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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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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.
Oh, yes, I totally get it from the historical perspective, but what is the benefit in the game? For example I feel like it'll be better for the British is to annex or puppet Belgium to get a foothold in the continental Europe.
 
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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.



One would hope now for a pact to protect some minor from others without preventing the protector from eating it :D


Great news!


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)?
Judging from this image from DD #111, it doesn't seem to be the case anymore in 1.7 that PU must be made into puppets before annexing. Increased autonomy for PU is shown as independence, same as for Tributary and Protectorate, and decreased autonomy is shown as annexation, same as for Vassal and Puppet.

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Copying a comment I saw on the subreddit, will there be an increase in costs associated with unused building levels? This is in relation to the automatic downsizing. If there is no real downside to having the extra building levels, why downsize?
 
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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.
Only some laws. I can imagine a absolute monarchy pushing through a National Guard or Secret Police law with some unrest IRL but revoking slavery or serfdom or granting women full equality in a traditional 19th-century nation would cause a revolution or coup almost instantly.

The laws that are able to be pushed through like this have to be restricted in some way or the radicalism penalty has to be a lot higher than double for certain laws.

Perhaps the better solution is to give absolute monarchies and dictatorships a quicker law approval process as well as bonuses to law approval chances. This way, the radicalism and clout and approval of IGs still matter but the less inclusive government system leads to quicker decision-making.
 
Only some laws. I can imagine a absolute monarchy pushing through a National Guard or Secret Police law with some unrest IRL but revoking slavery or serfdom or granting women full equality in a traditional 19th-century nation would cause a revolution or coup almost instantly.

The laws that are able to be pushed through like this have to be restricted in some way or the radicalism penalty has to be a lot higher than double for certain laws.

Perhaps the better solution is to give absolute monarchies and dictatorships a quicker law approval process as well as bonuses to law approval chances. This way, the radicalism and clout and approval of IGs still matter but the less inclusive government system leads to quicker decision-making.

Double should be enough. What needs to be modified is the revolt mechanic. It’s easy to avoid one and it takes a while for one to kick off unless you are unlucky. Production output and infrastructure should start to decrease with ongoing revolts as a way to simulate mas demonstrations and rioting.
 
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Very nice changes! I'm very interested especially about the diplomatic improvement. Lot more depth than before.
I have a question: in a past dev diary you mentioned something about a rework of legitimacy's government, to improve and make it more interesting. Any chance to have that with 1.7?
If it is not in this diary and we have not heard of it yet, it won't be in 1.7. We have 3 more dev diaries and 2 of those are already taken: Modding next week and the full patch log on June 20th probably.

That said, I would also like to hear what changes to legitimacy are being considered. Is this planned for the next patch version after SoL?
 
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Lots of good changes, very nice to see.

Edit: If I were to complain about one thing: Why not just have stripes for the cultural/religious map modes? If I see Protestant Blue with Catholic Yellow stripes, I know that those are the two main religions there. Mix blue and yellow and you get... grey? Okay, that doesn't give the same information on its own. What about mixing Orthodox Purple and Sunni Green? Oh, that's also grey-ish? Again, not great.

We've been through this song and dance with stripes for the occupation map mode, seems silly that we might have to repeat it again now.
 
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One obvious use for unidirectional truces is for an aggressor backing down in a diplomatic play. Would remove the old Qing declare on GB then back down for war reps to “win” the Opium War style of cheese.
 
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Copying a comment I saw on the subreddit, will there be an increase in costs associated with unused building levels? This is in relation to the automatic downsizing. If there is no real downside to having the extra building levels, why downsize?
Has an infrastructure cost.
 
Many good changes here.

But please tell me this won't mean that colonial pops start all migrating to the mainland.

I want highly skilled pops to move to colonies to take jobs there, but I don't want the cheap labour force there to all flood my home market.
 
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Many good changes here.

But please tell me this won't mean that colonial pops start all migrating to the mainland.

I want highly skilled pops to move to colonies to take jobs there, but I don't want the cheap labour force there to all flood my home market.

Good point, there should be a difference between incorporated and unincorporated states.
 
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@Alexhesse is it just me or this dev diary (screenshot titles) is so full of references to Taylor Swift's songs?? :p
  • hits different
  • lavender haze
  • 22
  • so long, london
  • paris
  • all too well
  • look what you made me do
  • treacherous
  • clean
  • innocent
  • bad blood
  • style
have I missed any?

and to serious question: will we ever see this cruel summer maps with innovations generation or is it still a blank space in the development? i bet seeing this map mode is not only my wildest dreams
 
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Good point, there should be a difference between incorporated and unincorporated states.
Discriminated pops can't economically migrate to states other than their homelands, so if you want make sure colonial pops aren't migrating to the imperial core, you'll need to discriminate against them.
 
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With all updates we're always looking at improvements we can make to the AI in different ways. It's just that it's often "we made the AI consider this edge case a bit more when trying to do X", which generally doesn't make for very exciting dev diaries. If it's something the community would like to see we could look into writing a DD or something focused on how our AI system works at some point though
Yes please! The patch looks amazing, mostly for countries that are great powers and can make the most of the new mechanics. However, as a great power, I usually outgrow several other gps combined in terms of gdp by 1900s, which makes the game kind of samey as you can brute force any situation so don't have to pay much attention to diplomacy. So the performance of the AI is sort of a sore point and it never gets talked about.
 
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Can we please not have the rebel AI delete their buildings (such as universities and admin buildings) in a civil war. It is extremely tedious and when I end up with -2k bureaucracy and it will have to take years to build it back up.
 
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Oh, yes, I totally get it from the historical perspective, but what is the benefit in the game? For example I feel like it'll be better for the British is to annex or puppet Belgium to get a foothold in the continental Europe.
Why would France or the German states ever allow that? Guarantees could go a long way to making sure the concert of Europe works as it should even without a dedicated system
 
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I don't know if that is already the case, but if not: Can we bind the subsistence peasants to their land through serfdom?
 
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