• 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!
 
  • 111Like
  • 81Love
  • 8
  • 2
Reactions:
I am unreasonably happy about the colonies having auto-ports, such a nice QOL change. The worst part about this is gonna be finishing my current campaign, cause I cannot wait for all the new stuff.
 
  • 3Like
Reactions:
Small clarification. Shouldn't a Country Monopoly be better called a State Monopoly? The action blocks companies within that country from ownership, so the monopoly is not at the country level but at the level of the state within a country.
The monopoly is that only a particular country can construct buildings of that type in that state, that's why it's called a country monopoly. It's referring to who has the monopoly, not where the monopoly is applied.
We've went through this discussion before during one of the 1.7 dev diaries
Would a more accurate term for country owned be "state owned" because it is the state who exists as a legal entity and who can own things?
Yeah, possibly.

If you want to call it state-owned you're welcome to do so and we will understand.

'State' being a labelled subdivision on the map sure does make things slightly iffy to disambiguate and keep consistent with regular real-world terminology but oh well

I can however see now that 'only those of this country' have a monopoly on commerce could be an alternate reading of 'country monopoly', but there isn't really an easy way out of this so I think them going by the existing standard they already set out for developers' communication is probably the more ideal method.
 
  • 3
  • 2
  • 1Like
Reactions:
I made a mistake and was not clear.

I meant that a country monopoly would restrict buildings to the government and the private companies of a country. Whereas what Paradox has implemented is different, they've implemented a state monopoly in so far as non-state actors like private companies are also excluded (only the State, ie the government, is allowed).

I didn't mean state as in location, I meant State like Louis XIV meant when he said "I am The State"
The term "state" isn't used in that sense for any other mechanic in the game though. It could be confusing because "state" always refers to a state region. Regardless, the UI doesn't appear to actually say "country monopoly" it just says a building is "currently Monopolized by (Country)".

That being said, "National Monopoly" should probably be the name if they're going for consistency, since buildings owned by countries are called "Nationally Owned" and you "Nationalize" them.
 
  • 2Like
Reactions:
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.
I want this more for the AI than for players, you constantly see Dai Viet or whatever bankrupting because they can defend against France but can't land troops in Europe to get French war reps

If 0 war enthusiasm countries dropped a single unfulfilled war goal yearly when their opponent's war enthusiasm can't drop a lot of these dumb wars would end faster

As a player it would also make it harder to abuse AI bankruptcy to start 20 year wars where you don't fight until your opponent goes bankrupt
 
  • 2Like
  • 2
Reactions:
Do IG inherit their approves and disapproves for law variants from their preferences toward the parent law? The reason I ask is because, when creating a large number of laws in a mod, setting IG preferences for each individual law becomes extremely time-consuming.
 
  • 1Like
Reactions:
Do IG inherit their approves and disapproves for law variants from their preferences toward the parent law? The reason I ask is because, when creating a large number of laws in a mod, setting IG preferences for each individual law becomes extremely time-consuming.
Yes, from the first 1.9 stream this was given as basically the whole reason for the law variation system. The idea is that law variations have country-specific mechanics, but conform to the ideology of the original law. So in China any interest groups or agitators that would normally support Isolationism would support the Canton System instead, for example.
 
Last edited:
  • 4
  • 2Like
Reactions:
This may be a dumb question, but what are the advantages for monopolizing a building type within your country (specifically with country monopolies)?
Small subjects with large overlords can often end up with lots of their buildings owned by their overlord, which increases economic dependence and suppresses liberty desire. Country monopolies could be useful for protecting particularly large industries from overlord ownership, assuming they lock out overlords.

I know I plan on trying them as a way of reducing my economic dependence on Britain in my Australian independence runs.
 
  • 2
Reactions:
Hi folks, there's a long running bug where leverage resistance never increases if you, say, change laws to one that gives a bonus. I saw this mentioned several times in the bug report forums, but no sign it had been noticed or addressed. Has this finally been fixed?
 
Country monopolies could be useful for protecting particularly large industries from overlord ownership
May provide a good impetus towards strongarming an investment charter into other countries, although now I'm not quite sure how this country monopoly system will interact with the existing foreign investment pacts for non-subjects, defending might end up being a bit stronger if it does bypass the pact.
 
  • 2Like
Reactions:
Re the new blockade mechanics it's a bit disappointing to only see them as a wartime activity, rather than also reflecting how they were used as an (aggressive) mode of diplomacy outside warfare in this period

At minimum it would be nice if the AI would consider your capacity to totally stuff them via blockade during diplo plays. Really it feels like diplo plays need the iterating cycle with escalation/de-escaltion treatment that revolutions got.
 
  • 3
Reactions:
Hi! Looking forward to play the update when it releases.

I’m curious if there have been any changes in 1.9 regarding the building menu where you select a state to construct buildings in? Currently, when you have a large number of available states for construction, that menu can become quite laggy. Sometimes even freezing the game temporarily as it loads all available states.

Maybe adding a pagination, similar to how it was done to the building queue would solve it :)
 
  • 2Like
Reactions:
Looks good.

To be honest, I hardly ever use the Buildings panel as the list entries each take up so much space that you have to do a lot of scrolling to find what you’re looking for, and then a lot of it is hidden again behind buttons. It’s incredibly hard for me to maintain an overview when I only have like 5% of the information at a time. Same goes for the building ledger (or whatever it was called), incredibly large list items, therefore lots of needless (and tedious) scrolling.

I’m hoping there’ll at some point be a comprehensive rework of the UI, focused on limiting the amount of scrolling and clicking the player needs to do to find the information they need. ‘Maintaining an overview’ is the key phrase here.

But thanks for the steady progress!
 
Given that formations are getting attention, is there a game design reason why forced march provides +formation speed and +formation mobilization speed, the same with truck transport, yet the costly rail transport improves only formation speed without improving mobilization speed, while remaining mutually exclusive with the forced march? Feels weird that forced march is the "primitive" mobilization but it's better at mobilizing your conscripts than troops carrying trains
 
  • 2Like
Reactions:
Will there be an Isolationism variant for Japan, as it did have a situation similar of "foreign trade may only come in through this singular trade center" in the Dejima island?
 
  • 1Like
  • 1
Reactions:
In terms of blockading an enemy nation how would it work if you have two admirals? If you were to have one on blockade and one on convoy raiding, would they correctly split the ships between them so that the capital ships blockade and the light ships raid?

Thanks :D
 
  • 1
Reactions:
The term "state" isn't used in that sense for any other mechanic in the game though. It could be confusing because "state" always refers to a state region. Regardless, the UI doesn't appear to actually say "country monopoly" it just says a building is "currently Monopolized by (Country)".

That being said, "National Monopoly" should probably be the name if they're going for consistency, since buildings owned by countries are called "Nationally Owned" and you "Nationalize" them.

State religion.

But I am totally on board with national monopoly, that would 100% be the most clear term in my mind.
 
  • 1
Reactions: