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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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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.
I can be happy with this. Turmoil needs to be more complex in general and needs more exposure to the player for remedy, so hopefully they address this when they do the nationalism/cultural discrimination rework

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.
How does this work with historical cases of internal migration where Pops were discriminated? African-American pops come to mind unless I am missing some effect of the Civil War that allows for internal migration (can't remember).

Are there non-economical forms of internal migration?
 
If I understand correctly, that means that Chinese people will still not be able to immigrate to the Lanfang Republic, right? This is indeed something I dislike as it continues to cut the Lanfang Republic off from its historically important source of Chinese people.
 
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.

For the migration law group, you could add expulsion which makes those of of non-accepted cultures leave. This would be the polar opposite of no migration controls.
 
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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.
But... That's how it should work. If government is forbidden from owning or subsidizing any industries, then private military industry shouldn't be able to sustain war-scale factories during peacetime.

Obvious solutions are not tweaks to downsizing, but either allowing owning/subsidizing military industry even under laissez-faire, or introducing stockpiles. We know that there are plans to introduce stockpiles but not in this update, so solution is to allow subsidizing military.

But obviously it would be a good idea to make auto-downsizing moddable (or perhaps also a gamerule?)
 
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The Sokoto caliphate has similarly isolationist laws to Japan . It's always felt weird because in reality they were a trade empire and Kano was the emporium of west Africa during the 18th century. They should at least start with mercantilism
 
Any plans for making countries desire having an alliance more? I always find it that making official allies is so hard it is not worth it, I also get backstabbed after what feels like a month after signing any alliance, I don`t get why the AI is so isolationist, I don`t even think they make enough meaningful diplo plays around the world, as the political map of 1900 is almost always identical to 1840s in my games.
 
Awesome dev diary, looking forward to the new updates. Is the dev team ever considering adding the ability to re-name states, buildings, country, etc.?
 
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Will companies ever have leaders for them that are also a bit like agitators and/or potential policitians? So in a way, you could have John Harvey Kellogg be a progressive force (at least for those who were 'American') within the Religious Faction? I'm sure there are others though my mind is blank as I write this.
 

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.

I'm worried about this.

How often the game checks for auto-downsizing potential? Is having one or more profitable periods a reset for this countdown? If so, how many?

How often does it downsize buildings, once the 12 month grace period has passed?

The private queue is maniacal and builds some terrible terrible buildings sometimes. I don't want construction going to waste when it can become useful after some market accommodation, but I also don't want to be constantly micro-managing every single building for the whole game.

Will there be a way to turn this off, if I find it working against me more often than being helpful?
 
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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.
So Liberia should actually start getting Afro-American migrants from pre-civil war USA instead of them migrating from Liberia to the extremely racist South?
Because that shit was hilarious.
 
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Does this mean we can finally simulate at least some aspects of WW1, with the historical example of Entente side calling Italy into the war a year later, and much later calling America into the same war?

Great dev diary anyway.
 
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.
So THAT'S why they never left New York!
 
I like the Auto-downsizing, but here is my suggestion:

When in the downsizing notification period
  • Let the building be nationalized with a discount;
  • Let the building be nationalized at the market price and the previous owners get a bit more happy with the government;
 
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What happens if Belgium, whose independence is guaranteed by 3 major powers, decides to enter into a customs union or something else that makes it no longer an independent state ? Would the countries that had guaranteed its independence go to war with Belgium and the country that had brought Belgium under its influence or not ?
 
In 1.7 calling an ally will now let that ally pick a war goal of their own.
Can this wargoal conflict with your own? As an example, if I were to subjugate Belgium as the Netherlands and called in my French ally to help me fight the pesky Brits with their guarantee of Belgium, could France demand wallonia as a wargoal, thus majorly limiting my primary wargoal's worth and effectively wasting infamy?
 
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.
There should still be a differentiation between incorporated states and non incorporated states... please fix that :)
 
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Does the ability to heave multiple wars mean we might start seeing revolutions/civil wars with more than 2 sides, kind of like how the Spanish Civil War works in Hearts of Iron?
 
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