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Good afternoon,a great dd and really looking forward to all these updates.However,i have a question regarding the future war rework,will the current options for general such as Advance Front,Defend Front and so on will still be available for people like me who don't want to micromanage every general and what they do,or will these be removed with the rework?
Thanks for any replies about this.
The plan is not to require extensive micromanagement of generals, but to expand the strategic and operational level options available to the player. We're still very much following the original warfare vision, we're just adding in areas where the current system is lacking.
 
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Very happy to see that the state of warfare has been clearly identified as an important issue and has been reprioritized appropriately. A bit sad about the large front splitting thing though (Ottomans v. Russia gives me pain) but im curious to see how these changes will pan out.

One important aspect for me personally that stands out is the new "economic core loop" part in the Others section, I know this is something the you had already tried in the past but do you at all consider changes to Market Access right now? (No this is not another Market rework joke).
Its weird that say Siberia has 100% Market Access just like Moscow and the only difference between States is geographic in the form of resource deposits and traits, neither of which really pushes the player to consider which regions to develop and how to do so.
A change that we're trying out internally right now is to remove the concept of 100% market access and ensure that local supply and demand always plays a role in price setting, to promote local synergies and add more weight to the decision on where to build buildings.
 
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What about the Carlist Wars for Spain? Can we get at least a placeholder vanilla revolution/war during 1836 (like in V2) ??
This is one of the pieces of content that is definitely part of the 'add more narrative content' bullet-point for this roadmap.
 
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Lol. Nice white all over for diplomacy. It's so good to know that diplomacy is one of the fundamental pillars of V3, as evidenced in DD#0, because otherwise I'd think it an insipid goop with basically no choices or impacts with the only actual activities being "let's go to war in a few months". Wars that then become a locked-down club, with no evoving goals and no people jumping in as needed.

If there's one thing I regret buying V3 over, is the horrid state of diplomacy and the blatant disregard for improving it.

Hello! As noted at the end of the Diary, we intend to have a major update addressing many of the points from the Warfare and Diplomacy sections of this list, which will also be within an Open Beta we plan to have later this year.
 
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Lol. Nice white all over for diplomacy. It's so good to know that diplomacy is one of the fundamental pillars of V3, as evidenced in DD#0, because otherwise I'd think it an insipid goop with basically no choices or impacts with the only actual activities being "let's go to war in a few months". Wars that then become a locked-down club, with no evoving goals and no people jumping in as needed.

If there's one thing I regret buying V3 over, is the horrid state of diplomacy and the blatant disregard for improving it.
We chose to focus on different parts of the roadmap for 1.2 and 1.3, but Diplomacy is next on the list alongside Warfare.
 
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Thanks for the updates and communication. I know it's been said elsewhere repeatedly that it is being worked on, but need to emphasize that for many of us by far the biggest issue with the game is that performance issues make it unplayable despite meeting or being well above recommended specs. For myself personally, this seems to change every other patch or so from "playable but significanf slowing after 1900" to "completely unplayable after around 1850."

Really enjoying the game overall, which is why its so frustrating I'm not able to play it most of the time.
Performance is absolutely a top priority for us, and we have a change planned for the update later this month that we hope should make a significant impact. It is something that is hard to put on a roadmap though, since we always have programmers working on it but it's hard to tell exactly what impact their work will have, especially on all the myriad hardware configurations involved.
 
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Please allow generals the freedom to change units under command. I know that in some countries at that time, the army was the private property of the generals, such as the Beiyang Army of the Chinese general Yuan Shikai, but in most countries after 1900, the army was subordinate to the state, and the generals were only responsible for commanding battles and could change command at any time the troops
Part of our plans involved in creating discrete armies and navies is indeed to allow reorganization of units in this way. We'll of course go over all this in dev diaries when it's closer to release.
 
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So the one thing that we've been screaming for re: military play, the ability to actually tailor our front designations to our needs so that we can actually have some semblance of strategy in our GSG, is kaput? Incredibly disappointing. Guess we're stuck with the Turkmenistan to Vladivostok and New York to Utah fronts forever.

If "Adding more options for strategic control over your generals to allow for more ‘smart play’ in wars" isn't really solid and an in-depth, well thought-out mechanic, I'm a bit less optimistic about the upcoming update.
The problem identified isn't one we've given up on solving, but we want to solve in a way that one long front acts more like a number of small fronts rather than actually dividing it into said smaller fronts, as the latter comes with all the issues involved when creating, splitting and merging fronts. More on this in future dev diaries, though.
 
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Diplomacy has to be the top priority focus for the game and not in Q1 2024.

For example right now when I'm playing France and follow the Indochina event chain I can have the East India Company that is swayed by Dai Nam. It makes absolutely no sense: they are not supposed to be autonomous in their foreign policy. Besides, there is absolutely no interest for them to go at war against France.

Swaying in general is frankly badly implemented since many countries accept those swaying for an obligation that provide nothing to them. We can feel it is just +30 obligation -10 this, +15 that which feels completely artificial and make a poor description of the diplomatic tractations of the time.

Warfare is not the main problem but diplomacy is since it regularly breaks the suspension of disbelief.
As mentioned in the dev diary, Diplomacy is one of the top priorities for the large update coming later this year.
 
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Hello! Please add "make Vancouver Island an Island" and "add Puget Sound" to the roadmap please.

Also, with the plans to automate trade, are there any ideas to automate PMs? Like the most profitable one will always be chosen?
I believe these are actually fixed internally already!

For automating PMs, it's an idea we've toyed around with but we've gone no further than that right now.
 
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Could you consider front joining for small fronts so they consolidate between sides? It currently gets extremely micromanagement heavy in Europe and India, which the system is not built to handle.

It could work very well with multiple battles per front too.
Yes, this is part of the roadmap and in fact something we're working on right now. Austria and Krakow against Prussia should be one front, for example.
 
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Honestly, I'm still quite concerned at how underbaked the actual mechanics of internal politics is. There's still no complexity or nuance to the preferences of POPs, their behaviour in elections, the party system, or in the behaviour and alignments of IGs. The addition of agitators were a nice bit of extra something, but still way short of making politics, well, actually feel like politics.

Appreciate some of this would be future DLC material, but also hope this isn't simply the case that political mechanics are regarded as "done", with just more laws needed now. (Not least because the most recently added laws are... well, let's say mixed.)
As mentioned in the dev diary, something being 'done' doesn't mean we don't plan to expand or build on it, just that it isn't on the roadmap for the next few updates. This also isn't a complete list of everything we'll be doing for those updates, just the most important items.
 
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I see some new things on the roadmap which are good to see. Can you expand on this item?
  • Increase the overall challenge in the economic core loop, as well as creating more clear mechanical differences between different countries and their starting positions in ways that encourage more economic specialization.
Hopefully this means addressing the issues around construction points growing exponentially while running out of population to build stuff? Also hopefully means the core construction loop is improved some to have more variety depending on what nation/region you are playing? Outside of some issues around military and diplomacy systems, addressing this is probably the number one thing to make the game more compelling and replayable.

Hey @redrum68

Rather than fixing the construction point/population issue (which we should take a look at at some point, but independent of this), the goal is about what you said: "the core construction loop is improved some to have more variety depending on what nation/region you are playing". Which is also exactly what the original text says.

I can't give too many details yet, but the idea is to add a new (but related) layer of difference between most countries (due to player's and AI's specialization), while also providing a bit of extra interesting options for the most relevant countries during the time. If you're playing as Great Britain you should have some different options to specialize your economy than if you're playing as Hamburg. We will probably talk more about it in a future Dev Diary. Hope this helps you a bit more.
 
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@ero_sk

In HoI, if a front split occurs, some of the units of the same army can simply split up to the newly created front while keeping all of the units under the same army commander. In our case, there's one general that controls all units, so they have to decide which of the two fronts they go to now.
That's why we're trying to mitigate the issue with the merge of allied fronts etc.
 
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Do you really consider "Internal Politics" (almost) achieved ?

EDIT :
How come can People disagree to a Question ? Should I jump to some Conclusions ?
I'll quote what's written in the dev diary on what "done" means:
  • 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.

In other words, there's only a couple points remaining on internal politics that we consider a high priority for the next few updates, but of course that doesn't mean it's 'done' in the sense of not being improved on in the future.
 
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So, out of curiosity, do you think the new war system in Vic3 is making things simpler or more complicated for both the programmers and the players? From a player standpoint, it is less interactive in good ways than the traditional war system while requiring more micromanagement to prevent stupid decisions- while some of that has been fixed, it seems like the “best case” scenario is going to be, 99% of the time, to set your generals to advance and ignore the war while continuing to micro your trade. And for you guys on the dev side, it seems like you’re having to put in a ton of time and effort to make this system work, since you’re creating it from the ground up. So do you think it was the right call?
I can't speak from a programmer's side, since I'm a game designer and only know a little bit of coding. But generally, both systems seem to have their advantages and challenges when it comes to working with them or playing with them. In Victoria, we have the issue of front splitting and having no general there, in HoI I always get frustrated when my fronts expand due to an encirclement of the enemy, causing my troops to leave their defended positions to shuffle around. Pros and cons, really.
And for Victoria, it was important to have a different front system than HoI because the game is focussing on very different things. Of course, I'm not saying it's perfect as it is and that's why we're adjusting it. But overall, yes, I personally think it was the right call to go with a different approach to warfare in general and I think the automatically generated front system is generally the right idea for it.
 
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Unfortunately it looks like that might not happen. IIRC the devs said that they tried this early in development and it caused some kind of serious issue or issues that forced them to shelve it. It would definitely be a cool feature, but might not be possible.
It's not impossible but it is very, very complex and would be a major undertaking to implement in a satisfying way.
 
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