• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #149 - Other Changes

16_9.jpg

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!
DD149_01.png

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
DD149_02.png

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!

DD149_03.png

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
DD149_04.png

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
DD149_05.png

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!
DD149_06.png

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
DD149_07.png

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!
DD149_08.png

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:
DD149_09.png

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…
DD149_10.png

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
DD149_11.png

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!
DD149_12.png

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
DD149_13.png

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
DD149_14.png

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
DD149_15.png

Creating a new variation is as simple as defining a new “parent” key in the respective law type:

DD149_16.png

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.

DD149_17.png

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!
 
  • 110Like
  • 81Love
  • 8
  • 2
Reactions:
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?
Only through an OR trigger right now but I'll see about adding something like has_law_or_variant
 
  • 16Like
  • 5
Reactions:
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.
Thank you! Very informative. Separate question on war goals:

Are war goals now moddable? We now have a list of war goal enforcement options, which my understanding was not possible previously.
Relatedly: do blockades count for any war goals? eg can Britain take Hong Kong via blockade without doing a major invasion?
 
  • 5Like
Reactions:
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.
Of course it feels wrong - it is TERRIBLE. If you have hub in Baltic see and it will be blockaded all trade will be stopped even if normally trade would go through Black see or Pacific ocean.
 
  • 6Like
Reactions:
Thank you! Very informative. Separate question on war goals:

Are war goals now moddable? We now have a list of war goal enforcement options, which my understanding was not possible previously.
Relatedly: do blockades count for any war goals? eg can Britain take Hong Kong via blockade without doing a major invasion?
War Goals are not fully moddable, but you have semi-moddable wargoals indirectly through Treaty Articles. We do plan to make War Goals fully moddable in the future though.
 
  • 12Like
  • 9Love
  • 9
Reactions:
Hello ! This all looks great !

Few questions, apologies if this have already been answered :
- A question i had since the stream and the changes on trade and convoys : now that convoys are no longer used for trade (as it use merchant ships), is convoy raiding usefull only to destroy ports links and thus break the market access of large world empire ? Are convoys still produced in ports ? And are they more difficult and costly to produce ?
For instance in 1.8, a end-game British Empire may need 10k Convoys to maintain the market access in all the empire, but also use 90k for trade. So when in war, we used to delete some big trade roads in order to maintain connections. This also means that convoys needed to be cheap and numerous to keep up with trade. If convoys are exclusively used for port connections, are they now produced in fewer numbers, or is the connection abstracted ?
On a side note, it was discuted several month ago the possibility of creating local market when the connection of a colony to the capital is totally destroyed, is this still not possible ?

- Strategic objectives are really nice to decide where to attack with which army, but what about defense ? In a war as Russia, i had Austria as an Ally against a Prussia/French coalition. The front then was unique from Baltic states to Bavaria. The war goal of my enemies was in Poland, so i wanted all my armies to defend Poland in absolute priority, but the front being unique, everyone went to defend a single offensive in Bavaria, and left no-one to defend Poland. The defense of the bavarian attack was successful but not the polish one ... which changed the tide of war as it was the wargoal. Will we be able to choose where we can "lose ground" to slow down the enemy, and where we have to "hold the ground at all cost" ? This is a point that might be crucial, now that there is less fronts subdivisions !

- Was there some work and update on the movements ? The movement update is awesome, but there is a lot of points where they feel more passive than really important (early France excepted).
I'm thinking of
* Supremacists movements being only midly annoyed with multiculturalism (+10% activism, cancelled by -10% with control migration - control who ? if everyone is accepted ? ) which create countries in the end-game, all with multiculturalism thanks to the minority movements, but without attempt from their fascist government to reverse it.
* Several very angry movements waiting their turn for revolution when they have some major claims they could band together on.
* IGs having very very low impact on anything, so once laws are voted, they have no way to reverse it.

I'm overall very excited for this update, thank you for your work !
 
Last edited:
  • 3Like
  • 2
Reactions:
Very interesting!
I'd say, some are undercooked
  • while the ability to set general orders in bulk is welcome, having an army with conflicting orders is bipolar anyway. Orders should be given to fronts, not to armies even, and definitely not to generals
  • while tuning down the importance of productivity to gain company prosperity is welcome, I don't think productivity should play a role at all. But to be honest, I don't think there should be prosperity bonuses anyway
  • "migration attraction" should be an indirect consequence of the blockade-induced famine (which is not there at the moment), not a direct one. Like, if you've only got two states in the market, both are blockaded and there's no ship production anyway, the effects are on international trade only. Why?
But in general, very nice!

I'm very curious about seed fixing, as it possibly allows for more fair comparison between runs when you just have to determine whether rushing LF is that good an idea.

A specific question:
Does a "law variant" always replace the existing law for a tag? Can a tag have several variants at the same time as available options? How dynamically can the assortment change for a given tag?
Yes, I really hate tag-specific stuff :)
Yes, I did read that this is at the moment a mod-only feature.

UPD: sry, I didn’t realise that the DD had been out for an hour already, and that this question had been asked and answered many times
 
Last edited:
  • 2Like
Reactions:
1749136454684.png


This might lowkey be the biggest QoL change in the dev diary if it means that the functionality will be used by already existing JEs, atleast for a lot of less experienced players .
 
  • 3Like
  • 1
Reactions:
Quality of life changes are always welcome. Great DD.

Regarding Custom RNG Seeds, I'd love for them to implement seeds for the redistribution of natural resources to increase replayability in Victoria 3. It would be interesting if iron mines rarely appeared in Europe, forcing them to conquer overseas territories early in search of iron...

And regarding changes to the army, I hope they implement the option to promote commanders to the desired rank (from level I to V without having to promote them one at a time).

See you on the 17th ;)
 
  • 1Like
Reactions:
This is a suggestion regarding terminology localization. While 'Canton System' is an appropriate and seemingly intuitive term in English contexts, please avoid translating it back into Chinese as '广东体系' (Guǎngdōng Tǐxì). For Chinese audiences, a more historically accurate and conceptually fitting name for this policy would be '一口通商' (Yīkǒu Tōngshāng). The so-called 'Canton System' was never used by Qing dynasty rulers historically and remains an unfamiliar concept to most Chinese today. I recommend rendering the term 'Canton System' as '一口通商' in the Chinese localization.
 
  • 6
  • 1Like
Reactions:
People really are sleeping on that colonizing port change. Huge. Small change but big impact on both quality of life but AI managing colonization.
 
  • 13
  • 1Like
Reactions:
Breakthrough Mechanic
This would be an interesting military addition that adds more tactical depth to how armies are moved in relation to strategic objectives: the breakthrough. Concretely, it would be a button visible in the menu of a mobilized army on a frontline. The mechanism would be simple, following the logic of naval invasions.
You select an enemy state along the front where the army is engaged, and the breakthrough begins. If three battles are won, the army makes significant progress in the section of the front where the breakthrough was launched. However, the defender can counter this move by assigning armies to that area, much like how naval invasions can be repelled. The attacking army also suffers a heavy casualty penalty, since the cost of breaking through a frontline should be high.
 
  • 2Like
Reactions:
Yes! The AI will now aim to form historical companies and understands how to construct necessary buildings to do so.
Speaking of which, I guess it's currently not possible to use a military formation's name in a trigger, i.e. require that the player names a formation with a specific name? (I know it's peak pedantism, I was just looking for a way to do it, for scientific purposes)
 
Did you explain how merchant marine work since dev diary 143 ?

Do they replace convoys ?
Can they be raided ?
Do they need clipper/steamers to be built ?
Are they built in shipyards ?
Other info about ?
 
  • 2
Reactions:
Are war goals now moddable?
Yesn't. To add to what Martin already said:

  1. You can create a custom treaty article and flag it as can_be_enforced, meaning the game will generate a war goal for it!
  2. Articles have an on_enforced effect block, pretty self-explanatory!
  3. You can define an input for an article, like a state, quantity, building type etc. which you can then refer to in the other parts of the script, including the effect.
  4. You can then define a wargoal trigger block in the article where you can set up specific parameters: execution priority, maneuvers and infamy costs and contestion_type (i.e occupy this state or occupy the capital etc.)

Its not perfect and not a replacement for allowing you to fully mod wargoals but with enough ingenuity I can see some of you do some pretty interesting stuff :)
 
  • 12
  • 7Like
Reactions:
View attachment 1313273

This might lowkey be the biggest QoL change in the dev diary if it means that the functionality will be used by already existing JEs, atleast for a lot of less experienced players .
They did mention at some point that they were looking to improve visibility of JE sucess and failure outcomes so hopefully this will be the case!
 
  • 2Like
Reactions:
Thanks for all the responsiveness!

Is there any commentary on the overall balance in 1.9, and what we can expect to 'feel' different? I've seen that the AI is much better at building GDP and there's some tweaks to movements. Or shall we wait until next week with the changelog?
 
  • 2Like
Reactions:
Thanks for the Bulk Formation changes! I'm sure you were considering that before I asked PDX about it a few months ago, but it feels great to have my feedback be taken seriously! This will totally change how I interact with formations for the better.
 
  • 3Like
Reactions: