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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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Some kind of migration quantity limit or reduction modifier should show how serfdom block people from moving. Most European nations already failed to fully implement it before anyway.
 
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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 :)

<snip>
One AI thing I think we'd really like to see a bit about is how the economic AI changes (if at all) for subject nations.

It's noticeable at the moment that subject nations trend towards gradual impoverishment even under ideal conditions.

For example, Korea has all the natural resources needed to be a powerhouse right up until rubber becomes necessary. Should Qing's border laws ever allow migration, it should be fairly trivial for Korea to become and remain a relatively powerful nation and attract migrants to its limited and productive territories, even as a subject of Qing. And yet, it's a bit sad that AI Korea doesn't seem to be able to manage to develop and take advantage of even a Qing with open borders.

Case in point, I am running a game as Qing currently that is almost completed, where I actively supported Korea by sponsoring beneficial law changes and by bankrolling when at peace (once I had the tech for bankroll).

Yet, eventually in 1925, I annexed them because they had diminished to a mere 6 million people and had become an impoverished adjunct to the Qing empire.
They had attracted 0 Han migrants to the country despite having had over 60 years of shared open border laws with Qing.
Their economic AI had been unable to make decisions that allowed them to flourish - even though its very easy to demonstrate as a player that the potential is there, and very strong.

I use this example specifically because Korea has all the advantages - if anyone could thrive as a subject, it would logically be Korea.
Yet they cannot.

The sense is that Economic AI for subject nations may need to be adjusted for the purposes of avoiding gradual impoverishment - and if you guys could talk about how the Economic AI works and any differences to how it "thinks" that might occur when functioning as a subject nation, that would be really good to see. :)
 
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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.

I don't think empty, privately-owned buildings auto-downsizing is supposed to be a feature that is helpful to the player ... to me at least, it seems fine if it's purely a negative that hurts your country (trying to maintain a large, mostly empty arms industry doesn't sounds like laissez-faire policy to me...)
 
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It applies to any wars targeting the guaranteed country! It works the same as a defensive pact essentially. If a war starts against the guaranteed country, they're able to call any countries guaranteeing them to support them.

I mean, you can see the issue, surely? It should probably not be called "Guarantee Independence" if that's not what it does. "Guarantee Security" or "Guarantee Support" would be more accurate.
 
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I mean, you can see the issue, surely? It should probably not be called "Guarantee Independence" if that's not what it does. "Guarantee Security" or "Guarantee Support" would be more accurate.
This is how "Guarantee Independence" has worked in every pdx game that's had it since the company started.

Since anyone can start a war for something minor and then add subjugation and conquest wargoals after the fact - the only way to guarantee independence is to be willing to spring to their defence regardless of what the official war trigger is.
 
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ward 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!
I don't suppose this means you've taken notice of this little thing? Come on, give us that religious laws check - I patched it myself for a multiplayer game but it'd be better if this was part of vanilla :p
 
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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;
Nationalizing at a discount was also my first thought, but the second thought was that it probably can be gamed by purposefully making buildings unprofitable.

Although making industries unprofitable to buy them out on the cheap, by government or by quasi private entities assisted by the government, is not unrealistic. It just might not be good gameplay.
 
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What a beautiful spread of features :D Allies not gaining war goals has always been really weird, and it's allowed the player to sort of take advantage of the AI by calling them into wars they gain nothing from. Now you have to be a little more careful when calling in allies, and consider which war goals they might choose (also, which war goals the AI chooses will be a big part of how this feature "feels" I think - if the AI targets some state that they can't get to or is on the other side of the front line, it's gonna feel bad).

We'll finally have subjects turning against their overlords, possibly even together, and overlords siding with the "right" side based on their ideology, amazing. Looking forward to seeing how that turns out with the Ottoman Empire - I'm guessing down the line (not 1.7) there will be changes to the Tanzimat events and the whole setup there.

I'm a little skeptical of being able to declare more wars than one - it's great for players who want to conquer the world, but it sounds like a footgun for the AI (see: the recurring problem of Germany declaring suicidal wars in HoI 4, like starting Barbarossa while fighting trench warfare on the Western Front).

Finally, a shoutout to Vorondil and the Ultra Historical team, who can now (probably) delete the Guarantee Independence action from their mod :D Great to see that make it into the base game.
 
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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.
Sorry just to confirm, is this a change in 1.7?

In 1.6.2, discriminated pops can market migrate to any state with a cultural community, not only to homelands. The chance to spawn a community is decreased, but it can spawn.

For example, as Russia annex California, and spawn a Tatar community there. Discriminated Tatar will start migrating there right away.
 
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Sorry just to confirm, is this a change in 1.7?

In 1.6.2, discriminated pops can market migrate to any state with a cultural community, not only to homelands. The chance to spawn a community is decreased, but it can spawn.

For example, as Russia annex California, and spawn a Tatar community there. Discriminated Tatar will start migrating there right away.
Ah sorry, you are right, internal migration of discriminated colonial pops is possible but not very likely. I will take another look at this to ensure that we don't get weird migration patterns as a result of this change. If necessary we could introduce additional limitations to the colonial laws.
 
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Some kind of migration quantity limit or reduction modifier should show how serfdom block people from moving. Most European nations already failed to fully implement it before anyway.
Serfdom will prevent peasants from migrating in 1.7.
 
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This is how "Guarantee Independence" has worked in every pdx game that's had it since the company started.

Since anyone can start a war for something minor and then add subjugation and conquest wargoals after the fact - the only way to guarantee independence is to be willing to spring to their defence regardless of what the official war trigger is.
That doesn't mean it always has to be called that. It shouldn't be called Guarantee Independence if that's not what it's doing. Something like "Guarantee Sovereignty" would be better because other war goals could be seen as violations of that country's sovereignty, even if they're not focused on automonmy. It could be a bit confusing with the Violate Sovereignty demand, but that could be called Military Access or something instead.
 
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Ah sorry, you are right, internal migration of discriminated colonial pops is possible but not very likely. I will take another look at this to ensure that we don't get weird migration patterns as a result of this change. If necessary we could introduce additional limitations to the colonial laws.
I think if you have a large market with lots of cultures, then the chance for a culture this to happen is low, but the expected number of times this happens is > 0 due to the number of cultures, so it does happen quite regularly from my experience. E.g. as France, I had a state that was majority discriminiated Amazigh in 1880 and national supremacist Argentina in my market has a majority Tatar state.
 
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the changes to subjects are appreciated - there is one thing that always bothered me though:
under no circumstances would BIC for instance ally with Russia/France etc against UK. it is not a subject like Canada, for instance. BIC was british rule over indian population. Why would they want independence - and suddenly collapse and lose control to indians? only way india gets independence should be by indians rebelling.

there should be some kind of fix for BIC (and dutch india as well- they wouldnt be able to sustain themselves as an independent entity, and wouldnt rebel against netherlands)
 
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Regarding downsizing of privately owned factories, I think it would be good if this returned some amount to the investment pool to reflect "selling industrial equipment" etc. I don't know what the right amount would be, perhaps half the buy value?
 
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Which pops will be employed in following buildings for 1.7?

I bet that:
Subsistence farms will have peasants only, unless some land reforms exchange bunch of peasants with farmers. Clergy and aristocrats are in manor houses.
Urban centers will lose all clergy and shopkeepers - they will be in manor houses or financial centers.
Trade centers will have only laborers or clerks - capitalists and shopkeepers go to financial centers.
 
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