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Victoria 3 - Dev Diary #116 - The Art of Sphere of Influence

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Overview
Hello again Victorians, this dev diary will cover the visual elements coming alongside the Sphere of Influence Expansion Pack. With this pack a lot of effort has been put into putting the grandeur and influence of the newly added Power Blocs on visual display. In addition, a lot of new outfits, characters and illustrations have been made for major events added with the pack alongside a few brand new building types.

Sphere of Influence will release on Jun 24, 2024

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Power Blocs
With the major addition of Power Blocs to the game a lot of new visual elements have been added to emphasize their impact and importance, ranging from clothing assets of politicians in the Power Bloc to customizable statues and emblems for the Power Bloc itself as well as a brand new map mode and much more.

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The pattern chosen in the emblem customization also represents your Power Bloc on the map

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The capital city of a Power Bloc is where the pulses signifying their influence emanates from

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The more cohesion, the more complete the puzzle will be
When a player creates a new Power Bloc they will be able to create and customize their own Emblem and Statues, these visual elements will represent your Power Bloc in both interface and in the cities.

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Your influence will spread like tentacles over the world
Emblems consist of 7 (including colors and pattern options for the map) different component categories with a variety of different assets within, you can combine these assets in any way you see fit to create an emblem worthy of representing your own Power Bloc in any interface.

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The interface for the Emblem customization allows for a lot of variation
Statues consist of 5 different 3D component categories allowing you to compose your own statue monument that can be built in each of your cities to give modifiers aligned with the Identity of your Power Bloc.

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Are we the classy baddies?
The leaders and politicians that are part of your Power Bloc will also receive new assets to showcase their unity and influence. Based on what Central Identity Pillar you’ve chosen for your Power Bloc, important characters now wear assets that further showcase their commitment and allegiance with the Power Bloc, ranging from ornate sabers to the fanciest of capes. In addition to the characters, the vehicles within a Power Bloc will also spawn new models on roads or seas depending on your Central Identity Pillar.

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Alignment with a sovereign empire grants characters a beautiful ornate saber

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Trade union grants various different crowns and earrings as well as a new ship for your trade routes

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Different necklaces for the central identity pillars

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Religious Union grants some lovely capes and a very ornate carriage for your roads

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Ornate cape you say? Hold my top hat and monocle

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Military Treaty Power Blocs can soar above the battlefield by mobilizing hot air balloons bearing the emblem of your Power Bloc proudly.

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Power blocs really bring some class to the roads, especially the Ideological Union
For the Central Identity Pillars we’ve created a variety of new icons, cementing their importance. In addition there’s also a large variety of new icons made for the principles your Power Bloc can align with.

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Central Identity icons

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The principles of a Power Bloc vary a whole lot
In order for you to get an overview of the countries and rulers in your Power Bloc we’ve made a new interface screen that shows the axis of the most powerful ones. Within this screen we’ve also made new ranking icons to signify your Power Blocs’ standing among the others and for the top 3 there’s also shiny new effects ranging from bronze to gold.

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The rulers of your Power Bloc can all compare beards
These effects also appear on the Power Blocs’ emblems when you switch to the new Power Bloc mapmode to signify the top 3 ranking ones. In addition, this new mapmode features the visualization of Power Blocs’ using the pattern and colors chosen for the emblems. You can also get an insight into a specific Power Blocs’ influence by switching to another mapmode that utilizes a new pulse shader, showing just how far your Power Blocs’ reach is and where it originates from. In addition there’s another new visualization of the cohesion levels of your Power Bloc allowing you to get an overview of the puzzle that is keeping the entire bloc aligned.

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Stay golden at #1

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See the silver lining at #2

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Nobody wants to be stuck in the bronze age at #3

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Even your emblems will really shine if your Power Bloc reaches the highest rankings
The Great Game
For the objectives of The Great Game we have created a large number of new event images covering different aspects of the rivalry, alongside of the events we have also created a variety of historical character DNAs’ and new outfits related to all of it. We’ve also created a new animated main menu image depicting some of the involved parties, setting the tone for the narrative of the pack as a whole and some other miscellaneous in-game assets that helps the narrative.

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New menu screen featuring a lot of the players of the great game

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Cossacks on the prowl

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Ancient persian thrones look quite comfortable

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A beautiful day at the market!

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Alexander III is appearing a lot

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Reza Shah Pahlavi

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New military uniforms for Russia and Britain

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Cossack outfits

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New great coats for the people!

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New late-era uniforms

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Fancy Vivandiere outfits!

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New historical characters
Community Collaboration
Aside from the paid characters added with The Great Game we’re also adding a ton of free historical character appearances. These were created by Timothy "Galactic Cactus" Hicks, who made and later donated the Americas Character DNA mod to us for inclusion in the base game for Update 1.5. The 85 characters he provided for the free update alongside Sphere of Influence (full list in the upcoming changelog) were created in collaboration with him as a contractor. We hope that this sort of collaboration is something we can do more of in the future and will be creating some guidelines and benchmarks for interested community members.

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Just a few of the newly added DNAs
New Buildings and Ownerships
With the free update coming alongside the pack comes two new building types, Manor Houses and Financial Districts both serving a function when it comes to ownership of other buildings (which you can read more about in DD #110), these two new buildings both have unique looks for each visual culture in the game.

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All the financial districts are quite detailed and vary between cultures

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Manor houses class up any rural area

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The icons for the new buildings

Subject Improvements, Lobbies and Diplomacy Interface
A lot of new interface assets have been made to accommodate the new features and functions of the Subject Improvements, the new Lobbies as well as the Diplomacy improvements.

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Get an overview of all your (hopefully) loyal subjects
New Companies
We’re also adding some new companies and their emblems with Sphere of Influence ranging from big oil companies to legendary ale.

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Here are some of the newly added company emblems
New Paper Map
Another addition is also a new Paper Map added with Sphere of Influence. This map is inspired by the more minimalistic maps from the era, lending itself well to those seeking clarity combined with a new (old) coat of paint.

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Achievement Icons
Last but not least are a variety of new achievement icons, some depicting the exact thing you need to achieve, some that might give you a vague hint and some that contain pop culture references that you might guess.

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There are so many easter eggs among these new achievement icons
Summary
So with Sphere of Influence a lot of new visual elements have been added to both interface and map. We’ve put a lot of effort into making Power Blocs feel like they have a presence in all aspects of the games’ visuals, really tried to ensure that there’s a lot of new visual elements for The Great Game and also added some nice details while also collaborating with the community.

Next weeks’ Dev Diary will be detailing the many UX improvements coming with the Sphere of Influence update.
 
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Didn't expect to like this, to be honest.

And statues and other on-map things do not really invite any nice comments (the skull with a top hat and a sword example resembles those modded Helldivers videos where Shrek fights Thomases the Tank Engines).

But 2d stuff is cool. Clothing is cool. Generally solid work.
 
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I’m rather surprised by how positive the comments are here. I’ve had my doubts about how the power blocs are being portrayed, saying that it seems like they’re acting too much like Stellaris Federations and don’t seem to fit very well with the period, and I’ve seen nothing to change my mind. Especially the artwork and UI, which seem to be lending themselves to the power blocs acting like federations, instead of modeling the 19th century idea of spheres of influence. But I suppose I’ll have to wait until release to play this. Hopefully this isn’t the Royal Court of Vic3, which is the CK3 DLC that finally broke me and led me to uninstalling the game
 
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Love the quality and detail of this new art!

1. Will other Great Powers benefit from these new assets in any way (e.g. modern 20th century uniforms)?

2. Can similar military uniform assets perhaps be added for the French in Voice of the People to make that DLC better value?
 
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Regarding art - is there any plans to switch from horrendous 3D models to some better 2D portraits?
If not then at least some support for the moders who would like to do it?
 
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While I also may have to just ignore them but it feels like a waste of time that doesn't belong. It just feels like all the art and the ui work for it could have been better spent.
It is not a waste of time. It is great to have visually different parts of map (cities, farms, ports, ships and vehicles). It is great that this difference depicts economical, political and / or cultural difference. The more information I can get from map itself without looking at the tabs and windows (and even without enabling special map modes), the better.
 
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I’m rather surprised by how positive the comments are here. I’ve had my doubts about how the power blocs are being portrayed, saying that it seems like they’re acting too much like Stellaris Federations and don’t seem to fit very well with the period, and I’ve seen nothing to change my mind. Especially the artwork and UI, which seem to be lending themselves to the power blocs acting like federations, instead of modeling the 19th century idea of spheres of influence. But I suppose I’ll have to wait until release to play this. Hopefully this isn’t the Royal Court of Vic3, which is the CK3 DLC that finally broke me and led me to uninstalling the game
Though I think most of the art show here is good, I get your apprehension regarding the power blocs. There seems to be much of an emphasis on having a visual identity for power blocs. But historically I don’t think there was e.g. a logo for the Zollverein or a banner for the Entente. The customizable stuff leans a bit too much into fantasy play imo.
 
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I’m rather surprised by how positive the comments are here. I’ve had my doubts about how the power blocs are being portrayed, saying that it seems like they’re acting too much like Stellaris Federations and don’t seem to fit very well with the period, and I’ve seen nothing to change my mind. Especially the artwork and UI, which seem to be lending themselves to the power blocs acting like federations, instead of modeling the 19th century idea of spheres of influence. But I suppose I’ll have to wait until release to play this. Hopefully this isn’t the Royal Court of Vic3, which is the CK3 DLC that finally broke me and led me to uninstalling the game
This is a dev diary about art, so people are responding to the art, which seems nice. Also plenty of people like stellaris federations. Personally I don’t, but I’m taking it the opposite way. I’m super excited for the stuff in the base update and also excited that all the stuff I don’t really want seems to be dlc-locked.
 
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I want to thank Paradox for using texture patterns on the map modes in addition to colors. It really helps a lot to make them more visible and differentiate the power blocs from each other.
 
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It is not a waste of time. It is great to have visually different parts of map (cities, farms, ports, ships and vehicles). It is great that this difference depicts economical, political and / or cultural difference. The more information I can get from map itself without looking at the tabs and windows (and even without enabling special map modes), the better.
As I was responding to the monuments and the ui to support it. Do you really feel that they, the Power Bloc monuments, help visually differentiate cities, farms, ships and vehicles? Are you getting more information because it is a Squid or a Skull in a top hat?

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Is this the visual differences on the map you speak of? What information do you get here that you would otherwise have to go to a tab of window to get?
 
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It is not a waste of time. It is great to have visually different parts of map (cities, farms, ports, ships and vehicles). It is great that this difference depicts economical, political and / or cultural difference. The more information I can get from map itself without looking at the tabs and windows (and even without enabling special map modes), the better.
Exactly. Having more information represented on the map means being able to tell more at a glance, without having to go into tabs and menus and submenus for everything. I don't know why people are so opposed to having information available in multiple places.
 
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Do you really feel that they, the Power Bloc monuments, help visually differentiate cities, farms, ships and vehicles? Are you getting more information because it is a Squid or a Skull in a top hat?

Is this the visual differences on the map you speak of? What information do you get here that you would otherwise have to go to a tab of window to get?
Yes. Yes.
Yes. The information is what power bloc the owner of this city belongs to.

I have some doubts that AI would use squids or skulls very often, but as a player I am glad to have such options, even if I would use other types of statues. I use only 10% of flag icons, that doesn't mean that all other flag icons are a waste.
 
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This is a dev diary about art, so people are responding to the art, which seems nice. Also plenty of people like stellaris federations. Personally I don’t, but I’m taking it the opposite way. I’m super excited for the stuff in the base update and also excited that all the stuff I don’t really want seems to be dlc-locked.
For the record, I think the art looks largely atrocious, especially the map UI part.

Oh I love Stellaris Federations, don’t get me wrong- in Stellaris. But they are representing coalitions of multiple empires which can start operating as a single unit on the galactic stage. This could fit in Vic 3 if we were playing through the Cold War, these power blocs wouldn’t be a terrible way to represent NATO, the EU, and the Warsaw Pact, etc., but from what I’ve seen they seem to be trying to create a single Jack-of-all trades mechanic that can then represent multiple completely different systems. I don’t think that when this is released you will get people coming into the forums and complaining about the power blocs causing very strange, ahistoric things (or possibly coming in and bragging about the very strange ahistoric things), similar to how in earlier iterations of the game you could have the US abolish slavery and enact multiculturalism by 1837 with no real pushback.
 
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For the record, I think the art looks largely atrocious, especially the map UI part.

Oh I love Stellaris Federations, don’t get me wrong- in Stellaris. But they are representing coalitions of multiple empires which can start operating as a single unit on the galactic stage. This could fit in Vic 3 if we were playing through the Cold War, these power blocs wouldn’t be a terrible way to represent NATO, the EU, and the Warsaw Pact, etc., but from what I’ve seen they seem to be trying to create a single Jack-of-all trades mechanic that can then represent multiple completely different systems. I don’t think that when this is released you will get people coming into the forums and complaining about the power blocs causing very strange, ahistoric things (or possibly coming in and bragging about the very strange ahistoric things), similar to how in earlier iterations of the game you could have the US abolish slavery and enact multiculturalism by 1837 with no real pushback.
Well, it also seems like they should work pretty well as "Great power and members of its market", which I believe is going to be the only option without the DLC.
 
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Is it possible via a game rule to disable the bloc statues? Please, those are so immersion breaking. I mean, come on, big octopuses and skulls in the middle of 1800's otherwise beautiful capitasl?! Is this going fantasy?
And I would say I'd remove the capes also, while I quite love the necklaces, sabres, crowns (very good job there) and all the rest actually.
 
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For the record, I think the art looks largely atrocious, especially the map UI part.

Oh I love Stellaris Federations, don’t get me wrong- in Stellaris. But they are representing coalitions of multiple empires which can start operating as a single unit on the galactic stage. This could fit in Vic 3 if we were playing through the Cold War, these power blocs wouldn’t be a terrible way to represent NATO, the EU, and the Warsaw Pact, etc., but from what I’ve seen they seem to be trying to create a single Jack-of-all trades mechanic that can then represent multiple completely different systems. I don’t think that when this is released you will get people coming into the forums and complaining about the power blocs causing very strange, ahistoric things (or possibly coming in and bragging about the very strange ahistoric things), similar to how in earlier iterations of the game you could have the US abolish slavery and enact multiculturalism by 1837 with no real pushback.
Yeah I’m trying to stay positive about it until I play it, but I’m pretty skeptical of that cohesion mechanic and unlocking bonuses. We’ll have to wait and see. Hopefully the unlocks will solely be mechanical in nature (mutual defense, market share, foreign investment) and not flat bonuses like Stellaris. If a bunch of the principals end up being +5% construction efficiency or +10% defense on army. Im going to be pretty disappointed with the direction.
 
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Well, it also seems like they should work pretty well as "Great power and members of its market", which I believe is going to be the only option without the DLC.
Perhaps, but I’m not convinced that they’ll be any better than the current mechanics at this. It seems like a lot of the SOI mechanics aren’t really creating diverse ways to exert your authority as they are just creating different gamey categories that have stages that you level-up through. As I mentioned elsewhere, if you were using this to try and model the 20th-21st century development of the EU which slowly seems to be consolidating closer to operating almost like a single state, that would be fine. But I can’t really thing of an example like this during the period. It seems to be trying to simulate multilateral agreements like the Zollverein, Imperial systems like the Habsburg dominions in Italy and the British Empire, and also the looser, less strictly official networks of bilateral and multilateral treaties through which the great powers of the era exerted their authority over smaller states. But then, despite initially seeming like it would be precisely for this, it doesn’t seem to in any way be designed to tackle situations such as the Holy Alliance, the Triple Alliance, the Entente, the Central Powers, or any of the other alliance systems of the concert of Europe which defined this period and which I initially assumed to be the focus of a mechanic called a “Power bloc”
 
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Perhaps, but I’m not convinced that they’ll be any better than the current mechanics at this. It seems like a lot of the SOI mechanics aren’t really creating diverse ways to exert your authority as they are just creating different gamey categories that have stages that you level-up through. As I mentioned elsewhere, if you were using this to try and model the 20th-21st century development of the EU which slowly seems to be consolidating closer to operating almost like a single state, that would be fine. But I can’t really thing of an example like this during the period. It seems to be trying to simulate multilateral agreements like the Zollverein, Imperial systems like the Habsburg dominions in Italy and the British Empire, and also the looser, less strictly official networks of bilateral and multilateral treaties through which the great powers of the era exerted their authority over smaller states. But then, despite initially seeming like it would be precisely for this, it doesn’t seem to in any way be designed to tackle situations such as the Holy Alliance, the Triple Alliance, the Entente, the Central Powers, or any of the other alliance systems of the concert of Europe which defined this period and which I initially assumed to be the focus of a mechanic called a “Power bloc”
Yeah, I agree with that, it is odd that they created power blocs that don't model the actual well-known power blocs of the time. But on the other hand:

Yeah I’m trying to stay positive about it until I play it, but I’m pretty skeptical of that cohesion mechanic and unlocking bonuses. We’ll have to wait and see. Hopefully the unlocks will solely be mechanical in nature (mutual defense, market share, foreign investment) and not flat bonuses like Stellaris. If a bunch of the principals end up being +5% construction efficiency or +10% defense on army. Im going to be pretty disappointed with the direction.
I agree with this and don't really like the direction of power blocs, so I'm sorta glad that the interesting WWI-triggering dynamics aren't in scope and maybe can be represented later in a better way.
 
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I'll start by commending the art team on a great job! The clothes, event art and historical figures especially look fantastic, but like many others I feel obligated to respectfully voice my disappointment in regards to the current look of monuments. I don't particularly mind the idea or proposed mechanics of monuments as a way of spreading the image of your empire across the globe, after all this was a vital way for real empires of the Victorian age to do just that, however I find the current aesthetics and feel of the monument designer to be far too anachronistic, unserious and ultimately immersion-breaking to fullfill this fantasy. It's not a matter of the monuments looking bad , but it honestly just feels like whoever designed them completely forgot what game they were working on in the first place. Unlike most other art in the game, which is well researched and at least truthful enough to the era to where it feels authentic, the monuments showcased, especially the one with a skull, doesn't even try to adhere to the historical art of any point within the game's timeframe. To make things worse there are (literally) tons of real monuments to use as reference, Nelson's Column for one, is an excellent example of the kind of monument actual Victorians built to project the power and prestige of their empires. For some reason though, rather than taking inspiration from history someone has actively decided that tasteless and anachronistic golden skulls with top-hats and giant squids is the superiour way of visually implementing this system.

Again, the art for this expansion looks great overall and that, I am sure, is why the monuments are especially souring to people. In an expansion where the quality of modelling and research looks especially good they stick out as immersion-breaking by undermining the visual and historical identity of the game. I truly hope that these are reconsidered and that the game retains at least a semi-historical and serious aesthetic.
 
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