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Victoria 3 - Dev Diary #94 - Dawn of Wonder

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Overview
Greetings Victorians, here comes a new Dev Diary that covers the content of the cosmetic art pack Dawn of Wonder. This pack aims to provide more visual variety to the map and interface of Victoria while also furthering the immersion of anyone who’s a fan of its world by adding a cosmetic Day & Night Cycle that can be customized to your liking. In addition the pack also contains a few new assets for characters, map decorations and more that we’ll be taking a look at below.

Dawn of Wonder releases on the 28th of August, alongside both the free 1.4 update and the start of the 1.5 Open Beta!

Day & Night Cycle
At the core of Dawn of Wonder lies the Day and Night Cycle. This feature replaces the static
midday sun that previously lit the map with a customisable cycle of sunlight and moonlight. As the sun sets on your nation, the moon rises, and all the cities and structures turn on their night lights. The city lights have three different hues and strengths depending on your research, so coal powered or gas light will look different from electric light. You will also be able to choose at what speed or even constant time you want the game to be played, in addition, you can also set the cycle to match your computer clock to further immerse yourself!

As night falls the cities still shine!
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Dawn breaks on hubs and the shadows recedes!
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The light from the lighthouses and hubs makes it easy to navigate Øresund at night.
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To customize the speed of the Day & Night cycle there are plenty of options within the new Theme Selector interface (within a separate tab)
The options are as following:

Simulation speed: Controls the speed of the day night cycle and sun/moon movement. By default this multiplier is set to 10 which corresponds to 1 minute 30 seconds in real-time or two months of in-game time at speed 3. The bigger the number, the faster the simulation speed!

Sun Hours: The amount of hours that the sun takes up in one 24h cycle of in-game time, with the remaining hours being night, effectively how long it will be day relative to night.
For example, if the sun hours are set to 23, then you will have 23 hours of daylight and only 1 hour of nighttime (kind of like a Swedish Summer).

Enable sync local time: Matches the current hour of the cycle to the computer's local time. If you use this and match the real time sun hours and sunrise time (see next setting) in your location you can look up from your computer screen and outside the window to experience 100% immersion!

Time of sunrise: What hour the night will end and the sun will start to rise.

Enable manual time: This lets you set a fixed time to experience perpetual day or night. Manual time hour lets you choose the time you want, but take note that this is affected by both the sun hours and time of sunrise settings.


All these options have tooltips in case you need a reminder of their functions.
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Light Effects & New carriage
To further accentuate objects and vehicles on the map we’ve made sure to add lights to all of them, so now everything from lighthouses to horse carriages has a light attached to them.
Speaking of carriages, in order to provide more visual variety to the roads of the map we’ve created a new more colorful stagecoach that contrasts the default very functional looking one.

Lighthouse effects guide the way all around!
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Trains now also brighten up the night, with the carts being lit as well!
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The new carriage brings some class and variety to the roads!
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Map Decoration Structures
Bringing further life and wonder to the map are four new Decorative Structures that all have something to do with the sun, moon and stars. These structures are purely decorative and wont yield any benefit to the country currently occupying them, they will however add a bit more flavor to some of the regions of the world.

The sun still shines on the Martand Sun Temple after its near destruction around the 14th century.
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The Temple of Poseidon is a mighty view both at dawn and when the moon is full.
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Greenwich Observatory has an animation where it opens up for the night to gaze at the stars!
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Wat Arun gives Bangkok a lot more personality and signifies the radiance of the rising sun.
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New cultural outfits
When it comes to flavor we also wanted to bring a bit of that to the pops of the world through cultural outfits for certain regions. These outfits all have some significance relating to the passing of time or the sun and moon and will add some really detailed and ornate designs to otherwise plain clothes of pops at certain periods of time.

For Hindu pops in India there’s now an outfit related to Diwali, a festival celebrating lights' victory over darkness. And for Russia the Kokoshnik outfit not just symbolizes the passing of time and maturity but also has a half moon shaped tiara.
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For the Nordic and Slavic countries the Midsommar dress makes an appearance celebrating the summer solstice, life and love. Last but not least is the Pierrot costume that has many different cultural meanings, many of them having the characters' relation with the moon in focus.
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New UI Skin
Further amplifying the new mood of the Day and Night Cycle we’ve also created a brand new look for the interface, this time highly influenced by old folklore surrounding celestial bodies. With a dusk & dawn color scheme and lots of hand drawn details this skin contrasts the existing ones a great deal, giving the interface a bit more mellow yet ornate appearance.

The new interface creates a much more mellow and angular look to the game as a whole.
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The existing icon interface looks much more whimsical surrounded by stars
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New Map Table and Assets
When zoomed out from the world we’ve also made assets to remind you of the passing of time, the lights in the night as well of the mysteries surrounding the sun and moon. These assets are placed upon a newly created table featuring old wood carvings and a sash frame with illustrations.

The jade sculpture from Hongshan is as ancient as it is mysterious, even the warm flame of a candlelight cannot bring its secrets to light.
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Even though it has stopped, a nice pocket watch is nice to have and the Taino sun god statue is both cute yet somewhat ominous, what is that black smoke emanating from it sporadically?
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New Paper Map
The newly made paper map also embodies a lot of the same characteristics, featuring patterns of celestial bodies as well as illustrations of old zodiac signs…that may or may not resemble some of us at the art team with our corresponding signs.

The new paper map is filled with illustrations of mischievous suns and sleepy moons and tons of Zodiac signs.
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What peculiar cancer signs…who could they resemble?
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Dillon!...I mean, Gemini! You son of a…
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Theme Selector
To round things off we want to showcase something new we’re adding to the game that comes as a free feature, the Theme Selector. This new submenu can be accessed from the main menu screen and allows you to more easily handle your cosmetic features like the ones contained in Dawn of Wonder. Mix elements from any of your owned packs and base game, use for instance the French UI skin, the default paper map and the new table assets from Dawn of Wonder all together to find the custom combination that you prefer.

The theme selector is accessible from a new button in the main menu, there are icons for each pack to visually help you navigate what asset is from what update.
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Summary
So, with Dawn of Wonder we hope that the players who enjoy immersing themselves in the world of Victoria find something that furthers their immersion, whether it be the new Day & Night Cycle, the new UI skin or any of the newly added assets to characters and map.

Last but not least is a new loading screen for the pack, capturing both the mysteries of the stars as well as some of the newly added things.
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Our next Dev Diary is scheduled to be published three weeks from now, as we will release Dev Diaries on this schedule in conjunction with the updates to the Open Beta. This is to ensure that all members of the team are hyper-focused on the upcoming beta build itself and have time to communicate with you all on the Open Beta channel on the Discord server. See you there!



Hello Victorians, Pelly here!

We had previously said that the Open Beta would launch on the 28th, alongside 1.4 and the Dawn of Wonder art pack. However, a bug we discovered last minute has caused us to consider delaying the initial launch of the Open Beta by a few days. While some bugs are to be expected in the initial Open Beta release, we want to ensure there's nothing in the Beta that could potentially block your playthroughs.

As such, we are still releasing 1.4 and Dawn of Wonder on the 28th, but you should expect the initial 1.5 Open Beta may be released sometime within the first week of September.

We know people are excited for the Open Beta, so are we, and we are looking forward to receiving your feedback and talking to you about 1.5 in the Open Beta channels when it does release.
 
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The content of this pack feels a lot more Sims esque than anything relevant to the Victorian period; wow, clothing and buildings related to sun/moon/light, since we added the day/night cycle, get it! I would've preferred content diversifying cultures with more common and usual clothing options which still feel Victorian instead of Sims-holiday pack outfits that will look out of place every time I see them.
 
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Do you mean it reacting to individual ticks, so it'd go through a full cycle in a day?? Honestly, I think you could probably get an effect like that or close enough by fiddling with the time slider, but I've never tried because I imagine I'd have a seizure :p
Go through a full cycle in an adjustable period of in-game time, such as in one week or month. So that it's actually useful to get a feeling for the passing of in-game time. As I understand right now the sun keeps moving even if the game is paused, and doesn't change speed when the game speed is changed. The point of it is then escapes me. It would only confuse the player, making them feel like the game isn't properly paused or isn't properly accelerated.

Usually when things in game are linked to real world time like this it's to induce FOMO and incentivise spontaneous microtransactions. But I don't see a battle pass accompanying this sun movement feature. Saving it for patch notes? Just joking. But wanting sun synched with game time instead of real time is not a joke. I logged in for the first time in forever just to say this.
 
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The theme selector is a pleasant surprise. Any plans to open this up to modders?
I... think it might just work out of the box? All of the options are defined in scriptable databases. But it's possible we'd have to do some tweaks to make it work outside the context of a "DLC". I'll look into it!
 
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I appreciate the new cultural clothes, but I won't lie, I'd prefer more _basic_ clothing for more cultures rather than those highly-specific which we won't notice 99% of the time.
I want to see more variety in cultural clothing too! For this pack we wanted to focus on the Day & Night theme though, rather than throwing in assorted clothing sets. There'll be more opportunities for that in packs focusing more on specific regions.
 
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Allright, thanks for the answer.

I think pvp can be good on this system too, but it definitely needs things added for that even after 1.5 in my opinion.

Some exemples I don’t know if you considered:

-maybe multiple strategic goal orders for generals?

-more order variety for generals (focus on trading bodies for losing less territory… focus on kiting the enemy, cede land but don’t lose too many soldiers, let them attrition… maybe some encirclement tactics generals can roll for encirclements if the shape between states looks like it on the map)

-A supply system that makes cutting off states and encircle armies on a larger scale possible….. (like if i cut germany in half, i want to wipe the troops that are on the other half that i encircled, and not have them teleport away.

-actually, the concept of stackwiping troops (rn, unsuccessful invasion, or what looks like an encirclemement on the map just teleports away)

-shore bombardement mechanics from ships?

-being able use a quantity/quality build more properly, which i think would require revisiting how combat width works maybe

-terrains rolled by generals… terrain modifiers…

Can these work on the current system?
Could u consider these? Or maybe you have already? :D
We're looking into many of these for the Open Beta actually! But most of all we want to be attentive to what players actually start asking for when they get their hands on it, rather than just implementing what we think sounds cool, so I can't make any promises here quite yet. But if you want to see these things, please agitate (heh) for them in the Discord when we launch the beta!
 
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We've seen very little on the front of UX improvements. The UI is lacking in so many places in Vic3, not using empty space, data lost in tooltips within tooltips, data on one topic spread around various tabs and sections, right click menus often not adapting too well, or providing options that will never be used, etc.

IMO one of the biggest focuses for the Vic3 team should be on improving UX and bringing it up to speed, otherwise the lackluster design will pile up, and new additions to the game will follow the same path of bad UX and UI design.
 
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We're looking into many of these for the Open Beta actually! But most of all we want to be attentive to what players actually start asking for when they get their hands on it, rather than just implementing what we think sounds cool, so I can't make any promises here quite yet. But if you want to see these things, please agitate (heh) for them in the Discord when we launch the beta!
In what discord? I think I was banned from the official vic 3 discord for expressing dissatisfaction in a passionate manor, idk if that can be reversed :D I can always agitate here though (I was banned here too i think before, or maybe not)
 
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Absolutely feasable. And I would have enjoy it.
…not really. A latitude setting makes sense in a city builder where the entire map is at a specific location. But on a world map you can have quite a few latitudes visible simultaneously depending on your zoom level. If light is projected in a single direction, then shadows are going to be the same everywhere, because the in game world is not actually a sphere, so setting your latitude to Prague would set it there for both Prague and Buenos Aires in game. Its not a setting that makes real sense.
 
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…not really. A latitude setting makes sense in a city builder where the entire map is at a specific location. But on a world map you can have quite a few latitudes visible simultaneously depending on your zoom level. If light is projected in a single direction, then shadows are going to be the same everywhere, because the in game world is not actually a sphere, so setting your latitude to Prague would set it there for both Prague and Buenos Aires in game. Its not a setting that makes real sense.
Yes it does. Since a day/night cycle is projected from out of the game world on a table, it isn't a lack of consistency to spread a variation of Light on the Map. No need to Zoom. Nowhere is the Light Source position specified, so I speculated it would be possible to choose wich Light Intensity to set instead of having a Spectrum. As it is, Sun Light is already the same everywhere, like it would be if you could set Praha Sun Light everywhere. Btw It could also have a seasonal setting. etc That's why I wanted to know if it was possible to handle a Time/Location in order to have some of the Light Flavour but not all for gameplay reasons.

I won't linger on this matter, but I reckon I had too much Time, Season, Location expectation when aknowledging the forthcoming Content.
 
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I'm trying to balance my disappointment. 1.4 and 1.5 look great, but if I had bought the season pass and this is one of the DLCs I'd get, I would be very angry.
We knew from the moment the season pass was announced that one of the DLCs in it was an art pack. So I don’t get this view.

I more get the criticism of the timing, since the game still has a lot of problems and given that it feels a little weird to be releasing paid cosmetic packs. But it’s still just something to maybe criticize a bit, not get “very angry” about.
 
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We knew from the moment the season pass was announced that one of the DLCs in it was an art pack. So I don’t get this view.

I more get the criticism of the timing, since the game still has a lot of problems and given that it feels a little weird to be releasing paid cosmetic packs. But it’s still just something to maybe criticize a bit, not get “very angry” about.
Not complaining about the fact of it being an Art Pack, nor even a complaint about the art that is in the pack (both the map and UI theme actually look quite pretty).

But the amount of content here is just very lackluster. We get a handful of very niche clothes, day-night cycle which as a Civ6 player is kind of a joke to me as main feature in a DLC, a couple buildings that don't even have a gameplay impact and some table art that most don't even zoom out enough to look at...

Now, if this Art Pack ALSO was all about fleshing out the rather terrible looking characters and adding some much asked-for military garb. Or (gasp) an alternative 2D portrait mode, or more event art so that people playing in Asia don't have event art that looks like from Brittain or South American agitators wearing sombreros... I mean, come on!

Vic3 is still going, overall, in the right direction, but I think the team has squandered prime DLC slots with some very side-show content.
 
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This is something I would love to see!

Making hallmark events for introduction of the first Ironclads, first Dreadnought, first aircraft carriers, etc. would really go far in creating the feel of the naval arms races that did dominate the late 19th/early 20th centuries.
You could even also have an event triggered by the first battle between ironclads in addition to the event triggered by construction of a first ironclad. The famous Battle of Hampton Roads in the American Civil War was of an enormous significance in that it convinced all the world's great powers, some of them already engaged in an ironclad arms race, to cease further construction of wooden-hulled ships for their navies and exclusively concentrate on building iron-hulled ships instead.

I am unsure if this event should lead to AI ceasing construction of Man-o-Wars in favor of Ironclads (if they have not done so yet) or whether that decision should be independent of an event, but this event could instead simply provide a significant modifier for AI decision-making in favor of transitioning to a completely iron-hulled navy for any countries that have not done so yet.
 
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We knew from the moment the season pass was announced that one of the DLCs in it was an art pack. So I don’t get this view.

I more get the criticism of the timing, since the game still has a lot of problems and given that it feels a little weird to be releasing paid cosmetic packs. But it’s still just something to maybe criticize a bit, not get “very angry” about.

Because all these fantastic features that this expansion introduces are just underwhelming: the day-night cycle that no one asked for and no one needs, additional graphical elements on the map, when 95% of the time you play zoomed out anyway, because zooming in too much makes the game barely run. And the icing on the cake – fancy clothes for some cultures that appear only during festivals or celebrations. When in terms of regular attire and their changes throughout the game, Victoria 3 is dramatically lacking, and it only has a handful of cultures with distinctive clothing.

This DLC is simply uninteresting and is another disappointment from the studio, following in the footsteps of VoTP.

EDIT: I expect mixed reviews on steam at best.
 
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In what discord? I think I was banned from the official vic 3 discord for expressing dissatisfaction in a passionate manor, idk if that can be reversed :D I can always agitate here though (I was banned here too i think before, or maybe not)
Oh jeez, I don't know if I can think of any good alt-ernatives for you there my friend.
 
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STOP MAKING USELESS GFX IMPROVEMENTS! It serves no purpose beside lagging the game.
Can't believe pds chose wasting money making art that little to nobody would even turn on in game, over fixing things like the shitty storage system in this game.
 
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The addition of the theme selector is something I've been hyped for as a modder ever since I saw the skin_editor in the command palate. Now that UI will be more moddable, what plans do you have to open up SFX modding? Would you consider providing a blank "master" bank so we can build our own FMOD projects?
 
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some table art that most don't even zoom out enough to look at
additional graphical elements on the map, when 95% of the time you play zoomed out anyway
I do find it quite funny seeing these complaints back to back.
This DLC is simply uninteresting and is another disappointment from the studio, following in the footsteps of VoTP.

EDIT: I expect mixed reviews on steam at best.
I expect terrible Steam reviews, particularly because of the timing and the general state of the game.

My stance is that I'm not disappointed that this is the art pack they're making - I'm just disappointed that they're making a paid art pack period right now. There's clearly a lot of art time spent on making this and that's a little frustrating when at least some of that could have been spent on the existing core game (for example, improving the base character models).
 
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Just here to register my disinterest in such a DLC. The game already has entirely too many superfluous graphical doodads.

Spend that budget on making a simple map mode.
 
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