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Victoria 3 - Dev Diary #119 - Smörgåsbord of Changes in 1.7

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Hello fellow Victorians, and happy Thursday!
Alex here and it’s my turn to bring you another exciting update on what’s coming with 1.7. This time I’ve been tasked with showing you a selection of certified Cool™ things we’re doing that didn’t really fit in other Dev Diaries. This will be a lot like the proverbial box of chocolates, you never know what you are going to get next!

Religion and Culture map modes​

In case you missed it, a few Dev Diaries ago we mentioned in passing that we now have a new highly requested map mode that shows you what religion the Pops in different states follow. This new mapmode functions similarly to the Culture map mode you are already familiar with.

Additionally, while implementing the religion map mode we also took the opportunity to upgrade both of these map modes so they now show if there are significant cultural or religious minorities in those states. The way it works is that, apart from the largest culture or religion, if a second culture’s or religion’s relative population is above a certain threshold, we blend the colors weighted by that relative population. Up to three cultures or religions can be represented this way, each with separate thresholds for each of the map modes. These thresholds are completely moddable and if you just prefer the old look, you can easily revert back to it.

Being able to see the clear divide between Protestants and Catholics in Europe really hits different!
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The new upgraded cultural map mode does a much better job at showcasing all the different cultures in Brazil. I like how you can see the lavender haze shifting in tones between the different Northeastern states as the game progresses.
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National Migration​

For a long time you have all been talking about how it’s awkward that your migration laws also prevent your pops from migrating inside your country, rather than only restricting it when moving out. With 1.7 this will change!

Migration laws will no longer prevent pops moving between states in your country. Instead, your migration laws will only prevent pops from moving out of or into your country, be it through mass migrations or through regular market migration from other countries within your market or power bloc.

These are the 22 laws Japan starts with. Closed Borders and Isolationism in particular make Japan a fairly unique starting country in how isolated they are. Previously this meant no inter-state migration could happen, which severely limited your growth opportunities.
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Starting with 1.7 that won’t be a problem anymore as countries with Closed Borders will allow their own pops to migrate between their states, while still being closed to the outside.
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Support and Guarantee Independence pacts​

As part of our changes to subject mechanics we’ve also introduced two new diplomatic pacts:
  • Support Independence
  • Guarantee Independence

As you might imagine, they allow you to signal to a country that you will side with them in a potential war for their independence. Guarantee Independence works essentially as a one-sided defensive pact letting you support a country if they were to be attacked, while Support Independence is for countries that are not currently independent. One particularly cool aspect of this is that subjects can now support the independence of other subjects of the same overlord, potentially leading to a big war for joint independence.

An Indian-Canadian alliance might be somewhat unexpected, but I can appreciate the enthusiasm to stop being under British rule. So long, London!
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Must feel reassuring for Belgium to be Guaranteed by Britain, France and Prussia. You have to wonder what it will mean for the development of Europe. I’m sure it will last.
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Multiple Active Wars​

Another highly requested feature! For a long time you’ve been asking for this and now we were finally able to do it. In the current version of the game you can’t initiate a war if you already have another war in progress. Starting in 1.7, you will be able to initiate as many simultaneous wars as you want. You still need to wait for each diplomatic play to progress to war before starting another one, but other than that if you wish to wage war against the whole world, you’re free to do so.

Pictured: France thinking they can take on Spain while already fighting Prussia (notice the widget at the top). What year do they think it is? 1808? Maybe it’s time for another coalition. Paris is lovely this time of year.
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Calling an Ally now gives them a war goal of their choosing​

In 1.7 calling an ally will now let that ally pick a war goal of their own. This is done through the regular Add War Goal interface and adds it as a secondary demand. This war goal is subject to a maneuvers limit, but doesn’t cost maneuvers for the war leader.

Of course, now they want help. Maybe don’t start wars you can’t win. I guess we can help for the right price, but this is the last time.
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Overlords can now side against their subjects during revolutions​

Tired of having to support your subject in a revolution when they get into their Communist phase despite you being a staunch defender of the sanctity of the free market? In 1.7 you’ll be able to support the revolutionary side instead. If you do, when the war breaks out it will make the revolutionary country your subject instead and you can then fight the war and go on as usual.

Come on, Norway. You knew all too well this was going to happen when you tried to pass State Atheism. I’m done.
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See? Look what you made me do. Now I have to fight Prussia while siding with the Devout!
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Unidirectional Truces​

Another requested feature that is coming with 1.7 is the support for unidirectional truces that only prevents one side from starting fights with the other. Unidirectional truces will, at least for now, only be applied after breaking a Guarantee Independence pact and after changing the autonomy of subjects, but let us know if you have any suggestions for other cool places we could use them in.

Well, that didn’t last long. Good thing Europe is at peace and wars are a thing of the past… Right?
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Subjects can turn against overlord at high enough liberty desire​

With the coming update, at high enough liberty desire levels, a subject might offer to support your enemies in exchange for their support in getting independence from you or simply raising your subject’s autonomy.

Make sure to keep your subjects happy. The treacherous ones might decide to backstab you.
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Auto-downsizing for Privately owned buildings​

Privately-owned Buildings that are not able to fill all their vacancies will in 1.7 start downsizing on their own under certain conditions. If it becomes relevant, the building will issue a warning that it intends to downsize in 12 months, unless conditions get better. If it starts downsizing it will remove levels one at a time until the number of employees better matches its output and profit potentials.

Finally something is being done about all those abandoned buildings all over the place. Maybe we can clean it up and repurpose old industrial areas into parks or something.
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New Character Outfits​

We have also added a few more character clothing options. In particular I really like these late game military British and French outfits!

This guy is exactly how I imagine an innocent British lord in the 1800s going on their first field trip to the colonies would look like. “Blimey lads, they have us surrounded!”
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This one on the other hand looks like he has some serious bad blood with someone (probably the Prussians)
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Nobody expects the Spanish Inquisition! (also look at this guy’s style! I want a hat like that)
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New Companies​

We have a number of new companies coming for Sphere of Influence owners! Here’s some of my favorite ones:
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In addition to these, the following companies will also be introduced with Sphere of Influence:
  • Perskhlopok
  • Persshelk
  • Šerkat-e Eslāmiya
  • West Ural Petroleum Company, Limited
  • Kirgizian Mining [Joint Stock] Company
  • Moscow Irrigation Company
  • Tashkent Railroad
  • MM. Nicolas Portalis et Cie.
  • Anglo-Persian Oil Company

The following companies will be available for all players as part of the 1.7 free update:
  • Iranian State Railway
  • Šerkat-e Etteḥādīya-ye Welāyat-e Šemālī
  • Bongāh-e Enḥeṣār-e Ṣāderāt-e Taryāk
  • Arthur Guinness Son & Co. Ltd
  • Oriental Development Company
  • Turkish Petroleum Company


That’s all for now! Hope you enjoyed this smörgåsbord of assorted changes coming soon. Next week Vicka will be telling you more about modding in 1.7!
 
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I'm really looking forward to it. We support the developers.
Oh, and will additional countries be added in the next patch, or will there be additional access to existing countries? Especially in the Circassian region.
Personally, I like to form a nation and evolve(?).
 
Neat! Having the ability to declare war while my subjects are imploding as always is something I wanted for a while! Now you only have to make naval warfare work and fix (somehow) how warscore (doesn’t) work.
 
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New Companies​

We have a number of new companies coming for Sphere of Influence owners! Here’s some of my favorite ones:

In addition to these, the following companies will also be introduced with Sphere of Influence:
  • Perskhlopok
  • Persshelk
  • Šerkat-e Eslāmiya
  • West Ural Petroleum Company, Limited
  • Kirgizian Mining [Joint Stock] Company
  • Moscow Irrigation Company
  • Tashkent Railroad
  • MM. Nicolas Portalis et Cie.
  • Anglo-Persian Oil Company

The following companies will be available for all players as part of the 1.7 free update:
  • Iranian State Railway
  • Šerkat-e Etteḥādīya-ye Welāyat-e Šemālī
  • Bongāh-e Enḥeṣār-e Ṣāderāt-e Taryāk
  • Arthur Guinness Son & Co. Ltd
  • Oriental Development Company
  • Turkish Petroleum Company
Thank you Alex for giving us a comprehensive list of the new companies. Very excited to see what all their modifiers are.

I have a question regarding multi-national companies.
Right now, companies are only represented as national entities within their country of origin. During the 1880s companies for the first time sprang up as international entities. Rio Tinto (GB, Spain, Australia), BHP (GB, Australia), Unilever (GB, Netherlands) and the Colombo-German Air Transport Company (Colombia, Germany) are just a few of these.
Is there a chance that we will see representation of such entities in the future?
Giving all nations, that had a historical stake in such a company the same opportunity to slot it in as a national company after acquiring ownership of the resources in the other involved countr(y/ies) AND creating a positive political lobby in all nations with a claim to the company would feel like the correct way to implement it.

As an example: If Britain buys 3 levels of lead mines in Valencia, Spain, they should get access to Rio Tinto the same way Spain would.

Additonally, I would like to suggest some new company modifiers that as of right now do not exist in the game. This is due to the company Arnhold, Karberg & Co. It was a german owned trading company that specialized in building infrastructure in China in addition to creating the building materials there. Could there be a modifier that increases the building efficency such as the current "state_construction_mult" but only when building in foreign countries (and if possible, specific countries)?

Finally, for a future update, is there a way to split airplanes from tanks into a seperate building that may switch between war or civic fosued airplane production, as by the late 1920s, airplane travel started being commercialized.
 
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Please, if buildings will auto downsize, there NEEDS to be some sort of refund.

If you do the maths right now on infrastructure costs and construction costs, even if you downsize a building at the very start of the game the reduced infrastructure usage will literally never recoup the cost of constructing the building in the first place. As it stands now, downsizing buildings is literally always a terrible idea that throws money away. At best this change will force you to play inefficiently (nobody who min/maxes their economy will ever choose to downsize a single building as it currently works), at worst it can have dreadful consequences for military:

Considering the increase in military goods demand post-mobilisation, especially with conscription, the best thing to do is to have a bunch of superfluous military goods production buildings which can surge with new staff when demand grows. With Laissez-Faire in 1.7 making all buildings automatically privately owned, this would now be impossible.

Please reconsider this change. Or at the very least add an option to disable it. Or at the very very least, some way for modders like me to disable it. Please please do not make this a baseline behaviour that mods cannot interact with, at minimum please have the 12 month time limit as a define so it can be set to 1200 months if I wish to disable that feature.

Alternatively of course, making it actually useful in any context to downsize buildings would work too. At present that is simply never the case.
 
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Very nice! Im particularly pleased with alliances getting war goals. As alliance partners joining for nothing and then being forced to quit wars prematurely and on a white peace basis turned lots of conflicts nonsensical.

This is a good next step into a less restricted war diplomacy system.
 
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Absolute monarchies/dictatorships should get the option to force laws through at the expense of double the radicalism of the IGs so that it’s not overpowered or used often but at the same time realistic for a ruler to push a law if he knows the the reactions won’t be dangerous to his rule.
 
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Economy of scale bonus is scaled by workforce now
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That is no more 50% throughput from economy of scale if building is half-empty.
 
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Migration laws will no longer prevent pops moving between states in your country. Instead, your migration laws will only prevent pops from moving out of or into your country, be it through mass migrations or through regular market migration from other countries within your market or power bloc.
Very good news indeed. Also I would really like to have "out of" and "into" differentiation to allow discriminated pops move out without giving them a right to move in (I mean, how much should I discriminate them before they get a hint?). I would be glad even for modifiers without any laws using them.


As you might imagine, they allow you to signal to a country that you will side with them in a potential war for their independence. Guarantee Independence works essentially as a one-sided defensive pact letting you support a country if they were to be attacked, while Support Independence is for countries that are not currently independent. One particularly cool aspect of this is that subjects can now support the independence of other subjects of the same overlord, potentially leading to a big war for joint independence.
One would hope now for a pact to protect some minor from others without preventing the protector from eating it :D

Another highly requested feature! For a long time you’ve been asking for this and now we were finally able to do it. In the current version of the game you can’t initiate a war if you already have another war in progress. Starting in 1.7, you will be able to initiate as many simultaneous wars as you want. You still need to wait for each diplomatic play to progress to war before starting another one, but other than that if you wish to wage war against the whole world, you’re free to do so.
Great news!

With the coming update, at high enough liberty desire levels, a subject might offer to support your enemies in exchange for their support in getting independence from you or simply raising your subject’s autonomy.
Speaking of subjects and changing autonomy, why is personal union needs to be made a puppet before annexing? Isn't it already closer to overlord by having the same monarch (puppet would have another ruler, so it would be farther from parent country)?
 
I like the change of inter-state migration.But I think the inter-state migration should be connect to Serfdom.
Respective Serfdom should prevent it because it tied peasants with land and they can not move/migrate.
 
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Hi devs! First of all, good work! Secondly, one easy question: we see how the AI will automatically reduce the dimension of their factory: why so? Is there now an intrinsic, fixed cost for having a build (even if it is not full)? Or there has always been? Because if there are not reason to reduce size, why would they do that? Thanks!
 
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What might be the reason for the British to guarantee the independence of Belgium?
Neutrality was agreed upon by the other powers because it had just declared independence from the Netherlands, in a revolution inspired by the one France had in 1830. There was a genuine desire for some to join France, and this was scary to the other powers as the July Monarchy hadn't yet proved that it wasn't going to completely upend the borders of the Congress of Vienna. Given that the region had kind of been a thorny issue since 1789, the great powers agreed that an independent but neutral country protected by everyone else was also the best way to stop the back-and-forth disputes.
 
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Is there some limitation on being able to support the rebelling side in a subject's civil war if they're too ideologically different? If there isn't, I think there should be. If there's e.g. a communist uprising in Canada it doesn't make much sense if they go "Sure, British Empire, we'll be a subject of your monarchy if you help us against the current Canadian government." Subject revolts that are too ideologically different should refuse the overlord's offer of military help because they consider the cost of that help, becoming a subject, not worth it because of the ideological difference.
 
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