - no more delaying taking action on negative events until the next cycle to try to improve your better outcome!
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One issue with the current (1.2.x) build is that after dealing with a few negative events you could end up with a net negative enactment chance, a hole you'd have to try to dig your way out of in order to even have a chance to progress. But of course, the lower the enactment chance the lower the chance of getting a positive event, so this often turns into a self-perpetuating cycle of digging a deeper and deeper hole. The "correct" action at this point is to cancel enactment and try again after a cooldown period, but this feels very bad.

To address this, in 1.3 we have introduced a concept of setbacks which can be taken to recover from a situation like this. Each enactment process can take up to three setbacks, but when it has taken its third it will automatically and irrevocably fail. For as long as you have taken less than that, events will permit you to reset your current enactment progress if you've taken too large of a hit, or in some cases trade a setback to turn an negative outcome into a marginally positive one.

When enactment chance drops below zero, the Legislative Failures event will automatically spawn and let you reset back to a clean slate at the cost of a Setback.
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Many law enactment events have been backfilled with new options that let you take a setback in return for avoiding a more negative repercussion, letting you gamble a bit to try to get your bill passed.
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However, Stall outcomes can also sometimes generate Setbacks without your input, so be wary of pushing your luck too much!

Even with the extra agency provided by the Setback mechanic, you may find that enacting a certain law is so difficult it's just not worth it. When you cancel enactment in 1.3, you will find that the cooldown has increased to 2 years instead of 1 (and is applied even if you have not yet reached the first checkpoint), but also an entirely new effect: if there is a Political Movement currently agitating for this law to pass, and you cease trying to enact it, the movement's Radicalism will shoot up considerably, in many cases all but guaranteeing they will revolt as a result.

Cancellation confirmation box explaining the impact of your decision. Laws redacted to not spoil the fun for next week's dev diary, but feel free to speculate in the comments!
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This closes the door on two (unfun) identified exploits: starting to enact a law a movement demands, but canceling it before it succeeds, keeping the movement teetering just on the edge of revolution without giving in to it; and canceling enactment just before the first enactment cycle is up, thus avoiding cooldown and penalties altogether.

But what about the exploit where a revolutionary Interest Group is invited into government, thus removing them from their Political Movement? In one sense, this is working-as-designed; inviting a populist faction to try to execute their politics in a more respectable fashion is a not-infrequently utilized tool for declawing a revolutionary movement. The problem with this in Victoria 3 is that a human player will be in full control of which laws are being enacted, so inviting a group into government doesn't actually give them more power to make change - it only takes away their ability to threaten consequences.

Enter Government Petitions.

Government Petitions​


Petition events commonly appear a few months after a new government has been formed. They can be issued by any of the Interest Groups in government and for any of the law changes they endorse the most.
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The event produces a Journal Entry that you may pursue if you wish, or ignore at your peril. Passing the desired law will of course have the effect of improving the Interest Group's Approval as usual, but it will also improve your Legitimacy for a long time, as you're showing responsive governance. On the other hand, if you don't pass the law on time, or by some other means disenfranchise the petitioning Interest Group, they will become very disappointed with you.
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In effect, this creates a kind of "government agenda" that the player is rewarded for pursuing and penalized for ignoring, further incentivizing building a government constellation of groups whose politics you actually want.

For the modders out there, Government Petitions are implemented entirely in script, and can serve as a good example and pattern for Journal Entries that can be more dynamic and responsive to circumstances.

Finally, what happens when things go sideways and your population demands something you can't (or won't) give them? In the current live build, a Political Movement with high Radicalism will become Revolutionary, triggering a countdown until they rise up against you, taking one or several of your states with them. In 1.3, these fundamentals remain but the countdown has changed drastically.

Revolution Clock​

When a Political Movement becomes Revolutionary, a clock will start ticking. Similar to the enactment clock, every time it fills up the Revolution meter will (usually) increase, with a revolution event triggering alongside it. The event frequently provides some options for how to deal with the revolution. All in all there are 40 such new events in 1.3, many of them contextually triggered based on who is supporting the revolution, what law is currently being enacted, and so on.

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With the support of the Rural Folk and a Political Movement led by the Intelligentsia and Trade Unions (all of them individually weak) we're attempting to ban slavery in early game Afghanistan. The reaction from the Landowners was quite severe. Not only did they leave the government in protest (causing Legitimacy to drop to a level where we cannot make progress on the law enactment), but they also started their own movement to preserve Debt Slavery and, on account of their considerable strength, went straight into plotting a revolution against their former Rural Folk co-rulers.
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On the new Political Movement panel, we can get a good overview of where the support is actually coming from and why they are as strong and radical as they are.
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On the Supporting Pops tab in the same panel, you can find out exactly who is providing the most support and radicalism to the Movement. Perhaps you could temper some of these strong feelings by increasing dividends in their industries or providing some targeted reduction in prices of certain luxury goods?
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The Revolution Clock events usually adjust the revolutionary progression up or down, but can also apply other conditions, some which may upset your country's political balance for quite some time. This can of course also impact revolutionary progression indirectly, as Clout heavily impacts the conditions of the movement.
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Revolutionary movements have also been given their own animated map marker, to make it clearer where the revolution is brewing and what territory is likely to go along with it when it erupts. And yes, once again I've had to redact part of the UI to not spoil some surprises we have in store for you!
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That's all for today! As you can see we're putting a lot of focus on making internal politics more dynamic and fun to play with in Update 1.3, and there's much more to come in subsequent dev diaries. Next week Victoria will present new laws we have introduced in the mix, to fill some late-game gaps and enable new early- and mid-game conflicts between your political factions!
 
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The event frequently provides some options for how to deal with the revolution. All in all there are 40 such new events in 1.3, many of them contextually triggered based on who is supporting the revolution, what law is currently being enacted, and so on.​
This is great. 40 sounds like a very decent number for that topic and the non-generic law enactment events are one of the best areas of the game.
(One or two generic one really need to be touched up for better triggers, but that's logged in Bug Reports)
Together with new entries for the setbacks, this sounds like we get a significant expansion on the event stock this patch.

Apart from that I especially love the Petition concept (modding availability much appreciated) and the ability to see the participants of specific movements, always missed that one.

And I'm very exited to hear more about the new Land Rights law.
 
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I like the direction of these changes, but I still think replacing the law enactment system with an actual legislative body would make for a much more fun experience. Randomness doesn't have to be removed altogether, but having an actual legislative body opens up the door to mechanics pertaining to actual compromises and swaying and so on that feel a lot more concrete than the current law events. Still I'm glad that these systems are getting addressed and updated!
 
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Are you planning updates to the user interface? I think especially the right side of the screen could do with some improvements. The journal entries box is fixed there, and whenever you are passing a law, you have that button which takes you to the Laws screen, it has revolutions, political movements, and all of it is pushing the outliner down and forcing it to at some point shrink. Now, with the Law button and the Revolution timer getting even bigger, the problem will be worse.

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Will petitions make AI governments more inclined to enact specific laws or will they just eat the failure effect?

And if there is an effect, could that effect be used for diplomacy to influence subject governments in the direction of their overlord?
That is something I would really like to spend my Influence on.
 
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I'm sorry, but your "solution" to passing laws doesn't solve the underlying issue. It is still 100% RNG, now just with more RNG on top.
What difference does it make if you have to pass one RNG step or 3? You are still completely bound to RNG. And that RNG is not affected by anything else that is going on in the country, only the initial success chance, and whatever RNG provides further. What difference does it make that you can get events that give you positive chance to pass checks, if they are still 100% based on even more RNG?

Let me reiterate it, what you're doing is trying to solve RNG issues with more RNG, and maybe a band-aid. But you dont fix a festering wound with a band-aid. Sometimes things have to be cut out for the wound to heal.
 
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Regarding the new Government Petitions, what happens if you do try to pass the IG's desired law, but fail. Do you also get the negative outcome ? Is there a difference of outcome if you try to pass something and fail as opposed to not trying at all and just ignoring the IG ?
You have 5 years to try to get it passed, so if you try and fail, as long as you can weather the 2 year cooldown in between attempts, you can try your best again.
 
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Proposal: When the Revolution clock starts, introduce a tick-tock sound in the background that increases in intensity as you get closer and closer to the civil war. Make us really feel like our time is up.
 
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Good evening,a great dd and very interesting internal politics and law enactment changes.However,i have a few questions:
1)Can setbacks be removed by effects through modding or they can only be added?
Setbacks and phase progress is governed by scripted effects, and you can provide negative values to the effect if you like (e.g. add_enactment_setback = -1). Same goes for phase progress, you can do add_enactment_phase = -1 or add_enactment_phase = 3 if you want to backtrack or fast-forward the enactment process in your mod.
2)When you have 3 setbacks,can you enact the law in the future and retry after a few years or is the law permanently locked from enactment for the campaign?
Thanks for any replies about this.
Yes, after the 2 year long cooldown you can try again.
 
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Will interest groups also raise "petitions" during elections in the form of their party platform?

Interest groups and parties IRL don't just win an election and then figure out their policy post hoc. They take that policy into the election and use their electoral victory as an argument that that policy has a mandate.
There are no tie-ins between election events (promising a certain law) and petitions at the moment, but that's a cool idea for the future!
 
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Will petitions make AI governments more inclined to enact specific laws or will they just eat the failure effect?
Yes, the AI will be more prone to pass a Law that's petitioned for.
And if there is an effect, could that effect be used for diplomacy to influence subject governments in the direction of their overlord?
That is something I would really like to spend my Influence on.
Oooh, that's a cool idea. :furious_notebook_scribbling:
 
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Revolutions are still driven by a Political Movement which still focus around a single Law. If the revolution breaks out, the new country will change up to 3 laws (customizable with a define if modders want to tweak it) depending on the ideologies of the Interest Groups supporting it, but this is the same as it's always been, no change in 1.3.

Overall, what happens once a revolution breaks out remains the same in 1.3 as in 1.2, what has changed is the progression to revolution.
At the very least please put in a special casing for communist and anti-communist revolts, it's absolutely immersion destroying to see a communist revolution change just a small handful of laws
 
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I'm sorry, but your "solution" to passing laws doesn't solve the underlying issue. It is still 100% RNG, now just with more RNG on top.
What difference does it make if you have to pass one RNG step or 3?
Recommended reading

Edit to add (from later explanation here):

The different chances for different event outcomes are directly informed by your government. Introducing randomness into a set of weighted outcomes is a pretty decent way of modelling extremely complex things, such as a set of individuals making decisions on a piece of legislation. The problem with the current system is that when we only need a single success, the chance of outlier results are too high, making it exceedingly difficult for the player to make strategic decisions informed by the weights. But just increasing the number of successes required drastically reduces the RNG impact, in effect increasing the impact of the player's government composition and event decision making.
 
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nice change for that!
however the preference of IG is also a concern, such as certain leader with preference will take the place soooo long that some bills may not able to pass. Is any plans to change the mechanism of IG leaders?
 
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Will we be able to mod a trigger for a political movement in 1.3? I've been wanting to do that with some events for a mod I'm working on but can't.
 
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Does the game differentiate between "the law failed because we hit all three setbacks" and "the law failed because it was proposed and then cancelled"? I get that we're trying to stop people from cheesing the system, but one problem I have right now in trying to play the game honestly is that I'll propose a law to avoid a revolution, it will have lousy chances of passing and get totally sunk with one or two bad rolls, and I'm forced to let it keep going to avoid that revolution (while, sometimes, another movement forms to oppose the law change and gets angrier and angrier despite there being a less than zero chance of it passing!). It would be nice if the penalty taken in intensifying a movement was lessened for a genuinely failed attempt to pass a law versus having just cancelled the change.

Also, is there any chance of a rework in determining the strength/radicalism of a movement? It seems like I'm recently (since 1.2) getting a lot of really weird early political movements to invoke some substantial progressive law changes (particularly Poor Laws) super early in the game that put me on the brink of revolution because the trade unionists with less than 1% clout are backing them, despite how many people and how much clout opposes the change.

I imagine I can't be the only person who would like to see a rework of determining how many states are dragged into revolutions, too. It feels like too many of them, even for relatively minor shifts in policy or those stemming from movements with only one or two IGs or a relatively small amount of clout, still somehow result in 95% of the country going to war. Maybe there needs to be some lesser alternative to revolutions (ongoing unrest, strikes, protests, etc.) for demanded changes to certain categories of laws? It seems strange that movements for issues as fundamental as abolishing slavery or toppling the monarchy have the same outcome as movements to oppose making school mandatory for children.
 
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Are you planning updates to the user interface? I think especially the right side of the screen could do with some improvements. The journal entries box is fixed there, and whenever you are passing a law, you have that button which takes you to the Laws screen, it has revolutions, political movements, and all of it is pushing the outliner down and forcing it to at some point shrink. Now, with the Law button and the Revolution timer getting even bigger, the problem will be worse.

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Oooh, good point. Even on my jumbotron monitor, the right side of the screen is already pretty cluttered, especially with the constant spray of notifications washing up from below to overlap. It's even more irritating with the issue (bug? as designed?) of scrolling down the right side of the screen getting reset by notifications popping up over it. Makes it almost impossible to select generals and admirals during a war; this will be even worse with that pushed down further.
 
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Well done on answering a question without answering it.
I assume you focused on the "What difference does it make if you have to pass one RNG step or 3?" bit, but what about the rest of the argument?
No funny link to just throw at that and call it a day?
A *lot* of the game is RNG. When Randomness is wrapped in a complex enough system, it becomes sufficiently deterministic for people to stop calling it random.

The patch reduces randomness significantly.

And it never was "100% RNG" to start with, it always depended on IG clout and political movements, something the player has (limited) influence over and which differs from nation to nation.
 
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