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Victoria 3 - Dev Diary #91 - Post-Summer Plans

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Hello and welcome to the last update before our traditional July break! Today I will drop a little more concrete information of what will be coming in future updates 1.4 (Q3) and 1.5 (Q4).

First, a few words about the 1.3.5 patch that we released Monday June 26. We are very happy to see the positive response to the changes made, both to the Voice of the People content and the free update. As we mentioned previously, these are not all the planned improvements to Voice of the People and we plan to give more love to France in 1.5, with further updates to the Paris Commune and more.

Also, while the reception of the feature to selectively demobilize Generals has been overall positive, there is a remaining high-priority concern that you still cannot tell conscripts raised to stand down for as long as you remain at war. This functionality was not implemented for 1.3.5 since we're planning to address the matter more comprehensively in a different way in the near future. We'll touch on that below, in the section about Update 1.5.

We're planning on putting out one more hotfix (1.3.6) in the 1.3 series before we go on summer vacation. With any luck that should be available to you already, if not it will arrive within a few days of this diary publication date. Among other things this fix addresses the bug where overlords helping out their subjects get their claimed states as wargoals if they win.

Now, on to the future!

Selected Highlights in Update 1.4​

Update 1.4 focuses mostly on bug fixes and performance improvements, but we have still made a handful of major enhancements:

Convoy Raiding Revisions​

Convoy Raiding has been made more impactful on the long term economic health of your supply network, as the time it takes to recover sunk convoys now scales properly against both the damaged shipping lanes and overall number of convoys produced. However, defending against raiders has also been made more reliable, with the introduction of a ‘shielding’ effect where admirals with Escort Convoys orders now directly reduce the number of convoys sunk during attacks by an amount relative to their fleet’s defensive combat effectiveness, further boosted by secondary PMs such as Destroyers.

Patrolling fleets are no longer only there to try and catch convoy raiders in the act, but also act to directly reduce the number of convoys sunk by hostile admirals
DD91_01.png

Goods Substitution Changes​

The Goods Substitution system has received a face-lift to make it more easy to work with for both ourselves and modders. We’ve also taken the time to tweak a bunch of the weights for goods to make certain goods more in demand (such as for example Meat and Fish, as well as Oil for heating in the early game)

Subject Independence Wars​

A much-requested fix to independence wars means that subjects that are fighting for their freedom no longer continue to pay subject taxes to or stay in the market of their overlord.

Imperialist AI Revisions​

The AI of Imperialist colonial powers in 1.4 has been made more inclined to go on certain overseas adventures such as opening up Japan’s market, and also less inclined to support Unrecognized powers against the aggressions of fellow imperialists unless they have a strong reason to do so (such as an alliance or a desire to seize that land for themselves).



But that is not everything that will be available upon launch of Update 1.4:

Highlights in Update 1.5 Open Beta​

The Open Beta for update 1.5 will launch simultaneously with Update 1.4, and will contain a number of features deemed too experimental or too early in development to go into the main branch. This Open Beta will be running for an extended period during which we will incorporate your feedback to make the final 1.5 release as good as possible.

Among the many features that will be available in Update 1.5 Open Beta will be:

Shared Fronts​

Adjacent Fronts belonging to the same side in a Diplomatic Play will now act as one unified Front, thus reducing the number of Fronts to manage in conflicts with many participants. This means that, as an example, a war in pre-unification Germany will not devolve into a dozen or more fronts due to numerous participants.

Multiple Simultaneous Battles per Front​

To compensate for the fact that Fronts might now be larger, each advancing General on a Front may be able to start a Battle if the Front is long enough despite one Battle already being fought.

Reverse Sways in Diplomatic Plays​

Unintentional rhyme aside, this long-awaited feature will let a potential participant name their own price for joining a side in a Diplomatic Play instead of having to rely on the leaders of the Play guessing at what they want. All Sways (such as Wargoals, Obligations etc) are also valid for Reverse Swaying.

Call Ally in Diplomatic Plays​

Countries that can be called into wars, such as subjects or allies, no longer automatically join every Diplomatic Play they could be called into. Instead the primary participant has to explicitly call them in, which costs Maneuvers.

New Sways​

Numerous new Sways to offer or request in Diplomatic Plays, including offering or asking for states/subjects and diplomatic deals such as bankrolling or joining a customs union.

Under attack by France and somewhat desperate, Belgium is willing to agree to a number of different concessions in exchange for British military support
DD91_02.png

Local Price Variation​

Goods production / consumption will now always have a local effect no matter how good your Market Access. This leads to natural synergies, where having your Steel Mill in the same state as your Coal and Iron Mines makes for more profitable operations of all three buildings than if they are distributed across the nation. On the other hand, building a Textile Mill in a state with Cotton Plantations but precious few Pops to buy their Luxury Clothes might be worse for the Textile Mill than building it in a major population center with loads of demand.

By looking at the local prices for Wine in the French Market, you can easily see the difference between the states that are major producers and the ones that are not
DD91_03.png

New Buildings and Production Methods​

Several buildings have had select functions split off into dedicated buildings, and many Production Methods have been added and rebalanced. The end result is to make it easier for you to balance your economy without always having to use trade to export excess production.

Vineyards have been split away from grain farms and turned into their own building type
DD91_04.png

Retreat and Pursuit​

Battles that are all-but-decided will now conclude more rapidly through special Battle Conditions instead of dragging on pointlessly for weeks and weeks. More disciplined Generals will be able to organize more controlled, less damaging retreats.

Military Formations (Armies and Fleets)​

This will be a major revision to how you manage and organize your armed forces, to give you more intuitive control both before and during active warfare while still retaining the option to let wars play out on their own. As I mentioned in the beginning of this diary, among many other things this will revise how mobilization and conscripts works currently, making both conscription and early demobilization more intuitive and less frustrating.

Military Formations are currently in very active development and we expect it to receive a lot of iteration and polish over the course of the 1.5 Open Beta. Much like Strategic Objectives were not part of the initial 1.2 Open Beta release, you can expect features relating to Formations to be released over several phases. You will learn much more about this in later dev diaries after the summer, the first which you can expect on August 10!

Note that this is by no means an exhaustive list. In addition to these you can expect a great deal more features and major improvements to be made, both for the initial and subsequent Open Beta releases.

Wishing you a wonderful summer filled with lots of Victoria 3, and we'll see you all in 6 weeks!
 
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Absolutely elated with these changes! After the initial buzz from the release went down I began to notice all these little things that just didn't feel right, particularly the lack of local price differences meaning I could just spam 100 of anything on a random state and move on (extra egregious for transport/electricity). The front system was lovely in concept but a bit of a mess in implementation. Hopefully a few months after summer the game can finally feel not just fun but also feel right. Have a relaxing summer vacation everyone!
 
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The most important feature ever finally added:

SEPARATE VINEYARDS

All great stuff and looking forward to it!
At last the wine addicted population of France will get their beloved grapey drink without it requiring thousands upon thousands of acres to be planted with surplus wheat.
 
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Hello and welcome to the last update before our traditional July break! Today I will drop a little more concrete information of what will be coming in future updates 1.4 (Q3) and 1.5 (Q4).

First, a few words about the 1.3.5 patch that we released Monday June 26. We are very happy to see the positive response to the changes made, both to the Voice of the People content and the free update. As we mentioned previously, these are not all the planned improvements to Voice of the People and we plan to give more love to France in 1.5, with further updates to the Paris Commune and more.

Also, while the reception of the feature to selectively demobilize Generals has been overall positive, there is a remaining high-priority concern that you still cannot tell conscripts raised to stand down for as long as you remain at war. This functionality was not implemented for 1.3.5 since we're planning to address the matter more comprehensively in a different way in the near future. We'll touch on that below, in the section about Update 1.5.

We're planning on putting out one more hotfix (1.3.6) in the 1.3 series before we go on summer vacation. With any luck that should be available to you already, if not it will arrive within a few days of this diary publication date. Among other things this fix addresses the bug where overlords helping out their subjects get their claimed states as wargoals if they win.

Now, on to the future!

Selected Highlights in Update 1.4​

Update 1.4 focuses mostly on bug fixes and performance improvements, but we have still made a handful of major enhancements:

Convoy Raiding Revisions​

Convoy Raiding has been made more impactful on the long term economic health of your supply network, as the time it takes to recover sunk convoys now scales properly against both the damaged shipping lanes and overall number of convoys produced. However, defending against raiders has also been made more reliable, with the introduction of a ‘shielding’ effect where admirals with Escort Convoys orders now directly reduce the number of convoys sunk during attacks by an amount relative to their fleet’s defensive combat effectiveness, further boosted by secondary PMs such as Destroyers.

Patrolling fleets are no longer only there to try and catch convoy raiders in the act, but also act to directly reduce the number of convoys sunk by hostile admirals
View attachment 1000755

Goods Substitution Changes​

The Goods Substitution system has received a face-lift to make it more easy to work with for both ourselves and modders. We’ve also taken the time to tweak a bunch of the weights for goods to make certain goods more in demand (such as for example Meat and Fish, as well as Oil for heating in the early game)

Subject Independence Wars​

A much-requested fix to independence wars means that subjects that are fighting for their freedom no longer continue to pay subject taxes to or stay in the market of their overlord.

Imperialist AI Revisions​

The AI of Imperialist colonial powers in 1.4 has been made more inclined to go on certain overseas adventures such as opening up Japan’s market, and also less inclined to support Unrecognized powers against the aggressions of fellow imperialists unless they have a strong reason to do so (such as an alliance or a desire to seize that land for themselves).



But that is not everything that will be available upon launch of Update 1.4:

Highlights in Update 1.5 Open Beta​

The Open Beta for update 1.5 will launch simultaneously with Update 1.4, and will contain a number of features deemed too experimental or too early in development to go into the main branch. This Open Beta will be running for an extended period during which we will incorporate your feedback to make the final 1.5 release as good as possible.

Among the many features that will be available in Update 1.5 Open Beta will be:

Shared Fronts​

Adjacent Fronts belonging to the same side in a Diplomatic Play will now act as one unified Front, thus reducing the number of Fronts to manage in conflicts with many participants. This means that, as an example, a war in pre-unification Germany will not devolve into a dozen or more fronts due to numerous participants.

Multiple Simultaneous Battles per Front​

To compensate for the fact that Fronts might now be larger, each advancing General on a Front may be able to start a Battle if the Front is long enough despite one Battle already being fought.

Reverse Sways in Diplomatic Plays​

Unintentional rhyme aside, this long-awaited feature will let a potential participant name their own price for joining a side in a Diplomatic Play instead of having to rely on the leaders of the Play guessing at what they want. All Sways (such as Wargoals, Obligations etc) are also valid for Reverse Swaying.

Call Ally in Diplomatic Plays​

Countries that can be called into wars, such as subjects or allies, no longer automatically join every Diplomatic Play they could be called into. Instead the primary participant has to explicitly call them in, which costs Maneuvers.

New Sways​

Numerous new Sways to offer or request in Diplomatic Plays, including offering or asking for states/subjects and diplomatic deals such as bankrolling or joining a customs union.

Under attack by France and somewhat desperate, Belgium is willing to agree to a number of different concessions in exchange for British military support
View attachment 1000756

Local Price Variation​

Goods production / consumption will now always have a local effect no matter how good your Market Access. This leads to natural synergies, where having your Steel Mill in the same state as your Coal and Iron Mines makes for more profitable operations of all three buildings than if they are distributed across the nation. On the other hand, building a Textile Mill in a state with Cotton Plantations but precious few Pops to buy their Luxury Clothes might be worse for the Textile Mill than building it in a major population center with loads of demand.

By looking at the local prices for Wine in the French Market, you can easily see the difference between the states that are major producers and the ones that are not
View attachment 1000757

New Buildings and Production Methods​

Several buildings have had select functions split off into dedicated buildings, and many Production Methods have been added and rebalanced. The end result is to make it easier for you to balance your economy without always having to use trade to export excess production.

Vineyards have been split away from grain farms and turned into their own building type
View attachment 1000718

Retreat and Pursuit​

Battles that are all-but-decided will now conclude more rapidly through special Battle Conditions instead of dragging on pointlessly for weeks and weeks. More disciplined Generals will be able to organize more controlled, less damaging retreats.

Military Formations (Armies and Fleets)​

This will be a major revision to how you manage and organize your armed forces, to give you more intuitive control both before and during active warfare while still retaining the option to let wars play out on their own. As I mentioned in the beginning of this diary, among many other things this will revise how mobilization and conscripts works currently, making both conscription and early demobilization more intuitive and less frustrating.

Military Formations are currently in very active development and we expect it to receive a lot of iteration and polish over the course of the 1.5 Open Beta. Much like Strategic Objectives were not part of the initial 1.2 Open Beta release, you can expect features relating to Formations to be released over several phases. You will learn much more about this in later dev diaries after the summer, the first which you can expect on August 10!

Note that this is by no means an exhaustive list. In addition to these you can expect a great deal more features and major improvements to be made, both for the initial and subsequent Open Beta releases.

Wishing you a wonderful summer filled with lots of Victoria 3, and we'll see you all in 6 weeks!
Lovely to see plans for implementation of changes I was begging for many months before release even! :D
 
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Are there any plans to bring back "transfer subject" on Personal Unions? (At least if you are a Monarchy)

It was really fun to retake Norway as Denmark, or retaking Finland as Sweden.
 
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Fantastic changes, great work.

We do need some attention to nation formation though. As things stand, the AI cannot form Italy or Germany in 90% or games, but Scandinavia almost always forms. Britain, France and America are vastly more prone to revolutions than Russia, Austria or the Ottomans. I would really appreciate if these issues got addressed, even if only by a small setup fix.
 
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1.So which new buildings are we getting?

2. Good to hear internal market dynamics (South has the cotton but the North the Industry and demand) are implemented.

3. Any particular reason why Jamaica and Havana have a natural Harbor bonus and Puerto Rico does not even if it was and always has been a better natural harbor?

4. Please fix town names in PR.
 
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Absolutely elated with these changes! After the initial buzz from the release went down I began to notice all these little things that just didn't feel right, particularly the lack of local price differences meaning I could just spam 100 of anything on a random state and move on (extra egregious for transport/electricity).
And services!

I hope they expand this concept into something like regional sub-markets, you don't get situations where a subject or colony state has to rely on local goods only even if the needed goods are literally one state over within the same general market, just because you don't have the convoys to move them all the way to Britain and back.
 
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Will vineyard building be limited by arable land or rather working like forests and iron mines. Additionally if these will be based in arrable land, can we expect some changes to arrable land distribution.

Also any chance we get water powerplants limited by state with addition of new buildings ? Thank you
 
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With local price implemented does this mean your domestic market will have regional price ( Location like Far east Siberia and Moscow will no longer share the same price? )
View attachment 1000987
Amazing! didn't know you could do that without breaking the engine. This led countries specialization before they got access to any global goods chain. Will you review the initial resources for each nation to balance this? or the initial setup is already good to go?

Very nice addition for competitive advantage to appear in the game. I only hope that trade between nations can become more prominent in the game. If you do the autonomous trade that was mentioned in the other DD thay may help, the player should not always try to produce everything himself.
FYI this was already in the game, they just made it also happen when infrastructure is at 100%
 
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What's the plan with moving frontlines with multiple battles? Would it be possible for a front to move away from a battle resulting in weird results? I think one way around this could be battles "reserving" tiles they are fighting over (which can also be where unit graphics are displayed for battle), but it is probably still difficult to ensure the player wouldn't need to reassign generals.
 
Great changes all around, with update 1.5 lining up with the Spheres of Influence DLC this could completely shift gameplay to a much better direction, especially if developers do touch qualifications in following patches.
 
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Many great things.

I'm still a bit obsessed by the internal politics, but here with various new way to naturally shake things up, prices changes and new methods, I'm pretty confident that in such an interdependent system, politics will surely benefit from such upgrades !

Have a good holiday ! Rest well !
 
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The changes look great, especially the local prices. Quick question, how much bias is there for the automated investment pool toward states that have better local prices? Is it enough to see the concentration of certain industries in certain states?
 
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