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Victoria 3 - Dev Diary #149 - Other Changes

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Hello Victorians and Happy Thursday!

My name is Tunay (aka Doodlez) and I'm a Game Designer and Rural Folk member on Victoria 3 and I've been tasked with bringing you this Dev Diary.

Today we will be going through some of the changes and additions that didn't fit into the other Dev Diaries as well as some follow-up on some topics we have tackled already.

Let's jump right in with some of the latter in fact.

Bulk Formation Actions​

As mentioned by Lino in Dev Diary #145 we were actively working on the ability to change Military Formation Mobilization Options in bulk and not only has this been implemented but the scope has also somewhat escalated and now also includes some other much sought after functionality like the ability to mass merge Formations or set Commander Orders across all Generals.

The blue numbers signalize how many Commanders are set to a specific Order or how many Formations have a specific Mobilization Option activated, very handy!
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Blockades​

A Blockade is a new type of Commander Order for Admirals that allows them to cut off World Market Access and Supply Lines from being created in Ports adjacent to their designated Sea Node.

Pictured here; the Royal Navy blockading Guangdong Bay
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Blockades differ from conventional Convoy Raiding in that they require overwhelming naval supremacy but can inflict massive damage to the target country.
The defending nation does not have to helplessly watch this unfold of course, they can always choose to send their own fleet to engage your navy and try to break the blockade!

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Whether you wish to deploy one or the other will depend on your situation, means and of course the make-up of your Fleet in comparison to your enemy! Capital Ships in particular will be able to instill fear and whiplash into anyone contemplating sailing that day on account of being so large and, as I have been told, having lots of guns.

While Capital Ships are great for blockading Ports you may wish to rely on smaller vessels for your raiding business instead
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Now, this is all that I have for you on the Navy side of things for today but before we continue I'd like to reaffirm that we will be actively looking into further naval improvements and additions going forwards.

Strategic Objectives​

Strategic Objectives are a feature that we introduced way back in Update 1.2 that allowed you to designate a State as a target to advance towards on top of any war goals you may also have. This was however before we introduced Military Formations and has never really meshed well with it and other subsequent changes and additions to warfare to the point that it essentially only worked on one general at a time.

To that end we have decided to not only fix how Strategic Objectives work under the hood to make them feel more responsive but instead took the time to make them into something more. Therefore we have moved them from being something that exists per Front to instead be something that is attached to individual Formations. This felt particularly necessary as Fronts are no longer guaranteed to be contiguous objects either.

This change will give players significantly more control over the behaviour of the Formations in wars where it matters if they want that, while being something that can be safely ignored in rather one-sided affairs or if you simply do not wish to meddle with your Generals advances at all.

You can mix and match Strategic Objectives across several Formations as you please, allowing you to either concentrate their efforts on specific targets or to spread them out across the front
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When choosing where to assign a Strategic Objective you will also be shown your wargoals as well as those of your enemy!

The rebel scum is advancing towards Maranhão but we wont let them!
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Lastly to accompany this change, Strategic Objectives can now be placed via a new button in the Formation panel or alternatively through a new right-click interaction on the State you wish to target.

Wargoal Tooltips​


At times it has felt confusing as to how and why a war goal counts as contested or not, an issue that's only exacerbated by the fact that war goals can have all sorts of conditions between them. To alleviate this problem the war goal tooltips have been updated to now clearly state how a war goal can be pressed.

For now Hedjaz is out of reach but this will change once our invasion force arrives
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This will be all things military for this Dev Diary, as always we are looking forward to your feedback!

Company Prosperity​

In Dev Diary #147 we mentioned that Company Prosperity is now a target value that a Company drifts towards as well as some smaller changes and additions, like the popularity of our newly added Executives.

The formula has since received another small but noticeable change. Where in the past the base Prosperity was based on the productivity of the Company compared to other Companies, it is now instead based on the Productivity of the Company compared to the global productivity of the types of buildings owned by said Company. In other words, if a Company owns Logging Camps and Rye Farms, its Prosperity from Productivity will be based on how well it compares to the average productivity of all Logging Camps and Rye Farms in the world.

Country Monopolies​

As you may recall we added the ability to grant Companies Monopolies on specific building types via our new Company Charters feature, but what if you wanted to be the one doing the monopolizing? Well now you can thanks to our new Country Monopolies feature:

In the name of his majesty the King, I have decided to put the production of all Cheese and Sausage in Prussia under the exclusive domain of the government!
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Each Country Monopoly comes with a cost in Authority and in turn blocks Private Investors from constructing new buildings of this type.

It's important to note that a Country Monopoly does not affect the ownership makeup of pre-existing buildings; you will still have to claw those back the old fashioned way by nationalizing them.

Custom RNG Seed​

Making its way into update 1.9 is a new game rule:
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When activated it allows you to set a custom seed that the random rolls in your game will be based on which should be particularly useful for the modders amongst you or if you simply didn't like the Ideology your Japanese Landowners IG leader spawned with.

I bring all the…
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Quality of Life Changes​

Next up here are a couple more Quality of Life and UX changes and additions coming with Update 1.9. You will have to wait for the full changelog next week for all of the details but there are a couple that I'd like to highlight today!

Private Investment Log​

When hovering over the upcoming Private Construction plan you will now be greeted with a new tooltip that lists some of the most recent investments conducted by your pops including Constructions and Privatizations.

Apparently there is a fortune to be made in the colonies
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Colonization​

When colonizing a new overseas state you will now also be granted a Port in that state, for a price of course, since otherwise colonization will be halted until you do so. To cut down on busy work we decided to just merge this step into the interaction itself.

A worthwhile investment if you ask me, and now with less clicks than ever before!
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Movements​

Additionally, in the never ending quest to surface more important information to the highest levels Movements have received a bit of a facelift with the generic Movement Type icons being replaced with the Core Movement Ideology of each movement or a fitting Flag if there is one.
On top of that the tooltip now also clearly lists the Laws that the movement supports or opposes without having to dig further.

The Liberal Movements advocacy for personal freedoms does not seem to apply to enslaved people, as such they are currently very passive
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These types of changes are almost always spawned either by our own gameplay experiences or your feedback so please keep it coming! With every update we try to optimize as many tooltips, concepts and other bits of information as possible to deliver you the data you want more directly.

Mapmodes​

Something we had been testing in Update 1.8 was assigning a list of contextually relevant map modes to the Budget Panel and for Update 1.9 we have decided to expand this into pretty much all other relevant panels! To this end our wonderful artists have also created icons for every single map mode in the game.

We felt that both of these steps were necessary as we are looking into improving map modes further and as the number of our map modes has increased quite substantially since release and will probably continue to do so in the future.

Clicking the small map mode button to the right will create a list of map modes relevant to the panel at hand, all of them with the new icons created by Ingela
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Modding​

It wouldn’t be appropriate for me to end my Dev Diary without mentioning at least some of the changes and new tools for modders coming with this update!

Law Variants​

You can now assign your new Law a parent based on the other laws in the same category, your new Law will then inherit all ideological stances of its parent law allowing you to easily create variations of existing laws for more flexibility or to cover situations in different countries or regions in a more detailed manner without having to setup completely new Ideologies every time.

We are introducing one such Law Variant in Update 1.9 in the form of the “Canton System” a version of Isolationism that exists in China at game start. Implemented by the Qing dynasty, it greatly reduces the amount of outside trade by forcing it to go through a single port without banning it outright however, unlike regular Isolationism!

The Canton System — while not as extreme — does not come with perks as strong as that of Isolationism either
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Creating a new variation is as simple as defining a new “parent” key in the respective law type:

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Trade Setup​

Those of you creating total conversion mods would probably like to know how to set up historical trade routes now that the old trading system has been replaced, thankfully it's a rather simple affair.

Within your common/history/trade folder you should create a new file allowing you to define imports and exports in each state via the new add_exports and add_imports effects, just make sure you also give the states sufficient Trade Centers when you do so! Note that the numbers in these effects is not the number of goods exported, but rather the amount of Trade Capacity that will be used, so add_exports = 20 on iron will actually result in an exported quantity of 100.

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To top things off I have created a handpicked list of some of the most exciting additions coming with this update that I haven't already mentioned:

  • Added new text formatting tags ":" and ";" which are used like the "+" and "-" tags, but colors numbers gold/blue instead of green/red.
  • Added new on actions “on_game_started” and “on_game_started_after_lobby” both of these will fire once the game has begun, the latter will fire after players have chosen their countries which is perfect for when you need access to players specifically.
  • Added "cooldown" for "scripted buttons" (used by Journal Entries) which can be used to specify how often the button can be used. For example: cooldown = { days = 10 }
  • The create_building effect now allows script values to be passed into the “level” property meaning you can finally prune all those if-statements. (I see you)
  • Scripted Buttons and Decisions now use script values to calculate ai_chance instead of scripted modifiers, allowing easier scripting of more advanced AI logic.
  • The max_manpower property from Combat Unit Groups has been moved to Combat Unit Types meaning you can now define different unit sizes for individual unit types if you like!
  • Added optional custom_completion_header, custom_failure_header, custom_on_completion_header, and custom_on_failure_header properties to journal entries to allow customized flavor for completion and failure states.
  • Added event_outcome_completed_desc, event_outcome_failed_desc, event_outcome_timeout_desc properties to journal entries allowing you to show the effects of an event that would fire as a result of a journal entry.
  • Added script lists for decentralized countries like any_decentralized_country, random_decentralized_country, every_decentralized_country etc.
  • Added executive_usage and company_trigger triggers for character templates, allowing you to add new company executives throughout the game
  • save_temporary_scope_as will now properly work in script values, including being passed into localization.



That will be all from me for today. We will be back next week with the Changelog for Update 1.9 and Charters of Commerce!

Until then, Happy Thursday and have a nice day!
 
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All of these are awesome!
Is there any changes on how fleets can be upgraded in late game ?
It would be nice to remove restrictions on it until upgrades are more flesh out at some point in the future.
Actually yes, we removed the restrictions on upgrades in 1.9, we will revisit this when we do our big push on navies.
 
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And also a question: how does exactly the custom rng seed work? Because the example of "Japanese landowners don't have the ideology I want" is the exact use-case I thought of, but I would still want the rest of the game to not be predetermined (aside from player actions). Is that achievable? Is (or can be) the rng otherwise unaffected?
Not really as far as I understand, in your case you might be better off creating a mod to simply adjust the ideology of Mr. Mori (I wont shame you)
 
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Country Monopolies
As you may recall we added the ability to grant Companies Monopolies on specific building types via our new Company Charters feature, but what if you wanted to be the one doing the monopolizing? Well now you can thanks to our new Country Monopolies feature:

In the name of his majesty the King, I have decided to put the production of all Cheese and Sausage in Prussia under the exclusive domain of the government!
View attachment 1312633
Each Country Monopoly comes with a cost in Authority and in turn blocks Private Investors from constructing new buildings of this type.
I long thought it would be nice as a feature, especially for development. It's just really weird for Railways or Power Plants to be all subsidized, and built by the government and then for capitalists to randomly come and build some levels of their own. Like it's a significant topic of railway privatization, and in current Vic3 it is pretty much always the case. It's also very annoying when the building ends up being not profitable, and just becomes a drain on subsidies, but it's very easy to miss, that private investment built it.

As such I would even want to see, that under Interventionism you don't pay authority (or like it's -75% cost) for monopolies on Development style buildings. Just that it's an option, if a player wants to, and it's not a big intervention in the private market, like blocking building of Clothes Factories. It just doesn't make sense it would carry the same cost.
 
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In the world market DD you mentioned you were looking at breaking up big markets into smaller chunks, like for Russia.
Did that end up happening? Or will all of Russia be one market?
 
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Lastly to accompany this change, Strategic Objectives can now be placed via a new button in the Formation panel or alternatively through a new right-click interaction on the State you wish to target.

So... we will select an army formation and right-click on the map where we want it to go to? Hm... sounds familiar. ;)
 
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I love the improvement to the wargoal visibility, but there's one thing I'd still love to see.

One of the most frustrating things in the war system, is having a wargoal you don't care that much about, ruin the chances of getting a ticking warscore from an important enemy.

I think the ability to drop a wargoal mid war would be a perfect way to solve this issue.

It makes sense for a country to do so, it just stops claiming that as one of its reasons for war (maybe give it a small prestige hit or something), but the most important thing, is that it will let you not get stuck in a war which you are winning in most cases, except for one mistake you made at the start. Just abandon the wargoal and if that lets you get the wargoal you really want, it'll feel amazing for players.
 
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Thank you for the headsup for the ai_chance by the way! Knowing it a over a week in advance is great! Are there any other changes that we need to know about for modding?
 
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I love everything shown in this DD, the small Quality updates will have a huge effect.

On country monopolization, how much will these cost? Will there be any "free Country monopolies" just like with charters?
 
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I feel like the naval element of the game could be improved with a few relatively simply tweaks. For example:

1. Right now there's one way to organise a fleet: Basically 50 small ships and 50 capital ships, as this reaches the command limit for a single admiral, and hence can be used in a single battle. This means anything smaller is usually ineffective (as it'll just get destroyed in any battle). I think if you put in something to prevent naval doomstacking, it would improve gameplay a bit.

2. It would be nice to be able to spread the missions for a fleet across several nodes. For example, I'd prefer to have 1 fleet of small ships that I send convoy raiding in multiple sea nodes, rather then a half dozen individual fleets that are annoying to manage, and also easily defeated in detail by doomstacks. A good example, the new blockade command should be quite fun to use, but it if I, say, wish to blockade the USA I'll have to maintain 5 or 6 individual fleets to blockade the whole east and south coasts. It would be much more user friendly to be able to do this with a single consolidated fleet.

I'm aware you guys are planning a significant rework of navies regardless, but these kinds of tweaks would be helpful.
 
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Major reworks are mandatory, not optional, and polishing a bad system will not retain players.
You're right.

More changes to a system that no one wants, with more empty promises to address it further down the line. Since the release of this game, we have heard in every other dev diary that the war system is going to be improved. It has not done so nearly enought.

All the substantial improvements made so far have moved it away from being terrible towards being more conventional. You can polish it as much as you like, but the best solution would be to revert to a micro system. You can salvage a lot of this already.

- Armies should be stationed in states and, upon mobilisation, create a stack of units there.
- Commander orders should provide bonuses in battle.
- Drag the box around the army and right-click on the state to which you want to move.
- If two armies are in a province, a fight will occur.

For the love of grand strategy, please! Stop insisting that your system is any good.
For the love of the invisible hand, stop playing Vic3 and enjoy Vic2 since you love so much to manage stacks !
 
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Are admirals still disallowed from borrowing ships in the 1.9 update? Currently it makes AI fleets really easy to defeat as you can pretty much always beat a larger navy with 40 ships and a single admiral, as long as the AI assigns more than one to their fleet. It would make the blockades feel much less devastating if I could easily get out of them.
 
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Will it be possible to select multiple formations and give them the same strategic objective with one click?
(Likewise needs to be possible to set multiple generals at the same time to attack/defend)
 
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In the world market DD you mentioned you were looking at breaking up big markets into smaller chunks, like for Russia.
Did that end up happening? Or will all of Russia be one market?
We were talking about Market Areas to be clear, not actually splitting markets. We did not end up doing this yet but we're open to doing it after release if the consensus is that having just a single Market Area in cases such as Russia feels wrong.
 
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Are admirals still disallowed from borrowing ships in the 1.9 update? Currently it makes AI fleets really easy to defeat as you can pretty much always beat a larger navy with 40 ships and a single admiral, as long as the AI assigns more than one to their fleet. It would make the blockades feel much less devastating if I could easily get out of them.
This is fixed in 1.9.
 
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Country Monopolies​

As you may recall we added the ability to grant Companies Monopolies on specific building types via our new Company Charters feature, but what if you wanted to be the one doing the monopolizing? Well now you can thanks to our new Country Monopolies feature:
Well I guess this better contextualises the 'No Monopolies' rule for Laissez-Faire revealed in the stream (country monopolies also being briefly mentioned) - would completely break the intended game design of the economy if you could perpetually keep buildings that contribute 100% dividends to the investment pool (a current bug notwithstanding - find it fixed in next week's changelog?)

Unfortunately question does indeed beg to be asked about the other economic system law with 100% dividends to investment pool: Co-Operative Ownership - this too will have monopolies disabled?
 
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Apologies if this has been asked already, but how do state monopolies work with subjects? Are overlords and their private investors blocked from constructing or buying buildings that I’ve monopolised? I’m guessing that the authority cost is enough to prevent this from being abused.

If so, an interesting Power Bloc principle could be one that allows a Bloc leader to ignore state monopolies.
 
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Question about Law Variants- can things that check for law types like for example, Government Types, check for both specific law variants as well as the parent law?
 
Well I guess this better contextualises the 'No Monopolies' rule for Laissez-Faire revealed in the stream (country monopolies also being briefly mentioned) - would completely break the intended game design of the economy if you could perpetually keep buildings that contribute 100% dividends to the investment pool (a current bug notwithstanding - find it fixed in next week's changelog?)

Unfortunately question does indeed beg to be asked about the other economic system law with 100% dividends to investment pool: Co-Operative Ownership - this too will have monopolies disabled?
Co-Ops have fully functional mixed economies in 1.9 so they can have monopolies.
 
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PDX_H4n1baL mentioned the other day that there were changes to the balance for political movements. But he wasn’t familiar with all the effects. Could you guys list a bit of what was adjusted? Basically I’m interested in: do abolition movements actually survive in non-US countries and do leftist movements actually spawn/ gain sufficient support to be impactful?
 
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