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Victoria 3 - Dev Diary #145 - Military Improvements

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Hello Victorians,

I’m Lino, Game Design Lead on Victoria 3 and I welcome you all to another Dev Diary and wish you a happy Thursday!
Today we’re looking at some Military changes that are arriving with the free 1.9 Update, coming to you on June 17, the same day our Mechanics Pack “Charters of Commerce” releases.

Before we begin: As always, any values, texts, designs, graphics etc. are work in progress and are subject to change!

So, obviously warfare has some issues, which we want to address. To repeat what we have stated before: The ambition for 1.9 is not to majorly expand on warfare, but rather to fix the most egregious persistent issues.
The main areas we had identified before embarking on this quest to improve warfare were:
  1. Too many front splits, which results in having to micro too much
  2. Shuffling of units along a front (usually when two fronts merge), leading to them not being defended while the units were travelling
  3. Formations teleporting home when they don’t have a valid route to get there

There are of course other issues, e.g. our user experience and interface could certainly be improved in some areas, supply should matter more etc., but these three are the cause of most of the warfare feedback posts we see on our forums, discord and other social platforms.
We have read through all your posts and decided on addressing the three points above (and more), based on your extensive feedback. First up is addressing frontlines and their splitting.

Frontline generation​

Faced with the problem of having to micro after front-splitting, we sat down to talk about some requirements and possible options.
We knew that it’s impossible to fully avoid front-splitting from happening in general. But that’s okay, that was never our goal. We cared about addressing the resulting issues.
One use-case we really wanted to improve was India. Well, fronts in India. Once the princely states decide they’ve had enough and declare war, we get an insane amount of frontlines generated all across the subcontinent.
This is due to the algorithm of how frontlines are created. It looks at continuous pieces of land that are connected to another continuous piece of land that is owned by your enemy and then spawns a frontline between the two basically.
Well, in the case of India, this will often lead to having 10-15 fronts because the princely states aren’t always located next to each other.

But what if we had a different algorithm? One that resulted in fewer fronts.
Let me introduce our patented “Why not jump?” front generation algorithm:
Instead of requiring fronts to be along a continuous piece of land, we are now telling it to jump for some distance if it would reach another front which it can merge with.
In the current version we have internally, we are looking at covering one state region of a gap. We will be experimenting with a version that instead looks at a specified distance in pixels to cover some of the weirder edge-cases where a state is either very small or very large.

We are quite happy with the results when you apply it to actual use-cases, for example the case of the Indian revolt that I mentioned earlier.

No longer will we have to endure 13 fronts
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Now it’s just two instead
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This is the biggest visible improvement we have done for this Warfare improvement cycle, but we have a lot more to cover. Next up is the shuffling of army positions.

Front camps​

So, we’ve probably all seen armies march to the other end of a front they were assigned to, seemingly just because they felt like it.
Well, in reality this is because armies are assigned to front camps, specific positions along a front to spread them out.
When two fronts merged or a front split, we would re-evaluate the front camps and the armies in them were assigned a new valid front camp. That could mean their new camp was on the other end of the front, meaning they’d pack up their things and start marching.
So we have taken a look at this algorithm as well and made some seemingly small changes which should result in a much smoother gameplay experience though.
We now make it so that as long as an army is positioned in a front camp, which is still valid after a front change, they stay there. The armies were spread out evenly before, so the same distribution should make sense after a split/merge too. This can still lead to armies starting to move, e.g. because it was their front camp that was invalidated (because it’s no longer part of the front for example), but that is a logical reason to move.
It’s hard to showcase this behaviour change in images, but internal test results have been positive about this and we hope you’ll feel the same. There’s much less unintentional shuffling of armies along a front which was the main point of this change.

Next up is another big frustration point.

Teleporting Armies​

“Beam me up Scotty!” General Wolseley exclaimed when he found himself unable to attach to a front in India. And sure enough, two minutes later he was drinking tea with the Queen in Buckingham Palace.
At least that is how it sometimes worked out in our game. Until now!

The issue of teleporting armies comes to be when there’s no valid front available for a formation to go to. This can happen for example when a formation is isolated by neutral territory or the front they were moving towards being pushed into unavailable space.
We’ve always had some fallbacks for missing spline connections for example, which allowed armies to simply march through terrain though there wasn’t really a path defined.
And teleportation was our fallback solution for the worse cases.
But now we are refining this particular one into more of an actual feature, which should make it possible for armies to not teleport home again. What we’re doing is to take a lesson from our other titles and implement an exiled army status.
Once an army finds itself in a situation where they would have previously beamed home, now they’ll enter exiled status and have to walk (or ship) home.

Exiled armies have a few special rules:
  • They can march through neutral and enemy territory
  • They are not able to attach themselves to a front, they need to regroup in a friendly HQ first. They will automatically target the nearest HQ (ignoring landlocked HQs unless it’s their home HQ) and go there.
  • They suffer from attrition as if they were present at a front (more attrition in enemy territory than in neutral)
  • Their organization value will drift towards 0 over time

Once an exiled army reaches their target HQ, they lose the exiled status and act like a regular formation again.

As this feature is still in development, I can’t show you too much yet, but here’s a teaser for the icon which will be used across all interface screens to visualize the exiled state
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That’s the big three out of the way, but I have more to show today.
Since I just mentioned the army organization value, I think this would be a good time to briefly mention some changes on that front (ha!) before coming back to juicier additions.

Organization, Supply and Morale​

Right now, organization is a value whose limit is determined by the commanders in the formation and used by your units. If there are sufficient commanders, it always is at the maximum value and if there suddenly isn’t (because an unfortunate accident happened), well then the organization will drop immediately to the new target value, leaving the army shattered.

What we’re doing now instead is making organization a drifting value, meaning that when an important commander dies, the target is set to say 40 but it will take a while to go down from 100. Enough time for you to hire or promote a new general in their place.

Organization drifting from 100 towards 0 at a rate of 5 per day because the army is exiled (and has too many special units)
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Negative effects from low organization also scale a bit differently now. When you have full organization, you suffer no consequences of course. If you go down to 0 you’ll suffer 100% of the penalties. Previously this was set to 25, but it’s working better with 0 and the drifting value.
Another small change we’re doing alongside this is that we’re adding a base command limit of 10. That means that small formations (max 10 units) do not require a commander to have full organization anymore.

Lean, mean killer machine
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With regards to supply, we are making some small, but impactful changes too.
Previously supply impacted morale, instead it now affects it via organization. It does so by multiplying the organization target. So if the organization target of a formation is currently 100, but the formation’s supply is only at 50%, the organization target will be set to 50 instead.
This gives supply a lot more teeth than the previously rather harmless effects.


Here we can see the impact of a small supply penalty
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Alright, so much for our little tour around these values.
Let’s get back to some meaty stuff again that I’m sure will excite many people.

Military Access​

Military Access has been on our wishlist for a long time. It has proven tricky in our military system to define what exactly it actually means and how we can make it work in a way that makes sense for us.
I don’t think I need to explain that much why having a military access system in the game is a good idea, but let’s just say it should allow a lot more countries to conduct war without a naval invasion.
The way this is set up is via a diplomatic pact that two countries establish. It’s one-sided, so for example Belgium could grant military access to Prussia without being granted the same. Additionally, having an alliance with another country will inherently also provide military access.
Note that the example of Prussia marching through Belgium is incidental and not a reference to any particular historical conflict which involved German soldiers marching through Belgium.

Small relevant spoiler for our next Dev Diary :eek:
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What I should explain though is how Prussia can actually make use of the military access rights they just secured.
Let’s imagine we play as Prussia and find ourselves at war with France (silly example I know). Now we’d like to open a second front with them using a route through neutral Belgium’s territory into Champage to get to Paris.
Well, with the press of a few buttons, we’re able to do so.

Incorrectly found in the Navy tab currently. This will be adjusted before release.
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Once you press the plan invasion button, you’ll see an interface you may know from Naval Invasions already, which shows all potential invasion targets, via the sea, but also via land.

Note the extra options for states Champagne and Lorraine which are accessible through the military access to Belgium.
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When we select Champagne, we see the panel where you select your armies. Once selected, they’ll prepare for a while.

While the 2. Armee defends, the 1. Armee shall advance through Belgium!
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These invasions via land will work almost like naval invasions, minus the boats. While preparations are ongoing, a new front is already spawned at the point of invasion so that the defender also has the time to react and send forces to defend. Once prepared, the Prussian attackers will be able to start advancing the new front.

Again, the invasion icon will be fixed before release
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France on the other hand will only be able to defend this front and cannot push into Belgium. The conditions to see this front disappear are the same as for naval invasions, so after 3 failed attempts, the front disappears and the attackers return to their HQ.

But what if France wants to fight back and take the fight into Prussia? Well, they can also open a second front via Belgium. When any country uses their military access via a neutral country to invade another country, their enemies will also gain military access to the neutral country.
So keep that in mind when you go around securing these rights.

Next up, some interface improvements we’re doing.

UI Improvements​

We have done a number of changes to the UI surrounding military and warfare which I’d like to present to you in this section.

First up, we now use the more compact Mobilization window layout for formations by default. Previously the long list was very ineffective for how much space it was using and required a lot of scrolling.

Lots of small buttons, making better use of the space
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We have updated the formation tooltip. It now shows which units are in said formation. Additionally we now expose Offense and Defense stats of units in fitting places.

Updated formation tooltip, including its units and offense/defense value in them
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Default unit selection
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Also, the cost of war needed to be highlighted a bit more as it’s a pretty important number.
So in the Military tab, you’ll find a summary of your Military expenses now.

“4.56K for Iron bars?! Who approved this?”
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Another change we’re doing is to stack all allied/enemy formation markers that are on the same front. This drastically reduces the amount of clutter you see on screen when you’re at war. Your own formations are not affected by this. Hovering over the stack allows you to still see the individual groups that are summed up in it.

Before: Chaos!
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After: So fresh, so clean
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Showing what’s in a stack
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Alright, I have one last feature outlook I want to mention today.
This feature is still very actively in development, but we want to let you know that we are currently working on implementing the possibility to edit mobilization options for your formations in bulk.
This will work by multi selecting any formations you want this to apply to and then have a central editing process which will apply the mobilization options to all selected formations.

Here’s a little outlook (all very much WIP), you can see 3 armies selected, the blue and yellow lines indicating that at least one army has selected the option
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Closing thoughts​

We are very happy with this set of improvements which ended up a bit bigger than originally expected and we look forward to hearing your feedback once you get your hands on it.
I can’t stress enough that this is not marking the end of military improvements. We will continue addressing issues that aren’t up to par in free updates as we have always done.
We also would like to come back to the naval improvements we have previously teased, but these changes are much larger in scope so we can’t tell you exactly when they are coming at this point.

Also, before I leave you, here's an outlook of further Dev Diaries up until release of the 1.9 Update and Charters of Commerce, which releases June 17th:
  • May 1st: Diplomatic Treaties
  • May 15th: Company Charters
  • May 29th: Prestige Goods
  • June 5th: Other changes
  • June 12th: Changelog

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We will be back with Alex who will walk you through the very exciting Diplomatic Treaties feature in the next Dev Diary on the 1st of May.
Have a good day and see you in the comment section!
 
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That's great and all but are we finally making sure that if a state is occupied by the enemy, the owner finally loses access to its resources and industries?
That's one the of the top 3 issues we had with wars besides front splitting and teleportation...
 
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Because it wouldn't feel good to just sit at the border as France, waiting for the attackers to come without having any agency to counter it.
Question about this don't think you've touched on this quite yet (maybe you have but it's rather unclear to me):

Does this mean that Belgium would be basically entirely untouched in the conflict unless it decided to side with either Germany or France directly? Because it seems like it's a free way for any country to sit out a conflict entirely...why shouldn't France be able to not just invade through the country if Belgium gives access to Germany, but also neutralize Belgium along the way, with or without a proper declaration of war? It seems to me that they should actually by default be fighting against Belgium as soon as the first German troops cross the border. Or at least able to contest every inch of Belgian territory that the Germans move through while not being at war with Belgium; thus making the risk that you turn your country into a corridor of destruction and devastation as the battles swing this way and that through your territory, all without your direct participation.
 
I think this hits the mark for a lot of my issues with war, but I am concerned about the teleporting units.
Before the units just teleported home so I can slowly move them back to the front but now they are going to slowly move home then slowly to the front?
I feel that I should be able to reroute them to the closest front or automatically route there. Having to go back to a hq is going to be painful.
 
I think there is a way to have both here. If soldiers are recruited in a building (possibly with different PMs for officer rate to a different pool, maybe another for sailors) they can still go into a pool tracked by state and culture. Two issues, particularly since they split soldiers into 3 types, is that they can't swap types and return to the pool without completely rebuilding the barracks, and goods purchases happen at the barracks location not the HQ location. So you end up recruiting all your artillery from a single state where your factories are, not from where you have the best pops for soldiers. Not to mention you can't recruit sailors from inland states. I would just propose splitting those two things apart to let us get the best of both worlds and better reflect how soldiers are actually recruited.
I see, you want to split up the soldiers and their equipment? That makes sense but now you have to create a mechanism through which soldiers can be unequipped/poorly equipped or the simulation makes no sense. I guess this is a spot where you need armouries but how and why would those be unaffected by MAPI or how would the manpower MAPI be strong enough to convince players to build armouries with just barracks instead of combining all three in a single state
 
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Whats the resistance to going back to doscrete controllable units like in Vicky 2 or Eu4. Its the clear the military system isn't as engaging or as functional as intended and is a major drawback on the game.

I get the passion thats gone into this system, if you wanted to keep something like fronts you could always add increasing levels of entrenchement, as tech progresses, the organically lead to static lines of entrenched troops firing at each other.

But the currenr system, with the AI constantly splittinf fronts, pulling troops around randomly and generally being incoherent, means the system just isn't fun. As it removes player agency. No tactical decisions around crossings or terrain, no ability to catch out smaller stackd and defeat an enemy in detail. Just the RNG of will the game decide my 150 men fight the 20 men of my oppenent as 150 coherent men, or will it send 143 halfway round the continent , leaving 7 frontliners to get run over.

Please overhaul the system.

Id love to feel as of my industrial and technological advances in the economic game were meangiful on the battlefield. Remeber the advent of chlorine gas in Vicky 1 and how that meaningfully shifted the calculus of war.

Were how many years on into Vicky 3 now and a large portion of the player base can't even get naval landings to work consistently.


Please take a leaf from the Stellaris devs and accept when a system doesn't work. Re do it.

Vicky 3 is a mint game though, other than the non functional war system. Mint job
 
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Whats the resistance to going back to doscrete controllable units like in Vicky 2 or Eu4. Its the clear the military system isn't as engaging or as functional as intended and is a major drawback on the game.
They're worried about me, personally, being upset

If you want to abuse AI movement EU4 is right there. If you want a good army movement system, HOI4 is right there. If you want to win every war CK3 is right there
 
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I just want to tell my generals what strategic objectives I want and let them handle.
I don’t want to have to worry about tactics or coordinating pincer attacks, I have HoI4 for that already. But I do want to make sure that if I take over an oil producing state, that if I can’t have direct access to it, at least my opponent won’t either.
 
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Would you add more goods in the future? If so, consider adding masonry (stone-based goods) for construction which would be helpful for countries that don't have much access to wood. It could also be an advanced pm for art academies (sculptures). Infrastructure upkeep could also be a thing which would tie into stone/wood/steel, etc.
 
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The most frequent front spitting issue I run into is fronts not splitting when they should. I've been playing the Ottomans again and it's been infuriating having the border with Russia on opposite sides of the Black Sea be treated as a single front. When the front shifts I'll have armies get up and move from Drobruja all the way to Kars on the opposite side of the sea for no reason.

There's a similar issue with deserts. In Australia fronts on either side of the inaccessible interior are treated as a single front, which can be annoying for the same reason. It doesn't come up that often because wars in Australia itself are pretty rare, but the Black Sea front issue is infuriating because it happens with the default border between two rival great powers.

It sounds like maybe these changes would fix the army repositioning all that way, because it would theoretically stick to the front, but I don't understand why these borders are treated as a single front at all. Fronts are going to be able to bridge a single state, but they should not bridge seas and inaccessible deserts. The game knows that it's not a single front, because it's not drawing the line through the sea, and armies know they have to go around the sea to get to the other side, so it seems like treating the separate borders as a single front is a deliberate choice. If so, it's not a good one. Is that changing at all? Or potentially getting worse?
 
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Question from an ignorant who hasn't been playing the game in 2 years. If cavalry has 30 offense and 20 defense, and artillery has 30 ofense and 15 defense... why would I need artillery?
 
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Question from an ignorant who hasn't been playing the game in 2 years. If cavalry has 30 offense and 20 defense, and artillery has 30 ofense and 15 defense... why would I need artillery?
Artillery adds +x% to kill rate, while cav has +x% occupation per battle.

Since reinforcing losses takes time, piling up kills is a valid strategy to just break the enemy.
 
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  • They suffer from attrition as if they were present at a front (more attrition in enemy territory than in neutral)
  • Their organization value will drift towards 0 over time

My issue here is that I often have two wars, one in japan and one in china, and when the army in Japan is done it will teleport home to europe rather than go to China. Making this a damaging attrition march to europe rather than to China doesn't fix the whole problem.
 
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Hello :)
Just asking here a question, or better, trying to understand why a certain situation happens in my games.

When I assign an HQ to one of my Armies the idea is to have them in a certain area for a specific objective. For instance if I am playing as Netherlands, and I am afraid of possible revolts and/or theater of war in Indonesia, I will assign an Army HQ there, in order to immediately enter the theater, without having to wait for them to come back from Europe. That at least is how I interpret the HQ mechanics. However usually after a war, some or part of my HQ reset them self and I have to rearrange them from the beginning. Is this something that will be fixed in 1.9, is it a bug or simply me not understanding this specific mechanics? Thanks in advance :)
Also pinging @Rudawitz since you mentioned this happens to you too.
Hello, I spoke to to a colleague and they rightfully pointed out I should check in with you to ensure you've actually used the correct function.
Have you used the "Set Home HQ" function or the "Station in an HQ" function? Setting the Home HQ should preserve it even after a war whereas all stationed armies get sent home after a war.
Below an image of where the Set Home HQ function button can be found.
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