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Victoria 3 - Dev Diary #88 - Voice of the People narrative content improvements

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Hello Victorians! We have deferred discussing our post-release plans until next week, as we felt there was another, more pressing topic to cover.

You were not satisfied with the narrative content included in Voice of the People, and neither are we. In particular, we see the following weak points in some of the Journal Entries included in the DLC:
  • Too passive
  • Not providing enough of a challenge
  • Detached from the rest of the game's systems
  • Not enough interaction with countries outside of France

We have spent the last couple of weeks going over what improvements we are planning to make for this content. We touched on it briefly in last week's diary but I will be going deeper into details today.

But first I want to mention when owners of Voice of the People can expect to see these improvements. An initial rollout is planned for June 26th alongside version 1.3.3 of the game, which will also contain some bug fixes and balance improvements. You can expect the remaining improvements in early Q3.

Our top priority is a revamped Divided Monarchists Journal Entry. Currently, it checks off all of the problems on the list above. Our intended rework looks as follows:

Rather than the player selecting their preferred dynasty, establishing a character with the right ideology in government, and waiting while engaging with the occasional event, there will be three separate tracks - one for each dynasty / ideology - that will increase or decrease independently of one another at different speeds depending on multiple factors, including what characters exists in the country but also what the player is actually doing with France. The intent is to ensure the player's preferred candidate is actually threatened by opposing ideologies, inviting you to plan ahead and do more character management. The new Character Interactions in Voice of the People, as well as the Agitator and Exile mechanics, will prove useful tools for this.

All events associated with the Journal Entry will be revised, with options that relate to the three dynasties differently. You won't merely be advancing or setting back "the monarchist cause", but rather advancing one of the dynasties while setting back the others, alongside other effects and tradeoffs.

In addition, we will be adding support for Journal Entries to confer country-wide effects while they're active. While the Divided Monarchists Journal Entry is in effect, a low Legitimacy government will result in much greater radicalism across France than before, which will encourage resolving the dynastic crisis sooner rather than later. A failure condition will also be added, resulting in France's collapse back into Republicanism.

Finally, once your preferred candidate sits on the throne, cementing their dynastic reign will require you to prove they're capable of effective rule, by adding more conditions you have to fulfill in order to resolve the Journal Entry successfully and in a reasonable amount of time. Failing to cement your dynasty may even result in another period of dynastic squabbling.

The revision to Divided Monarchists will be coming in the 1.3.3 patch.

Our second priority is the Natural Borders of France. Here, the main issue is that France's international aspirations have no direct impact on the nations affected, beyond perhaps becoming targeted in subsequent Diplomatic Plays. Our intent here is to add more international fallout from the actions France takes during this Journal Entry, with events for Prussia/Germany and perhaps other affected countries that both inform and give them options for how to deal with the situation.

We will also be addressing Haiti's debtor relationship with France, by adding a new Journal Entry that gives Haiti more options in how to resolve the situation.

We are aware that older narrative content in Victoria 3 also exhibits similar issues to the ones we're revising from Voice of the People. Assume and expect that we will gradually revise such content to higher standards in free updates.

Other ways in which we will improve Voice of the People include notifications, which will be looked over and enhanced to ensure appropriate parties are informed of relevant events outside their borders. For example, the Indochina crisis and the adventures of Garibaldi certainly made international news at the time, and if it's appropriate we're going to make sure you're informed of these and other events even when you're not directly involved.

We are also planning to do some additional work on AI related to Voice of the People content, specifically improving French AI handling of their Algerian colonies and the related Journal Entry, and improving the characteristic behaviors of the French AI while led by one of the three dynastic monarchs.

A few general improvements to Update 1.3 will also be rolled out on June 26th, alongside the bug fixes and balance improvements. One concern with the ability to invite exiles is that there's no indication there's someone new and recruitable in there without going to look all the time. As a first pass to addressing this we are going to notify you under certain circumstances when a character is exiled, so you get a heads-up that there's a reason to go check it out. The Industry Banned Law is also going to be revisited to ensure that even if it may be unlikely to lead you to economic prosperity, it at least fills a valid niche for a certain kind of country.

Due to its sandboxy, systemic nature Victoria 3 is not the easiest game to write historical content for, and we're still working on honing in on exactly what type of events and Journal Entries are the most fun for you to engage with. But that is no excuse, and you deserved better. Our greatest asset as developers is to be able to have this dialogue with you, and we deeply appreciate your constructive criticism. Our many learnings here will be carried forward to all future narrative content we write, where it will make for more challenging and fun gameplay in a world that feels more alive.

Next week we will return with the aforementioned update to our post-release plans, as well as more info about the open beta we are planning for later this year. Until then!
 
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Glad to see that the VotP content will be reworked for the better, but oof almost 4 more weeks until the DLC that people have already paid for is enjoyable...
 
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We're taking performance very seriously, which I know are just words, but trust me on this one - I have daily conversations with programmers about performance. The thing is that you can't really throw everyone on performance work all at once, because people step on each other's toes, introduce weird knock-on side effects, bugs, or out-of-syncs we can't be sure the source of, etc.

The best combo is a couple of programmers combined with good data. We have in-house data but optimizing for that only means "it's working on our machines" (which isn't very helpful to you), so the more data we get from those players that are actually affected by performance issues the better.
Why is the performance of v3 so much worse than that of v2, v2 has more provinces and does not support multi-core
 
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Am I correct in assuming that you have to wait until June 26, or longer, to get the game without bugs, imbalance and to start a full game from start to end?
The next patch is not going to fix everything. It's going to be many more patches for that.

I'm overall happy with this Dev Diary. Journal entries that are just sit and wait and deal with an event or two are not fun or immersive. I'm very glad the Devs recognize this and are working to improve it.
 
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I would like to say that I really appreciate your attitude towards feedback and player reactions. It is all too common for studios and devs these days to become very defensive and lash out at their fanbase and customers when their work is rightfully criticized. You on the other hand have shown humility and accepted that your recent work didnt live up to our expectations, and vowed to improve on this.
I believe that you very much deserve praise for this. I can accept it if you don't get something right the first time, as long as you truly improve it later, and take the lessons learned from it to heart.
 
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Why is the performance of v3 so much worse than that of v2, v2 has more provinces and does not support multi-core
Victoria 3 does more things.

Also, some of those things are not as efficiently implemented as they could be.
 
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I really respect this DD - owning what went wrong and pledging to fix it. I'm a big fan of this model of communication going forward.
 
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Due to its sandboxy, systemic nature Victoria 3 is not the easiest game to write historical content for, and we're still working on honing in on exactly what type of events and Journal Entries are the most fun for you to engage with.

What about structuring journal entries so you have a choice of going down a historical or ahistorical path?

For example, maybe a journal entry about the Franco-Prussian war, if the conditions are met. As France, you could choose to either a diplomatic solution to deal with Prussia, or go to war as was the historical outcome. Or as Prussia, you could goad France to declare war on you, or use a peaceful diplomatic solution and use that as a driving force for German Unification.

Spitballing there, but you get the idea: give journal entries the option to take a historical approach (if preconditions exist), or take an ahistorical path and change history.
 
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It's good to know we're goint to see improvements to narrative content between now and the next DLC. One thing that I wonder about is whether any nations that do not have unique content now are likely to get any before the next big DLC.
 
I'm glad that you reacted to the community feedback and that we can see some improvements soon, thank you! I am especially happy about the renewed focus on notifications and in-game narrative, the game will benefit greatly from this!

Furthermore, I just wanted to say: I originally stopped playing this game shortly after 1.1 released due to some bugs that got introduced with the hotfixes and because the trade system was still broken (which you fixed with the next big patch). I was a bit bitter on this game at the time. But: with the release of VotP I started a new run and I am having such a great time reaping all the benefits from 1.2 and 1.3. The autonomous building system, the revised political system, some minor UI tweaks, the mostly fixed economy system - it all works really well together!

While there are still problems, the game now does so many things right, it will be really, really amazing once the remaining bigger issues are fixed as well. You got this, Vicky 3 team, I believe in you!
 
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I would like to know, if you have ever considered implementing a journal entry to simulate Napoleon's Franco-Mexican war. It is an important event with enormous ahistorical potential. In addition it can play several actors, Mexico, France, Austria, the United States etc ... Anyway, I wanted to know if you plan to add it in the next update or later? Thank you
 
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In particular, we have a lot of random events that aren't attached to mechanics like law enactment, revolutions, and elections which don't offer compelling choices, are too repetitive, or supersede rather than work alongside the game's mechanics. We're also going to look over content relating to unifications (Italian, Canada, etc.) to model more historical outcomes, similar to how we reworked German unification Journal Entries for 1.3. Reconstruction is another candidate for an update. To take some examples.
Please please also look into the Meiji Restoration journal entries, particularly with an eye towards increasing the chances the AI follows that path.
 
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Why is the performance of v3 so much worse than that of v2, v2 has more provinces and does not support multi-core
Aside from the enormous changes in graphics, the three biggest differences between V2 and V3 are:
- greater pop fidelity, with pops being split not just based on what job they do, what culture and religion they are, and where they live, but also which exact building they work in
- much more complex employment, consumption, and economy logic, to increase the depth of the simulation
- a very flexible and capable modifier system, where modifiers can propagate throughout a tree of game objects and update immediately

All three of these factors affect performance a lot, though of course we're also tuned to more capable hardware. The biggest culprit currently is the number of pops by endgame, which can lead to exponentially slower tickspeed. However, this should not have changed between 1.2.7 and 1.3, so any deterioration in performance in the latest release is more likely to be due to endgame civil wars, which we're looking into optimizing.
 
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I would like to know, if you have ever considered implementing a journal entry to simulate Napoleon's Franco-Mexican war. It is an important event with enormous ahistorical potential. In addition it can play several actors, Mexico, France, Austria, the United States etc ... Anyway, I wanted to know if you plan to add it in the next update or later? Thank you
It's actually one of the things we've discussed recently, but the consensus in the design team is that we don't think we can do it justice with the current mechanics. It's definitely a candidate for later though.
 
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Great changes and spirit !

About the fight between dynasties : we have two big events that could be used to interact with this system.

- Le retour des cendres, Louis Philippe used that event to increase his popularity, and ease the Bonapartists, maybe at the expense of making Bonapartists ladder grow a bit ?

- Death of Charles X : the last Bourbon king died in exile in Austria in November 1836, historically his remain were never brought back in France, but that could be a Legitimist "Retour des cendres", interesting to exploit.
 
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Something that is really telling for me is that you have spent the last few WEEKS going over possible improvements for VOTP, when it came out just two weeks ago. Why was it released if you knew it wasn’t finished? You say yourself that you are not satisfied with the content in it, so why release it in such an abysmal state? How was a few journal entries and one mechanic deemed enough for an immersion pack for $15? The journal entry system is was too rigid and small of a mechanic to base dynastic power struggles and other major things on. These things should have had their own full mechanics and systems in the government. This could have been a golden opportunity to give monarchies more difference in how they play, with more interactive heirs, marriage alliances, and the struggle of managing a dynastic monarchy in a time of rising liberalism. This could have been represented in mechanics Available to all monarchies, but instead we get a few rigid progress bar screens for only France, that don’t even represent the historical reality of the events they try to portray. And if this sounds like too much for an immersion pack, let me call attention to eu4’s immersion packs, which have leagues more content and are often cheaper then votp (origins comes to mind). This along with the first major expansion focusing on foreign influence and literally being called sphere of influence, something that was a free and well thought out mechanic in vic2 does not give me hope for vic3’s future. VOTP is the first expansion for a pdx game I own that I have skipped in years, and given the dev streams and content creators and friends I have seen play it, I don’t regret it. I’ve legit uninstalled vic3 barely half a year after launch. I didn’t even do that with imperator Rome. Too many fundamental mechanics are flawed, and will need a stellaris 2.0 level rework (likely far larger then even that) to try and fix.
 
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What concerns me most is, that all these points mentioned should have been obvious too the team before release and therefor the release should have been postponed until the problems had been addressed.

As this is the same pattern that allready has shown with the main games release and its myriad of problems i fear the team/pdx has not learned fromits past mistakes and we will continue to receive subpar quality in regards of Victoria 3.
 
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In V2 we had the newspaper on a yearly (iirc) basis. It fits the period quite well and was quite immersive. However it also had some downsides as the content was quite repititive.

I think the repetitiveness is a very solvable problem now that PDX and its modding community are even bigger:
* Make it possible for modders to create newspaper Articles on any OnAction with a wide range of triggers
* Make sure that the game can load Articles from different mods
* Make sure that it's possible to have alternative texts for the same situation or OnAction
* The same modding community that's created hundreds of events on VIET and thousands of NFs in The Road to 56 will surely create so many Articles that there will be little repetitiveness

Also, I'm not sure that newspapers should come out at fixed dates like they did in V2. Instead, I think that Articles should be created when events happen (wars declared, techs discovered, Journal Entries completed, etc.) and each gets given a points value with multipliers for factors like Ranking, proximity to player, etc. When the points total reaches a threshold, then a newspaper notification pops up. When a player clicks on the Newspaper button (in response to a Notification or perhaps a quiet moment in multiplayer), then the Newspaper would be composed of the Articles with the highest points values.
 
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i feel like with the current system of pop splitting we may get a deeper simulation but i dont get the point if we dont have a playable game.... i think more radical changes need to be made.
 
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