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Steam Real-Time Strategy Fest!

Good Day Victorians!


The Real-Time Strategy Fest has begun and Victoria is taking part! Pick up the base game for 50% off and selected content and the Expansion Pass for up to 40% off until the 27th of January!

Grab the Base Game:


https://store.steampowered.com/app/529340/Victoria_3/

Get one step closer to completing your collection with the Expansion Pass:


https://store.steampowered.com/bundle/32180/Victoria_3_Expansion_Pass/

Pull other's into your nations orbit in Sphere of Influence:


https://store.steampowered.com/app/2411231/Victoria_3_Sphere_of_Influence/

Stake a claim on the future of the South America in Colossus of the South


https://store.steampowered.com/app/2591240/Victoria_3_Colossus_of_the_South/


[ 2025-01-20 18:02:33 CET ] [ Original post ]

Victoria 3 - Dev Diary #142 - 2024 in retrospect


Happy Thursday and welcome back to a brand new year! I hope youve all had a nice holiday and a good start to 2025. As I mentioned in the last dev diary, this one is going to be a brief retrospective on the year thats passed and the updates and DLC that we released in that year. Ill share my thoughts on what I think we did well, and where we want to improve going forward. I will go over each of the major releases in turn, followed by a summary of my overall thoughts for the whole year. Our first release of 2024 was Update 1.6 back in March, and I consider it our low point of the year. While the update itself contained a lot of nice improvements, it was released in a pretty rough shape and also (contrary to our expectations at the time) had worse overall performance for a majority of users. This felt, in all honesty, more than a little embarrassing to me since I had stated improved performance to be one of our goals with the update. The reason this happened is simply that, even though we had made a plethora of performance improvements, other changes (principally AI improvements and changes to migration) degraded performance more than these improvements could make up for. What this made us realize is that our internal tools for monitoring performance were simply inadequate to the task, and our Tech Lead spent a considerable amount of time expanding and improving on something we call The Performance Dashboard, which now monitors not just overall performance but also provides a plethora of useful breakdowns. As an example of new functionality added to the dashboard, the new tools contain a heatmap of the most performance-intensive parts of the game (such as updating pop growth and adjusting trade volumes) with a 2-week history that lets us immediately spot if a change to a particular part of the game causes it to become slower so that we can take immediate action. All of this, alongside some extra allocation of programming resources, allowed us to release both updates 1.7 and 1.8 (as always, on average - individual hardware variation unfortunately means performance improvements are never going to be universal) with significant performance improvements despite all the new features those updates introduced. In addition to general performance monitoring, the Performance Dashboard also tracks more specific data such as the slowest events, which lets us quickly spot when suboptimally written triggers start to impact overall performance. Its worth noting that something being yellow or red here isnt inherently bad - its okay for a complex event to use up more computing power so long as it all adds up to a reasonable level.
However, Im getting a little bit ahead of myself now. Returning to update 1.6, it of course wasnt all bad. On the good side, the update ended up being dubbed The UX Update as it contained a lot of UX improvements, ranging from simple quality of life changes to more significant changes such as formation map marker consolidation and the addition of a proper migration map mode. The most significant and well received new UX feature was probably the Pop Census Panel, which allows you to truly dig down into the nitty-gritty details of your population. The Trains Bonus Pack free DLC we released alongside 1.6 of course also merits a mention, as honestly, who doesnt like free trains? If 1.6 was our low point of 2024, then Update 1.7 and Sphere of Influence, released in June, was definitely the high point! Both the expansion and the update itself performed extremely well, and were very positively received by the community. In particular I want to mention the Building Ownership Rework, a massive months-long effort to create more complex relationships between Buildings, Pops and Countries. There was some internal debate about whether we should really spend so much of our available development time overhauling the economic core of the game for a diplomacy-oriented expansion, but doing so is what allowed us to implement Foreign Investment as a natural extension of the building construction and autonomous investment systems instead of making it a tacked-on mechanic, and I consider it well worth the time spent. Power Blocs is another interesting 1.7/Sphere of Influence addition to mention in relation to its community reception. During their initial conception, Power Blocs were intended to be a broader feature that could capture a variety of transnational agreements, but in actual implementation it suffered from this approach of trying to do a little bit of everything and ended up quite underwhelming. Following feedback from QA and beta testers, we refocused the feature into one focusing almost entirely on imperialist projects. This decision is something that we received some criticism and pushback about in the Power Bloc dev diaries, as some in the community felt the feature was now too narrowly focused (though I know at least a few people who came around to it after the update was released). Ultimately I believe we made the right call, as Id rather we add a feature which does a few things but does them well rather than one which stretches itself thin and just ends up underwhelming. Something that was more on the mixed side of things was the Great Game Objective. While the objective itself seemed pretty well received, and we saw a very noticeable increase in the number of playthroughs of the countries involved with it, there was (and still is) a perception that playing without the objective locks you out of the content added for those countries. I can only attribute this to poor communication on our part, and that we need to more clearly indicate exactly how objectives change the experience, and the fact that they do not lock away country-specific flavor JEs when not enabled. The last thing I want to mention for 1.7 is the AI, as its an area of the game that was significantly improved in the update, especially on the diplomatic side. The catalyst system and the way it explicitly informs you when and why an AI changes their diplomatic stance towards you is something I am personally very happy with, and is a model for how I want to continue to improve the Victoria 3 AI going forward. I want the AI of Victoria 3 to be both an interesting opponent and an interesting ally, self-interested but largely rational, and for players to be able to understand why it makes the decisions it makes even if its not the decisions the player themselves would make. This is an approach which necessitates the kind of transparency offered by the catalyst system as opposed to the opaque black box of hidden dice rolls which preceded it. We of course still have a lot of work to do here, and improving the AI isnt something that is ever really going to be finished, so the main takeaway here is really that we dont just want to make the AI smarter or better at challenging the player, we also want to make it make more sense. Finally then, we have reached Update 1.8 and Pivot of Empire, the final release for 2024. As I recently posted a dev diary on my thoughts for that specific update, I wont go too much into detail, but I do want to mention that we have taken a further look at the balance of the India content (particularly the Unstable Raj JE, where we have looked at telemetry for completion rates across the playerbase and found them significantly lower than intended) and concluded that some further balancing is needed from us in 1.9. Specifically, we want to adjust its difficulty level while also improving rewards for completing it successfully, but also look into making failing the JE less of a game-ruining state. I also want to reiterate that one of the major learnings we have made from 1.8/Pivot of Empire is that we need to focus more on the why of Journal Entries when designing them in the future. That is, why do you want to pursue and complete a Journal Entry - what player fantasy is it fulfilling, what playstyle is it supporting, what rewards does it offer - and to communicate those whys to the player. The reaction of the player to completing a complex and challenging Journal Entry should never be huh, thats it? when presented with the conclusion and rewards. On a more positive note, something we expected to be positively received but which turned out to be extremely well liked was state/hub renaming. We were already planning to continuously add more renaming functionality to the game, and the massive amount of positive feedback weve gotten has only strengthened that ambition. Lastly in regards to 1.8/Pivot of Empire I want to mention which came as something of a surprise to us was the strong negative reaction to the lack of an Expansion Pass for Pivot of Empire. Again this is something weve already talked about, but I do want to mention that there will absolutely be more expansion passes going forward. The reason we didnt do so already is that weve found that Expansion Passes work best for us (in terms of being able to plan and deliver high quality releases) when they start off with a major expansion, rather than ending with one, so that is what well be doing going forward. To conclude this dev diary, I want to share an internal phrase thats been going around: 2024 is the year that Victoria 3 hit its stride. Its no secret that the game had its issues at launch and that we made some mistakes in the initial post-release period, but from update 1.5 onwards, and particularly after 1.7/Sphere of Influence, weve seen excellent playerbase growth and greatly improved community sentiment. In summary, 2024 was a very good year for Victoria 3, and Im very excited to continue building on these successes to add depth, flavor, and excessively in-depth socioeconomic simulation mechanics to this very special game series that is quite unlike anything else I have ever worked on. Thats all for today! With update 1.9 some time away, were now going to take a bit of an extended break to focus solely on the development end of things. Expect us to return sometime early spring with details on the Trade Rework, Frontline Improvements and so much more. See you then!


[ 2025-01-16 15:01:04 CET ] [ Original post ]

The Paradox Steam Winter Sale has started!

Good Winter's Day Victorians!


The Paradox Winter Sale has started! In the wintry land of Victoria, you can pick up the base game for 50% off and selected content and the Expansion for up to 40% off! Complete your collection with the Expansion Pass: https://store.steampowered.com/bundle/32180/Victoria_3_Expansion_Pass/ Expand your influence, and create a Power Bloc to last the ages in Sphere of Influence: https://store.steampowered.com/app/2411231/Victoria_3_Sphere_of_Influence/ Or why not take a vacation from snowy lands to the warmer climate of South America in Colossus of the South? https://store.steampowered.com/app/2591240/Victoria_3_Colossus_of_the_South/ [hr][/hr] Do you want other Paradox titles or content? Well maybe you should take a look at this trailer! [previewyoutube=EnywdTXZmFY;full][/previewyoutube] You can also pick up other Paradox titles with discounts of up to 90% off, now that is holiday magic! https://store.steampowered.com/publisher/paradoxinteractive/sale/pdxwintersale24 [hr][/hr]

But! That is not all!


Ubisoft and Paradox Interactive have joined forces to bring you the Anno 1800 & Victoria 3 Bundle, a strategy game bundle with two different approaches to the dynamism of the 19th century. Master trade, exploration and city development in Anno 1800, or build a global empire in Victoria 3, a deep simulation of Victorian society, economy, politics and culture. The Anno 1800 & Victoria 3 Bundle includes the base game versions of: Anno 1800: Build a trade fleet, settle new islands, and strategically establish production chains to lead your economy to prosperity. Developed by Ubisoft Mainz, this entry in the celebrated Anno series of city-building trade games places you at the helm of a commercial venture in the rapidly changing world of 19th-century industrialization. Victoria 3: This grand strategy game from Paradox Interactive drops you into historically accurate and richly drawn simulation of the world at the dawn of the Victorian age. Lead any of dozens of nations through a century of technological, political and societal change. Build an industrial empire, a center of trade, or a military powerhouse - the world is yours to command. This bundle is available for a limited time only. If you already own one of the games included in this bundle, the price will be lowered accordingly. https://store.steampowered.com/bundle/48090/Anno_1800__Victoria_3


[ 2024-12-19 20:56:02 CET ] [ Original post ]

Introducing the Anno 1800 & Victoria 3 Bundle!

Ubisoft and Paradox Interactive have joined forces to bring you the Anno 1800 & Victoria 3 Bundle, a strategy game bundle with two different approaches to the dynamism of the 19th century. Master trade, exploration and city development in Anno 1800, or build a global empire in Victoria 3, a deep simulation of Victorian society, economy, politics and culture. The Anno 1800 & Victoria 3 Bundle includes the base game versions of: Anno 1800: Build a trade fleet, settle new islands, and strategically establish production chains to lead your economy to prosperity. Developed by Ubisoft Mainz, this entry in the celebrated Anno series of city-building trade games places you at the helm of a commercial venture in the rapidly changing world of 19th-century industrialization. Victoria 3: This grand strategy game from Paradox Interactive drops you into historically accurate and richly drawn simulation of the world at the dawn of the Victorian age. Lead any of dozens of nations through a century of technological, political and societal change. Build an industrial empire, a center of trade, or a military powerhouse - the world is yours to command. This bundle is available for a limited time only. If you already own one of the games included in this bundle, the price will be lowered accordingly. https://store.steampowered.com/bundle/48090/Anno_1800__Victoria_3


[ 2024-12-19 20:55:56 CET ] [ Original post ]

Pick up your Limited Edition Victoria 3 Plushie today!

[previewyoutube=CjMvYSbUGZM;full][/previewyoutube] Buy! Sell! Build! Invest! For the haughty Platypus Capitalist Plushie, nations and governments are playthings, as it is gold that truly determines the fate of the world. Decked out in violet finery, with monocle, cravat and a pinstriped vest, this master of the weird mammal universe will dominate your gaming space. Get this Victoria 3 inspired creation for a limited time starting from today! Get yours here!


[ 2024-12-13 15:00:33 CET ] [ Original post ]

Victoria 3 - Dev Diary #141 - Whats next after 1.8


Double Happy Thursday! As is customary after each major update, today well be returning to the future update plans, which we last went over in Dev Diary #124. Just like the previous times, well be going over what changes and improvements we have planned for the game in future free updates such as 1.9, 1.10 and beyond. Once again we will be talking about the same key four improvement areas of Military, Historical Immersion, Diplomacy, Internal Politics as well as Other for anything that falls outside those four categories. Just as before, Ill also be aiming to give you an updated overview of where we stand and where were heading by going through each of these four categories and marking on each one with one of the below statuses:

  • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesnt mean were never going to expand or improve on it in the future, just that its no longer a high priority for us. Any points that were already marked as Done in previous updates will be removed from the list, to avoid it growing unmanageably long, but you can look at the older dev diaries (#79, #89, #102 and #124) if youre interested in what was done previously.
  • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but arent yet satisfied with where it stands and plan to make further improvements to it in future updates.
  • Not Updated: This is a part of the game where we havent yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
  • New: This is a planned change or improvement that is newly added, i.e. wasnt present on the list last time we went over it
  • Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.
For the final bit of repetition: Just as before we will still only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. I will also remind you that this is not an exhaustive list of the things we are going to do, and that something being Done doesnt mean were not going to bugfix, balance or make UX improvements to it afterwards. Alright then, onto the dev diary proper.

Military


New:
  • Make sure that supply is an important and meaningful part of the military system that can win or lose you wars.
  • Tweaking and improving the frontline system to eliminate excessive front splitting and troop teleportation once and for all
Not Updated:
  • Making navies more important for projecting global power and securing control of coasts.
  • Adding a proper system of military access and finding solutions for the other remaining rough edges in the frontline system.
  • Turning individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
  • Adding a system for limited wars to reduce the number of early-game global wars between Great Powers

Historical Immersion


Done:
  • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
Updated:
  • Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with
  • As always, weve updated some of our older Journal Entries for 1.8 and will continue to do so in future updates.
  • Adding more country, state and region-specific content to enhance historical flavor of different countries
  • Also as always, this is something we continue to do each update and which I will keep on this list as it remains an important priority.

Diplomacy


New:
  • Improve on the Treaty Port mechanic and create more ways for countries to cooperate, compete with and exploit others using trade
  • Improving the war support system to be much clearer UX-wise about what is needed to contest wargoals, and less all-or-nothing in terms of when countries are on track to capitulate
Not Updated:
  • Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building
  • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

Internal Politics


Done:
  • Find a better solution for the ways ideologies appear, attract followers and create support for reforms than the current RNG-heavy leader ideology system.
  • Have discrimination not be a purely binary status and reflect forms of discrimination aside from whats written in the law, as well as making assimilation into a more meaningful mechanic in the process.
Updated:
  • Adding laws that expand on diversity of countries and introduce new ways to play the game
  • In 1.8 we added Caste System/Social Hierarchy laws to make India more accurate and flavorful.
Not Updated:
  • Turn legitimacy into a more interesting mechanic, where the strength of a government depends on their successes and failures, and highly legitimate governments cant simply be ousted at a whim but have to be undermined first.
  • Introduce a concept of national pride which can increase or decrease depending on a countrys actions and which ties directly into legitimacy.

Other


Not Updated:
  • Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.
Updated:
  • Improve on Companies by turning them into actual actors in your country that can own/expand buildings and interact with characters/politics.
  • In update 1.8 we made Companies into more distinct entities with headquarters and ownership of specific buildings. We plan to continue to develop these entities in the future and tie them into more systems.
As per usual Im not able to make specific promises about when all these improvements will come out, but I can say that the next update (1.9) is going to be quite a large update that should tackle several points on this list, and that two particular focuses for it will be Trade and Improvements to the Frontline system. For a bit more detail on the latter point, I refer you to last weeks dev diary where I went over what I consider to be the most pressing issues with the frontline system, all of which were aiming to fix or at least improve for 1.9. Right then, thats it for today, and in fact, a wrap for 2024. Ill be back on January 16th to give you a retrospective on the entire year, what we think went well, what we could do better in the future, and see if I cant find some fun dev moments from the year to share with you as well. See you then!


[ 2024-12-12 15:00:25 CET ] [ Original post ]

Hotfix 1.8.6 is now LIVE!

Good Day Victorians! Hotfix 1.8.6, is now live, this hotfix was previously called 1.8.5 when talked about however we also released an opt in beta patch addressing the assimilation and occupation issues - that has been rolled in to this patch somewhat alongside other fixes, balancing and improvements! Check out the full patchnotes below! Checksum is `9358`. We wait for the next funny checksum with bated breath. As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.8 with fixed issues and more known issues! The following changes have been made to the game compared to 1.8.4: [hr][/hr]

Hotfix 1.8.6 Patchnotes



Improvements


  • Insurrectionary countries are now allowed to reform their government, so that they don't get stuck at low legitimacy
  • Herat historical characters now have Pashtun culture and Sunni religion

AI


  • The AI will now generally avoid declaring bankruptcy while at war, as the effect of doing so is often worse than staying in default
  • Fixed an issue where the AI would overvalue labor savings on PMs, resulting in it keeping those PMs active even when they resulted in shortages
  • Fixed an issue where the AI would sometimes fail to reform to the government they wanted

Balance


  • Reverted the change that allowed cultures to assimilate in their homelands, as this resulted in far too much ahistorical assimilation in places like British India. We plan to revisit this in the future to see where it makes sense to allow it, but for now we have added defines to allow modders to re-enable it if so desired
  • The "Total Separation" law now correctly blocks all conversion again
  • The "Freedom of Conscience" law no longer allows for conversion of pops of Acceptance levels 4 and 5
  • Britain will no longer force successful player East India Companies to become the Raj
  • After a civil war ends, there is now a 6 month grace period before another one can start, to give the deradicalization impact of civil war ending a chance to take effect on movement activism
  • Reduced the construction needed to build gov. admin buildings, to make it easier to fix otherwise unresolvable ADM shortages
  • Reduced the base number of individuals radicalized when declaring bankruptcy
  • Reactionary movements can no longer appear at the same time as Legitimist movements in France
  • Enabled Enlightened Royalists to agitate for more causes
  • Reduced the impact of country turmoil on activism of the Reactionary movement
  • Reduced the impact of active laws on activism of the Anarchist and Fascist movements, to compensate for the large number of law groups those ideologies care about

Modding


  • Whether cultures can assimilate into different heritages is now controlled by the ALLOW_ASSIMILATION_ACROSS_HERITAGES define
  • Whether cultures can assimilate in their homelands is now controlled by a the ALLOW_ASSIMILATION_IN_HOMELANDS define

Bugfixes


  • Fixed a bug where a player could not disband units after civil war has broken out
  • Fixed a bug where occupation weren't flipped back after enemy occupation
  • Fixed a bug where armies defending against naval invasion on occupied land would not get any units participating in the land battle
  • Fixed an issue where Interest Groups could end up rebelling together with Political Movements despite being significantly ideologically opposed to those movements
  • Fixed a bug where the country budget showed the wrong income value
  • Fixed another crash during updating shipping lanes
  • Fixed a random crash when closing or switching lenses
  • Fixed Literacy tooltip data missing in Russian localization
  • Fixed an instance of Error spam occurring in Spanish localization in the Movement tabs related to concept_political_movement_pressured_short
  • Removed an old string in STATE tooltips in Russian localization
  • Fixed inverted modifier causing bankruptcy to increase institution change speed instead of decreasing it
  • The beginning of Reconstruction will no longer unincorporate Washington D.C.
  • Researching Pan-Nationalism no longer blocks Religious Minority movements from spawning everywhere instead of just British India
  • Fixed an issue where inappropriate events could fire and immediately cancel during secessions
  • Fixed a bug where political movement success chance wasn't applied until the law started being enacted
  • Fixed a bug that could result in a Lobby Demand targeting the wrong country
  • The Fascist movement can now correctly attract Agitators to its cause
  • Fixed an issue where abdication could cause enacting a null law if a revolutionary tag already existed
  • Fixed an issue where natural interests from subjects would not properly propagate to overlords of overlords
  • Fixed a bug where abdicating the throne during a civil war could cause a ruler switcheroo with the insurrectionary country due to the heir joining the insurrection but remaining heir to the loyalists
  • Divided Monarchists coups no longer incorrectly occur at 75% progress
  • Fixed an issue where religion wage discrimination modifiers weren't being applied.
  • Characters sent on the Tibetan Expedition will now return to service properly
  • Fixed a bug where a player could get multiple lobbies against the same country after independence war
  • Fixed the radicalism prediction for movements tooltip being incorrect when starting or canceling the enactment of a law
  • Fixed a bug where the Sacred Civics III principle did not give the reduction to Liberty Desire unlocked in Sacred Civics II
  • Fixed an issue where abdicating the throne could result in ending up in a personal union with a civil war country
  • Added Quetta to the formable India
  • Fixed an issue affecting the way interest groups and movements calculated relative stances on ideologies, resulting in problems such as the law_enactment_stance trigger not returning correct results and insurrectionary countries selecting the wrong laws
  • Fixed princely state characters with child traits
  • Fixed an issue where the Extradition events could not fire due to secessions
  • Fixed an issue, which occurred in the Opt in Beta 1.8.5, where the ALLOW_ASSIMILATION_ACROSS_HERITAGES define wasn't working correctly when disabled
  • Fixed an issue where Joshua Norton could be unable to agitate, causing null scopes in his event
  • Removed an old Culture string in Russian Localization in the Culture Tooltip
[hr][/hr]

How to Rollback your Game


If you are on an older save you may want to continue an the save, you can roll back to a previous version of the game e.g. 1.7.7 via following the steps below! [olist]
  • Right click the game in Steam
  • Go to Properties and select the tab called "BETAS"
  • Pick the version you want to play and close.
  • Allow the game to update
  • Make sure, before you load any save, that the version number in the game is the one you want.
  • If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5. [/olist] Note: You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.


    [ 2024-12-11 10:02:41 CET ] [ Original post ]

  • Victoria 3 - Dev Diary #140 - 1.8 post-release thoughts


    Happy Thursday everyone, its time for another Victoria 3 development diary. Today Ill be talking about my thoughts on the release of 1.8 and Pivot of Empire, the feedback weve received, and also a bit of whats in store next for Victoria 3. As some of you might remember, 1.8 was actually meant to be two updates - a smaller 1.8 with bug fixes & polish, and a larger 1.9 with Pivot of Empire and the larger free features such as the Political Movement Rework and the Discrimination Rework. We ended up combining these into a single update because the release windows between the two were just too tight, and as a result 1.8 became a chonker of an update, with a lot of potential to cause bugs and balance issues. On the whole, the feedback around the update (and in particular the Discrimination Rework) has been positive, and you seem to be enjoying the additional dimensions that the update adds to the economic and political sides of Victoria 3. However, there are a few issues and bits of feedback on the not-so-positive-side that I specifically want to address:

    • On release, we had a very nasty issue introduced by a backend change in the launcher, which caused users with a non-unicode character to crash when launching the game, which unfortunately slipped past our testing due to the fact that all of our work email addresses use only unicode characters. This one actually had us pulling our hairs a bit trying to find the cause, but with help from the engine team we were finally able to narrow it down and get a fix out just before the weekend (we dont usually make a habit of patching at 17:45 on Fridays, but in this particular case it was warranted)
    • Weve gotten a fair amount of feedback that the rework of companies to own and affect specific buildings has made them somewhat underwhelming compared to the way they worked in 1.7, and we agree that this is an issue. We have made some changes in the hotfixes since, and are continuing to read your feedback and make adjustments as needed. You can always @ Pelly directly on our social platforms for key feedback in this regard, especially on Discord, the Forums and Reddit!
    • Migration ended up far too non-restrictive and Assimilation ended up too restrictive as a result of the changes made to Discrimination. Both of these issues should now have been resolved in hotfixes.
    I also want to take a moment to talk about the release and reception of Pivot of Empire. Weve gotten a lot of positive feedback about the flavor it adds to India and how much more interesting playing in the region has become, which of course were very happy to hear! With that said, theres also some things that didnt work out quite as we wanted, which has resulted in some learnings for the Victoria 3 team going forward:
    • Most significantly, its clear that we need to spend more time testing and iterating on the balance of complex Journal Entries like The Unstable Raj before releasing them into the wild, to ensure the difficulty level and overall impact on game outcomes are where we want them to be.
    • We need to rethink how we set rewards for Journal Entries so that they feel appropriate to the challenge of completing them. We also need to get better about telling the player what those rewards are going to be so they dont have to make a guess or check the wiki when deciding whether or not to try and complete a JE.
    • We need to ensure the AI can handle the content we add, particularly for complex/difficult Journal Entries.
    Finally, I want to touch briefly on whats coming next. I wont spend too long on this, as next weeks dev diary is going to be the customary whats next after update 1.8 which will be all about this topic, but I feel I would be ignoring the elephant in the room if I didnt address the fact that a significant amount of the feedback weve gotten about 1.8 isnt so much about what is in 1.8, but rather what wasnt: namely, as a number of you would put it: fixing the military system. There is of course a broad range of opinions on what exactly this phrase entails, but from my perspective, these are most significant issues we see with the Victoria 3 military system as it stands:
    • Front splitting causing wars to become unmanageable or frustrating
    • Units suddenly teleporting away when their front disappears
    • Supply isnt impactful enough and armies win battles they should really lose when facing critical equipment shortages
    • Lack of a proper military access system, i.e. Prussia having to naval invade to reach Denmark
    • Troop allocation to offensive vs defensive battles causing unexpected outcomes (for example, a general using all local troops to defend against one naval invasion causing another naval invasion to just walk in unopposed)
    For the next update (1.9), our ambition is to take a crack at all of these issues and in particular try to find a proper solution for the front splitting and troop teleportation woes once and for all. Finding good solutions for these issues is going to be a fairly major undertaking, so you might have to wait a while for 1.9, but I promise well try to make it worth the wait! With that said, were done for today. Join us again next week as I continue to talk about whats next in updates 1.9, 1.10 and beyond. See you then!


    [ 2024-12-05 15:00:37 CET ] [ Original post ]

    Hotfix 1.8.4 is now LIVE!

    Salutations Victorians! Hotfix 1.8.4, is now live! Featuring improvements for Companies, fixes for Russia and Britain being too protective of Mexico, removal of the assimilation restriction in homelands and much more!! Check out the full patchnotes below! Checksum is `1a3e`. Alas, no amusing checksum this time. As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.8 with fixed issues and more known issues! The following changes have been made to the game compared to 1.8.3: [hr][/hr]

    Hotfix 1.8.4 Patchnotes



    Features


    • Made the "Exempt from Service" subject interaction accessible to all

    Improvements


    • Changed companies so that if they own at least one level of a building, any new level that is built in it by local private investors will be company owned
    • Made companies much more likely to be the one privatizing buildings if the building fits their type
    • The East India Company now gains annex wargoals against rebellious princely states in the Indian Uprising
    • Doctrine of Lapse now transfers the contents of the target's treasury to the East India Company
    • Collectivization now only ever targets privately owned levels and is the number of levels to collectivize is calculated as a fraction of privately owned levels, so nationally owned levels are not subject to it, meaning that countries with Cooperative Ownership/Collectivized Agriculture can now also have a public sector and make proper use of public sector foreign investment
    • The "Emergency Relief" Decree will no longer auto-cancel as long as least 20% of the population experience some form of starvation
    • An independent Ceylon now automatically becomes Sri Lanka
    • Improved the clarity of Unstable Raj tooltips

    AI


    • Russia/Britain now start neutral towards Mexico, so they don't block US westward expansion by default
    • The AI now makes more of an effort to reach its desired level of construction and innovation generation
    • The AI will now never accept being cut down to size as part of a peace deal and have to be capitulated to enforce this specific wargoal

    Balance


    • Removed restriction that you could not assimilate if you lived in homeland
    • Removed restriction that you can only assimilate to cultures with which you share a cultural heritage trait
    • A political movement with 100% militancy can now always 'replace' another movement with less than 100% militancy for the purposes of getting to start a civil war, even if they don't meet the usual 10% higher requirement
    • Removed the restriction for conversion on the Violent Hostility acceptance status
    • Allowed several revolution events to fire for secessions as well
    • The efficiency bonus to private investment now applies all the way up to 50 million GDP, up from 10 million, to make the private sector more able to keep up with intense early game government investment
    • Declaring Bankruptcy now radicalizes a minimum of 25% of the country population, with shares in buildings owned adding to that minimum
    • Bankruptcy no longer increases the amount of loyalists & radicals gained on SoL changes
    • Bankruptcy now reduces leverage gain, migration attraction and MAPI (the latter representing the general shock to the national economy causing business to become more localized)
    • Bankruptcy now drastically increases the time it takes to change institution levels (all institutions are still reset to level 1 when declaring bankruptcy)
    • Ownership buildings that own subsistence building levels now contribute less money to the investment pool relative to how large a part of their portfolio is subsistence
    • Increased base wage and dividends weight for Shopkeepers
    • Manor Houses can no longer invest in mines & power plants, and are much less likely to invest in logging & rubber
    • Buildings will now lay off employees rather than lower wages if wages are already so low that the employees are going to be rapidly radicalized
    • Subsidized buildings will no longer lower wages to increase profitability if wages are already so low that the employees are going to be rapidly radicalized
    • Adjusted provinces in the Carnatic so that Pudukottai can't be cut off entirely from the EIC in rare cases
    • "Secret Police" Political Movement Activism reduction per level has been reduced from 10% to 5%
    • The impact of number of claims on the Fascist Movement pop attraction has been reduced by 50%
    • The Fascist movement will now attract more middle and upper class pops if there are any powerful leftist movements in the country, it will now also more proactively poach from the Cultural Majority and Reactionary Movements
    • Increased the movement pop attraction for Leftists and Social Democrats moderately, increased even further if certain conditions are met depending on the movement type
    • Anarchist movements will now be a slightly less upset on average
    • Extraction Economy will no longer destroy Power Plants when enacted
    • Buildings are now a bit more willing to raise wages if their workers are being radicalized by low SoL
    • Honorable Restoration now instantly fails if you declare bankruptcy
    • The conscription rate added to revolutions/secessions from popular support & clout has been reduced and capped at +10%

    Art


    • Added locust swarm harvest condition effect
    • Added optimal sunlight harvest condition effect
    • Tweaked color of heatwave and disease outbreak ground effect

    Interface


    • Updated how the affected movements are displayed in the tooltip when enacting Laws
    • Added information about the significant threshold of 25% Movement Activism to relevant concept tooltips

    Modding


      • Added new trigger to check for the percentage of the population in a state or country that belongs to any of the primary cultures in that country
      • Added an effect to set the interest group of a character
      • Added modular data functions to retrieve the data model for movements impacted by changes in law enactment as well as getting the values for how much they are impacted

      Bugfixes


      • Fixed a bug where political movement success chance wasn't applied until the law started being enacted
      • Secessions of Cultural Minority Movements now require their culture to make up at least 5% of the population for the homeland state to be a valid target for secessions
      • Fixed a bug with the Turtle Island Journal Entry buttons that left them unable to target relevant nations
      • Fixed an impassible terrain colonization bug, where a country could proceed colonizing impassible terrain it had no land access to
      • Civil Wars that have no valid uprising states (for instance, secessions from cultures with no homelands in your country) are no longer able to start
      • Extraction economy now correctly applies multiplicative investment modifiers instead of additive ones
      • Fixed a bug where buildings at low profit levels could 'yo-yo', hiring employees one week and firing them the next week
      • Cultural majority movements should now properly select states weighted by how much population belonging to primary cultures are in those states
      • Fixed a bug where some buildings could have an owner in the null object state after annexation
      • The "Declaration of Independence" achievement can no longer be triggered by switching controlled country to an independent one
      • Fixed a bug where Texas became the wrong kind of subject in the Texan War of Independence content
      • The Journal Entry "A New National Identity" now allows for assimilation of fully accepted pops into the country's new, South American culture
      • Resolved an issue that prevented rulers from abdicating when they should be able to
      • Fixed a bug where capitulating countries in wars with more than 2 participants could cause war goals to stick around
      • Fixed a bug where we didn't spawn civil war events
      • Fixed an issue where Italian radicals would not get removed when annexed as a part of Risorgimento Pan-Nationalism, potentially resulting in the annexing country being annexed in turn due to inheriting all those radicals
      • Fixed a bug where colonization would be seemingly stuck due to ghost occupation
      • Fixed a bug where players could see a subsidize button on canals and government buildings
      • Fixed issue that prevented Consolidate Colonial Rule from detecting British subject states
      • Fixed Earning Recognition not advancing when a country has high SoL
      • Fixed a crash related to trade routes and shipping lanes
      • Alaskan Industrialists no longer lack IG traits
      • Pressing the "Promote European Migration" button in the "Populating the Americas" Journal Entries now correctly spawns a migration target
      • Fixed tooltip for the Imperialism of Promise Journal Entry's fail conditions
      • Cancellation of colonization of incorporated states is now prevented when that will annex the colonizer
      • The "Pro-Slavery" Movement will no longer be extremely upset about the lack of Barracks or Naval Bases in slave states if Slavery is completely abolished
      • Fixed map mode interaction tooltip for establishing colonization where multiple error messages were written
      • Fixed issue that occasionally assigned exiled characters ideologies which made no sense
      [hr][/hr]

      How to Rollback your Game


      If you are on an older save you may want to continue an the save, you can roll back to a previous version of the game e.g. 1.7.7 via following the steps below! [olist]
    • Right click the game in Steam
    • Go to Properties and select the tab called "BETAS"
    • Pick the version you want to play and close.
    • Allow the game to update
    • Make sure, before you load any save, that the version number in the game is the one you want.
    • If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5. [/olist] Note: You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.


      [ 2024-12-05 10:06:06 CET ] [ Original post ]

    Victoria 3 - Dev Diary #139 - Hotfix 1.8.3 released and future patches

    Happy Thursday everyone and welcome back to yet another Victoria 3 development diary. With update 1.8 and Pivot of Empire having released in the previous week, wed normally be doing a post-release thoughts dev diary. However, this time around we released a bit later in the week than we usually do, and so weve been wrapped up working on the larger 1.8.3 hotfix. For this reason, were going to hold off on our post-release thoughts until next week. Instead, were going to focus on what we have already fixed in 1.8.3 as well as what else is currently on our radar to address in the coming weeks. So to begin with, here are the full patch notes for 1.8.3, which should already have reached you by the time youre reading this:

    Hotfix 1.8.3 Patchnotes


    The following changes have been made to the game compared to 1.8.2:

    Improvements


    • Cultures will now seek to mass migrate somewhere where their acceptance is improved somewhat. This isn't a hard requirement, if the potential migration target has high enough migration attraction, that can offset the sought acceptance, meaning cultures might move somewhere they are less accepted as long as the target migration attraction is sufficiently higher than the origin one.
    • The ratio between acceptance at the origin and at the target will now scale how many pops actually move in a mass migration per week. If the target acceptance is lower than the origin one, less pops will move. If it's higher, more pops will move.
    • Presidency Stability game concept now explains conditions that affect the Unstable Raj Journal Entry progress bars
    • Updated tooltips to explain conditions that affect the Sikh Sovereignty Journal Entry's 'Empire Stability' and 'Court Intrigue' progress bars
    • Imperialism of Promise Journal Entry will no longer fail from civil wars, except secessions
    • Power Blocs can now invite Revolutionary nations
    • When recruiting a new commander, historical characters will now be displayed more often

    AI


    • The AI East India Company should now be more cautious with regards to events that decrease its stability
    • Slightly decreased the AIs desire to construct Power Bloc Statues
    • The aggression of colonial empires towards Unrecognized Nations now starts off slightly lower and ramps up more significantly as the game progresses
    • Britain will no longer ignore the Boer states because they happen to be Recognized Nations when the time to clean up Africa has come

    Balance


    • Britain is now a part of the Indian Uprising diplomatic plays by default
    • Reduced the income transfer of Chartered Company subjects to their overlords from 40% to 30%
    • Rebalanced Indian Presidency stability from a scale of 100 to a scale of 300
    • Gave the East India Company claims on much of its historical western frontier from game start
    • Reduced the flat liberty desire growth in subjects from annexing low-prestige subjects
    • Added 5 years of Memento Mori immunity to all starting leaders and agitators
    • Reduced the impact from high/very high taxes on Expected Standard of Living, as the values were a bit overtuned
    • Made the British East India Company start with high military wages
    • Fixed Portugals conquer weights, it should now correctly prioritize annexing Gaza once the time comes
    • Bumped Portugal's starting colonial affairs level from 1 to 2

    Art


    • The optimal sunlight positive harvest condition effect is now less intense, appearing colder at nighttime to illustrate moon light rather than sunlight.
    • Reduced the effect and strength of wind effects
    • Added disease outbreak particle effects
    • Adjusted moderate rainfall vfx
    • Resolved an issue where the parasol held by pops sometimes clips out in the portrait view

    Content


    • The "The Conquest of Algeria" Journal Entry now also grants France a claim on Western Sahara

    Interface


    • Political Movements are now sorted by type, and alphabetically within the same type
    • The Harvest Condition map marker is now clickable and opens the Food Security tab on the Market panel
    • Made the Harvest Condition map marker show up in the default and diplo play map modes on the nearest zoom
    • Made the list of movements impacted by enacting or cancelling a law into a paged list so it doesn't take as much screen space in situations where there are a lot of movements
    • Made it so when enacting or cancelling a law, movements where nothing is happening to their activism won't be listed
    • Added the Acceptance Status icon in front of the status name in modifiers based on player feedback.
    • Fixed a bug where localization did not have proper values for decaying civil war progress
    • Added a go-to button for the active Movement on an Agitator's Character panel

    Modding


    • Added trigger can_pressure_interest_group to political movements, this must evaluate true for an IG to be able to be pressured by a movement, in addition to the already existing supporting clout requirements (Requested by Better Politics Mod for their 1.8 compatch)
    • add_loyalists and add_radicals effects now support negative numbers (ie, add_radicals with a value of -0.5 will remove 50% of radicals)
    • Scripted progress bars can be marked as inverted so that progress is defined as making progress values smaller

    Bugfixes


    • Fixed a bug where civil wars (particularly secessions) could be created without any viable states, resulting in the civil war continually starting and then being cancelled
    • For a new insurrectionary movement to 'overtake' the currently active civil war, it now needs to have at least 10% higher activism, fixing an issue where you could have 'ping-ponging' between two civil wars with very similar activism levels
    • Likely finally fixed the long-standing bug where battles do not end because the last few soldiers refuse to die or get demoralized
    • Fixed an issue that would incorrectly clear occupations of a country that was occupying states belonging to a country that got annexed by losing an insurrection diplomatic play
    • Fixed an issue where princely states were unable to be annexed by independent India, citing available Doctrine of Lapse
    • Cultures will now require at least 30 general cultural acceptance to mass migrate somewhere. This general acceptance can then be reduced when the pops actually migrate due to things like Cultural Community Acceptance, but as a baseline there shouldn't be cultures moving somewhere they will for sure be Violently Oppressed.
    • Government/Subsidized buildings are now able to override the usual hiring restrictions when hiring from ownership buildings, if the new job is equal or better to the old one (ie, government administrations can hire Aristocrats from Manor Houses to be aristocrats in government administration, but can't hire them to be clerks)
    • Annexing states through events (such as Canadian Federation, Risorgimento etc) no longer generates radicals as though those states were conquered
    • Fixed an issue where only passable provinces are counted towards bonuses to colonization speed. Also fixed a separate issue found with counting impassible provinces in state regions
    • Fixed a bug where revolutionary or colonization AI wouldn't merge it's army formations
    • Made it so that the Treaty of London Journal Entry will automatically select a response after six months
    • Fixed bug where civil war progress would reset on save/load
    • Fixed a bug where ideological incompatibility was applied to the countries that don't use a caste system
    • Fixed a bug where the popup for agitators would not show which movement they created or joined due to the movement being created after the popup is fired
    • When opening the game in debug mode, fixed the error spam related to ig_suppression
    • Fixed the cooldown for the "The Contagious Diseases Acts" event so it does not fire if any of its modifiers are still in effect
    • Reinvestment value is now calculated from each country's investment laws and tech instead of averaged over the building
    • Total building reinvestment income now applies reinvestment efficiency
    • The "Construct the Suez Canal" Journal Entry now correctly completes when building the Suez Canal
    • Fixed a bug where countries created via create_country effect would get the wrong cultures
    • Fixed a bug where heathen tax was applied for all of the religions, now it doesn't apply to religions with a positive acceptance effect
    • Fixed a bug for The Positive Stage journal entry progress bar
    • Fixed a bug where the Liberal Movement could not be created if the Radical Movement already existed, resulting in weird behaviors such as Market Liberal agitators not having a movement to join when finishing the Corn Laws
    • Fixed some start up errors relating to character history
    • Fixed a bug where chance of stalling during enactment was not predicted correctly in the law enactment tooltip
    • Fixed scoping issue that could result from revolutions in British East India Company
    • Sacred Civics II now properly lowers liberty desire for subjects with the same state religion
    • Fixed a bug where Azadi Achievement sometimes became unavailable after loading a save
    • Fixed a crash in harvest conditions
    • Added cooldown to Italian Unification's Pan-Nationalist Radicals event
    • Fixed a crash in map graphics
    • Fixed a bug where after changing the land border adjacencies for the markets were not properly recalculated
    • Fixed an issue where the Rani of Jhansi would not make use of her custom DNA
    • Fixed a bug where nationally owned buildings built in other nation's states did not grant the part of their balance going to reinvestments to anyone
    • Fixed a rare crash when resyncing a game
    • Fixed cancellation trigger for "The Rise of Radicalism" event
    • Added military shipyards and whaling stations to influence 3d center model in the port city
    • Fixed a bug where ports in split states wouldn't show wharfs and fisheries from time to time
    • The "The Scramble for Africa" Journal Entry now also accounts for states controlled by subjects
    • Fixed a bug where certain Danish, British, and Portuguese Indian possessions would start as incorporated
    • Historical figures now use their intended clothing assets
    • Fixed very small countries having their armies stuck in their home HQ when at war
    • Fixed wrong reference to Elections concept in factors attracting pops to Radical movement
    • Fixed formatting for the "The Integration of the Nordestinos" event
    • Fixed a bug where French Company Billboards appeared where they shouldn't appear
    • Fixed a bug where the literacy tooltip would flicker

    Further hotfix areas


    Beyond 1.8.3, were planning to do at least one more hotfix, tentatively scheduled sometime next week, and were not ruling out the possibility of additional patches beyond that, as we want to leave the game in a good place before the Christmas holidays begin. In no particular order, these are some of the things on our radar for 1.8.4 and beyond, based on the feedback weve been getting from you since release:
    • Continue to improve the balancing of the EIC content and revising some parts of the Unstable Raj journal entry
    • Review the rewards of the Pivot of Empire Journal Entries to ensure they feel worth the effort to complete
    • Look into the issue with too many frontlines being created in India due to the many small nations
    • Evaluate building wages to see if the changes we made in 1.8 made building owners too stingy for their own good
    • Find a more comprehensive solution for how acceptance should tie into migration
    • Remove the heritage/homeland restrictions on assimilation when it makes sense for pops to assimilate regardless
    • Evaluate companies and ensure they do not feel underwhelming as a result of no longer being country-wide
    • Doing a balance pass on subject payments, particularly for Chartered Companies
    This is of course not even close to being an exhaustive list, and we will continue to collect your feedback and make adjustments and fixes as a result. For now though, thats all for today, so please join us again next week for the proper post-release thoughts on Pivot of Empire and update 1.8. See you then!


    [ 2024-11-28 14:59:09 CET ] [ Original post ]

    Hotfix 1.8.3 is now LIVE!

    Good Day Victorians! Hotfix 1.8.3, is now live! Featuring a range of fixes to migration, Journal Entries, Secessions and BIC balancing! With much more in the patchnotes below! Checksum is `b4be`. As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.8 with fixed issues and more known issues! The following changes have been made to the game compared to 1.8.2: [hr][/hr]

    Hotfix 1.8.3 Patchnotes


    The following changes have been made to the game compared to 1.8.2:

    Improvements


    • Cultures will now seek to mass migrate somewhere where their acceptance is improved somewhat. This isn't a hard requirement, if the potential migration target has high enough migration attraction, that can offset the sought acceptance, meaning cultures might move somewhere they are less accepted as long as the target migration attraction is sufficiently higher than the origin one.
    • The ratio between acceptance at the origin and at the target will now scale how many pops actually move in a mass migration per week. If the target acceptance is lower than the origin one, less pops will move. If it's higher, more pops will move.
    • Presidency Stability game concept now explains conditions that affect the Unstable Raj Journal Entry progress bars
    • Updated tooltips to explain conditions that affect the Sikh Sovereignty Journal Entry's 'Empire Stability' and 'Court Intrigue' progress bars
    • Imperialism of Promise Journal Entry will no longer fail from civil wars, except secessions
    • Power Blocs can now invite Revolutionary nations
    • When recruiting a new commander, historical characters will now be displayed more often

    AI


    • The AI East India Company should now be more cautious with regards to events that decrease its stability
    • Slightly decreased the AIs desire to construct Power Bloc Statues
    • The aggression of colonial empires towards Unrecognized Nations now starts off slightly lower and ramps up more significantly as the game progresses
    • Britain will no longer ignore the Boer states because they happen to be Recognized Nations when the time to clean up Africa has come

    Balance


    • Britain is now a part of the Indian Uprising diplomatic plays by default
    • Reduced the income transfer of Chartered Company subjects to their overlords from 40% to 30%
    • Rebalanced Indian Presidency stability from a scale of 100 to a scale of 300
    • Gave the East India Company claims on much of its historical western frontier from game start
    • Reduced the flat liberty desire growth in subjects from annexing low-prestige subjects
    • Added 5 years of Memento Mori immunity to all starting leaders and agitators
    • Reduced the impact from high/very high taxes on Expected Standard of Living, as the values were a bit overtuned
    • Made the British East India Company start with high military wages
    • Fixed Portugals conquer weights, it should now correctly prioritize annexing Gaza once the time comes
    • Bumped Portugal's starting colonial affairs level from 1 to 2

    Art


    • The optimal sunlight positive harvest condition effect is now less intense, appearing colder at nighttime to illustrate moon light rather than sunlight.
    • Reduced the effect and strength of wind effects
    • Added disease outbreak particle effects
    • Adjusted moderate rainfall vfx
    • Resolved an issue where the parasol held by pops sometimes clips out in the portrait view

    Content


    • The "The Conquest of Algeria" Journal Entry now also grants France a claim on Western Sahara

    Interface


    • Political Movements are now sorted by type, and alphabetically within the same type
    • The Harvest Condition map marker is now clickable and opens the Food Security tab on the Market panel
    • Made the Harvest Condition map marker show up in the default and diplo play map modes on the nearest zoom
    • Made the list of movements impacted by enacting or cancelling a law into a paged list so it doesn't take as much screen space in situations where there are a lot of movements
    • Made it so when enacting or cancelling a law, movements where nothing is happening to their activism won't be listed
    • Added the Acceptance Status icon in front of the status name in modifiers based on player feedback.
    • Fixed a bug where localization did not have proper values for decaying civil war progress
    • Added a go-to button for the active Movement on an Agitator's Character panel

    Modding


    • Added trigger can_pressure_interest_group to political movements, this must evaluate true for an IG to be able to be pressured by a movement, in addition to the already existing supporting clout requirements (Requested by Better Politics Mod for their 1.8 compatch)
    • add_loyalists and add_radicals effects now support negative numbers (ie, add_radicals with a value of -0.5 will remove 50% of radicals)
    • Scripted progress bars can be marked as inverted so that progress is defined as making progress values smaller

    Bugfixes


    • Fixed a bug where civil wars (particularly secessions) could be created without any viable states, resulting in the civil war continually starting and then being cancelled
    • For a new insurrectionary movement to 'overtake' the currently active civil war, it now needs to have at least 10% higher activism, fixing an issue where you could have 'ping-ponging' between two civil wars with very similar activism levels
    • Likely finally fixed the long-standing bug where battles do not end because the last few soldiers refuse to die or get demoralized
    • Fixed an issue that would incorrectly clear occupations of a country that was occupying states belonging to a country that got annexed by losing an insurrection diplomatic play
    • Fixed an issue where princely states were unable to be annexed by independent India, citing available Doctrine of Lapse
    • Cultures will now require at least 30 general cultural acceptance to mass migrate somewhere. This general acceptance can then be reduced when the pops actually migrate due to things like Cultural Community Acceptance, but as a baseline there shouldn't be cultures moving somewhere they will for sure be Violently Oppressed.
    • Government/Subsidized buildings are now able to override the usual hiring restrictions when hiring from ownership buildings, if the new job is equal or better to the old one (ie, government administrations can hire Aristocrats from Manor Houses to be aristocrats in government administration, but can't hire them to be clerks)
    • Annexing states through events (such as Canadian Federation, Risorgimento etc) no longer generates radicals as though those states were conquered
    • Fixed an issue where only passable provinces are counted towards bonuses to colonization speed. Also fixed a separate issue found with counting impassible provinces in state regions
    • Fixed a bug where revolutionary or colonization AI wouldn't merge it's army formations
    • Made it so that the Treaty of London Journal Entry will automatically select a response after six months
    • Fixed bug where civil war progress would reset on save/load
    • Fixed a bug where ideological incompatibility was applied to the countries that don't use a caste system
    • Fixed a bug where the popup for agitators would not show which movement they created or joined due to the movement being created after the popup is fired
    • When opening the game in debug mode, fixed the error spam related to ig_suppression
    • Fixed the cooldown for the "The Contagious Diseases Acts" event so it does not fire if any of its modifiers are still in effect
    • Reinvestment value is now calculated from each country's investment laws and tech instead of averaged over the building
    • Total building reinvestment income now applies reinvestment efficiency
    • The "Construct the Suez Canal" Journal Entry now correctly completes when building the Suez Canal
    • Fixed a bug where countries created via create_country effect would get the wrong cultures
    • Fixed a bug where heathen tax was applied for all of the religions, now it doesn't apply to religions with a positive acceptance effect
    • Fixed a bug for The Positive Stage journal entry progress bar
    • Fixed a bug where the Liberal Movement could not be created if the Radical Movement already existed, resulting in weird behaviors such as Market Liberal agitators not having a movement to join when finishing the Corn Laws
    • Fixed some start up errors relating to character history
    • Fixed a bug where chance of stalling during enactment was not predicted correctly in the law enactment tooltip
    • Fixed scoping issue that could result from revolutions in British East India Company
    • Sacred Civics II now properly lowers liberty desire for subjects with the same state religion
    • Fixed a bug where Azadi Achievement sometimes became unavailable after loading a save
    • Fixed a crash in harvest conditions
    • Added cooldown to Italian Unification's Pan-Nationalist Radicals event
    • Fixed a crash in map graphics
    • Fixed a bug where after changing the land border adjacencies for the markets were not properly recalculated
    • Fixed an issue where the Rani of Jhansi would not make use of her custom DNA
    • Fixed a bug where nationally owned buildings built in other nation's states did not grant the part of their balance going to reinvestments to anyone
    • Fixed a rare crash when resyncing a game
    • Fixed cancellation trigger for "The Rise of Radicalism" event
    • Added military shipyards and whaling stations to influence 3d center model in the port city
    • Fixed a bug where ports in split states wouldn't show wharfs and fisheries from time to time
    • The "The Scramble for Africa" Journal Entry now also accounts for states controlled by subjects
    • Fixed a bug where certain Danish, British, and Portuguese Indian possessions would start as incorporated
    • Historical figures now use their intended clothing assets
    • Fixed very small countries having their armies stuck in their home HQ when at war
    • Fixed wrong reference to Elections concept in factors attracting pops to Radical movement
    • Fixed formatting for the "The Integration of the Nordestinos" event
    • Fixed a bug where French Company Billboards appeared where they shouldn't appear
    • Fixed a bug where the literacy tooltip would flicker
    [hr][/hr]

    How to Rollback your Game


    If you are on an older save you may want to continue an the save, you can roll back to a previous version of the game e.g. 1.7.7 via following the steps below! [olist]
  • Right click the game in Steam
  • Go to Properties and select the tab called "BETAS"
  • Pick the version you want to play and close.
  • Allow the game to update
  • Make sure, before you load any save, that the version number in the game is the one you want.
  • If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5. [/olist] Note: You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.


    [ 2024-11-28 13:04:35 CET ] [ Original post ]

  • The Gold & Glory Bundle, with Europa Universalis 4!

    Introducing the Gold and Glory Bundle! Watch history unfold before your eyes as you guide nations through the tumultuous centuries leading up to the modern era in the Gold and Glory Bundle from Paradox Interactive. This pack includes two critically acclaimed grand strategy games, covering almost five hundred years of history. In Europa Universalis IV, rule any nation on earth in Paradoxs flagship historical game. Explore the globe, unlock new forms of government, experience religious Reformation and establish the foundations for a world spanning empire. The flavour of the past is enriched by thousands of historical events, dedicated mission trees and profiles unique to many countries. In Victoria 3, govern any of hundreds of richly detailed societies through the dramatic century from the 1830s to the 1930s. This society simulator presents you with a nation riven by economic and cultural division in a time of rapid technological and ideological change. Industrialize your nation, promote or suppress revolutionary ideals and pursue a trade policy that brings the wealth of the world to your doorstep. The Gold and Glory Bundle includes the base games for the above listed titles and is available for a limited time. https://store.steampowered.com/bundle/46785/Gold_and_Glory/


    [ 2024-11-27 18:21:20 CET ] [ Original post ]

    The Paradox Steam Autumn Sale is now live!

    Upon the Autumn day, does Victoria 3 come in the Steam Autumn sale! With savings of up to 50% off, including Sphere of Influence on sale for 20% off! So, why not indulge your Victorian dreams of economic empires, societal change or just to look at trains go by? An admirable endeavour, indeed! https://store.steampowered.com/app/529340/Victoria_3/ As part of the Paradox Steam Autumn sale, you can get great deals on other Paradox titles with savings of up to 90% off!! [previewyoutube=ADoT0Bxi4s0;full][/previewyoutube] Check it out here: https://pdxint.at/PDXAutumn2024 That is not all, we have just launched the Gold & Glory bundle with Europa Universalis 4 for the base games of both game at a reduced price!


    [ 2024-11-27 18:07:10 CET ] [ Original post ]

    Hotfix 1.8.2 is now LIVE! - Not for Problem Reports!

    Good Day Victorians! Another quick hotfix for 1.8, targeted at the crash affecting some players, which should be compatible with 1.8 save games! Checksum is 1fc5. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful). The following changes have been made to the game compared to 1.8.1:

    Bugfixes


    • Fixed a crash that would consistently happen for some users when launching the game
    • Fixed a bug that would happen if the game rule "Loyalties Grace Period" was activated. There would be no gains for Loyalists or Radicals after the period ends.
    • Fixed a crash that could happen when a Company was removed
    [hr][/hr] How to Rollback your Game If you are on an older save you may want to continue an the save, you can roll back to a previous version of the game e.g. 1.7.7 via following the steps below! 1. Right click the game in Steam 2. Go to Properties and select the tab called "BETAS" 3. Pick the version you want to play and close. 4. Allow the game to update 5. Make sure, before you load any save, that the version number in the game is the one you want. 6. If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5. Note: You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.


    [ 2024-11-22 16:44:59 CET ] [ Original post ]

    Victoria 3 Free to Play Weekend and Sale!

    Salutations Victorians! From today, until November 25th, Victoria 3 is free to play on Steam. Grab a friend and try out the range of changes in the new 1.8 Update now! Look through the changelog here!

    But, that is not all!


    The game and selected content is on sale for up to 50% off, until the 27th, including Sphere of Influence at 20% off! Victoria 3 https://store.steampowered.com/app/529340/Victoria_3/ Victoria 3: Expansion Pass https://store.steampowered.com/bundle/32180/Victoria_3_Expansion_Pass/


    [ 2024-11-21 18:03:08 CET ] [ Original post ]

    Hotfix 1.8.1 is now LIVE! - Not for Problem Reports!

    Hello Victorians! A quick and small hotfix for 1.8, which should be compatible with 1.8 save games! There is an crash for some players that we are looking into, but currently has a possible workaround of launching Steam through Administrator mode. Checksum for the hotfix is, 'affa'. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful). The following changes have been made to the game compared to 1.8.0:

    Balance


    • Reduced the stability gain from low liberty desire subjects in the Unstable Raj Journal Entry by 50%
    • Buildings will no longer include the impact of taxes on expected Standard of Living when setting wages, so that increased taxes don't automatically lead to increased wages (or vice versa)

    Bugfixes


    • Subsistence farms will now set much lower wages and aim to return as much profit to their owners as possible (this was causing world starting GDP and GDP growth to be significantly depressed compared to 1.7)


    [ 2024-11-21 15:05:19 CET ] [ Original post ]

    Victoria 3 - DD #138 - Pivot of Empire and Update 1.8 "Masala Chai" Changelog

    Good day Victorians! Im happy to say Pivot of Empire and the free Update 1.8, fittingly named Masala Chai, have been released! The specific checksum is 98cc. The Pivot of Empire Immersion Pack focuses on India and its path through the Victorian age. Many countries in the region have received new Journal Entries and Events that provide a more immersive experience to you. The free Update 1.8, on the other hand, is adding reworks of central mechanics like Political Movements and Discrimination, additions like Harvest Conditions and Food Security, as well as Improvements for Companies and Military quality of life and many many other things. In other news: As some of you may know, we recently hired Tunay, better known as Doodlez in the community, as a Systems Designer. Before joining us, he used to work on a mod called VTM (Victoria Tweaks Mod), together with One Proud Bavarian. We have now integrated a range of improvements from that mod into the base game and might continue to do so in the future. You will find the respective entries marked with VTM at the front. A big thank you to OPB and every other modder that continues to make Victoria 3 better, more interesting or completely different with their mods! As always, you can find a list of Known Issues following the link. Most of these should get addressed in subsequent hotfixes in the coming days and weeks. Keep in mind that save games from 1.7.7 are not going to be compatible with the 1.8 Update, but any hotfixes released after will not break save games from 1.8 onwards. Now lets take a look at the full changelog or start playing right away!

    Pivot of Empire Features


    • Added the Communal Divides Journal Entry to the game, with associated events
    • New random events can trigger when a new culture has recently arrived in a state and faces an acclimatization period
    • Added a Journal Entry with associated events for Sikh Empire
    • Added a Dravidian Movement journal entry with associated events
    • Added a Utilitarianism Journal Entry for East India Company with associated events
    • Added a Railways Journal Entry for India with associated events
    • Added a Journal Entry with associated events to construct the Victoria Terminus
    • Added a Journal Entry for Princely States with associated events
    • Added an India-specific famine Journal Entry and associated events
    • Added Utilitarian ideology and leader ideology
    • Added 7 India-related companies to the game
    • Updated John Stuart Mill's character template
    There are also a wealth of new art features available with Pivot of Empire:
    • Added new UI skin, panels, headers, buttons and menu assets
    • Added Indian building set for the 3D map
    • Added Victoria Terminus to the 3D map
    • New clothing added for characters and pops in India
    • Added historical characters DNA and outfits
    • Added an Indian table cloth for the table
    • Added two new loading screens for 'Pivot of Empire'
    • Urban Indian states now make use of the Indian city image
    • Added icon for 'Pivot of Empire'
    • Added Theme Selector banner for 'Pivot of Empire'
    To read through, and see even more from the art team about the art of Pivot of Empire, go here and here.

    Achievements


    To accompany all the new features and content added in Pivot of Empire, we have added 10 new achievements to the game: ProleCorp As a council republic with command economy, have a company at max prosperity. prolecorp.jpg
    Azadi As the Mughal Empire, complete the Prisoner of the Red Fort journal entry, expel the British, and bring all of India under your control. azadi.jpg
    Be Prepared! Be prepared and avert a famine during a high-intensity harvest condition. be_prepared.jpg
    On the Edge As Punjab, have four rulers die during the Sikh Sovereignty Journal Entry, before successfully completing it. on_the_edge.jpg
    Caste Away Enact Affirmative Action as a country with the British Indian caste system. caste_away.jpg
    The Real Movement Have a Communist Movement with support over 50% the_real_movement.jpg
    Folkhemmet As Sweden, enact Corporate State and have level 5 Social Security, Health, and Workplace Safety institutions. folkhemmet.jpg
    Cosmopolitan Have 10 non-primary cultures present in your country, and have all their constituent pops be at Full Acceptance. cosomopolitan.jpg
    Our Words are Backed Have Gandhi as your head of state, whilst having Infamy over 100. our_words_are_backed.jpg
    The Man Who Would be King Unify Afghanistan as Kafiristan under Josiah Harlan. the_man_who_would_be_king.jpg

    Changelog


    The following changes have been made to the game compared to 1.7.7:

    Features


    • The Discrimination system has been overhauled. Instead of a binary accepted or not accepted status, Pops will now have an Acceptance value from 0-100. This value is determined by Culture and Religion first and foremost and depends on the Citizenship laws you have enacted. Depending on the value, they have one of five Acceptance statuses. Also depending on the Citizenship laws in your country, there are different effects being applied to these statuses.
    • The Citizenship and Church and State laws have been reworked and a variety of new modifiers have been added.
    • When pops first migrate into a state, they now start at a low cultural acceptance value which will improve over time as their Cultural Community matures
    • Passing a law that makes some culture more accepted in your country will now cause them to gravitate towards that acceptance level over time, rather than gaining the full acceptance value they're legally entitled to by law immediately
    • Reworked the Political Movement system completely. Political Movements are no longer temporary entities which just want to enact or stop a single law, but long-term ideological/cultural/religious forces that try to reshape the country in their image. In addition to helping or hindering the enactment of laws, movements can also pressure interest groups, resulting in a chance for those interest groups to get leaders with ideologies fitting for the movement.
    • Reworked Secessions and Revolutions to work with the new Political Movement system. All civil wars now come from a specific movement and either aim to put that movement in charge of the country, or to secede. Secessions are no longer always culture-based and the old, highly random and turmoil-based cultural secession system has been removed from the game.
    • Added a new subject track for Colonial countries
    • Added a highly autonomous Chartered Company subject type, centered around income transfer to its overlord
    • A social hierarchy system has been added. It is based on social classes which can be defined by a lot of things. In the base hierarchy, the only conditions are professions which result in the Strata setup as it was before, e.g. Aristocrats in Upper Strata, Peasants in Lower Strata.
    • For India, we have added the British Caste System. Its classes are different than the base hierarchy. It only affects Pops of Hindu religion with South Asian Heritage. It comes with its own law group which will affect the flavored social classes directly, depending on which law is active.
    • Added a Food Security value which measures how easy or difficult it is for a Pop to acquire the food they need to survive. It's based on availability of goods and how much of their money a Pop needs to spend on food.
    • Adjusted Pop Starvation to be based on Food Security. Mild and Severe Starvation have drastic effects on birth rate, mortality and radicalization.
    • Added 13 harvest conditions that can trigger around the world affecting rural buildings and infrastructure
    • Added a map mode that tracks starvation levels globally
    • Added a map list panel for the starvation map mode
    • Added a resync button to multiplayer games when the game goes out of sync. If the host presses this all clients will immediately resync with the host and the game can continue.
    • Companies now can own buildings. To establish them you will need to possess some country-owned building levels or pay a lump sum to transfer the levels from existing other owners to the company (depending on the economic law). Once established, a Company HQ building is constructed in a fitting state.
    • Company HQs can use the investment pool in order to construct new buildings or buy existing building levels. They will prefer to invest locally up to a certain level before spreading their influence.
    • Company throughput and construction efficiency bonuses now only apply to the levels they own directly or which they are constructing. To compensate for this, these bonuses have been drastically increased.
    • States and their cities and towns can now change name based on things like the culture of their owner
    • States and their cities and towns can now be renamed by the player
    • Military formations can now be moved to fronts, HQs, and sea nodes using right-click
    • Multiple formations can now be selected and deployed or stationed together
    • You can now drag to select military formations with the mouse
    • Added Bulk Nationalization to the Building Registry window. Pressing the "Nationalize Filtered Buildings" will open a window which only includes your filtered buildings. In it, you can choose how many of these levels you want to nationalize and which ownership type they belong to.
    • Added pause on event setting to the message settings window. It will unpause after all events are resolved (will show Paused by Event message). If a player wants to keep the game paused just unpause the game while events haven't been resolved it will return the game to normal pausing mode.

    Improvements


    • It is now possible to add some types of wargoals (such as conquering/returning states) on behalf of subjects that are on your side in a diplomatic play. The infamy is added to the overlord adding the wargoal.
    • When a revolution ends or a secession is crushed, the pre-civil war capital state is now restored to capital status if it ended up siding with the rebels
    • Pop types now check for starvation rather than Standard of Living to determine their level of political engagement
    • Sphere of Influence: Made the Ideological Union Power Bloc action "Force Regime Change" more usable. Instead of looking if the total difference in progressiveness is above 100, it's now enough if one of the two categories is different enough. Additionally, the minimum Cohesion value to activate it has been reduced from 50 to 25.
    • It is now always possible to use the 'Increase Autonomy' and 'Independence' war goals when being directly targeted by your overlord in a diplomatic play
    • Deaths related to wars are now tracked by culture, and each participant will lose War Support relative to their acceptance status for the cultures of dead pops on both sides (to different degrees). The implication of this is that it will be easier to stay in wars if your country discriminates against the cultures of combatant pops, and harder if you're a very accepting country in a war where either party uses their population as cannon fodder.
    • Changed the Doctrine of Lapse from a decision to a subject interaction
    • Overlords are now able to support their subjects in a war regardless of their relations level
    • Taxation levels will now alter the expected standard of living, in lieu of directly generating radicals
    • Which states will side with the rebels in a civil war now depends on the type of support it can bring in. Popular Support tends to result in more states overall rebelling, Military Support tends to result in a greater share of the army/navy rebelling, and Wealth Support tends to result in overseas colonies rebelling. Additionally, insurrectionary IGs will tend to pull in areas where they have a high degree of the local clout.
    • Colonies will be stopped from growing if they are isolated from their market
    • Frontier Colonization now allows the player to colonize states that border a sea zone that also borders any state connected by land to your capital
    • Cooperative Ownership now only affects collectivization of Manufacturing, Resource Extraction and Power Plant buildings. Collectivization of agriculture, plantations and ranching is fully controlled by the land ownership law instead.
    • Pro and Anti Lobbies now care about the acceptance status of your country's primary cultures in the target country, in addition to the mere presence of the primary culture
    • Restricted the Social Mobility decree to not be usable under enforced caste system laws
    • Adjusted France's starting navies so that none of them start with an organization penalty
    • Added logging potential to Kyushu (Thanks to user ThatStrategist and many other people for the feedback!)
    • When a country changes ruler, if the new ruler already rules another country, a Personal Union is established automatically
    • Added dynamic state and hub names for Eastern Europe
    • Replaced outdated uses of "Morale Cap" modifier with appropriate modifiers
    • Added a new game rule, which is turned off by default. The game rule enables the player to set a grace period of 1, 5, or 10 years during which gains of both Radicals and Loyalists start out low and are progressively increased. Players are encouraged to use this game rule to give themselves a more stable political early game.
    • Radicals and Loyalists from Standard of Living (only) are no longer scaled down by default in the early game, leading to unbalanced changes to Radicals and Loyalists from e.g. events
    • Industry Banned law now decreases Economic Dependence on Overlord, while Extraction Economy law increases it
    • The Devout is no longer very racist by default
    • Reduced Japan's starting territories in Hokkaido to the Wajinchi area
    • Removed Japan's starting claim on Sakhalin to stop them immediately colonizing the island, and gave them a starting colonization debuff modifier. Claim will be re-added and modifier removed once you complete the Honorable Restoration Journal Entry
    • Reworked the map, pop, and culture setup for India and Burma
    • The British East India Company now starts with many of its recently-acquired territories as unincorporated states
    • Support Independence now increases Liberty Desire in the subject country by a small amount each week
    • Unpopular agitators are no longer removed from the game, unless their popularity sinks all the way to -100
    • The Andaman and Nicobar islands are no longer impassible
    • Events triggered by monthly and yearly pulses are now spread out better
    • When you click any of the privatization or subsidy buttons that affect all buildings of a type it will now flag that type so that all new buildings also get that setting
    • Added a small experience gain effect for military units to the Military Drill technology (previously had no effect)
    • acw_events.5.b now moves part of an existing slave pop from a neighboring slave state rather than create a new pop from thin air
    • Made the Abdicate and Resign interactions more visible during valid revolutions
    • VTM - Added a cultural trait for the Assyrian culture
    • VTM - Added the Turkic cultural trait to cultures that were missing it
    • Renamed New Brunswick into Maritimes
    • Made Rubber Rush events appear less often
    • References for GPU splines were removed from the game shaders
    • Changed Isolated Colony alert type to Alert by default

    AI
    • The AI is now less willing to accept diplomatic play support in exchange for a bankroll from a country which is already the target of other bankrolls
    • AI will be less likely to start wars over unrecognized subjects of recognized nations
    • Ensured sure that the AI generally wants to pass Police if it has none
    • Tweaked some technology weights so that Prussia pursues a military tech advantage over Austria/France when it wants to unify Germany
    • The AI no longer puts extra value on conquering split states when they have a Treaty Port in that state
    • VTM - Sphere of Influence: Nations with very little construction will now be less likely to accept being granted Foreign Investment rights
    • Made the Dutch East Indies more inclined to consolidate Indonesia
    • Made Britain more inclined to consolidate South Africa upon researching Malaria Prevention
    • The Dutch East Indies will be more aggressive towards Indonesian minor nations
    • Tweaked some AI weights for the Enlistment Efforts Decree
    • VTM - Made the AI more keen on opening up the schools by passing education laws if they have none
    • VTM - Unrecognized Major Powers and higher are now more eager to research Railways
    • AI countries will now more strongly try to establish a country-wide network of Power Plants

    Balance


    • VTM - Historical characters are no longer immune to being cycled through as Interest Group leaders
    • Abdication/Resign From Office can now only be used when the ruler or their Interest Group actually disapproves of the law being enacted (and the ruler does not personally approve), and no longer increases loyalists across the entire country
    • Bankroll and Fund Lobbies money transfer amounts are now capped at 10% of the sender's income
    • The number of loyalists gained from Standard of Living increases should now match the number of radicals gained from standard of living decreases, barring major changes to the country between when the SoL was gained/lost. This means that you can no longer 'print loyalists' by fiddling around with taxes and that events which temporarily increase SoL are no longer a bad thing as they don't generate net radicals.
    • Wages for more accepted Pops are now higher under more discriminatory laws, and wages for less accepted Pops are lower, meaning that becoming more tolerant will overall flatten wages and result in reduced Standard of Living for your primary culture/religion pops
    • Interest Groups now add Stall chance for laws if they are Unhappy or Angry, whether they are in government or not now only matters for adding success chance
    • Agitators now provide a large amount of movement attraction relative to the fraction of a pop that are part of their interest group, meaning that they can be used to pull their Interest Group towards being pressured by (and thus, getting leader ideologies from) their chosen movement
    • Grant Leadership to Agitator now requires the agitator's Interest Group to be pressured by their movement
    • VTM - Barracks now provide a baseline training rate but their training rate per level of building has been slightly reduced to compensate
    • VTM - Increased the amount of manpower required for defeated Admirals to return to a mission from 50% to 75%
    • VTM - Victory score from defensive battles has been reduced from 100 to 50
    • Charity Hospitals and Religious Schools will now provide their respective institutions at a 20% Bureaucracy discount
    • Private Healthcare and Private Schools will now provide their respective institution at a 40% Bureaucracy discount
    • Acquiring Foreign Investment Rights in the target nation now causes the Opium Wars to succeed
    • Decreased the weekly passive experience gain of units from 1 to 0.5
    • Increased the weekly unit experience gain multiplier from "Professional Army" law from 25% to 100%
    • Buildings are now much more inclined to use their cash reserves to temporarily cover for low profits, particularly so they can continue to pay dividends to private owners
    • Colonization no longer favors countries with large number of incorporated states, only incorporated population and Colonial Affairs level matters
    • Colonization speed bonuses and maluses from excessive difference in province size from the norm, as well as a speed penalty for population size have been added
    • Retooled Emergency Relief decree to have more relevant effects against starvation and harvest conditions
    • Added Food Security modifier to Charity Hospitals and Welfare institution
    • Added Harvest Condition impact modifiers to National Guard
    • Commanders can now only be retired after they have served for at least a year
    • Commanders can now only be picked as Interest Group Leaders after they have served for at least 10 years
    • The 'Force Nationalization' wargoal now costs much less infamy to add
    • VTM - Increased Obsession spawn chance
    • Made fascist ideologies object to the Council Republic law
    • The "Tanzimat: Reclaim Syria" journal entry now grants the Ottoman Empire increased diplomatic play maneuvers
    • The "Arrange Accident" interaction now becomes more likely to succeed depending on one's level of Secret Police
    • Protectionism now has a +25% leverage resistance effect
    • Removed Standard of Living modifier from Charity Hospitals
    • Added Drought impact modifiers to Fertilizer PMs in farms
    • Added Harvest Condition impact modifiers to Pollution effects
    • Added Harvest Condition impact modifiers to techs
    • VTM - Colonial growth will now prioritize coastal provinces higher resulting in more uniform colonies
    • "Chainsaws" Tools input removed, Oil input reduced from 5 to 4, added 1 Engines input, no longer adds 200 Machinists jobs, increased Engineers jobs by 50. Chop chop!
    • Decreased the Wood input for the "Rayon" PM from 30 to 10, changed the Dye output from -40 to -10, decreased the Silk output from 40 to 30, increased the number of employed Machinists by 500, no longer employs an additional 500 Engineers
    • Decreased the Oil input for the "Automobile Production" PM from 20 to 10, increased the Automobile output from 25 to 30
    • Dutch East Indies now starts with Cultural Exclusion law
    • Removed the generated leverage from increasing relations
    • The chance for any Commander to be picked as the next leader of an Interest Group is now reduced if you have a very large number of commanders compared to the size of your army/navy
    • "Automatic Bottle Blowers" Tools input reduced from 5 to 2, Oil input reduced from 10 to 5, added 2 Engines input
    • Changed the laws of various Indian nations to better reflect their historical situation
    • Added iron mines to the Sikh Empire
    • Changed Great Britain's starting law to Migration Controls (was No Migration Controls before)
    • Changed Persia's starting laws to better reflect the situation in 1836
    • Bloated the starting Haitian army to better reflect historical size and power
    • Increased the Education Access per level of institution from Public Schools from 10% to 12.5%
    • Increased the Mortality reduction multiplier per level of institution from Public Healthcare from -4% to -5%
    • A pro-republican revolution reaching above a certain threshold will now cause France to fail the Divided Monarchists journal entry
    • Reduced the frequency of the Bandit trait, as well as its popularity malus
    • VTM - Slightly decreased the value of Urban Center Transportation Production Methods
    • "Crystal Glass" Glass Output reduced from 70 to 60
    • "House Ware Plastics" Oil input reduced from 25 to 20, Lead input reduced from 35 to 30, Glass Output reduced from 110 to 100
    • "Ceramics" Glass output changed from -20 to -10, Porcelain output reduced from 20 to 10, Shopkeepers reduced from 500 to 250
    • "Bone China" Dye input reduced from 15 to 10, Glass output changed from -55 to -20, Porcelain output reduced from 55 to 30, Shopkeepers reduced from 1000 to 500
    • "Reinforced Wooden Ships" Wood input reduced from 40 to 20
    • "Capital Ships" Steel input reduced from 50 to 40, Electricity input reduced from 35 to 30, Engines input increased from 15 to 20
    • Reduced the Territory of Hawaii event infamy gain
    • VTM - Changed countries in Germany to now start off with Freedom of Conscience
    • VTM - Set the correct faith for the rulers of Baden, Wurttemberg and Saxony

    Art


    • Improved Character lighting, as shown in Dev Diary 137
    • Paved roads now appear on the map in states with very high infrastructure when the appropriate technology has been researched
    • Added Company HQ buildings for all building sets
    • Reworked the Taj Mahal 3D model
    • Subjects' flags that make use of their overlord's flag in a canton no longer frame said canton
    • Added dozens of new flags to the game for both new and already existing nations
    • Updated outline color of unit movement arrow for better visual clarity
    • Added highlighting of movement arrow for the selected military units
    • Adjusted the revolution interface effect
    • Karl Marx no longer dresses like the Joker
    • Added more variations to the factory smoke vfx
    • Characters in Character Panel should no longer overlap the frame
    • Reworked rain vfx
    • Updated some Production Method icons and colors to match the style of current PMs
    • Historical characters now do not gain weight if they have the Expensive Tastes trait

    Audio


    • Audio has been added to the Population census data button
    • The sounds when promoting and demoting generals and admirals are now less disturbing
    • Audio for seagulls has been improved, now there is a more accurate positioning of sounds which can be heard around the clock
    • Vultures now have sound
    • Cargo ships don't sound so overwhelming in mix when far away
    • Added missing dropdown and toggle button sounds
    • Exported an updated list of FMOD GUIDs

    Content


    • Reworked the Sepoy Mutiny journal entry
    • Added a new "Military Assistance" diplomatic action, which permits a country to improve another's armed forces.
    • Added a "Corporate State" law, a fascist or corporatist answer to Council Republics
    • Added several journal entries for Russia covering the Great Reforms of Tsar Alexander II's reign
    • Added an Extraction Economy law, designed for use with subjects
    • Adds a journal entry and associated events dealing with the Congress and Treaty of London (1839)
    • Added 3 India-related companies to the game
    • Added 10 new achievements to the game
    • Reworked the Path to Fascism journal entry
    • Reworked "Consolidate Colonial Rule" journal entry for British India
    • Voice of the People: Added an "Imprison Agitator" character interaction, permitting countries without Guaranteed Liberties to send agitators to prison for a time
    • Egypt now starts as a high-Liberty Desire protectorate of the Ottoman Empire
    • Added a Man Who Would be King event for Kafiristan, allowing you to get a western adventurer as your ruler
    • Added DNA and character template for Charles XV
    • Added DNA and character template for Oscar II
    • Added character template for Gustaf V
    • Added Sweden Monarchy events to Sweden
    • Added some flavored Interest Group names for Indian princely states and Nepal
    • Added the Russian-American Company to Alaska
    • Added Edward VII as heir to Queen Victoria
    • Reworked interest group names, ideologies, and traits for Khalsaji, Granthis, and Jats in Sikh Empire
    • Added dynamic names for Balkan state regions and hubs for Greek, Turkish, Hungarian, and German cultured nations
    • Added dynamic names for the Indian subcontinent
    • Updated Expeditions to the new journal entry progress bar system
    • Updated the Earn Recognition journal entry to the new journal entry progress bar system
    • Added a Social Bandit trait, for agitators and Rural Folk or Trade Unions characters
    • Added the Country of Kafiristan to the game
    • Added character DNA for Henrik Ibsen, who has a small chance of appearing as an agitator for the Intelligentsia in Norway and Scandinavia
    • Renamed the Texas army to the "Texian Army". Added a Texian navy, and one naval commander each for Texas and Mexico
    • Added more starting Interest Group leaders and commanders to the Low Countries
    • Added the Church of Finland as a custom Interest Group for Finland
    • Dynamic state and hub placenames have been implemented for some regions across the globe
    • Expanded the pool of possible Power Bloc names
    Due to the amount of all the changes, the full changelog is available on our forums here: https://pdxint.at/3Z124v4 But, one last thing before we let you go and enjoy 1.8 and Pivot of the Empire! Later today the base game for Victoria 3 will be free to play for the next few days, so let your Victori-friends know!


    [ 2024-11-21 09:10:11 CET ] [ Original post ]

    Victoria 3 - Dev Diary #137 - The 3D Art of Pivot of Empire


    Hello Victorians! Hope everyone is having a wonderful Thursday! This is the second part of the Art of Pivot of Empire showcasing the 3D art made for the Immersion Pack. If you are interested in having a look at the 2D art aspects of the DLC, Id highly recommend having a look at Dev Diary #135! In this Dev Diary well be covering a bunch of the Characters and related assets, Table and Table assets, Indian Building Set and Harvest Conditions Map Effects.

    Characters and Character assets


    We always try to take great care when it comes to representing any nation that we are covering when it comes to both the character DNAs but also the clothes they wear.
    Jankoji Rao Scindia II
    Maharaja Sir Duleep Singh
    Pratap Singh
    Sarojni Naidu Our team also had the fantastic opportunity to once again commission Vicky 3 community member Galactic Cactus! Hes created a bunch of fantastic DNAs to further enrich the India experience!


    Table and Table Assets


    As with the majority of our previous DLCs, we made a new table and four table assets for the player to personalize their playing experience. This time around, we also decided to add a new cloth for the coins to lay on since wed grown tired of looking at the old one. One thing to note with all the tables and table assets we make. In order to have them look as nice and realistic as possible, we do not light them at all in the engine. Instead, we bake the lighting in Blender, which is the environment teams 3D software of choice. By doing this, we can make sure that the quality of the assets are significantly higher than what would ever be possible to do if they were rendered in real time. This does, however, limit us from being able to change the lighting of them, for instance during night time. This time around, we decided to go for a wooden table, as we did for the Dawn of Wonder DLC. However, this one is more ornate, drawing inspiration from Anglo-Indian furniture.
    For the table assets we always try to find things relating to the culture or region we are representing whilst not making anything similar to previous assets.
    Yali Statue - A Yali standing on the back of a Makara.
    Nettur Petti - A meticulously handcrafted jewelry box, designed following the principles of ancient architectural traditions.
    Lovers Knife - Loving a rose is a beautiful story, picking it is another.
    Hair Brooch - A splendid brooch for your hair and to strut around in front of your friends. Wearing it may be challenging.
    Indian Coin Cloth - A regal damask with a collection of coins. Of course, weve also added a DLC coin! #Elephant #Collector Indian Building Set The building sets are always great fun for us to produce! We always try to push the quality of what has been released previously. However, we are a very small team of Environment Artists and there are a lot of buildings in each building set. We therefore try to always evolve our workflow by automating tedious time consuming tasks by creating scripts and putting our effort where we believe it matters the most. Something the team did this time around was use the same shader that we do for the on map military units on certain parts of the assets so that every country gets their own flare.
    City centerpiece and civic buildings - Cute
    Farm buildings - We also added billboards that appear when buildings are owned by a company. The company logo then appears on the billboard. These have been added to the vast majority of other buildings in other culture sets as well.
    Forestry buildings - On these the roofs change color dependant on the country colors, so they wont always appear as dark and depressing as the screenshot.
    Mining Buildings - Spot the minerals!
    Factory buildings - Most factories have a unique 3D asset associated with it. Currently the Arms Industry and the Artillery Foundries use the same asset. The Chemical Plant, Synthetics Plant and Explosive Factory also use the same asset
    Port buildings - Ports usually come in two different sizes to avoid the awkward look of a large platform with a single dock attached to it.














    Bunch of hubs - Here you can see some of the color variations appearing on most of the buildings. Unfortunately, we unintentionally end up with quite a few buildings of certain types in some hubs. The stand outs being Barracks and Manor Houses. This is due to how the split states are set-up in Victoria, causing several different nations to spawn buildings inside of the same hub. This is especially prominent in India where there are such a vast amount of split states. ---

    Free Updates!


    These are some things we wanted to share that are free as part of 1.8. Portrait Lighting We took the time to go over the portrait lighting. This is something weve wanted to do for quite some time but havent had the time for.
    Harvest Conditions Map Effects To represent the different Harvest Conditions as part of the Famine system introduced for 1.8, the team has been working on ways to represent them on the 3D map. Due to time constraints, we havent been able to visualize all of them for the initial release. We are however planning to do so through hotfixes. Below you can see some of the ones available on release. Drought
    We added a shader effect to the ground to give a dryer look. Flooding
    Puddles are added to the ground in order to visualize flooding. Frost
    Snowy frost texture is added to the terrain and particles of snow roam the landscape. Hailstorm
    Particle effects of large chunks of ice falling from the sky. Small bits of hail can be found scattered on the terrain as well. Torrential Rain
    Now more places than Great Britain can have beautiful weather. Positive
    For Pollination Surge, Moderate Rain and Optimal Sunlight weve added a more general shimmering effect to represent all three conditions. And so we come to the end of the diary, next is the release of Pivot of Empire and Update 1.8 on the 21st of November, alongside the Changelog. As we have done in previous changelogs, we will also have new achievements shown in it!


    [ 2024-11-14 15:00:45 CET ] [ Original post ]

    Victoria 3 - Dev Diary #136 - Pivot of Empire Narrative Content


    Hello. This is Victoria, Narrative Design Lead of Victoria 3, and today I will be covering the narrative content that will be coming in Pivot of Empire. I will also be covering some important free features which I ran out of space to write about in diary #134. Pivot of Empire is centred around British India, its progression from the East India Company to the British Raj, and the Indian struggle for independence. It also includes a selection of narrative content for the Sikh Empire, Princely States, and the Mughal Emperor in Delhi. Owners of Pivot of Empire will be able to experience a myriad of historical and alt-historical courses, from a revived Mughal Empire to an all-encompassing Company run according to the principles of Utilitarianism.

    Imperialism of Promise



    During the early nineteenth century, many of the British East India Companys administrators were influenced by the works of Jeremy Bentham, the founder of modern utilitarianism. The most notable of these figures is John Stuart Mill, who served as an East India Company administrator for thirty years, famously authoring a tract defending Company rule in the aftermath of the Indian Uprising of 1857. Following his return to Britain after the establishment of crown rule in India, Mill would become one of the most notable proponents of utilitarianism. Utilitarian principles served as a crucial element in justifying British rule over India to the British populace. James Mill, father of John Stuart Mill and a noteworthy follower of Bentham, was a notable advocate for the British Empire in India, publishing The History of British India in 1817. The idea of India as a stagnant region which required the intervention of a dynamic foreign power to prosper was a common attitude amongst the British administration. In the eyes of the utilitarians, the purpose of the British administration was to rationalise the fundamentally irrational society of India. Ideology based around an imagined dichotomy between a dynamic, rationalist West and a stagnant, irrational East is a persistent theme amongst the European intelligentsia of the Victorian era, most often referred to as Orientalism. Historically, the efforts of the utilitarians were primarily concentrated upon codifying and standardising various aspects of Indian society that had formerly gone unwritten. The traditional Indian reliance upon spoken agreement and personal meetings was anathema to the sensibilities of the British administration, who wished to establish absolute, uncontested control over Indian society whilst simultaneously remaining distant from their subjects. British India was characterised by the tension between the need to maintain Indian intermediaries to govern the subcontinent, and a near-total lack of trust in these intermediaries. In such an environment, the administration developed an obsession with paperwork, which it retreated behind in order to distance itself from what it saw as a chaotic and unpleasant society. This fixation is represented in-game through the traits and ideologies of the East India Company interest group, which was revealed in Dev Diary #134. For much of its existence, the British administration was split between elements which wished to govern by making use of traditional Indian institutions, and those who sought to impose British systems of governance on Indian society. The utilitarian administrators of the East India Company, with their ambitious social reform programs and dreams of benevolent despotism, represented the latter tendency. The government of the British Raj immediately following the Indian Uprising [also referred to as the Sepoy Mutiny] largely represented the former. The utilitarian administrators are represented by the Utilitarian ideology, which favours a variety of ambitious bureaucratic and social reforms. Utilitarians are connected to the Utilitarian movement, which may appear for any country with the English, Australian, or Anglo-Canadian primary cultures.
    The East India Company has a Utilitarian movement at game start, which has a support base largely consisting of European bureaucrats and other Company officials. In a colony such as India, the Utilitarian movement has great difficulty attracting support outside of the administration itself.
    If the Utilitarian movement acquires sufficient support amongst the members of an interest group, said interest group is said to be pressured by the movement. A pressured interest group gains the ability to generate leaders with the movements ideologies, as well as promoting agitators supporting this movement to leadership positions.
    If the East India Company gets a Utilitarian leader, either through random generation or promoting a character such as John Stuart Mill, it will become immensely more receptive to various progressive reforms. However, the utilitarians are deeply unpopular with the Indian population, and their relentless drive to impose their vision upon society will deepen tensions between the colonial government and the Indian populace.
    The presence of a notable utilitarian reformer within British India will trigger the Imperialism of Promise journal entry, which covers the efforts of the utilitarian administrators to realise their ideological goals. It will require an enormous expansion of the colonial bureaucracy to complete, as well as passing numerous reforms. These reforms are based on historical policies advocated for by the Companys utilitarian administrators. The Indian Penal Code of 1860, the first codified all-Indian system of law, was a utilitarian project incorporating various proposals by James Mill. Another utilitarian, Thomas Macaulay, served as one of the framers of both the Penal Code and the British Indian education system. Despite being drafted prior to the start of the game under Company rule, it took twenty-five years for it to be finalised and enacted by the government of the British Raj. The Penal Code nominally abolished slavery within India, although the practice remained widespread until the twentieth century. Other notable utilitarian reforms in India include the abolition of Sati and the creation of the English education system under Lord Bentinck, and the legalisation of the remarriage of widows under Lord Dalhousie.
    Historically, the projects of the utilitarians fell short of their goals, unable to overcome the contradiction between the administrations desire for uncontested control and its unwillingness to trust non-Europeans. Despite their enormous bureaucracy, vast railway networks, and unparalleled capacity for violence, the British never truly managed to secure supreme political power in India. Outside of the employment of violent measures, their ability to effectively and sustainably govern India was relatively limited. The outbreak of the Indian Uprising in 1857 and the end of Company rule shifted the priorities of the British administrationthe utilitarian outlook of reforming Indian society mostly fell out of fashion, and the Raj shifted towards a more conservative sort of administration that made greater use of Indian intermediaries and traditional institutions in its governance.
    If one can complete this journal entry, however, they will have successfully realised the utilitarians vision for Indiaan all-encompassing bureaucracy devoted to codifying, rationalising, and anglicising all aspects of life across the subcontinent.

    Indian Nationalism



    Once pan-nationalism is researched by British India, it will become eligible for the Indian National Movement. This is a unique political movement which represents Indian secular nationalist organisations such as the Indian National Congress. It has the Sovereignist ideology, which favours basic civil liberties, equal rights for native Indians, and policing laws that institutionally favour Indian landowners over the colonial government. The Indian National Movement represents the more secular form of Indian nationalism that characterised organisations such as the Indian National Congress. India also has movements that represent the explicitly Hindu and Muslim nationalist movements, which will be addressed later in this dev diary under Communal Divides.
    An astute observer may note that the movement cares about more than just law stances. Political movements may now possess scripted factors which adjust their Activism in various directions according to any condition one may think of. In the case of the Indian national movement, having a high liberty desire increases their activism, as does being a less autonomous subject type. If British India can achieve Dominion status, this will appease the Indian national movement just as much as possessing a favourable law will. The Indian Home Rule journal entry represents the initial demands of the Indian national movement - improved status within the British imperial system, and later the granting of self-government to India. Whilst steps in the direction of self-government were taken historically, these measures were only implemented after the Amritsar Massacre of 1919 had turned the Indian nationalist movement towards full independence.
    Whilst the Indian Home Rule journal entry is active, the government of British India will be able to petition the British government for permission to democratise its administration. The chances of success will be determined by the progress bar, which represents the level of trust that Britain has in India. Poor relations with Britain will harm its progress, as will famines or aggressive governments on either side. Once the Home Rule journal entry appears, Britain will receive a journal entry interfacing with it. If the British AI feels that its rule over India will be threatened if reform is not carried out, it will be inclined to press these buttons, creating an Indian legislature and democratic elections for such.
    However, if a civil war of any kind breaks out, or if the Activism of the Indian national movement rises above 50%, British soldiers will fire on the protestors, and India will be sent into a downward spiral.
    Once the Amritsar Massacre occurs, all hope for reconciliation between British administrators and Indian subjects is over, and the only option left for the British authorities is to hold onto India for as long as possible whilst trying to avert civil war. The Indian Nation journal entry will persist until the Indian national movement is marginalised, or India has been granted independence.
    If a civil war breaks out in India whilst India possesses the Indian Nation journal entry, Britain will be inclined to pull its agents out of India and either leave the subcontinent to collapse, or hand over governance to whoever the rebel leader is. The former option will create an absolute mess in the formerly British-controlled regions for the newly-independent Indian state to deal with, whilst the latter will give the revolt control over all of India.
    A British evacuation does not always signal the end for the Raj. In some circumstances, the British administration may choose to take a third option, and ignore the British call for withdrawal.
    Pivot of Empire also includes numerous events related to the Indian national movement, such as the famous Salt March and various other actions carried out by Indian nationalists against British rule.

    Communal Divides


    Once you advance sufficiently into the game, and as ethno-religious identities start to emerge and solidify, you will have to contend with the growing issue of Hindu-Muslim intercommunal tensions. Juggling the political interests and desires of these two groups will not be an easy task, and you will periodically get events that complicate it even further.
    As long as the Communal Divides journal entry is active, radicals from discrimination and attraction to religious nationalist political movements will be increased, so resolving the issue will quickly become a priority.
    An Indian federation, wherein Muslim majority states will be granted autonomy will be one way to tackle the issue, but reneging on the promise of autonomy later on will result in massive unrest in your countrys Muslim population.

    The Dravidian Movement



    The early twentieth century in British India saw the emergence of several popular movements opposing caste discrimination. The Dravidian Movement began in opposition to the dominance of Brahmins in the administration of the Madras Presidency, and eventually led to the establishment of caste-based reservations in Madras. The British East India Company starts with the Caste Not Enforced law, to represent the yet-uncodified status of the caste system in the 1830s. Once the British Raj is established, the Caste System Codified law is automatically enacted, representing the efforts of British administrators to codify the caste system nationwide in the aftermath of the Indian Uprising of 1857. The incorporation of native Indians into the Indian Civil Service under the British Raj was, historically, enormously skewed towards Brahmins. This inequality sets the stage for the future Dravidian Movement. The Dravidian Movement journal entry covers more than the historical Dravidian Movement. To expand the scope of this narrative from the Madras Presidency to all of India, we have wrapped several other historical anti-caste movements into this journal entry, such as the the Self-Respect Movement of Erode Venkatappa Ramasamy [or Periyar] and Bhimrao Ramji Ambedkars annihilation of caste.
    Whilst the Dravidian Movement is active, events pertaining to the struggle against caste discrimination will periodically appear in British India.
    That's all we have the space to show off here, check out the rest on our forums!


    [ 2024-11-07 15:35:06 CET ] [ Original post ]

    Victoria 3 - Dev Diary #135 - The 2D Art of Pivot of Empire


    Greetings Victorians and Happy Thursday! This will be the first part of the Art of Pivot of Empire showcasing the 2D art made for the Immersion Pack, while part two, focusing on the 3D art, will be released in a couple of weeks. Like the previous Immersion Pack, a brand new interface skin and paper map have been lovingly crafted with a decidedly Indian flavor. Along with the new skins, we have 8 brand new event illustrations and many more icons to support the new features coming in Pivot of Empire. For both the UI reskin and the paper map, the artists have drawn inspiration from traditional Indian architecture, classical Indian paintings, and commonly used colors such as turquoise and saffron. Without further ado, lets jump straight into the first topic - the new interface skin!

    UI Skin


    There is so much inspiration to draw from the Indian culture with their rich and extremely long history. Instead of focusing only on one time period exclusively, we take elements from Indian art, architecture and ornaments throughout their entire history (up until 1936 of course) which adds the cultural touch that makes this interface unique. Inspired by the plethora of highly detailed stone carvings and historical monuments from India, we decided to use white stone as a base material for the interface. The ornate and heavier material is also quite different from previous interface skins. To contrast the off-white stone color, we balanced the warm tone with a turquoise fresco look on the headers.



    We explored a combination of different materials, frames and colors.

    This was a rock solid choice, I must say There are several key motifs that we use for the interface skin, as well as the paper map (we will talk more about that later): flowery and plant patterns, mandala configurations and animals. Elephants have been a key element in many Indian art throughout history and there has been no better time than now to add elephants into the interface of Victoria 3! Another common animal featured in Indian art is the graceful peacock -we have incorporated these two creatures into the UI panels, combined with the other motifs mentioned. (Try to find out how many elephants are in the UI skin as well as the papermap!)
    I think these animals are relephant to the theme
    Floral and plant patterns surround the elephant and the peacock.

    Papermap Skin


    The paper map draws inspiration from many of the same sources as the interface skin but with a deeper focus on Indian paintings. Several key elements of Indian paintings are a flat look with limited perspective and a soft, almost watercolor like painting style. Like the papermap from Voice of The People, the illustrations depict key events and slice of life moments in history, but with a focus on India. The art team worked with the Narrative designers to come up with interesting moments on Indian nationalism, the relationship between India and Great Britain and general life in India in the Victorian age. It was truly not an easy task to narrow it down!


    [Can you identify these key historical moments?] A key element is the changing of the languages of text on the paper map UI skin when it makes sense. The last time we did it was in the Voice of The People, where we changed the names of the oceans and seas (and a few other elements) to French. This time is no exception, where we used the Hindi script for the text. There was much discussion between Narrative Design and Art on which Indian language to use. English was a strong contender since it was prominently used in British East India as well as today. Ultimately we settled on Hindi as it is the main language of India today and not using English adds more immersion to the map.


    A simple change like this adds so much more immersion to the visuals! We are also adding mountains and forests in the style of landscape art in classical Indian paintings. A new addition is the illustrations of key cities around the world in the Victorian Age, again, inspired by Indian art. The key cities also have some culture variation on them so you wont see London represented by an Indian style city!


    Cities, mountain ranges and forests dot the landmasses.

    Event Illustrations


    If you havent noticed already, the 2D artists work very closely with the Narrative Designers on many aspects in Victoria 3. The event illustrations are no exception. Once the designers have come up with the theme of an event image as well as provide some references, the concept artist will start researching and finding even more references. He/she will also most likely have more questions for the Narrative designers and this will facilitate the next step, which is to brainstorm and provide thumbnail sketches.
    Early sketches to determine the final composition The Art Director will work together with me to provide feedback and decide on the final composition. In the example above (which is the Indian urban scene) we wanted to have a greater sense of scale since other illustrations are more zoomed in. Other urban scenes that were done previously were also quite up close and personal, showing more of the people on the ground. By taking a more zoomed out approach, we would also be able to show off the urban density and the masses.
    Final Indian city illustration with the mood and tone we want to achieve. As a general rule of thumb, we always try to come up with illustrations that can work for multiple events to increase the visibility of the beautiful new art. Overall themes for the event illustrations include the relationship between the Indians and the British, the cultural divide and tensions amongst the Indian population and the general life in India (rural and urban) during the Victorian age.
    What new instructions from the British overlords this time?

    Tensions are at an all time high.

    A romanticized look at life in India in the 19th century

    Icons


    With new features comes new icons. (of course existing features will also have new icons such as new laws and new companies) For this section, I would like to show the general process of designing a new icon set for the Acceptance feature coming in 1.8. There are 5 tiers of Acceptance with (V) being Full Acceptance and (I) as Violent Hostility. With that in mind, here are three general principles for the Acceptance tier icons [olist]
  • The icons will show things/situations getting worse gradually
  • We want to use colors to represent each tier as well, with cool colors representing tiers (V) and (IV) and having a gradual shift towards red which represents tier (I).
  • As with general icon design principles, the silhouettes must be clear. [/olist] We explored various icon styles with the intention of adding more flavor to the tiers. For instances where the tier icons are displayed really tiny, we always have the numerical icons with the same color styles as mentioned above.
    A more illustrative style perhaps or something a little more graphical More exploration gave rise to the idea of continuity and consistent story telling between the 5 tier icons. Each icon will be represented by two characters Tophat guy- a straightforward and iconic representation of the ideal citizen who has made it in life in the Victorian era and Character 2 - which changes every tier.
    Exploring multiple variants. Truly horrible to have a person caged like an animal in Tier I For Full Acceptance (V), we can see that Tophat guy is shaking hands with Character 2 which is represented as a typical worker. For Second class citizen (IV) we can see the relationship has sort of soured and Character 2 is facing away from Tophat guy who's giving him a thumbs down. While the thumbs down sign can be hard to see, the pose makes the silhouette more distinct. For tiers (III) to (I), we can see a recurring theme and how Tophat guy treats Character 2 worse and worse. In fact, Character 2 even loses any sense of identity and is just a silhouette of a person with no other distinct features.
    [Final tier icons with the simplified variants as well as the Acceptance frame] Icons were also created for Famines and Harvest conditions which is another new feature. However, no new style was needed and we reference the State trait icons to make the new Harvest conditions icons. Core principles for the Harvest Condition icons include a primary or dominant color and of course, distinct silhouettes!

    Famine and Harvest Condition icons The 2D art team have also created icons for existing features like Laws, Ideologies, new Buildings, new companies and new Achievements (which will be shown in a future Dev Diary.
    Just some of the new icons for existing features. And this wraps up this weeks Dev Diary! I hope you enjoyed the insights into what goes on with the creation of the 2D art for the Pivot of Empire pack! Next week we have Vicka detailing even more exciting narrative content coming for the game!


    [ 2024-10-31 15:00:34 CET ] [ Original post ]

  • Halloween Update 1.7.7 is now LIVE! - Not for Problem Reports!

    Hello Victorians, sorry for the...sanguine on the images today. Don't know what could be happening there. We have a small additon today bringing a new game rule, as shown below.

    Additions


    • Added new game rule to enable or disable fantastical/supernatural content. If this game rule is enabled, there is now a new character with some new events that can make an appearance during the real life months of October and November.
    Have fun finding this character during this spooky time. Oh, Happy Halloween today as well. [hr][/hr] There will soon be a rollback to 1.7.6, available through the Beta selection menu as normal for our patches. And as a bit of information: You can change game rules mid-game by clicking switch country then changing the game rules in the select screen!


    [ 2024-10-31 09:03:31 CET ] [ Original post ]

    Victoria 3 - Dev Diary #134 - How I Learned to Stop Worrying and Love the Map


    Happy Friday, and welcome to our third and final Dev Diary for the Anniversary week! Before we get into the meat of the diary, we have an infographic showing the progress of free updates since release, visually shown in the look back at free updates video at the start of this week:
    That entre is followed up with a delightful smattering of statistics from the game, can you see the difference in how many yellow Prussias there have been since last time?
    That is all from me, Community Manager Pelly, I hope you enjoy the Dev Diary proper from Hansi and Victoria! [hr][/hr]

    India Map Rework


    Welcome, map affectionados, to this weeks map bonanza. I am Lufhansi, narrative designer and main map man on Victoria 3, and I will be your host for this evening. As you might expect, Pivot of Empires narrative content for India will be accompanied by relevant map work, including new and reworked state regions, cultures, and countries for the Indian subcontinent. In addition to miscellaneous other, exciting additions that will be detailed further down. As always we got some ground to cover, so without wasting more of your time, lets get into it:

    South Asia


    If you find yourself thinking that India has too many tags already, this update may not be the one for you. To help illustrate the immense complexity of 19th century India, for Pivot of Empire we have added over 30 new tags to the 1836 startdate, as well as multiple new formables and releasables that these new nations can aspire towards, all with distinct identities and new flags. Former abstractions, like Orissa and Bundelkhand have been replaced by new princely states, and in Gujarat, Baroda is now simply the most important Gujarati state instead of the only one. The fan favourites of Garwhal and Manipur have made their debut, along with a slew of other states and nations, ranging from the the decentralised tribes along the Assam-Burma border in the north-east, to the British crown colony of Ceylon and the Sultanate of the Maldives in the south-west.
    In the northwest, the Sikh Empire, now known as the Khalsa Raj, faces a somewhat different position compared to previous patches. In addition to grappling with the internal intrigues of the Lahore courthistorically a source of weakness for the empire during its critical struggle against the Britishit must also contend with a new, powerful vassal: the ambitious Gulab Singh of Jammu, who in 1836 finds himself preoccupied with suppressing a revolt in the newly conquered region of Ladakh.

    Other exciting additions include the rump state of Satara, led by the last Chhatrapati of the Maratha Empire, and the once-mighty Mughal Empire, now reduced to the confines of the city of Delhi. Although the Mughals controlling more than their own palace grounds isn't entirely historically accurate, their newfound autonomy allows them to serve as a vehicle for narrative content.
    Indias state regions have also been reworked and redrawn where deemed appropriate. We have tried to strike a balance between administrative borders fitting for the 19th century, and cultural borders better reflecting the ethno-linguistic makeup of the subcontinent, all the while trying to not divide the map into too many unwieldy state regions for gameplay-purposes. Notable changes include a new East/West split for Bengal, mirroring a similar division in Punjab, along with the addition of new state regions such as the Ceded Districts and Arakan, and a reshaping/redefinition of most pre-existing state regions.
    We have also added a selection of new cultures to India to showcase the extraordinary diversity of the subcontinent, such as Hindustani, Chhattisgarhi, Naga, Deccani, Pathan, Lushai, and many more.
    In a similar vein, Indias hub and spline system has been reworked from the ground up, which has seen the elimination of a lot of anachronisms and misplaced hubs. So to the valiant forum member that has championed the good cause of Jamshedpur for years now, you can now rest easy, knowing that we have finally fixed its location. And should that not be enough, well good news, because with 1.8, Victoria 3 will now have:

    Dynamic Renaming




    Thats right, its finally here. And what a version of it you will get! Most current dynamic naming in-game is decided by the owners cultures, the above examples being Turkish and Greek, but there are exceptions to this. For example, moving your capital to Edo as Japan will now rename the city to Tokyo, and the city of Bismarck, North Dakota, will be named Edwinton until the Iron Chancellor has actually made a name for himself, just to name a few.
    And should none of the picks we have made be to your liking, then fear not! For hub and state names are now fully customizable in-game. Of course, we fully expect you all to be sensible and measured in your application of this newfound power.
    For modders, it goes without saying that this is an incredibly flexible system, and we hope you will have a lot of fun with it going forward. [hr][/hr]

    Narrative Content


    Hello. This is Victoria, Narrative Design Lead of Victoria 3, and today I will be covering the free narrative content and political setup changes which are coming in Update 1.8. The paid content that will be coming in Pivot of Empire will be covered in a later dev diary.

    Indian Political Setup



    Upon beginning the game as the East India Company, one may notice that the interest groups one must contend with are not those that they have become accustomed to. The EIC has been given a full suite of custom interest groups, designed to accurately represent the unique situation that finds itself in. The most notable of these new interest groups is the East India Company interest group, representing European colonial interests within India. It has received a set of all-new ideologies and traits for this purpose, transforming it into a representation of the ideology, mindset, and interests of the British colonial administration. Upon the establishment of the British Raj, it will be renamed to the Government of India, but its ideology will stay essentially the same.
    The new Colonialist ideology has been implemented in various places both new and old, with the East India Company as only one example. It is also used to make the Industrialists in colonial administrations support resource extraction rather than independent economic development. Their instrument in doing so is the new Extraction Economy law, which increases the efficacy of agriculture and resource industries whilst crippling the investment pool. Most notably, Extraction Economy harms the native landowning classes ability to reinvest, representing the historical effects of the British Indian land ownership structure. The Zamindari system of land ownership was predicated upon the use of Indian landowners as tax collection agents for the British administration, under the expectation that the landowners could use their revenue for internal improvements. In reality, very few internal improvements were actually made, and Indian agriculture remained largely stagnant. Landowners estates were constantly partitioned, with chunks being sold at auction in order to make up for shortfalls in tax collection.
    Whilst the Zamindari system was not the only system of land ownership put in place by the British administration, it was the dominant form in the Bengal presidency, and thus the most economically impactful. The other major land ownership system, the Ryotwari system, in which taxes were collected directly from individual peasants, is represented by persistent modifiers on southern Indian states which permit for greater self-ownership of agricultural buildings in these states. Pictured: This land ownership setup allows for peasants in southern India to receive dividends from their plots, marginally increasing their base quality of life.
    In order to represent the power structure of colonial India, British India will have one of two modifiers, depending upon whether the Company or Crown is in command. These modifiers greatly increase the political strength of bureaucrats and depress the influence of the Indian aristocracy, as well as making it nigh-impossible to create a legitimate government without the designated ruling IG in command. British India also has a custom rule for selecting its government - the leader of the Industrialists will necessarily become the next ruler of the country upon the death or removal of the previous one.
    With the Industrialists transformed into a colonial bureaucratic nightmare, who will advocate for economically modernising India? Whilst the East India Company represents European colonial interests, the economic interests of the native Indian bourgeoisie are represented by the Bhadralok interest group. Bhadralok is a Bengali term which translates to gentlemen, and represents the moneyed upper classes which initially rose to prominence through collaboration with the EIC during their conquest of India. Whilst the majority of European capitalists gravitate towards the EIC, Indian capitalists will join the Bhadraloks instead. Once it achieves independence, of course, Indias Industrialists will return to their normal role as the Indian industrial upper classes, and the Bhadraloks will once more represent exclusively the petit-bourgeoisie. The Bhadraloks start with two ideologies that differ from the standard petit-bourgeoisie, Sovereignist and Modernizer. Fans of Colossus of the South may note that Modernizer is used for the Brazilian PB past a certain point - its use has been expanded to the PB across the Indian subcontinent.
    The Sovereignist ideology replaces Patriotic, making the Indian PB support a lessening of discrimination and restrictions upon political expression. If India is to achieve independence, however, this ideology will immediately switch back to the default Patriotic. The Bhadraloks will not support a discriminatory British police state, but this does not mean that they oppose a discriminatory Indian police state. This ideology switching is used throughout India content, such as with the new Minoritarian Traditionalist ideology. Pictured: I am pleased to introduce something we have been missing since release - hypocrisy mechanics.
    The Minoritarian Traditionalist ideology prevents leaders from supporting State Religion if the countrys state religion does not match their personal religion. If the countrys religion ever switches to their personal religion, however, they will stop supporting secularism and immediately begin supporting State Religion again. These ideology switches are handled in on_actions, as well as various cases throughout the narrative content. There are many other changes to pop attraction values and traits, but to go over the changes to every interest group in depth would, unfortunately, put me over the per-post image limit. Finally, here is the new East India Company law setup.
    Whilst the EIC possesses the Oligarchy and Caste Not Enforced laws, the institution of the British Raj following the Indian Uprising will lead to the enactment of Autocracy and Caste System Codified. This represents the centralisation of power in the Raj, and the efforts made by the colonial administrators of the 1860s to codify the Indian caste system into the modern, nationwide varna system.

    The Indian Uprising



    In the year 1857, years of mismanagement by the British East India Company spiralled into an uprising which briefly rendered a third of the Indian subcontinent ungovernable. This uprising has been referred to as the Sepoy Mutiny by various British sources, and various names from the First War of Independence to the Great Rebellion by Indian writers. For the remainder of this diary, I will refer to it as the Indian Uprising. The Indian Uprising was previously represented by the Avert Mutiny journal entry, which would spawn the Mughal Empire as a revolt if the EIC failed to complete various journal entries. In 1.8, this journal entry has been completely reworked.
    The new Unstable Raj journal entry is available upon game start for the East India Company. All Princely States will have a more concise version of this journal entry, for the purpose of tracking the level of unrest in the EIC. The stability of each Presidency within the East India Company is tracked with its own progress bar, which increases or decreases depending on various conditions. These conditions include taxation, the liberty desire of princely states within a given region, the presence of Utilitarian administrators [more on this in a future diary], state turmoil, and more.
    What is a Presidency? Historically, they were the highest-level administrative units of colonial India. In-game, their borders are determined by the various Indian strategic regions. The Presidency concept details precisely which regions equate to which Presidency.

    A major event chain which will affect the stability of the Presidencies deals with the cartridges issued to Indian sepoys. After researching Rifling, a rumour will begin to spread throughout the ranks of the Companys soldiers about the nature of the cartridge grease. If mismanaged, this event chain can lead to a sharp decrease in the stability of the Presidencies.
    If the stability of any Presidency drops too low for a period of 100 months, or if 25 years elapse without completing the Consolidate Colonial Rule journal entry and raising the Standard of Living of India to the requisite level, India will explode into rebellion. Pictured: The Consolidate Colonial Rule journal entry has also been amended, removing the time limit and making some other quality of life changes.
    The precise character of this rebellion depends upon which regions are most afflicted with unrest, as well as the Liberty Desire of various Princely States. If unrest is concentrated in the Bengal Presidency, the main drama of the rebellion will revolve around Delhi, and the bid of the mutinying sepoys to restore the Mughal Empire. Each Presidency possesses a major revolter - the Mughals in Bengal, Satara and the Chhatrapati of the Maratha Confederacy in Bombay, and the rebellious princely state of Kurnool in Madras. With all of these factors, the Indian Uprising can possess endless permutations, from something similar to the bounds of the historical uprising
    to a distributed revolt across multiple regions, encompassing various Princely States
    to an apocalyptic collapse of British authority across the subcontinent.
    If a Princely State possesses high liberty desire when the Uprising breaks out, it will have an opportunity to either join the Marathas or the Mughals, or try to forge its own path. Pledging fealty to either the Mughals or Marathas will make a princely state a vassal of the Emperor or Chhatrapati.
    Once the shape of the uprising has been determined, a war will break out between a coalition of revolters and the British. In order to preserve itself, the East India Company must put down every revolter and restore their order to India.
    If the British win, as they did historically, the British government will step in to reform the administration of India to ensure that this does not happen again. The East India Company will be reorganised into the British Raj, and much of its autonomy will be stripped from it.
    However, what if the Indian Uprising is triumphant, and the British are driven from the subcontinent?
    After losing to the revolters, the East India Company will be able to retreat to one of the three Presidencies, abandoning its holdings in all other regions. Alternatively, it may abandon India completely. Some possible outcomes from this event are below.
    Once the British are gone, or reduced to a rump state hanging on to whatever they could hold against the revolt, the Indian contenders may shift to managing their newly acquired empires.

    Interest Group Priority Cultures


    Astute observers may note that, in the above screenshot, the leaders of the EIC and Presidency Armies are European, whilst the leaders of every other interest group are Indian. Prior to 1.8, interest groups were only able to select leaders of primary cultures. This is no longer the case. Interest groups can now be assigned priority cultures, which will force characters of an interest group to have certain cultures, given a set of conditions. Pictured: Leaders of the Industrialists interest group in India can only be British, Scottish, or Irish for as long as British rule persists.
    This has enabled us to flavour the East India Company [Industrialists] and Presidency Armies [Armed Forces] interest groups as European, whilst the other interest groups represent various classes amongst the native Indian population.

    New Subject Tracks



    In 1.8, two new subject types have been added, and the existing ones reconfigured into three separate tracks. Dominions now belong to a different track than puppets, and all tracks have two steps. Rather than needing to promote from a puppet to a dominion to a protectorate, puppets now directly promote to Protectorate. Chartered Companies are a new subject type, which possess all of the autonomy of a Protectorate whilst paying a higher share of their income to their overlord. Examples of Chartered Companies include the Hudson Bay Company, East India Company, Russian-American Company, and chartered companies which may be established through African colonial administrations. Pictured: All subject types as of 1.8.
    In terms of narrative, Dominions and Colonies represent colonial governments of various types, whilst Protectorates and Puppets represent native-ruled states that nonetheless lack political autonomy. Tributaries and Vassals have remained unchanged. Pictured: Colonies can now have subjects of their own, which means the Princely States stay safely connected to the Raj. Also visible here is a selection of new flags that weve added.

    Corporate States



    Pivot of Empire and Update 1.8 are largely centred around the British East India Company, a massive corporation that acts as a state. We have also added a Corporate State law. These two things are completely unrelated. Corporate State is a new Governance Principles law added in 1.8, designed to represent states such as the Federal State of Austria, Fiume, the Italian Social Republic, and Ireland, as well as the end goals of various late-19th century and early 20th-century political movements. The Corporate State law focuses around institutionalised class collaboration as the basis of the state. In this conception of society, different classes and professions can be likened to vital organs within a single body, all serving different yet equally important functions. Corporate State is primarily supported by Corporatists and Fascists. It also serves as a midpoint for various ideologies, being more favoured than their least favourite governance principles, but inferior to their preferred governance principles. The enactment of Corporate State serves as an endgame to a fascist playthrough, much as Council Republic serves as the endgame to a communist playthrough. Whilst enacting Corporate State, one may choose which groups that its corporatist structure will benefit, permanently improving the clout of the players choice of interest group for as long as the law is active.
    In order to represent the historical fondness that certain strains of fascism have possessed for state-supervised workers cooperatives, the Corporate State law enables the Cooperative Ownership law. Enacting Cooperative Ownership under a Corporate State will empower the petit-bourgeoisie through funnelling dividends to Shopkeepers, benefiting the states most favoured demographic. The journal entry formerly known as the Path to Fascism has also been completely reworked in 1.8, now mirroring the Spectre Haunting the World journal entry. If the growth of the fascist movement cannot be contained, they will launch a march on your capital, possibly seizing power in the same way that Mussolini did in 1922.

    The London Conference



    The modern borders of Belgium and the Netherlands were only settled upon in 1839, through a process which involved every European great power. The historical result of the London Conference was the Treaty of London of 1839, a document which provided for the independence and neutrality of Belgium. The London Conference journal entry will appear for European great powers in 1838-1839, and will permit each power to vote upon a desired settlement between the Netherlands and the newly independent Belgium. This conference can have various outcomes depending on how the Great Powers vote. Pictured: Two of the possible outcomes.
    There is more free content included in 1.8, but I have unfortunately exhausted the limit of images one can fit in a single forum post. The remainder awaits its discovery once the update is released. And that is all. Thank you for reading. Next week, Kenneth will cover the new 2D art for Pivot of Empire.


    [ 2024-10-25 14:44:25 CET ] [ Original post ]

    Victoria 3 - Dev Diary #133 - British Indian Caste System and Social Hierarchies


    Hello and happy Thursday! Welcome to the first narrative design dev diary! Today we will be going through the British Indian Caste System and Social Hierarchies, hosted by Em. But first a word from Shubham! --- Hey Everyone, my name is Shubham. I am a narrative designer and history nerd from India, and I had the pleasure of working on the upcoming Pivot of Empire immersion pack! There are a lot of cool new systems, Journal Entries, events, and art coming your way, and honestly, I am very excited by all of them. But as dev diaries cant be book-length, I will try to focus on some of the really big points. The first and foremost is the Caste System, which is accompanied by the discrimination rework and also introduces social hierarchies. Em will get into this later, but Ill focus on the history of the subject and what we tried to capture with its implementation. You will see that the Caste System is labeled the British Indian Caste System in the game. This is because the modern understanding of Caste, within and without India, is very much a colonial creation. Before the Indian subcontinent was consolidated under British Colonial rule, the Hindu identity was fragmented. So, while casteism was very much practiced then, it had greater variance and malleability. It was also not legally enforced to the same extent across the nation. Partly because there was no singular power that could enforce it but partly because different places had different beliefs around its relevance. However, after colonization, in an effort to streamline administration, the British conducted a census that tried to give a fixed value to caste. As this process happened, caste became codified and simplified. It became based solely on the Varna system and no longer allowed for any change in status. The Varna system recognizes only four castes and a fifth outcaste. It also gives social roles to each tier. The Brahmins are meant to be teachers and priests. The Kshatriyas are warriors and leaders. The Vaishyas are merchants and traders. The Shudras are peasants. The outcastes are offered no name and are simply considered untouchable. The Portuguese later used the term Dalit to describe them, and that became their caste name. However, as understood by the British, this Varna system ignored Jati, which is also a part of caste. Jati ranges in the hundreds, if not thousands. This resulted in a rigid system that deepened social divides and made social mobility nearly impossible. A lot of effort was made to capture this complex reality in-game. We also considered using different labels for the tiers in the caste system. As Dalits are the most oppressed by this system, we thought to make it a two-tier system consisting of Savarna and Avarna (those belonging to Varna Castes and those outside it). However, this erased the oppression faced by Shudras by other higher castes. Not to mention the role every tier of caste played in oppressing those immediately beneath them. We wanted to capture some of the nuance and complexity of the Hindu identities in that time period, as well as the oppressive, contradictory, and self-cannibalizing nature of the caste system. The other topic that I want to discuss is the Indian independence movement. The Indian Independence movement had many leaders and many different factions. Furthermore, nearly all of them didnt initially demand independence. At first, as the exploitation of resources and people continued under British Raj, discontent pushed those with the privilege (money, land, education) to demand better laws and governance. Many leaders at this time were happy to let the British Empire rule so long as they were allowed to govern themselves with more dignity. It was only when these efforts repeatedly failed that the people were radicalized into starting a revolution. The game captures this through the journal entries around Home Rule and the Indian Independence. But as you will see, many factions affect your ability to complete either Journal Entry. This is because they were not always aligned, even when various leaders agreed that independence was the only way forward. Indeed, the divisions sowed by the British and resultant from the complex history of the subcontinent made it so that factions were fighting each other just as much as they were fighting the British. Three figures really capture this tension: Muhammad Ali Jinnah, leader of the Muslim League and the founding father of Pakistan; Mohandas Gandhi, key leader of the Indian National Congress and the founding father of India; and Periyar, founder of the self-respect movement and leader of the Dravidian movement. Gandhi initially believed that to be truly free, India needed to return to its Hindu roots and reject all British imposition. This scared Jinnah, who thought that this line of thinking would be terrible for Indias Muslim minority. Despite being quite secular himself, Jinnah would often find himself campaigning for the needs of Muslims lest Gandhi and the rest of the INC forget about them. This often put the two parties and the two leaders at loggerheads, a matter that would eventually result in the partition. If returning to Hindu roots upset Jinnah, it also worried people like Periyar. He had initially been part of the INC. As a low-caste man, he feared the INC leading India as most of the leadership was high-caste and often callous towards the needs of the lower-caste people. Thus, Periyar and Jinnah usually tried to negotiate, argue, and even cooperate with the British even if it weakened Gandhi and the INCs stance. To Jinnah and Periyar, it was an opportunity to be heard. Historically, Gandhi did become more cognizant of the needs of the lower caste and Muslim people. But as he and the INC also had to earn the support of the staunch conservative Hindus, such as the Hindu Mahasabha, it was always a compromised position. If you try to build an independent India in the game, you will hopefully feel how the game pushes and pulls at you. Okay, lastly, I want to talk about the Sikh Empire. The Sikh Empire was in a precarious position in 1836. They have the Afghans on one side and the British to the south. Their leader, Ranjit Singh, established the first Sikh Empire but with one too many heirs. When he passes away, a series of successions occur that are violent and sometimes comical. Integrating the narrative of the Sikh Empire was a lot of fun as often it felt like writing a season of Game of Thrones. I hope you have a good time going through these events, as they are as ridiculous as they are compelling. --- Hello! Im Em, one of the game designers on Victoria 3 that specializes in narrative. This is my first dev diary and Im excited to share a bit more about what to expect with 1.8 and Pivot of Empire! Today I'll primarily be walking you through a couple things weve been working on, namely Social Hierarchies, the British Indian Caste System, and a new law group associated with the Caste System. The British Indian Caste System has been designed alongside the Cultural and Religious Acceptance Rework that Lino spoke about a few weeks back. To represent this, we're introducing mechanics for Social Hierarchies and Social Classes to the game. The British Indian Caste System is a Social Hierarchy that makes use of Social Classes in order to represent its effects. screenshot of Social Hierarchy concept
    screenshot of Social Class concept
    Previously, Pops were distributed by Profession into the Lower, Middle, and Upper Strata. This was fairly rigid, and meant that the previous system couldn't enable culture or country-specific Strata. Academics could only ever be in the Middle Strata. Clerks could only ever be in the Lower Strata. Social Hierarchies are being introduced to address some of that previous one-dimensionality where the social ranking of Professions might differ in different parts of the world and allow for the implementation of the British Indian Caste System. To understand a little better, lets take a look at what this has looked like. Here is how the distribution of Pops by Profession across Lower, Middle, and Upper Strata has appeared previously: screenshot of overview tab in Population panel where you can see the Lower, Middle, and Upper Strata
    Clerks, Laborers, Machinists, Peasants, Servicemen, and Slaves are Lower Strata. Academics, Bureaucrats, Clergymen, Engineers, Farmers, Officers, and Shopkeepers are Middle Strata. Aristocrats and Capitalists are Upper Strata. Pops are still distributed as they have been by Profession above. But now, in the Base Hierarchy they will be distributed into the Lower, Middle, and Upper Classes: screenshot of Classes tab in Society panel where you can see Lower Class, Middle Class, Upper Class are Social Classes and are part of a Social Hierarchy called the Base Hierarchy
    Pops part of the Base Hierarchy are assigned a Social Class based on their Professions as they had been before. Every Pop has a Social Class, and that Social Class belongs to a Strata. Social Classes can be defined based on a combination of pop type, primary culture, and/or religion. Social Class information will appear in the Society panel. Social Hierarchies are intended to affect all kinds of Pops, with moddability in mind, and can be linked to a law group. This brings us to the British Indian Caste System. Since Shubhams given a bit of the historical and cultural context, I'll dive in with what this looks like in the game! screenshot of Classes tab in Society panel for a country that has the British Indian Caste System where Brahmins, Kshatriyas, Vaishyas, Shudras, and Dalits are Social Classes
    The British Indian Caste System recategorizes a Pops Strata differently from the Base Hierarchy. The British Indian Caste System specifically encompasses all Pops that are Hindu and have the South Asian Heritage cultural trait. Other Pops that are not Hindu and do not have the South Asian Heritage cultural trait will default to the existing Lower, Middle, and Upper Social Classes of the Base Hierarchy. So where is the British Indian Caste System found? How is it set? The Caste System will be set from game start on the British East India Company and the Princely States. Otherwise, it will appear with the following criteria:

    • A country is a subject of Great Britain
    • A countrys primary culture has the South Asian Heritage cultural trait
    • More than fifty percent of the population is Hindu.
    If the percentage of Pops in a country with the British Indian Caste System drops to ten percent or below, the Caste System disappears and is fully replaced with the Base Hierarchy. screenshot of Social Hierarchy activated
    Tied to the Caste System is the Caste Hegemony Law Group that will appear under Power Structure. This law group is specific to the British Indian Caste System. As such, the law group only appears and applies to countries where the British Indian Caste System is active. This will be the first time a law group is regional or culturally specific. screenshot of Power Structure laws
    There are four laws in the Caste Hegemony law group: Caste System Enforced, Caste System Codified, Caste System Not Enforced, and Affirmative Action. The new laws affect the flow of social mobility via Qualification Gain, Acceptance, and/or Education Access. Where the Caste System Enforced and Caste System Codified laws are more a reflection of 19th century British Raj, the Affirmative Action law is designed to be a reflection of early days of Reservation laws in the early 20th century. All countries that start with the Caste System or gain it from Pop criteria will activate with Caste Not Enforced. WIP screenshot of Caste Hegemony Law Group, list of effects subject to change
    Effects in this law group primarily only apply to Pops that are part of the Caste System. For example in the WIP screenshot above, the Upper Strata for Pops in the Caste System, the Brahmins, have a minimum Acceptance value of 80. This minimum Acceptance value does not apply across the board to all Upper Strata Pops, such as Capitalists and Aristocrats that are not in the Caste System. It will only apply to Brahmins. WIP screenshot of Acceptance Status for a Pop that are Brahmins
    Other laws in the law group will have more Acceptance and Qualification Growth effects that are specifically applied to Pops in the Caste System. Here is the Caste System Codified law as an example of other types of effects you can expect WIP screenshot of Caste System Codified effects, subject to change. Were actively working on improving readability and balancing the effects of these laws.
    Here, there are effects on Landowners political strength and a Bureaucracy Population Cost Multiplier, as well as effects on Acceptance and Qualification Growth. Under the Caste System Codified law, Qualification Growth will be vastly restricted between castes, limiting the mobility between classes to varying degrees depending on the law in effect. WIP screenshot of Acceptance Status for a Pop that are Shudras
    If you are playing as the British East India Company and the British Raj forms via the Indian Uprising Journal Entry, Caste System Codified will be activated if Caste System Enforced or Caste System Codified isnt already part of your laws. The British Indian Caste System and the Caste Hegemony Law Group (as well as the Indian Uprising Journal Entry rework) will be free as part of the 1.8 update! That is all for today, however, we said in the Pivot of Empire diary on Tuesday that we would have two dev diaries this week. We actually are having three! So tune in tomorrow for some more about maps, culture and more by Hansi!


    [ 2024-10-24 14:00:35 CET ] [ Original post ]

    Victoria 3 - Dev Diary #132 - Pivot of Empire


    Hello Victorians, happy Tuesday! It feels odd having a happy Tuesday instead of Thursday, but we have a good reason to release two Dev Diaries this week! This week is our Anniversary and yesterday we talked about what came in free updates since launch. As a follow up, today we have a special treat for you: the announcement and the release date of a new immersion pack, Pivot of Empire, which will come alongside Update 1.8.
    Some of you may know the name of this pack from a famous quote: India is the pivot of our Empire... If the Empire loses any other part of its Dominion we can survive, but if we lose India, the sun of our Empire will have set - Victor Bruce, Viceroy of India during the Indian Uprising. This sets the scene for the immersion pack. Pivot of Empire is set in the Indian Subcontinent, focused on the events following the years of discrimination and suppression by the East India Company. The Indian Uprising events take us through the eventual downfall of the East India Company and rise of the British Raj. [previewyoutube=esXmztDsGkA;full][/previewyoutube] Within this Immersion pack you will get to experience narrative content for the East India Company, but also the other Indian Nations, Great Britain imposing its will upon such a wealthy land, and the nearby Sikh Empire trying to assert itself with such an avaricious neighbor. Regardless if you already played in this region or not, Pivot of Empire will bring a lot of unique and fresh flavor to the game And for your easy reference of the content we have this handy dandy infographic (you can enlarge it by clicking on it!):
    Now, if you have forgotten what is coming with the free Update 1.8, we also have another quick reference overview graphic too!
    As you might have noticed, the Caste System Laws and updated Indian Uprising events are part of the free Update available to all players, while narrative content related to them will be added in Pivot of Empire, along with additional content related to religious tensions in the region, Indian national movements and local initiatives for independence (among other things). We hope you enjoy our foray into the Indian Subcontinent and the surrounding interactions caused by discrimination and movements for liberation! Of course this is just the tip of an iceberg, as we are going to delve more into the details in the upcoming Dev Diaries. Both Pivot of Empire and free Update 1.8 will be released on the 21st of November, Pivot of Empire will cost 9.99 . Check out the Steam store page for screenshots, and don't forget to wishlist this immersion pack! Now, with that all said and the release date coming up in just about a month, we have quite a few Dev Diaries delving into the meat of Pivot of Empire. Starting this week already, with Emperatriz leading the charge on the 24th, where we look at a selection of the narrative content!


    [ 2024-10-22 14:04:41 CET ] [ Original post ]

    Victoria 3 | A look back through free updates!

    Salutations Victorians!


    We start off the Anniversary Week with a video going through the cool stuff added in free updates since release! Stay tuned this week for other posts in this compendium post: Here [previewyoutube=VgQT-w0facA;full][/previewyoutube]


    [ 2024-10-21 14:00:39 CET ] [ Original post ]

    Dev Diary #131 - Famines, Starvation, Harvest Conditions


    Hello and welcome to another dev diary! Im Alex and today I bring you famine, starvation, ruin and disast I mean, happy Thursday! Back in dev diary #126 we mentioned how for 1.8 were looking at how the availability of food affects the people in your country. Up until now, if food prices were high, that would lead to Pops dropping in Wealth. As a consequence of that, Pops would become unhappy and have their birth and mortality rates change. In extreme cases they would drop below Standard of Living 5, which would mark them as Starving and make their mortality rate be higher than the birthrate, resulting in the Pops population decreasing over time. This is fine, but it created some problems we wanted to tackle. For one, Pop Needs dont have shortages, so when the price caps out at +75%, thats it. Food is always available, it just gets expensive. Another issue is that the starving status is directly tied to what Standard of Living the Pop has, meaning that regardless of why Standard of Living drops below 5, the pop is marked as Starving. Even if food is essentially free and the actual issue is that clothes are expensive. Lastly, the effects of starvation dont scale as much as they probably should, so even at SoL 1, Pops can live on quite a while. With all that in mind, theres three main features weve added to flesh out this aspect of the game:

    • Starvation
    • Famines
    • Harvest Conditions
    Below well go into each of them in detail. Everything mentioned in this dev diary will be made available for free when update 1.8 arrives later this year.

    Starvation, now dynamic


    As mentioned, up until now starvation has been a fixed status tied to specific SoL levels. In 1.8, all pops will have a metric for Food Security instead, which measures to what degree that Pop has access to sufficient and nutritious food. If a Pops Food Security gets too low, it will first be considered to be in a state of Mild Starvation. Here, Pops will start getting some penalties to their birth rate and mortality. If Food Security drops even lower, this status will change to Severe Starvation, where the Pops population starts decreasing fast. To be clear, both Mild and Severe Starvation penalties get progressively worse as Food Security drops, so its not a hard threshold where suddenly the full effects are applied. You can now at a glance tell how much you are forgetting to feed your population while building another workshop. The map mode shows for each state if there are a lot of Pops starving there (proportional to total state population) as well as if they are mostly suffering from mild or severe starvation
    Now you must be wondering: Okay, but what actually is Food Security? How is it measured? Well get there, dont worry, first I need to talk about Pop Needs though. If youve spent some time with the game, you know that the way Pop Consumption works is that at different Wealth levels Pops need to satisfy certain Needs. These Needs can be things like Basic Food or Simple Clothing for poorer Pops or Luxury Food and Drinks for richer Pops. Each of these needs can be satisfied through a set of different goods. In the case of Basic Food, it can be satisfied by consuming different amounts of Grain, Fish, Meat, Fruit or Groceries.

    Basic Food Shortages


    As mentioned, shortages currently only affect buildings while Pops are completely unaffected. In fact, we even only mark goods as having shortages at all if they are consumed by buildings. In 1.8 that is changing somewhat: were introducing shortages for goods in the Basic Food Pop Need category. The calculation for if a good is in shortage is the same as before: if the number of buy orders exceeds the number of sell orders by too much its considered a shortage, so no surprises there. What is somewhat different is that were also adding a shortage value to the Basic Food Pop Need itself. This is calculated essentially as the average shortage value for the goods in the Pop Need weighted over how much Pops are actually consuming each good. In other words, if 90% of your Pops food consumption is Grain and 10% is Fish, a Grain shortage will have a much stronger impact than a Fish shortage. Nothing has really changed here, but I needed to break up the wall of text and wanted to remind you that this tooltip is in the game
    Im sure some of you will be wondering if this means other Pop Needs will also be getting shortages - and the answer is no (for now at least). Contrary to building shortages where we can just add throughput penalties if goods are in shortage, for Pop Needs we need to consider what role the goods play to be able to determine what penalties a shortage in those Needs would entail. For now, were only doing this for Basic Food (with the penalty being Starvation, more details below), but having a defined way of dealing with and calculating shortages for pop consumption definitely opens the door for other Needs having shortages in the future (maybe heating or clothing, for instance?). To help you keep track of the starvation levels in your country, were introducing a new panel which quickly shows you how many people in your country are starving and if you have any famines or shortages active. Additionally it also gives you information about active harvest conditions that might be affecting your states and what proportion of total basic food pop consumption each good has.

    Food Security


    With the background of how Basic Food Shortages are set up, we can finally go into the details on how Food Security works. As mentioned above, this is the metric we use to determine whether a pop is starving and how strong the effects are. Food Security is a value between 0 and 100%, where at 0% the pop is in a state of severe starvation and at 100% the pop has full and easy access to all the food it requires. What determines a Pops food security is mainly a combination of two factors:
    • How much the Basic Food Pop Need is in shortage in the state in question
    • How much money the pop is spending on Basic Food compared to their whole buy package at base price
    Weve already covered the shortage part, so let me explain the second factor some more: At different wealth levels, pops need to buy different amounts of goods from a number of Needs. What were doing here is taking the total price for all those needs while considering only unmodified base prices and then comparing it to how much the Pop is actually spending on Basic Food. Heres an example: a pop at Wealth 9 needs to consume goods to cover for their Simple Clothing, Crude Items, Basic Food, Heating and Intoxicants needs. The total value of what they need at base price is 314. After considering market availability and all of that, food is actually very expensive though, meaning the pop is spending 220 on Basic Food. We then simply compare their real food expenses with their total base price expenses: 220 / 314 = 70%. That is a lot of money going towards food! You might be rich enough to consume a countrys worth of Fine Art output, but youll be quickly reminded you cant eat statues when food runs out
    Food Security then is a value that starts at 100% and is reduced by the two values above. If in addition to the 70% Basic Food Expense Share, food is also in a 20% shortage, the food security for the pop in question will be 100% - 70% - 20% = 10%, putting them firmly into severe starvation. The reasons we went for this set of calculations in particular are primarily the following:
    • It means that as pops increase in Wealth, theyll be less affected by increasing prices (due to food becoming a smaller part of the pops total buy package)
    • It means that the effects of starvation can become increasingly worse even after the price caps out and shortages become more severe
    • It means that there being literally no food in a state will affect rich pops as well even if they have a bunch of money, because you cant eat money. (rich pops dont consume basic food, but the shortage factor still affects them)
    All of this leads to starvation being something that primarily affects poorer pops, but in the right (or wrong, I guess) circumstances it could also affect rich pops, or it could even affect no one. Have enough food and prices will be so low that food wont be the primary concern even for the poorest in society. This is of course easier said than done, as getting your grain prices down to -75% price should be very hard for any reasonably large country. Still, its not mechanically impossible. As part of decoupling starvation from Standard of Living we also had to update the Standard of Living icons and names for some of the levels

    Famines, a political classification


    If Starvation is what happens to your pops when they dont have enough food, Famines are simply a political classification that comes up when enough pops are suffering from starvation. Specifically, we look at two metrics:
    • How many people in total are starving in the state in question?
    • How many people are specifically suffering from severe starvation in the state in question?
    The goal here is that a famine should feel serious and encompassing. It should both affect a significant portion of the population in the state, but also be severe enough. In fact, this kind of classification is loosely modeled after real world classifications today (albeit with different values as the 19th Century had a different standard for such things). As a primarily political classification, famines dont have any direct effects on your pops. A bunch of Stockholm bureaucrats finally noticing that people in the Dominion of Norway are starving and calling it a famine doesnt on its own make any difference for the poor Norwegians. Instead, a famine being declared is more of a political event. It can act as a starting point for narrative content surrounding famines and how to deal with them for instance. Famines also act as a warning signal for the player. They tell you how long theyve lasted, how many people are affected as well as estimations for how many deaths and unrealized births the famine has led to so you can feel extra bad for neglecting them. When a famine is declared you can see it front and center in the new Food Security panel

    Harvest Conditions


    On top of the revised mechanics for starvation and famines, we also wanted to add some more volatility and unpredictability to the game with Harvest Conditions. These conditions are occurrences (often tied to weather, but not necessarily) that can happen to your states and primarily affect your agricultural sector. Heres a breakdown of different aspects of harvest conditions: An example of what a harvest condition can look like. The Effects described are further multiplied by the intensity in each specific affected state

    Effects


    While a lot of the effects will be tied to increasing or decreasing agricultural throughput, the effects are not strictly limited to agriculture. Floods and Wildfires might have drastic effects on your infrastructure for instance. Additionally, conditions are not necessarily negative: a pollinator surge could increase your fruit production or optimal sun conditions could lead to a particularly good harvest. For Floods and Droughts we added some effects to the 3D map itself, so you can be more immersed while thinking about how you failed your country and let your people starve


    Regional limitations


    Harvest conditions happen on a state region level, but are often limited to certain parts of the world (Locust Swarms wont happen in Northern Europe and Frosts wont happen in Egypt for instance).

    Duration, Range and Intensity


    Harvest conditions have variable durations, range and intensity. One drought might be milder and limited to just a couple of states, while another affects a large area for a long time. Intensity acts as a multiplier to the base effects conditions have. If youre curious about what harvest conditions are active around the globe you can look it up on your Victorian era weather app of choice

    Incompatibilities and Synergies


    It wouldnt make much sense if a drought suddenly happened in a region affected by torrential rains, so most harvest conditions have a set of other conditions theyre not compatible with. A drought will never happen in a state affected by a flood, nor will a flood happen in a state with a drought. A heatwave could lead to an increased chance of a drought happening and subsequently even a wildfire. In such a case the drought would replace the heatwave and later get replaced by the wildfire. Weve also made changes to some existing content so it meshes with the new Harvest Conditions and Starvation. Numbers are still WIP, but should give you an idea of where were taking it

    Thats it for me! Hope you enjoyed learning more about how were dealing with famines and other aspects of human suffering. Join us two weeks from now for the anniversary week marking two years since we launched Victoria 3! (Two years already!? Who turned on Speed 5?)


    [ 2024-10-10 14:00:20 CET ] [ Original post ]

    Dev Diary #130 - Political Movement Radicalism and Civil Wars


    Happy Thursday and welcome back to yet another Victoria 3 development diary. A few weeks ago I went over the changes were making to Political Movements in update 1.8, and promised a followup going more into how this impacts Civil Wars and particularly Secessions. As you might have guessed by the title, this is precisely what well be discussing today, along with a bit more detail on Political Movement Radicalism, where it comes from, and how it ties into Civil Wars. As I went over in the aforementioned Dev Diary, Political Movements have a Radicalism value going from 0-100%. More specifically, this is two values: The current value and the target value, with the current value drifting towards the target value over time. The target value is calculated from a number of factors, including:

    • Which laws you have enacted or are in the process of enacting (if the movements core ideology has a stance on them)
    • How many radicals and loyalists are members of the movement
    • Other factors specific to a particular movement type. For example, a Cultural Majority movement might be upset if the ruler of the country isnt of one of your primary cultures, or a Pro-Slavery movement might be upset if they perceive that Slave States are not receiving their fair share of government building construction, particularly for the army.
    A side note is that were currently thinking of renaming Political Movement Radicalism to Political Movement Activism as we feel this better describes how the system works now, but this isnt done yet so I will continue to refer to it as Radicalism for the moment. The Abolitionist Movement in the USA is currently Passive, but drifting towards Agitating due to the Legacy Slavery law, the fraction of Slave States versus Free States in the country, and a smattering of Radicals among the movement supporters

    I already went over the different Radicalism thresholds and their effects, so I wont repeat myself there, but instead focus on the highest radicalism threshold (currently called Rioting, but were probably going to rename it) where Civil Wars become possible. While this isnt technically all that different from before, what is different is that all civil wars are now started by Radical movements, including Secessions. What this means is that the previous system we had for Secessions, where they just randomly start when a culture has high turmoil, is completely and utterly gone from the game. Instead, Movements can ignite a Civil War that is either a Revolution or a Secession. Whether a radical movement starts a Revolution or a Secession depends on the Movement Type and the specific circumstances in your country, so Ill list a few examples of how we currently envision this to work (the exact details may change before release though):
    • Cultural Minority movements will generally always try to Secede if they can
    • Royalist Movements will generally always launch a Revolution if they can, but might Secede under very specific circumstances (see below)
    • Pro-Slavery/Anti-Slavery Movements will usually launch Revolutions, but under Legacy Slavery (ie the American Civil War situation) will tend to secede instead
    • Religious Minority movement might launch a Revolution to change the State Religion if they have broad enough support, but otherwise would Secede
    Whether a Movement is able to start a Civil War doesnt solely depend on their level of Radicalism. For one, in order for a Revolution to start, there must be at least one Interest Group willing to side with the Political Movement. The precise conditions for when an Interest Group sides with a Revolution are still being tweaked, but right now were thinking along these lines:
    • The Interest Group must be influenced by the Movement (ie be able to get character ideologies from it)
    • The Interest Group must be Angry
    • The Interest Group must be at least somewhat ideologically aligned with the Movement (ie, Landowners led by a Slaver wouldnt join an Abolitionist uprising)
    Secessions, on the other hand, never pull in Interest Groups directly, and so one of the conditions under which a Secession could happen is when a Movement is extremely radical but unable to garner any Interest Group support and decide to instead break off and make their own country with their own Interest Groups. As an example, the Royalist movement in a Republic flight find the overall support for restoring the monarchy is so weak that they try to create a breakaway Kingdom in whatever region they are still able to garner support in. This may of course not make sense for all movement types, so well have to decide on a case by case basis for each. The American Pro-Slavery Movement is rising up, taking the Slave States with them in their attempt to secede from the union. Note that the tooltip/UI here is very WIP!
    Another part of Civil Wars that has changed considerably is state assignment, ie which precise states rise up against you. Previously, state assignment worked according to a few basic rules:
    • For Revolutions, a fraction of states would rise up based on Movement Support (frequently this would be everything but the capital if the movement was strong enough)
    • For Secessions, a fraction of cultural homelands would rise up based on level of turmoil (usually, all of them)
    • For Revolutions, only Incorporated states could rise up
    • The Capital could never rise up
    All of these rules, including capital immunity, have been tossed out the window. Instead, the precise configuration of states depends heavily on the type and support of the movement, and where its support comes from. For example, a movement with high Military Support will tend to get more of the states with Barracks/Naval Bases, while a movement backed by a large portion of the population would gain a greater share of states overall. In other words, if you stack all the barracks in your capital, and then proceed to anger the military, then well that capital is likely going to be on the other side of the war in the coming scuffle. Unincorporated States are now also able to take sides, so that Revolutions arent just a concern in the metropol anymore. Overall, just like the Political Movement Rework overall, the new system relies a whole lot less on blunt same-for-everyone rules and much more on precise scripting and rule-setting (all of which is of course fully moddable) for the different movement types, allowing us to create much more interesting and immersive mechanics for the different movements, what they want to achieve, and what they are willing to pick up a rifle to fight for. We are also aiming, overall, to have less inconsequential civil wars going on, but to try and increase the danger and unpredictability for even large countries when they do happen. The Royalist Movement, giving up on Britain as a whole, are instead trying to create a breakaway monarchy in the north (note that dynamic secessions are also still WIP, so dont read too much into the name and other details here)
    Alright then, thats all for today, but do join us again next week, when Alex will tell you all about Famines and Harvest Conditions. See you then!


    [ 2024-10-03 14:00:42 CET ] [ Original post ]

    Dev Diary #129 - Discrimination Rework


    Happy Thursday Victorians! Its me, Lino and in todays Dev Diary Im going to walk you through the upcoming changes to one of the games central society features, namely the discrimination system. Until now, discrimination was always binary in Victoria 3. A Pop either was discriminated against or they were not. This has led to a fairly one-dimensional feature where theres not a lot of variety in what Pops can be experiencing. It also has made it hard for us to add harsh consequences to discriminated against Pops since it would have affected so many Pops around the world. So we are taking some steps to make that more interesting. First of all, were saying goodbye to talking about discrimination. Instead, we are introducing the opposite, Acceptance. Each Pop will have an Acceptance value between 0 and 100. This value is determined by the Pops countrys laws, in particular the Citizenship and Church & State groups which play the biggest role here. There are other laws that will have an impact, but we are going to talk about those in a later Dev Diary. Primary cultures are clearly the points of authority when it comes to Acceptance values
    As you can see, the old rules of cultural similarity still apply in the new system. Now though, instead of being immediately accepted if the culture shares a heritage trait, they will gain a high acceptance value bonus for example. This allows a broader range of acceptance, from the cultures that are facing violent hostility to the primary cultures who will always have the highest acceptance value. The religious impact is changed to provide a bonus if a religion shares a trait with the state religion. This brings us one step closer to the full picture, but were not quite there yet. The Acceptance value actually determines which Acceptance Status a Pop has. There are five possible Statuses, ranging from Full Acceptance to Violent Hostility, which will be used in order to apply consequences to the Pops in question. Figure.09: WIP list of effects. This is definitely going to change - were looking at solutions to make it more readable for release.
    You can see that we are not only reworking the system to fit the new vision, but are also expanding on it with new effects, besides the Acceptance value itself. From simple statistical changes like the tax burden per acceptance status to rules for who can work in government buildings or serve in your military, we have added a decent amount of new things to the laws. Another factor that determines a Pops Acceptance value is the age of the Pops cultural community in their state. An immigrant Pop that is "fresh off the boat" will not be as accepted as that of another culture which has been there for 30 years already. No matter what your laws say, your Pops will need some time to get used to the new faces in their neighborhoodbut, eventually, the new arrivals will reach the Acceptance value which the laws have determined for them. Have you seen the looks they gave us? By myself, I couldnt stay here, but with you by my side I know I will make it.
    Of course you can still improve your Pops situation by enacting more progressive laws. These provide higher acceptance bonuses to cultures. For example Ethnostate doesnt grant any bonus to cultures that share a non-heritage cultural trait with your primary culture, but National Supremacy grants +25 acceptance if they do. Alright, so you passed Multiculturalism, but you didnt think your Pops would immediately hug and welcome the people they were despising yesterday, did you? Law enactments that increase a Pops Acceptance value will suffer from a penalty much the same as the newly established cultural communities, which will decay over time. This shows the establishment of these new laws quite well and delays the full effectiveness of the more progressive laws. Another thing we are changing is conversion and assimilation (so that your Pops can escape from the undesirable lower statuses of Acceptance). When 1.8 comes out later this year, Pops will be able to assimilate and convert to any culture or religion that would provide them with a higher acceptance value, even if it is not the primary culture or state religion. There is a minimum assimilation value difference that needs to be crossed in order for them to be eligible. For example if their current Acceptance is at 25 and the minimum assimilation value difference from the Citizenship law is defined at 50, their targets culture Acceptance would need to be 75 or higher in order for them to assimilate. This still looks at cultures that are present in the same state, so if none of them have a value of 75 or higher, the assimilation could not happen. The assimilation process may also still be forbidden by laws, e.g. under all laws it is currently not allowed for members of the lowest status to assimilate at all. Similarly, Pops of the highest status also do not assimilate in the current setup, as they already possess enough rights and privileges to enjoy a good life. All of these changes require a fairly substantial rework of our interface. A lot is currently still in development and is coming in pieces, so you will have to discover it on your own, but I still wanted to provide you with a faint idea of whats coming. The Cultures panel has been renamed to Society, which fits better since it also includes Statuses and Religion. The acceptance statuses are listed in a new tab, providing an overview of what percentage of Pops falls under which status and who exactly that is. WIP interface showing the breakdown of acceptance statuses in your country
    In the end, we hope this feature rework will enhance your experience with regards to managing your Pops and that it will show much more variety in the Pops lives. Especially on the lower end of the spectrum, you should see a lot more consequences, as sad as that is. This rework is an important step for us, since we can make better use of this system in future narrative content too, and we also have some ideas for future mechanical changes that require this rework as a foundation. Thats all for today. Next week, on October 3, Im handing it back to Martin again, who will provide some more information on what were doing with civil wars. That should be an interesting one, be sure to check it out!


    [ 2024-09-26 14:00:36 CET ] [ Original post ]

    Dev Diary #128 - Political Movement Rework


    Happy Thursday and welcome back to another Victoria 3 development diary. This week Ill be talking about the Political Movement Rework I mentioned back in Dev Diary #126 and which will be coming to you with update 1.8, slated to release later in the year. Before I start, I want to reiterate that this feature is still very much under active development, and any screenshots or numbers shown are very much not indicative of what will be in the actual release, and the UX in particular will be in a very rough state, so dont read too much into it! Right then. As I stated previously, the principal goal of this rework is to change Political Movements from temporary demands into long-term ideological forces that can shape the political landscape of your country. So what does that mean, in practice? Well, one of the most significant differences is that movements are no longer formed around the enactment or preservation of a single law. Instead, there is a wide variety of movement types, each with its own unique agenda and conditions for forming, but which can be broadly broken down into three categories: Ideological Movements: These are movements that exist to push a particular ideological agenda and try to win support for that agenda among your Pops and Interest Groups. Examples include both more narrowly focused movements such as Abolitionists and Suffragettes, and broader ones such as Communists and National Liberals. Cultural Movements: These are movements that exist to agitate for the rights and privileges of a particular culture in a country. Their specific agenda will vary based on whether the culture is a primary culture or minority culture, as well as the legal status of that culture in the country. For example, a cultural minority movement of South Italians in North Italy would oppose the enactment of Ethnostate since it would strip them of their rights, but that doesnt necessarily mean theyre willing to extend those rights to other, less accepted cultures in the country. Religious Movements: Similar to the cultural movements, but for religions instead The Pro-Slavery Movement in the United States is largely composed of Dixie pops and has wide-reaching influence in multiple Interest Groups
    As before, Movements have Support and Radicalism. Previously, both of these numbers could be a little fuzzy in exactly what they represented, so we have changed them into straight percentages between 0 and 100%, where 50% Support now actually means that about half of your country stands behind the movement. Support is currently calculated from two parts of roughly equal importance: Popular Support and Military Support. The former is a straightforward calculation of the number of individuals in your country that are part of the movement, so in a country of 1 million people, a movement backed by 100k individuals would have a Popular Support of 10%. Military Support is a little more complex, and is currently calculated by the fraction of Soldier and Officer Political Strength that are part of the movement, representing the fact that officers tend to have a greater sway on military side-taking than mere enlisted men. We are also looking into ways to tie generals directly into movements and have this impact their Military Support. All of this plays an important role if a movement escalates into a Civil War, but more on that later. So, how do movements gain the support of Pops? Very much like Interest Groups, they now have an attraction weight, which depends completely on the type of nature of the movement. The Abolitionist movement, for instance, might have an outsized attraction on literate pops of certain professions, but also would tend to attract more pops from religions whose scripture and traditions take an anti-slavery stance than from ones which tacitly or overtly approve of it. This attraction weight competes with the attraction weight of all other movements in your country, as individuals can only be part of a single movement at a time. To ensure that this doesnt mean you end up with 20 tiny and fragmented movements, we are planning to have a system of initial enthusiasm, where new movements start with a boost to their attraction which fades over time, and are eventually supplanted entirely by the next shiny new thing. Its worth noting that we may end up only applying this to Ideological Movements, as it doesnt necessarily make sense that your Pops would stop caring about their right to worship freely just because the Positivist movement is taking off. Before we move on, its also worth noting that just like with Interest Groups, Pop support for Movements isnt something that instantly changes overnight: Even if a movement is created with a massive attraction weight, it will take some time for it to pick up supporters from other movements. The pro-Turkish cultural movement in the Ottoman Empire seeks to ensure that Turks remain at the top of Ottoman society, and has a fairly strong base of support in the military.
    As mentioned above, movements will champion one or several ideologies, and have a few different ways in which they will push those ideologies. The first and most straightforward one is through direct action. Movements have a level of Radicalism, which will go up or down over time based on how much they perceive the current status quo and governments actions to match their overarching goals. Depending on their level of Radicalism, Movements will be in one of four levels of activity: Passive: Movements with very low Radicalism are Passive, have no direct effects and will only indirectly influence Interest Groups (more on that below) Agitating: The next step up from Passive, Agitating movements will influence the enactment chances of laws that they support or oppose Protesting: Protesting movements have a greater impact on the enactment chances of their supported and opposed laws compared to Agitating movements, but also steadily turn their supporters into Radicals over time Rioting: The highest level of Radicalism, Rioting movements will rapidly radicalize their supporters and may take their level of activity one step further by igniting a Civil War What all this means is that Movement Radicalism is no longer purely a negative thing, at least not when a Movements goals align with yours - if you work too hard at keeping everyone happy, you may find it difficult to push through any radical changes that arent backed by your dominant Interest Groups. The other, less direct way in which Movements affect country politics is the influence they hold over Interest Groups. An Interest Group is considered to be influenced by a Movement if at least a certain % of the Interest Groups total political strength are members of that Movement, and an Interest Group can be influenced by multiple movements. The most significant effect of this is how it impacts IG Leader Ideologies. Previously, when an Interest Group got a new leader, that leader would pick their ideology from a weighted list of all the ideologies in the game (minus ones that were scripted to be unavailable or have a weight of zero for that leader), but this has now been reduced to a much shorter list: Leader ideologies can now only be picked from either a set of basic ideologies inherent to the Interest Group itself, or from one of the movements that is influencing the Interest Group, with Movement ideologies tending to have stronger weights than the basic ones. This also means that the ideology selection can now actually be predicted and displayed, so that you can make an educated guess about the way the political winds are blowing in your IGs. This effectively means that the influencing movements serve as factions inside the Interest Group, competing to install a leader and take control of the IG for as long as that leader remains in power. We are also considering allowing Movements to have more permanent effects on the ideologies of Interest Groups, but this is tricky to pull off in a way that doesnt end up with an IG changing its core identity every 10 years or so, so I dont want to promise that itll be part of the 1.8 update just yet. Torn between the Pro and Anti-Slavery movements, the next leader of Evangelicals may come down on either side of the issue - or be a compromise candidate who sidesteps it altogether.
    The final changes I want to go over in this DD is Agitators, which of course have had to go through some changes to fit into this new system. For the most part, Agitators work exactly as before: They appear and start or join movements, can be exiled and invited, and so on. A relatively minor change is that instead of directly adding Support to a movement, they now increase its Pop Attraction by an amount partially scaling to their Popularity, so having Friedrich Engels penning columns singing the praise of your Socialist movement will attract more Socialists over time. The more significant change is that we have flipped the script on what an Agitators Interest Group membership means for their political leanings. Previously, an Agitator would (much like an IG leader) look to their ideology first and interest group ideologies second when determining which laws they support, meaning that you would sometimes get some pretty strange bedfellows and a bunch of Rural Folk Agitators of varying ideologies trying to implement National Militia all over the place for rather unclear reasons. Instead of anchoring Agitators fully to the ideologies of their IG, we have decided that their own ideology, traits and other such circumstances should be what determines which Movement they want to support. In other words, Agitators are now much more fixated on specific ideas, and if there isnt sufficient support for those ideas in your country to get a Movement they would actually care to support going, they may not even be available to invite. On the other hand, we are looking into loosening the rules somewhat around which Agitators you can invite based on discrimination status, but we havent fully worked out the details there, so more on that another time. It would of course not be possible to make all these changes without also making major changes to Civil Wars (particularly Secessions and how they tie into cultural/religious movements), but well cover all of that separately in a later dev diary, along with more detailed information on how Movement Radicalism works. For now Ill wish you adieu and encourage you to check in again next week, when Lino will tell you all about discrimination and the ways its changing in 1.8. See you then!


    [ 2024-09-19 14:00:53 CET ] [ Original post ]

    Victoria 3 Sale until the 18th of September!

    Good Day Victorians!


    From now until the 18th of September, Victoria 3 and selected packs are on sale! Bring your country into the sun, during the golden age of steam today! With the full list of discounts below! Victoria 3 - 50% off https://store.steampowered.com/app/529340/Victoria_3/ Victoria 3: Colossus of the South - 20% off! https://store.steampowered.com/app/2591240/Victoria_3_Colossus_of_the_South/ Victoria 3: Dawn of Wonder - 20% off! https://store.steampowered.com/app/2411230/Victoria_3_Dawn_of_Wonder/ Victoria 3: Melodies for the Masses Music Pack - 20% off! https://store.steampowered.com/app/2348450/Victoria_3_Melodies_for_the_Masses_Music_Pack/ Victoria 3: Voice of the People - 40% off! https://store.steampowered.com/app/2282100/Victoria_3_Voice_of_the_People/ Remember your fellow Victorians can help you out on our forums, discord server and Reddit! So chug on down the track and join them all!


    [ 2024-09-13 18:02:05 CET ] [ Original post ]

    Dev Diary #127 - Bulk Nationalization and Companies Building Ownership


    Hello Victorians, wake up, grab a brush and put on a little make-up - were talking about Bulk Nationalization today! Also, I will be bringing you more details on the next step in the evolution of the Companies feature: Ownership of building levels. Lets get started, shall we?

    Bulk Nationalization


    Since the release of the 1.7 update and the Nationalization feature, the biggest wish from the community (and ourselves) in regards to it was to have a tool that allows you to nationalize more buildings at once and to let you choose more concretely which levels you want to nationalize. So thats what we did! In order to access this new tool, you will have to go into the Building Registry, which you can find on the bottom of the Buildings panel. Big button. Big window. Big nice.
    In here you will see a new button which says Nationalize Filtered Buildings. The Bulk Nationalization waits behind this new button in the Building Registry
    As you may be able to tell from its name already, for assembling the list of buildings to be nationalized with the tool, we take into account all the filters you have set up inside the Building Registry. So if for example youve filtered your list down to a list of buildings that are owned by other countries or pops in other countries, well then these are the only buildings that are considered when opening the Bulk Nationalization window. Alternatively you could have filtered the list for buildings that are located in West Bengal, that have a goods shortage and that are currently not hiring. The more you filter, the more control you have over which buildings to nationalize. Now lets see what happens when you press that button. Example: List of all British Pop-owned Ranches, Furniture Manufacturies and Steel Mills that I have filtered for in the Building Registry and that I can nationalize in one go
    You can see a list of all affected buildings on top and the main sliders underneath to determine how many levels youd like to nationalize as you know it from the existing tool. If other owner groups were present, thered be a separate slider for them. Additionally, to the left of it, weve added a shortcut to filter by a specific ownership type in order to allow you to only select Manor House owned properties for example (because who needs these Landowners, really). Quick filter for specific ownership type
    On the right side of the window, you see the summed up consequences, costs and the option to disable payment (if your laws allow it). All thats left to do is press the button and take control. This Bulk Nationalization feature should prove a powerful tool in everybodys toolbox when it comes to claiming national ownership and we cant wait to see you use it.

    Companies Building Ownership


    As we wrote in the past when we talked about Companies, we have always had a bunch of ideas on how to expand the feature to integrate it more in the simulation. One of these ideas was giving established Companies actual ownership over building levels in the country which they would positively affect, rather than applying it to all buildings in your country. So now that we have shipped the 1.7 update which contained the Building Ownership Rework that actually allows other buildings to take control of levels, it felt only natural to take this next step for Companies too. The way we do this is by giving each established Company a Headquarter (HQ) building. This building will act much like a Financial District or Manor House. They are going to have Pops working in them, have an ownership portfolio overview etc. So you still decide which Companies to establish in order to specialize your country, but how that plays out will be different. The establishment of a Company HQ may require you to give away some of your own building levels or provide the necessary funds. Details on this still need to be evaluated and implemented as we are approaching 1.8, but the conditions will likely be dependent on your economic laws. When you decide to establish a Company, we determine in which state its HQ will spawn based on where in your country the relevant industries are the most prominent. So if you establish Friedrich Krupp for example, a company that cares about Steel, Guns and Artillery, it looks through your country and finds the state with the highest number of building levels of these types and will settle there. Friedrich Krupp being established in Westphalia, the major steel producing state in Prussia
    Once established, Companies can invest into new building levels like Financial Districts or Manor Houses. They make use of the Investment Pool for this. Depending on how much they or the Pops in them have contributed to it, there will be more or less investments from Companies into new levels. Like the other ownership buildings, the Company HQ level will increase with each level they build or buy. A goal that we have with their investment logic is that Companies should start investing much more locally, e.g. in their own state, before expanding to your country. But of course if you have foreign investment rights in place, Companies will also be able to make use of that and start building new Steel Mills on the other side of the world! But keep in mind that Companies will only ever invest in buildings of their assigned types, so Friedrich Krupp will never build a Ranch for example. A look inside Friedrich Krupp and their Property Portfolio
    Another major change that were doing with this update is of course to change the throughput and construction bonuses. Companies will only affect the buildings that are actually belonging to them, rather than every single building of fitting type in your country. To compensate for this, we increase the bonus that Companies are providing. The same is true for the construction bonus, which is applied only to buildings that are funded by the Company. In the interface, we will represent Company ownership with their icon wherever a level is owned by them. We are also thinking about adding a new color to distinguish their ownership type further, but will need to investigate this more. What we also do to visualize company ownership is take it into the third dimension. We will show on the world map that a building has an association to a company in the form of billboards. If theres at least one level being owned by a Company, we place an according billboard showing the Companys logo on the building. Our Art team has come up with multiple designs for billboards, very pretty (but still WIP)

    For the future, we can see potential to expand this kind of visualization to other areas, e.g. ships and trucks, but thats out of scope for 1.8 at least. While this ownership change is a major step forward for Companies, its not the end of our plans for them. We cannot provide you a timeline for further improvements yet, but we do see potential to expand on them with features like political impact (e.g. influencing IGs or enactment of certain laws) and company leading characters among other things. But thats for another time. The next Dev Diary is coming to you in two weeks on the 19. of September, where Martin will walk you through the changes we are making to Political Movements. With that, Im leaving you for today and wish you a happy Thursday! ;)


    [ 2024-09-05 14:00:55 CET ] [ Original post ]

    Dev Diary #126 - Update 1.8 Overview


    Happy Thursday and welcome back to another Victoria 3 development diary. This week were going to take a birds eye view of the headline features of update 1.8, which is of course the next free update for the game, planned to be released sometime later this year. However, before we start on the dev diary proper I should tell you about a slight change of plans in our release schedule. Back in Dev Diary #124 I told you that update 1.8 would be a smaller update, focused almost entirely on bug fixing and general polish. This was indeed the plan, with update 1.9 intended as a larger update following relatively closely on the heels of 1.8, but when we sat down to work out the details we realized that our intended timeline simply didnt work out, as we would either have to work on the two updates in too close proximity (creating major challenges for 1.8 post-release support among other things), or delay update 1.9 all the way to next year, which we didnt want to do. So we decided to combine the two updates, with the result that 1.8 is now going to be a single update with the combined scope of both 1.8 and 1.9, meaning it will contain not just bug fixes and polish but also some juicy new free features. But enough about update planning, lets get into those headline features I just mentioned! As I said, this is just an overview dev diary, so were not going to go into any great detail today, but we have plenty more dev diaries planned in the upcoming weeks where we will fill in the blanks. One final thing before I start: All of the features mentioned are still in early stages of development, so any screenshots, numbers and art shown are going to be very, very, very (very) work in progress.

    Ideological Forces (Political Movement Rework)


    A frequent complaint about Victoria 3s political system is the highly random nature of leader and character ideologies. The way in which you build up support for certain laws among your Interest Groups can be frustratingly opaque and reliant on using certain pieces of content (Corn Laws, anyone?) in a way that is neither immersive nor feels particularly rewarding. In update 1.8, we are taking aim at this problem, alongside a number of other issues with a feature that we have dubbed Ideological Forces, but which can be more accurately called Political Movement Rework. The plan is to transform Political Movements from spontaneous and temporary demands for a single legal reform into longer-term ideological movements with a broader political agenda. For example, instead of a movement popping up to abolish slavery, you will have an actual Abolitionist movement with a long-term legal agenda, which will attract supporters from your Pops and influence the politics of the Interest Groups that those Pops are backing. Political Movements will also include religious and cultural minority (and majority!) movements, with some corresponding changes to civil war and secession mechanics. One of the major aims of the Political Movement Rework is to make the mechanics around how we assign ideologies to Interest Group leaders much more transparent to the player

    Discrimination Rework


    Another issue straight off the future update plans that were tackling in 1.8 is the way pop discrimination works. Ever since release, weve said multiple times that the overly simplistic nature of discrimination is something we want to improve on in the future, and now that future is finally here! This feature is still in the figuring it out stage, so Ill eschew the details, but our principal goals with are as follows:
    • To introduce multiple levels to discrimination instead of it just being a binary state
    • To have the level of discrimination faced by a Pop be determined by factors other than just what the law says
    • To turn assimilation into a properly useful feature that isnt only available to fully accepted pops
    UX mockup of what discrimination/acceptance of a particular culture might look like in 1.8. Note that everything here is just placeholder/example data and not necessarily planned features (sadly there will be no let them eat fish law).

    Food Availability, Famines and Harvest Incidents


    In update 1.8, were also planning to expand on the gameplay around agriculture and food availability, which of course was an issue of great importance to governments at the time. After all, the 19th century saw events such as the Irish Potato Famine, the repeated famines in British-controlled India and the world-wide famines in the wake of the Krakatoa explosion. To do this, we are going to introduce the concept of food availability for Pops, which is a factor that is separate from, but intrinsically linked to a Pops standard of living. Currently, were thinking that food availability for a Pop will be determined by how much of their buy package goes towards feeding themselves, how expensive the food goods theyre purchasing is, and whether there are any shortages among those goods. Low food availability will increase pop mortality and radicalism and may trigger a state-wide famine if its widespread enough. Food production at the time was highly dependent on the weather and climate, and many peasant families were only one or two bad harvests away from the brink of ruin. To simulate this unpredictability, were also adding something called Harvest Incidents, which can increase or decrease agricultural output in different regions over a longer timeframe. Early development mapmode showing harvest incidents. Korea is experiencing a period of bountiful harvests, while the situation is less rosy in the East African interior (ignore the colored sea zones, as that is just a bug from the feature being WIP).
    These are the big ones for update 1.8, but of course it is by no means all were planning to do in this update. A few honorable mentions of other changes and improvements you can expect in 1.8, all of which well explain in detail over in the upcoming weeks:
    • Companies owning and investing in buildings
    • Bulk Nationalization tool
    • Multi-select and right-click orders for formations
    • Adding wargoals on behalf of subjects
    Along with, of course, many bug fixes, balance changes and other miscellaneous improvements. Thats all for today! More details on all of these features will of course follow, starting with Bulk Nationalization and Companies Owning Buildings, which Lino will tell you all about next week. See you then!


    [ 2024-08-29 14:00:39 CET ] [ Original post ]

    Hotfix 1.7.6 is now LIVE! - Not for Problem Reports!

    Hello Victorians! The hotfix today has a number of fixes mentioned in Dev Diary 125, and should be compatible with savegames! We mentioned in the dev diary we would be making changes to the abdicate/resign interaction, this has been delayed to a future update due to technical reasons. Checksum for the hotfix is, 4b8b. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful). The following changes have been made to the game compared to 1.7.5:

    Improvements


    • Protectionism now has a +25% leverage resistance effect

    AI


    • The AI will now prefer to first cancel constructions of government buildings over demolishing existing ones when trying to save money
    • Reduced AI naval spending targets from having a large overseas empire, to prevent excessive British overspending on the navy

    Interface


    • Added the prompt saying "CTRL + click to set the levels to a minimum/maximum" directly to the Nationalization popup for better visibility.

    Bugfixes


    • Fixed the bug when guarantee independence wouldn't join if the diplomatic play that was started outside of the current interests
    • Fixed a bug where it was possible to Enforce Military Access on a subject who is opposing their overlord in a play or a war
    • Fixed a bug where the AI would sometimes not merge back temporary formations into their parent formations, resulting in a large number of armies with few or no battalions in each
    • Fixed a bug where the AI would not evaluate Investment Rights and Join Power Bloc wargoals correctly when calculating its desire to dominate another country, resulting in adopting a less aggressive attitude than intended
    • Fixed CTD related to front distribution cache
    • Fixed a bug where the AI would use 'Grant own Market' on subjects in cases where it did not make sense to do so, such as Austria granting Krakow their own market due to low supply network strength
    • Fixed bug where Force Nationalization Wargoal would only take state-owned buildings from the target, ignoring private-owned ones
    • Fixed the bug when government buildings couldn't promote employees
    • (Mac CTD fix) Fix/potential stack overflow in cpdxguitextdata
    • Fixed the bug when fleets in non-home HQs wouldn't recover from being defeated
    • Fixed a bug where Military Formations could establish a new basecamp somewhere else when they already had a valid one.
    • Fixed a crash to desktop that could happen upon enacting cooperative ownership
    • Now subjects subjugated through power bloc action will properly update ports and markets


    [ 2024-08-28 12:03:24 CET ] [ Original post ]

    Dev Diary #125 - Hot Bug Summer


    Happy Thursday and welcome back to our first of many development diaries before the end of the year! After a terrific launch and reception of Sphere of Influence in June, followed by several hotfixes with improvements and bugfixes, many devs on the team took a well-deserved vacation during July. We have now reassembled and can't wait to tell you what we've been working on over the summer, and what is coming in the latter half of 2024! First up I want to talk about hotfix 1.7.6 which should reach you in a few weeks and consists of a few high-impact fixes and improvements we've been working on during the summer (alongside work on update 1.8) that I think you'll enjoy. First, improvements to the Abdicate/Resign character interactions. These interactions have been exploited in the past to cycle through rulers, in decidedly un-fun ways. To address this while retaining their overall intent, the conditions for a ruler to abdicate or resign are now much more narrow but can still be performed when a revolution to enact or restore a law is heating up. You'll be alerted when these conditions are valid, and abdicating or resigning during such a situation will decrease the Radicalism of the movement, giving you a bit more headroom to try to come to a peaceful resolution. The Force Nationalization wargoal currently only transfers buildings owned by another country directly to you, but with the 1.7.6 hotfix it will also affect buildings owned by pops (Manor Houses or Financial Districts) in the targeted country, letting you cut a country out of your economy completely in one fell swoop. Army position on a moving frontline will be made more persistent, ensuring that armies do not reposition themselves by traveling to a different position on the front after the line moves if they are still valid where they currently are. This should prevent fronts from suddenly becoming poorly defended after a successful state invasion and make the military system generally feel more stable to interact with. And speaking of military issues, the bug where defeated Admirals won't be restored back into action when they have recovered sufficient manpower will also be addressed. Several crashes have been fixed, including a crash relating to transferring building ownership and issues with rendering GUI widgets on Mac. Hotfix 1.7.6 will also include a few minor bugfixes, and tweaks to AI behavior and Leverage Resistance, and last but not least some UI system performance improvements that should make the game run a bit smoother. Some more extensive performance improvements we have made will be coming with update 1.8 due to the risk and incompatibility issues involved in pushing them out with a hotfix. We are currently testing a possible solution to the issue of government employees that are heavily bound by Qualifications (such as Officers in certain countries) being a bottleneck for operation of government buildings (such as Barracks). With any luck this behavior should also be improved for 1.7.6. Additionally, we are improving the visibility of an existing improvement we implemented in 1.7.5 to let you more rapidly nationalize buildings. We are also working on a greatly improved quality-of-life tool to facilitate nationalization efforts across multiple buildings for 1.8, which you will hear more about in subsequent dev diaries.
    With 1.7.5 we added support to hold Ctrl when clicking the plus or minus button, which sets the number of levels to the minimum or maximum. Now were also going to display this message so that it will be more obvious to more players. Happy nationalizing! Hotfix 1.7.6 should be arriving in late August or early September, and as usual with hotfixes will be compatible with current save games. Of course we are concurrently hard at work for the next chapter in Victoria 3's chronicle, update 1.8, which you will hear much more about from Martin (Wiz) in 2 weeks from now and in several subsequent diaries. Until then!


    [ 2024-08-15 14:01:03 CET ] [ Original post ]

    Hotfix 1.7.5 is now LIVE! - Not for Problem Reports!

    Salutations Victorians, we have a small hotfix today targeting some key fixes to improve gameplay experience, Checksum for the hotfix is, 6fe3. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful). The following changes have been made to the game compared to 1.7.4:

    Patchnotes


    Balance


    • Reduced starting radicals for countries with historical radicals, such as Argentina and Central America
    • Reduce the Infamy gained by Tibet's overlord if they refuse Tibet's subjugation in Tibet Expedition

    AI


    • Fixed incomplete logic for AI evaluation of granting states to unrecognized and autonomous subjects, allowing USA to grant states to Indian Territory when it shouldn't

    Bug Fixes


    • Fixed Private Investment Pool behaviour under cooperative ownership
    • Aristocrats no longer starve due to Subsistence farms suddenly raising wages for peasants
    • Infamy cost reduction for rebelling subjects is now properly applied to rebellious subjects not loyal subjects
    Previous Patchnotes 1.7, 1.7.1, 1.7.2, 1.7.3, 1.7.4


    [ 2024-07-12 08:49:29 CET ] [ Original post ]

    Hotfix 1.7.4 is now LIVE! - Not for Problem Reports!

    Hello Victorians, we have a larger hotfix today featuring a range of balance changes, AI improvements, bug fixes and more! Most of the team will be on vacation now, but part of the team (Including Martin) will be around, so that we maintain the capacity to release fixes as needed! Checksum for the hotfix is, 5775. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful). The following changes have been made to the game compared to 1.7.3:

    Patchnotes


    Content


    • Added a journal entry for the reunification of China

    Improvements


    • It is once again possible to start Reduce Autonomy & Annex Subject diplomatic play against subjects, even if their Liberty Desire is high. However, doing so will result in taking on the full infamy cost of the wargoal rather than the usual reduction for targeting subjects.
    • Peasant Levies now simply prevents Conscripts from being raised as Cavalry or Artillery, as selective limits on which specific types of Infantry etc could be raised as conscripts do not work correctly
    • Russia/Britain now start with a neutral attitude towards Persia, ensuring they don't immediately go for the throat until Persia does something to earn their ire
    • Reduced the rate at which "The Russian-British Agreement" fires for player Afghanistan during the Pamir Delimitation
    • Added Vilnius to the required states for Poland-Lithuania
    • Renamed "Semireche" state to "Semiplatinsk"
    • Removed Uighur homeland from Semiplatinsk
    • Autonomous Investment is now able to execute multiple investments per tick for countries with extremely large (500k+ income) investment pools, so that even massive economies can continue to make full use of the investment pool
    • Homesteading & Collectivized Agriculture now also impacts subsistence farms, causing them to be partially or fully self-owned and adding some Farmers to the Workforce
    • Military Treaty Power Bloc leaders can no longer enact National Militia, and Religious Convocation Power Bloc leaders can no longer enact Total Separation or State Atheism
    • The Cohesion in Military Treaty Power Blocs is now impacted for any member with the National Militia law, while the same goes (to a greater extent) for members of a Religious Convocation Power Bloc who has Total Separation or State Atheism
    • Defensive Cooperation II now permits the Power Bloc leader to impose their Army Model law across the Bloc
    • Treaty Ports are now only functional against a market if they are adjacent to an incorporated state from the market
    • Moved or removed some military units from formations in the history setup so that they adhere to the law set in that country.
    • The 'overlord compliance' AI strategy is now invalidated if the subject ends up opposing their overlord in a diplomatic play
    • Power Bloc statues are now removed when leaving a Power Bloc
    • The Autonomous Investment AI should now properly focus on Privatization when construction is blocked due to a lack of workforce or infrastructure
    • Under Cooperative Ownership, buildings in foreign countries that are owned by local Manor Houses & Financial Districts will now be collectivized by the workforce in those countries over time

    Interface


  • Added a new entry for "Your Leverage" to all country's details panel.
  • Removed tooltips for some modifier values to reduce duplicated information

    Performance


    • Improved Construction Lens performance after having opened it once before. Note that the first time will still be slow.

    Balance


    • Restored the +clout modifiers to Landowners from slavery laws, as the Landowners ended up too weak in some countries after other related balance changes to subsistence farms
    • Reduced Advanced Research 3 principle's max innovation gain per institution level from 15 to 10
    • Political Movements to get rid of Traditionalism and Serfdom now attract more supporters from literate pops once Empiricism is researched (loosely representing enlightenment thinking)
    • Increased the lobby appeasement impact of Support Regime
    • Haiti now starts the game with debt instead of half-filled gold reserves
    • Haitian independence payments now cost less each week but much more to pay off in increments
    • Fix some setup issues in France that caused the July Monarchy to collapse too quickly due to unprofitable buildings and trade routes
    • Improving Relations will now give leverage on yourself, and will not auto-break at 50 relations if the target is a Power Bloc leader
    • When a civil war ends in victory for either side, a larger number of pops are now deradicalized to represent civil war fatigue and prevent a second civil war from immediately gaining steam
    • Italian states with relations above 20 with Austria will no longer be able to spawn Italian radicals in it.
    • Reduced Austrian radical gain from Italian minor powers.
    • Divided Monarchists now requires 50% radicals in capital to fail (up from 25%)
    • Reduced the number of radicals generated over time by Movements to Preserve
    • Lowered the base and max weights for Wine in luxury drinks need, as adding it to Intoxicants made it overdemanded compared to other goods and hurt the demand for Tea/Coffee
    • Take Treaty Port can no longer be added as a wargoal against a state without a port constructed, as this results in an inactive treaty port. However, demolishing the port after the wargoal is added will not invalidate the wargoal.

    AI


    • The AI is now more inclined to accept requests for Support Regime and Knowledge Sharing under favorable conditions
    • The military power score increase for accepting reverse-sways is now properly capped at 50, preventing the AI from accepting reverse-sways that they should be utterly unwilling to accept
    • Rebalanced AI aggression. The base aggression (chance to start diplo plays) is lower, but the impact of the aggression game rule on it is higher. However, the impact of the AI aggression game rule on strategic desires was toned down, so that aggressive AIs still try to make strategic alliances etc.
    • Fixed another bug causing the AI to take a bunch of Treaty Ports they should have no real interest in
    • The AI is now significantly more likely to try to get rid of Traditionalism and Serfdom when not pursuing a conservative agenda or when there are movements present to change those laws
    • Fixed the logic for when the AI carves up china to be more consistent in how and when it's applied to the AI's desire to take states there
    • More tweaking of the AI for Egypt/Ottomans early conflicts to give the Ottomans a better chance of beating Egypt
    • Fixed a bug where the AI would not correctly evaluate Placated political movements as able to start a revolution and would cancel laws that would result in a very powerful evolution to avoid a much weaker one
    • The AI is now generally less willing to cede territory when Demand State is used when that is territory is important to its owner, even if it's owned by one of their other subjects
    • Fixed some issues with AI strategy logic for isolationist countries which was inadvertently applied to non isolationist countries, causing the AI to generally avoid befriending other countries
    • The AI will now never accept having 'cut down to size' pressed on them as part of a peace deal, but will have to be capitulated
    • The AI will now try much harder to get rid of peasant levies unless they are very reactionary
    • The AI will now make use of Enforce Military Access on its subjects to create fronts when needed in wars
    • Fixed an issue where the AI was setting way too high targets for its army/navy size (partially caused by AI including investee countries in its population census)
    • The AI is now far less willing to give up wargoals in peace deals unless those wargoals are actually being contested
    • The AI will now instantly capitulate in a war where they and all their allies are 100% occupied
    • The AI is now more likely to target their own domestic states and subjects with government-funded constructions, and less likely to target foreign states. This change does not impact autonomous investment, which has its own logic for domestic vs foreign

    Modding


    • Added new trigger has_inactive_journal_entry
    • Added scripted list war_participant (any_war_participant/every_war_participant etc)
    • Added console command ai_evaluate_mobilization to print AI mobilization data

    Bug Fixes


    • Fixed a crash that occurred in the MP lobby while the game was unpaused
    • Fixed a bug where it was possible to use Demand State against your overlord's homelands
    • Fixed a bug where if you saved the game on the exact tick when a country was annexed and then loaded that save, the country would never be properly removed causing diplomatic pacts with it etc to linger forever
    • Fixed a bug where it was possible for foreign investors to buy worker-owned buildings in countries with Cooperative Ownership enacted
    • Fixed the issue with invalid diplomatic pacts in the outliner
    • Fixed a bug where Agitators who did not have a valid law from their ideology to support would almost always end up picking from just a tiny handful of laws to start a movement for (Homesteading and National Militia, for example)
    • Fixed some issues with the changes to Honorable Restoration that made it too difficult to complete when not going the traditional market opening route and ensured it's always completed when you defeat the Shogunate in a civil war
    • Fixed sorting trade routes by owner in the trade routes panel
    • Fixed an Out of Sync related to diplomatic catalysts
    • Fixed trade routes being incorrectly moved to another market after a market split
    • Fixed some production methods being incorrectly considered unavailable in the building panel
    • Fixed some issues with conscripts after states being transferred to another country
    • Fixed a crash that could happened when showing modifier breakdowns
    • Debts accrued just after declaring bankruptcy now count as debts rather than disappearing in a powerful bout of creative accounting
    • Fixed some mobilization options not properly providing their benefits to combat units
    • Fixed an issue causing predicted loyalist changes from successful enactment of political movement to not apply or apply incorrectly
    • Savegames are now cleaned of broken construction queue items when loaded
    • Fixed a bug where Pops that got all their income from dividends would not pay poll taxes (ie, Capitalists and Aristocrats now pay about 0.1% more taxes compared to before)
    • Replaced the static english text for "Inactive Treaty Port" with a string that is translated into all languages
    • It is no longer possible to sway-transfer subjects that are opposing their overlord in a play or war
    • Fixed a bug where the 'Join Power Bloc' diplomatic play would not work correctly after a country declined an invite to a power bloc
    • Fixed a bug where downsized military buildings would not properly remove the units from their formations
    • Tanzimat JEs are now pinned by default.
    • The Tibet Expedition decision will no longer spam errors when Tibet is annexed
    • Power Bloc emblems are now properly centered
    • Adjusted inconsistent conditions of Grant and Request own market. You can now only do these actions if the junior partner is either a direct subject (compared to indirect before) or if they are independent and you are the Power Bloc leader in a shared market.
    • Removed the Liberty Desire impact display from the Grant Market interaction if the target is not actually a subject.
    • The Disrupt the Russian Caucasus Great Game subgoal now fails properly if Circassia is defeated
    • Updated descriptions for migration laws to reflect that they only limit migration in and out of the country
    • Fixed a construction queue tooltip to indicate that the constructing country is paying the cost
    • Rewrote the placeholder tooltips on the column headers when sending a Military Formation somewhere (Destination, Travel Time, Status).
    • Fixed a bug that would lead to foreign investments in split states potentially leaving around NULL_OBJ constructions in the investor's queue; particularly visible when pursuing German unification.
    • Fixed a bug where decreasing relations with your overlord would have a lesser impact on lobby appeasement than increasing it, making it possible to endlessly increase appeasement by alternating increasing and decreasing relations
    • Resolved an edge case where the Strike: Labor Negotiations event could have no options.
    • Removed Liberty Desire impact from insufficient supply if a land connection exists between subject and overlord
    • Added impact on Ranching building group to Collectivized Agriculture law
    • Amended the India collapse script to account for the Princely States being transferred to Britain
    • Interface: Fixed a bug that was hiding lobby funding in the budget breakdowns
    • It is now possible to add the Force Nationalization wargoal to an ongoing Diplomatic Play
    • The "Secure Influence Over Persia" Great Game subgoal may now progress by annexing Persia
    • Fixed a bug where the Weak Power Bloc penalty would not be applied after loading a save
    • Fixed several issues with Cohesion factors not being correctly displayed in the Cohesion tooltip
    Previous Patchnotes 1.7, 1.7.1, 1.7.2, 1.7.3


    [ 2024-07-10 12:04:02 CET ] [ Original post ]

  • Dev Diary #124 - Whats next after 1.7


    Double Happy Thursday! As promised last week, today well be returning to the future update plans, which we last touched on in Dev Diary #102. Just like the previous times, well be going over what changes and improvements we have planned for the game in future free updates such as 1.8, 1.9 and beyond. Once again we will be talking about the same key four improvement areas of Military, Historical Immersion, Diplomacy, Internal Politics as well as Other for anything that falls outside those four categories. Just as before, Ill also be aiming to give you an updated overview of where we stand and where were heading by going through each of these four categories and marking on each one with one of the below statuses:

    • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesnt mean were never going to expand or improve on it in the future, just that its no longer a high priority for us. Any points that were already marked as Done in previous updates will be removed from the list, to avoid it growing unmanageably long, but you can look at the older dev diaries (#79, #89 and #102) if youre interested in what was done previously.
    • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but arent yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.8, 1.9 and so on. Note that this section will mainly focus on updates made in 1.6 and 1.7.
    • Not Updated: This is a part of the game where we havent yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
    • New: This is a planned change or improvement that is newly added, i.e. wasnt present on the list in Dev Diary #102.
    • Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.
    For the final bit of repetition: Just as before we will still only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. I will also remind you that this is not an exhaustive list of the things we are going to do, and that something being Done doesnt mean were not going to bugfix, balance or make UX improvements to it afterwards. Alright then, onto the dev diary proper.

    Military


    New:
    • Making navies more important for projecting global power and securing control of coasts.
    • Adding a proper system of military access and finding solutions for the other remaining rough edges in the frontline system.
    Not Updated:
    • Turning individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
    • Adding a system for limited wars to reduce the number of early-game global wars between Great Powers

    Historical Immersion


    Done:
    • Ensuring unifications such as Italy, Germany and Canada dont constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
    • Asides from the AI challenges when it comes to forming Germany/Italy, we are now relatively happy with the state of the unifications. There are certainly ways we want to improve unifications in the future, particularly in tying them much closer to the political systems, but that falls outside the scope of this particular point.
    • General AI tweaks to have AI countries play in a more believable, immersive way
    • With the introduction of Diplomatic Catalysts and various AI improvements in 1.7 we now consider this to be done, though in reality this is the sort of point that is never going to stop seeing improvements from our end.
    Updated:
    • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
    • After the release of 1.7.2 we now consider this to be almost there but still in need of a bit more work.
    • Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with
    • Weve made a number of changes and improvements to older journal entries in 1.6/1.7 such as the addition of scripted progress bars, but we still have more work to do here.
    • Adding more country, state and region-specific content to enhance historical flavor of different countries
    • As before, this is something were simply going to keep adding to every single update and is never really going to be Done. For now I am leaving this entry here to mark that this is still one of our top priorities

    Diplomacy


    Done:
    • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
    • Have Interest Groups weigh in on diplomacy, for example having the Armed Forces disapprove of an alliance with a country that recently took land from you due to revanchism (Lobbies)
    • Foreign investment and some form of construction in other countries, at least if theyre part of your market
    Not Updated:
    • Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building
    • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

    Internal Politics


    Updated:
    • Adding laws that expand on diversity of countries and introduce new ways to play the game
    • Similar to the point for region-specific flavor, this is something that will never really be Done but remains here to highlight that we consider it an important priority
    Not Updated:
    • Turn legitimacy into a more interesting mechanic, where the strength of a government depends on their successes and failures, and highly legitimate governments cant simply be ousted at a whim but have to be undermined first.
    • Introduce a concept of national pride which can increase or decrease depending on a countrys actions and which ties directly into legitimacy.
    • Have discrimination not be a purely binary status and reflect forms of discrimination aside from whats written in the law, as well as making assimilation into a more meaningful mechanic in the process.
    New:
    • Find a better solution for the ways ideologies appear, attract followers and create support for reforms than the current RNG-heavy leader ideology system.

    Other


    Not Updated:
    • Improve on Companies by turning them into actual actors in your country that can own/expand buildings and interact with characters/politics.
    • Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.
    As always, I cannot make any specific promises about when these things will be coming. However, I can tell you that the next update (1.8) will be a standalone free update that should knock a point or two off this list, but will mainly be focused on bug fixing, general polish and more AI improvements. Before then we also have at least one more hotfix (1.7.4) planned to address the remaining high priority issues from the 1.7 release (tentatively planned for next week) and part of the team will continue working for a few more weeks like I mentioned in last weeks dev diary. Right then, thats all for this time, and all for this side of the summer! Dev diaries will return on August 15th but until then, I can but wish you many a Happy Thursday in the sun (or possibly snow, if you happen to live in the south hemisphere). Regardless, I hope you have a great July!


    [ 2024-07-04 14:00:33 CET ] [ Original post ]

    Hotfix 1.7.3 is now LIVE! - Not for Problem Reports!

    Hello Victorians, we have a small hotfix today, fixing threekey issues before a larger hotfix next week, what we have been saying is in 1.7.3 for a number of fixes/changes will now be in 1.7.4! Checksum for the hotfix is, 8769. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful). The following changes have been made to the game compared to 1.7.2:

    Patchnotes


    Bugfixes


    • Fixed an issue where privatization was not correctly checked sometimes, resulting in money being spent to privatize building levels that were already privatized
    • Fixed a rare Out of Sync caused by unsorted collecting from unordered map
    • Fixed a major issue that would prevent upgrading power bloc principles under some circumstances
    Previous Patchnotes 1.7, 1.7.1, 1.7.2


    [ 2024-07-04 13:36:18 CET ] [ Original post ]

    Hotfix 1.7.2 is now LIVE! - Not for Problem Reports!

    Good day valiant Victorians! We have just released a hotfix for 1.7, Checksum 0942, containing a wide variety of fixes, improvements, balance changes and more! As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful) . The following changes have been made to the game compared to 1.7.1:

    Patchnotes


    Improvements


    • Added an event for Persia or Afghanistan winning the Great Game
    • Britain and France no longer start with a rivalry, as this doesn't really accurately reflect their relations in 1836
    • Austria, Prussia and Russia now start the game with friendly attitudes towards each other, to represent the historical Holy Alliance
    • Added a rivalry between Brazil and Argentina at the game start
    • Added a rivalry between Britain and Russia at the game start
    • The initial Meiji Restoration Journal Entry is now a lot easier to complete and simply requires keeping the Shogunate out of power while maintaining at least middling legitimacy for 10 years, but is failed if the Shogunate gets back into government
    • The Impose State Religion bloc action now also converts 2% of the population in non-capital states
    • Advanced Research, Colonial Offices and Police Coordination principles now allow bloc leader to impose their law in the education system, colonization and policing law groups respectively
    • Advanced Research, Colonial Offices and Police Coordination principles now disallow members from having the base laws in their respective groups (no schools, etc)
    • Added dynamic boolean modifiers for disallowing specific laws
    • Advanced Research, Colonial Offices and Police Coordination now all reduce their respective institution costs by -10/25/50% and increase speed for changing institution levels by 25/40/50%
    • Advanced Research 1 now has +5% Tech spread as a Schools institution modifier instead of the flat value
    • Advanced Research 3 now has -5% Ahead of Time Research Penalty as a Schools institution modifier instead of the flat value
    • Advanced Research 3 now has an increase of 15 to the weekly innovation cap as a Schools institution modifier instead of the flat value
    • Police Coordination 2 now reduces political movement radicalism on the police institution instead of giving authority
    • Colonial Offices 3 now adds a decrease of 7% to infamy generation against unrecognized countries to the colonization institution
    • Choosing to leave a Power Bloc now results in a relations hit and negative catalyst with the other members
    • Liberty desire levels now display what war goals they unlock.
    • Unrecognized Major Powers can now form Power Blocs, but will suffer a greater Relations hit with Recognized Power Bloc leaders when doing so, and will only gain Leverage over Recognized countries at 10% the normal rate
    • Added a check for establishing Trade Agreement Pacts that their market can actually be reached by your country. This will also prevent Lobbies from requesting the signature of a Trade Agreement which you could not fulfill.
    • Added a port to Shaozhou so that Hong Kong starts with a port when taken as a Treaty Port
    • Changed Hokkaido to have subsistence pastures instead of rice farms, to more accurately reflect its initial Ainu majority
    • Added missing localisation for power bloc identity requirements for production methods
    • Restored Asceticism as one of the Chinese Devout IG Traits
    • Added the concept_unrecognized_major_power in all languages

    AI


    • Added and tweaked many starting attitudes and relations of AI countries to better reflect the diplomatic situation in 1836 and/or encourage more historically plausible outcomes
    • Increased AI tendency to build gold mines.
    • AI recognized powers are now more aggressive against unrecognized powers when they have the Civilizing Mission technology and/or Colonial Officers principle
    • Unrecognized powers are now generally more aggressive against each other, particularly in Africa
    • Ethiopian princes and Chinese warlord states now make more concerted efforts to unify
    • Greece now more aggressively pursues the Greek Nationalism JE where it has claims
    • East India Company is now less gung-go about conquering Tibet, but more inclined to target its neighbors in India and Burma
    • AI now has a stronger tendency to abolish slavery after Human Rights is researched
    • The Great Powers now have a greater tendency to get involved in early Ottomans vs Egypt disputes
    • USA and Britain now tend to seek to befriend each other when trying to resolve the Oregon Border Dispute
    • France now sometimes chooses to not pursue the Natural Borders JE when given the option
    • Fixed a bug where the AI was way too eager to grab treaty ports in places where they had no actual interest in a treaty port
    • The US now more aggressively targets the states held by Mexico border it directly at the start, such as Colorado
    • Fixed some issues with new attitude changing system that caused the AI to not open up Japan
    • The AI now focuses more on befriending Great Powers when on track to complete Earning Recognition
    • Added a bespoke strategy and more AI weights for Japan to try to complete the Meiji Restoration
    • Fixed an issue where AIs would adopt a Domineering attitude but not actually act on it due to the strategy score calculation not resulting in them wanting any wargoals
    • Made the AI more restrictive about mixing generally incompatible wargoals, such as investment rights and subjugation
    • The AI no longer has an increased neutrality score in civil wars where they have a truce with the country having a civil war
    • The AI is now less inclined to get involved in the German Leadership War so long as neither side starts demanding territory, in which case they will have increased support for the non-expansionist party
    • The AI will now be more restrained with what additional wargoals they add in a Unification or Unification Leadership play if they are a primary participant
    • Added catalysts for gaining and losing land borders with a country, used to make AI more belligerent when gaining borders with unrecognized powers
    • The AI now scales its minimum mobilization level by the number of small conflicts it's involved in, so that it's better at dealing with simultaneous revolts in subjects
    • Added a +50 AI acceptance bonus to investment rights proposals if the target country has recently declared bankruptcy. This also means that AI countries who had to declare bankruptcy will be more likely to offer other countries to invest in their country.
    • Fixed a bug where the AI would not properly build up its military forces due to incorrect logic when validating its spending
    • Subjects with a Defiant or Rebellious attitude towards their overlord now get an appropriate acceptance bonus when asked to support the independence of a fellow subject
    • Fixed a bug where some larger countries such as Occitania would become independent when released as a subject
    • Fixed a bug where the AI of newly released countries was not properly initialized, causing issues such as no autonomous investment happening

    Performance


    • Improved frame rate when scrolling in the Building Registry

    Balance


    • The Ottomans now get an increase to Intelligentsia approval & clout while pursuing the Tanzimat Reforms
    • Reduced the required army size to complete Tanzimat Army Reforms from 150 to 100
    • Reduced minting and output of gold mines by about a third
    • Declining to pursue the Opium Wars now angers the British East India Company
    • Literate Pops now tend to more strongly support movements to abolish slavery after Human Rights is researched
    • Reduced military and war exhaustion bonuses given to Taiping as they currently tend to always defeat Qing
    • Reduced the infamy generation against unrecognized reduction from Colonial Offices 3 from 50% to 25%
    • Added infamy generation against unrecognized reductions to Colonization and Civilizing Mission techs
    • Extended time you have to complete Tanzimat Reforms from 20 to 30 years, due to some of the JEs requiring several steps of law reform
    • Tweaked army setup and military bonuses granted to Texas to give them a better chance to survive the Texan War of Independence
    • Chartered Companies can no longer switch Government Principles
    • Slavery laws no longer directly increase the clout of landowners, as they also do so in a very significant way indirectly
    • Unification Leadership wargoal is now considered to be contested if any incorporated state is occupied by the enemy
    • War Goals that previously required any state to be occupied to be contested (such as War Reparations) now requires any Incorporated state to be contested
    • Increased aggression of Afghan countries towards Chitral
    • Afghan minors can now request more aid from Great Powers twenty years after last receiving it
    • Gave Maimana Tajik as a primary culture, enabling them to form Afghanistan.
    • Non-Pashtun Afghan countries will now be more aggressive towards each other.
    • Great Game passive drift now relies on the extent of a country's direct or indirect control over Central Asian and Persian states
    • Declaring Bankruptcy now applies a decaying reduction in welfare payments, starting at 100%
    • Declaring Bankruptcy now immediately resets all institution levels to 1
    • Removed Poor Laws (and the government admins supporting it) from China, as it's no longer needed to 'balance' their budget and tends to result in chain bankruptcy
    • Changed the requirements of Pacification of the Steppes to make the journal entry more feasible
    • Subjects now require to have diplomatic autonomy in order to sign foreign investment rights and agreement pacts
    • You now must be non-Isolationist in order to form a Power Bloc, and Power Bloc members cannot enact Isolationist trade policy
    • Sovereign Empires now only half the Cohesion loss from having subjects with high Liberty Desire, and only from the Liberty Desire of the leader's own subjects, not subjects of other members
    • Tweaked subsistence income and building throughput for decentralized nations so they don't end up with the highest SoL in the world in certain edge case scenarios
    • Significantly reduced the Ericsson company's education access bonus.
    • Reduced Leverage Resistance from Population by 50%, as it was too difficult to overcome in some cases even with a variety of leverage sources
    • Having the Armed Forces or an Authoritarian leader in government is no longer sufficient to initiate the Natural Borders of France
    • Reduced AI aggression from Natural Borders
    • Interface
    • Added a separate tooltip description for when a building loses employees due to emigration instead of just saying they were fired
    • When inviting a prospective member to a Power Bloc you are now given a prediction of what that will do to your Cohesion
    • There is now a confirmation box when pressing 'Leave Power Bloc'
    • There is now a notification for other Power Bloc members when a non-leader country leaves the bloc
    • Made the sortable column header buttons sticky at the top of the Market panel (Goods tab) when you scroll.
    • Building Registry filters are now rows of buttons of icons instead of fold out menus

    Modding


    • Added new trigger called army_power_projection
    • Building groups can now be flagged as always_self_owning, which makes them always worker-owned

    Bugfixes


    • Fixed an issue with foreign investment that could cause invalid elements to appear and stay around in the Construction Queue permanently, however this will only prevent the issue from appearing in new saves. We are planning to introduce a save-game validation fix for old saves in 1.7.3.
    • The Pamir Delimitation JE tooltips no longer lags the game. A tooltip for the JE activation has been added for clarity.
    • Tibet Expedition JE now ends when subjugation demand is refused by other countries.
    • Fixed an issue that would cause Formations to sometimes travel towards a Front they cannot join.
    • Fixed an issue in the code that handles the relationship between interest groups and political lobbies, which caused misleading error messages to be logged.
    • Fixed a bug where using a create_country effect in global history files would lead to blocs being disbanded during initialization
    • Unrecognized powers no longer get any benefit from infamy reduction against unrecognized modifier
    • Fixed a bug where a number of AI countries (such as Greece) did not pursue their Journal Entries because the catalyst for Journal Entry was incorrectly firing on JE creation instead of JE activation
    • Fixed a bug where Journal Entries that were created in an inactive state before the start of the game did not notify the player about their activation due to a rather bizarre (and entirely unnecessary) boolean set on creation
    • Fixed column header broken loc in map list panel for inviting countries to your bloc
    • Fixed a bug where half of the screen sometimes turned orange during the start of diplomatic plays.
    • Fixed a crash that occurred when collecting unit distribution data
    • Resolved an issue which caused null objects to occasionally appear in exiles events.
    • Power bloc statues are now prevented from being transferred when states change hands to countries that shouldn't have them.
    • Fixed a bug where employees would switch jobs without taking potential dividends into account
    • Fixed a bug causing government owned buildings to have a hard time filling their employment
    • Fixed a bug where the country religion link was referencing the country definition's religion instead of the country's state religion, resulting in the Impose State Religion bloc action being repeatable on the same country
    • Remove the duplicated Overlord Actions button for Subjects that appeared when you are not a Power Bloc leader.
    • Fixed a bug where cohesion for ideological unions was inexplicably trending towards 0
    • Removed the placeholder Manul culture from the game.
    • Fixed an issue where the relief option in the STATE Crop Failure event would apply the wrong modifiers.
    • Conquering a split state now applies the 'State Liberated' rather than 'State Conquered' modifier, as the latter ended up giving tax penalties to a state you already owned, which could be devastating for tiny nations
    • Amended the description for the I'm the Captain now achievement.
    • Reduce the freeze during annexation caused by diplomatic catalysts
    • Gold Fields are now always worker owned
    • Fixed fleets being stuck in ally HQs after losing military access to them
    • Fixed invalid travel destination options for formations after switching between interactions
    • Fixed an issue that caused the game to try to localize the null country when showing the peace treaty popup when one of the displayed wargoals is a wargoal to conquer a split state and the winner is a country that has a different split state in the same region
    • Fixed a bug where it was possible to accept a diplomatic proposal that had become invalid in the time between it was proposed and when it was accepted
    • Removed Clergymen from Cotton Plantations' default Production Method and replaced them with Farmers.
    • Blocs led by a major power which turns into a great power will now lose the weak bloc modifier as intended
    • The Cohesion prediction when kicking a member out of your Power Bloc now takes the per-member modifier impact into account correctly
    • Fixed a bug where the reinvestment fraction of Government Dividends was not correctly calculated for buildings unless they had 100% government ownership
    • Persia and Afghanistan will now properly get the "Great Game, no re" achievement for winning the Great Game
    • Fixed autonomous investment constructing too many levels of the same building
    • Fixed a bug where the Commander Order tooltip was not showing requirements to activate orders
    • Fixed a bug where the wrong production method for Power Bloc statues was shown in the UI
    • Homesteading law now also affects the ranching category buildings in addition to agriculture buildings.
    • Fixed a bug where the expedition cost in Tibet was still active after the journal entry ended.
    • Fixed a construction queue tooltip to indicate that the constructing country is paying the cost
    • Added a missing collectivization modifier to collectivized agriculture.
    • Fixed a bug for Tibet Expedition Events so it doesn't result in the possibility of Tibet's diplomatic play against itself.
    • Fixed a bug where sometimes Treaty Port status would get 'dropped' by markets, resulting in the Treaty Port having no effect despite showing up properly in the state
    • Most hills in Japan, North China and Manchuria no longer display as jungle hills in the state panel
    • Fixed an issue where Russia would start the game with three landlocked naval bases.
    • Fixed a bug where the AI would not use certain actions such as grant own market due to a missing evaluation_chance value
    • Fixed an issue with an unlocalized, dynamic name for Azerbaijan.
    • Diplomatic Plays can no longer start if the initiator or the target country has no passable provinces
    • Fixed an issue where throughput was not correctly updated during building initialization
    • Academic caps and glasses are now restricted to characters with relevant traits, even within power blocs with the level III Advanced Research principle.
    • Cuirasses are now restricted to characters with either a royal or military affiliation.
    • Fixed a bug where it was possible to oppose the subjects of your allies in plays where it would not be possible to object the ally themselves
    • Fixed the missing text for the currently enacting Law under the specific Law Group.
    • Fixed an issue where the AI would sometimes not construct ports to connect isolated states to its market
    • Fixed an issue in how some principle groups were displayed in the principle groups chooser window
    • The indicators for what production method is selected in each category for buildings in your country no longer takes foreign buildings into account, so if all your domestic buildings use the same PM it will show that rather than the "mixed" indicator if some of your overseas buildings are using a different PM
    • Fixed a rare crash when hosting in Multiplayer
    • Fixed a major issue that would prevent upgrading power bloc principles under some circumstances
    Previous Patchnotes 1.7, 1.7.1


    [ 2024-07-03 12:02:53 CET ] [ Original post ]

    Paradox Steam Summer Sale!


    Salutations fine Victorians! [previewyoutube=4hqxPNkQEAY;full][/previewyoutube] What is this? The sun beating down, a cool breeze in the air and time for some sales for Victoria 3! Seize the season with superb savings in the Paradox Steam Summer Sale with items up to 90% off! Take your place in the summer sun Victorians! https://store.steampowered.com/publisher/paradoxinteractive/sale/pdx_summer_sale_24


    [ 2024-06-27 17:05:31 CET ] [ Original post ]

    Dev Diary #123 - Sphere of Influence Post-Release Thoughts


    Hello and welcome to another Victoria 3 Dev Diary, coming hot on the heels of Update 1.7 and the Sphere of Influence expansion. Todays Dev Diary will be a pretty short one, focusing on our thoughts around the release and our plans for the immediate aftermath. We will be following this up with a proper roadmap update next week. As far as thoughts on the release go, I can definitely say that we consider this release to be a very successful one, and are very happy to see how much you, the players, seem to be enjoying the changes and additions weve made to the game. The Building Ownership Revision in particular is something we have spent a massive amount of time and effort to first implement and then tweak and polish, and its very satisfying to get to read all the feedback and discussions around it, now that you get to try it out for yourselves. When we announced the delay of 1.7/SoI, we did so because we wanted to use the extra time to focus on the quality of the release, and this is precisely what we did. We were able to use the extra time to polish and balance the new features, improve the AI, improve performance and of course fix a lot of bugs. In hindsight I can absolutely say that this was the correct decision and that I am very proud of what the team managed to accomplish in the extra time we were given. The 1.7 performance improvements in particular is an area where I know a bunch of you have expressed surprise that we didnt really talk about it much before release. The reason we didnt is that the real impact of such improvements are actually really tricky to measure until they make contact with the playerbase, so to speak. Weve had internal metrics which showed us that 1.7 was substantially faster than 1.6, but those metrics were collected on a limited number of hardware setups, and we wouldnt really know how it would shake out on the thousands upon thousands of different hardware configurations that are out there until you actually got to try it. Fortunately, as far we can tell, the overwhelming majority of players are in fact experiencing considerably improved performance in 1.7, which honestly is near the very top of things that I am personally most happy about regarding this release. Getting there was by no means a straightforward process, as 1.7 introduced numerous new performance challenges, not the least was the addition of AI construction calculations for foreign investment. So how did we do it? Well, the modifier rework we mentioned in Dev Diary #120 was probably the single biggest individual contributor, but it was actually the result of dozens upon dozens of improvements coming from across the team. A few examples, in no particular order:

    • The AI spending system was rewritten to be much smarter about which data was updated and when those updates were actually needed
    • The design team made numerous changes to events and other parts of the script which were running slowly
    • Improvements were made to market updates to avoid unnecessarily frequent updates of pricing data
    • Employment was made much more performant by eliminating rounding errors in the hiring logic that resulted in numerous insignificant employment changes
    • The programmers expanded the use of smart caching and multithreading pretty much across the entire game. Military graphics and other map graphics were also heavily optimized.
    However, with all that said, a release of this size and complexity will always bring with it some bugs and balance issues that we werent able to discover and fix in time and which are now our top priority to address. When you are reading this, hotfix 1.7.1 should already have dropped as of a couple hours ago, and we are planning to follow it up with at least one more hotfix, tentatively planned to release early next week, and Ill wrap up this dev diary by listing a few select fixes that 1.7.2 will contain:
    • Substantial improvements (through AI improvements and balance tweaks) to the AIs ability to execute on historical and historically plausible outcomes, particularly in nation-forming and ability to pursue Journal Entries such as the Meiji Restoration and Tanzimat Reforms
    • Setup improvements to relations and AI attitudes to more closely match history
    • More aggressive colonial AI, particularly for late-game land grabbing in Africa
    • Making it harder to get reparations by occupying insignificant colonies
    • Fix for poor building browser performance when using scrollbar
    • Improved leverage UX
    • Allowing Unrecognized Major Powers to form Power Blocs
    • Balancing the Great Game to be less biased towards Britain
    The above is of course NOT an exhaustive list, and we are not ruling out additional hotfixes after 1.7.2 if needed - while I think we released 1.7 in a good shape, we still want to ensure that any significant new bugs and balance issues are dealt with as speedily as possible. For this reason a part of the team (myself included) will continue working for a few weeks into July (taking our vacations later in the year instead), so that we maintain the capacity to release fixes as needed. Thats all for today, but youll be seeing me again next week as I make the customary roadmap update and tell you about some of what we have in store for 1.8, 1.9 and beyond. See you then!


    [ 2024-06-27 14:00:28 CET ] [ Original post ]

    Hotfix 1.7.1 is now LIVE! - Not for Problem Reports!

    Hello Victorians! We have just released a hotfix for 1.7, Checksum b087, which has a number of improvements, bugfixes and balance changes based on feedback/bug reports from players. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful) . The following changes have been made to the game compared to 1.7.0:

    Patchnotes


    Improvements


    • Added mandate generation from Unrecognized countries to all Identities
    • Earning Recognition Journal Entry is now unlocked by Colonization rather than Civilizing Mission and only requires 50 relations with a Great Power to complete
    • It is now possible to 'upgrade' an Investment Rights pact to a Mutual Investment Agreement, if the other part agrees to it
    • Conquering a split state now applies the 'Recently Liberated' rather than 'Recently Conquered' modifier, as the latter ended up giving tax penalties to a state you already owned, which could be devastating for tiny nations
    • Ranches no longer consume grain as a default good, but only if more advanced PMs are activated
    • Regime Change Diplomatic Play can no longer be used against your own subjects since Law Imposition can be used for it instead
    • Collectivized building levels, or buildings with levels that are undergoing collectivization, can no longer be nationalized
    • Cuirassiers no longer consume iron, but use more small arms instead
    • Sovereign Empire statues now provides a 25% Decree Cost discount to the state it is constructed in instead of applying it to the whole country
    • The Boer States now start with National Militia and with their independence guaranteed by Britain

    AI


    • The autonomous investment AI now keeps track of how much investment has gone into foreign/domestic states and biases future investment towards domestic states if an excessive amount has gone towards foreign investment, to ensure investment isn't all going overseas
    • Fixed an issue where civil war countries and native uprisings would not recruit commanders for their armies due to incorrectly set AI tags for their formations
    • Rebellious and Defiant subjects will no longer actively aid their overlord in diplomatic plays outside of what they consider necessary to defend their own territory
    • Loyal subjects now mobilize a higher fraction of their troops to aid their overlords in diplomatic plays
    • The AI is now able to reassign armies/navies that are traveling, preventing suboptimal naval invasions due to the best fleets not being 'available'
    • The AI is now able to launch simultaneous naval invasions, but will generally avoid using all of its armies/fleets at once for this

    Balance


    • Manor Houses no longer require infrastructure, as this caused major issues for highly populous countries with a lot of subsistence agriculture
    • Reduced investment weights for Manor Houses on all non-agricultural buildings, as their tendency to invest into factories in countries like Japan would lead to an odd aristocrat-led industrialization
    • Reduced the rate at which generic random events appear to compensate for increased overall event spawn rate due to prior bug fixes
    • Reduced effect of Asceticism (Devout) trait from -50%/-100% to -15%/-30% reduction on radicals from changes to standard of living (sorry)
    • Reduced effect of Secular Shrine Theory (Devout) trait from +20%/+40% to +15%/+30% conversion
    • Reduced effect of Da Wat (Devout) trait from +50%/+100% to +20%/+40% conversion
    • Reduced effect of Propagandists (Intelligentsia) trait from +25%/+50% to +15%/+30% migration attraction
    • Decrees now have a minimum cost of 10% of its base cost, to prevent modifier stacking for free Decrees
    • Imperious now provides a 20% rather than 25% Decree Cost discount
    • Cruel trait now provides a 5% Authority boost rather than a Decree Cost discount

    Interface


    • Map markers will now indicate where your foreign construction is happening
    • Demand Force Nationalization wargoal will now display how many building levels and what fraction of GDP would be nationalized
    • Fixed some issues with the 'failing to hire' tooltip for buildings where it would sometimes lack a reason for failing to hire and/or contain unnecessary whitespaces
    • Added Bloc Leader interaction icon to differentiate it from Bloc Member actions
    • Cursor will no longer flicker between the game cursor and operating system cursor while moving the mouse in the loading screen
    • Removed duplicated Leverage Resistance description in tooltip
    • Fixed long overlapping texts to not overlap anymore in the Trade States Diplomatic Action popup
    • Max number of setbacks modifier will now be displayed as a whole value instead of a confusing percentage value

    Modding


    • Fixed a bug where modders using a create_country effect in global history files would lead to blocs being disbanded during initialization
    • Added mandate generation by rank modifiers for unrecognized major, unrecognized regional, unrecognized and insignificant powers
    • Added new generic Power Bloc invite acceptance modifier
    • Made Power Bloc invite acceptance by rank modifiers support arbitrary ranks defined in script
    • Cost calculation for Decrees is now done on a per-state rather than per-country basis, permitting for differing costs dependent on the state the Decree is applied in
    • decree_cost link now operates in state scope rather than country scope

    Bugfixes


    • Fixed a crash related to CollectOwnAndAlliedLandHQs
    • Fixed a bug where it was possible to make a diplomatic demand against a country you were already at war with
    • The "Land of the Rising Sun" event for Persia now gives a claim on the correct Georgia (hint: not the one north of Florida)
    • Fixed inverted values in Earning Recognition Journal Entry causing you to gain progress for low GDP/SoL and vice versa
    • Fixed a bug where leaders of Military Treaty Power Blocs would not pay maneuvers for adding wargoals in diplomatic plays where they were a main participant
    • Fixed a bug where formations with no commanders could not be mobilized due to incorrect 'all commanders are busy' error
    • Fixed bug where cohesion for ideological union was inexplicably trending towards 0
    • "Enemy of my Enemy" lobby event can no longer target your own country as the enemy in question, however amusing that might sound
    • The Pamir Delimitation will no longer carry over script variables from previous attempts
    • It is no longer possible to capture a state in less than 2 battles, as this could result in issues such naval invasions that were impossible to consolidate due to creating multiple fronts
    • Fixed bug that made Pacifists only spawn in the Armed Forces rather than the other way around
    • Fixed a bug where the -30 relations penalty with Power Bloc leaders for creating a Power Bloc was applied during history initialization, causing the Great Powers to have erroneously low relations with each other at game start
    • Political Lobbies will no longer form targeting Revolutionary countries until they actually win the revolution, to avoid highly temporary lobbies forming and then disbanding
    • Replaced the Power Bloc Statue throughput with a level scaling effect under the "Prestige Only" game rule to prevent it from granting the prestige while they are still in the construction queue
    • Fixed an AI issue that could lead to incorrectly removing conscript units, leading to negative amount of conscripts in an army
    • Fixed a bug when manor house levels weren't removed when subsistence farms were removed
    • Fixed a bug where the "Add to Primary" button would show up on an Overlord's Wargoals for the Subject
    • Resolved issue where Communism and Populism progress bars didn't properly retreat due to laws
    • Fixed an issue when 100% worker-owned buildings can still be nationalized if the building is level 1
    • Fixed an issue where exiling/inviting agitators would never create lobbies in their home countries
    • Fixed a bug where a victorious revolution could end up with a political lobby targeting itself
    • The East Indies' End event can no longer fire multiple times per game
    • The Tibet Expedition will now properly cancel if at war with Tibet
    • The "Can't Touch This" achievement can now be gained even if a country has (non-nationalizable) gold fields or subsistence farms
    • Fixed an out-of-sync related to markets
    • Fixed the amount of compensation in the notification when nationalizing foreign assets
    • Replaced the University and Art Academy's "Increased Exchange" (unlocked by the Freedom of Movement Principle) Production Method's country modifier with a state modifier as originally intended. The former led to way higher migration attraction as it was stacking all states' effects where it was active.
    • General Brusilov no longer requires owning the American state of Georgia to spawn
    • Fixed a bug where accept/decline effects of reverse pact actions such as Request Knowledge Sharing and Request Support Regime were not correctly shown in tooltips
    • The emergency hunger relief modifier from the Famine event chain is now applied only to states affected by famine
    • Pink faces will no longer be submitted alongside several Diplomatic Action proposals
    • Pink face and NULL_STATE will no longer briefly appear briefly after a building has finished construction in Foreign Queues
    • Fixed Power Bloc formation tutorial to prevent player moving forward despite not having completed a necessary step
    • The British aid button for Persia will no longer state that it adds the "Russian Military Mission" modifier
    • Fixed some instances of missing loc in Tibet Expedition tooltips (English only, other languages will be translated for 1.7.2)
    • Fixed missing localization for key catalyst_revolution_successful
    • Moved Saint Basil's Cathedral back to Moscow (from Mazovia)
    • Added missing text for Building Relationships map mode (English only, will be translated for 1.7.2)
    • Fixed a description error in the Dominion concept that stated that they wouldn't need to join their overlords (English only, will be translated for 1.7.2)
    • Fixed error spam in the "Britain Demands Withdrawal from Herat" event
    • Event ig_revolutions.8 will no longer display [ROOT.GetCountry.GetRuler.GetTitle] instead of the ruler's actual title
    Previous Patchnotes 1.7


    [ 2024-06-27 12:03:38 CET ] [ Original post ]

    The Victoria 3 Sale Starts Now!

    The Victoria 3 Sale Starts now! Grab Victoria 3 content with sales of up to: Victoria 3: Base Game: 50% Victoria 3: Grand Edition: 40% Region Pack: Colossus of the South: 20% Art Pack: Dawn of Wonder: 20% Music Pack: Melodies for the Masses: 20% Immersion Pack: Voice of the People: 40% https://store.steampowered.com/app/529340/Victoria_3/ And, remember the War and Wealth bundle also exists for players who own one of the games! https://store.steampowered.com/bundle/42554/


    [ 2024-06-24 19:17:14 CET ] [ Original post ]

    Victoria 3: Update 1.7 "Kahwah" and Sphere of Influence now LIVE!

    Good day Victorians! Welcome to Update 1.7 Kahwah and Sphere of Influence, Checksum 5ebb. Featuring improvements, bugfixes, map changes, foreign investment, Power Blocs, performance improvements and much more! For Update 1.7 Known Issues please look at this post! [previewyoutube=Rz3l4bY0A-4;full][/previewyoutube] Now on to some of the patchnotes!

    Power Blocs


    • As a Great Power or a powerful Major Power, you can form your own Power Bloc centered around one of five central Identity pillars: Trade League, Sovereign Empire, Military Treaty, Ideological Union, or Religious Convocation.
    • Each of these provide different opportunities and benefits to its leader with respect to its member countries, and can be developed further with up to 4 of 20 different Principle groups, resulting in over twenty thousand different combinations affecting your strategy for global domination!
    • As a Power Bloc leader you can expand your global reach by extending your Leverage over other countries where you have declared an Interest. A large number of factors that can cause you to gain (or lose) Leverage over a country, such as maintaining Diplomatic Pacts, maintaining favorable Lobbies, helping them in their wars, being accepting or discriminatory against their cultures, or making them economically dependent on you through foreign expansion or trade.
    • Power Blocs can be expanded peacefully through diplomatic invitation into your Bloc or, if the invite fizzles, through a Diplomatic Demand the country may or may not yield to without an armed conflict.
    • The leader of a Power Bloc must maintain its Cohesion by enforcing its shared values across the bloc. Failure to properly manage Cohesion across your bloc may result in internal strife.
    • All members of Power Blocs may construct expensive statues to represent its glory, providing a number of benefits to the state it's built in. The leader of a Power Bloc can customize both the appearance of the statue, the Power Bloc emblem, and its name to better represent its ideas and visions for its bright global future.
    • Available with Update 1.7: the Trade League Identity and its two Primary Principle groups, Internal and External Trade, are available even without Sphere of Influence and replaces the Customs Union diplomatic pact by enforcing a shared market across the Power Bloc.
    • Available with Update 1.7: it is also possible to play as Great Britain, Russia, or the Ottoman Empire who starts with the Sovereign Empire Identity, permitting them to subjugate weaker Power Bloc members, or as Austria whose Power Bloc Identity of Ideological Union permits them to Enforce Regime Change in countries that start flirting with the concept of Republicanism and suffrage. Players without Sphere of Influence may also play a member of the Zollverein, an established Trade League at game start.
    • To read much more about Power Blocs, see dev diaries here and here.

    Foreign Investment


    • With the Foreign Investment Rights or Mutual Foreign Investment Pacts, countries can gain the ability to directly build up another country's resource or manufacturing industries, or offer these rights to another country if they're incapable of rapid industrialization on their own. This right extends to both countries and its investor class, who may use their Investment Pool to construct private industry abroad and gain access to new resources, cheap(er) labor, or both.
    • With the Foreign Investment Power Bloc Principles, these rights can also be extended across an entire Power Bloc by default without the need to establish and maintain potentially fragile pacts. With Power Bloc Leverage being informed in part by economic dependence, this can become a great way to maintain control over your Power Bloc members during the extent of the long Victorian century.
    • Available with Update 1.7: Ownership is represented by two new buildings, Manor Houses (housing the Aristocracy) and Financial Sectors (housing Capitalists), who can own buildings outside their own states or even their country. These buildings extract the profits produced by building levels they own, leading to much greater variance between productive states and wealthy states.
    • Available with Update 1.7: In addition to private ownership through Manor Houses and Financial Sectors, Cooperative Ownership is also possible through the right economic system laws. Cooperative Ownership gives pops working their buildings the fruit of their own labor.
    • Available with Update 1.7: State-owned enterprises are also possible, which yield dividends directly to state coffers (or drain them, if unprofitable). Under most economic systems, buildings constructed by the state are put up for sale when completed, making them available for acquisition by private interests (or even other countries, if Foreign Investment Rights are in play). Under others, it's possible for the state to nationalize industries, with or without compensation to its owners - with sometimes grave repercussions, domestic or international.
    • Available with Update 1.7: Overlords are always able to construct industries in their Subjects, even without Pacts or Power Blocs enabling it.
    • With the Sphere of Influence expansion, it is also possible to nationalize all your country's foreign-owned industries with a Diplomatic Demand - but be prepared to defend your economic self-determination!
    • To read more about Foreign Investment and the Building Ownership overhaul, see the dev diary here.

    Lobbies, Catalysts, and Opportunities


    • A Lobby consists of one or more Interest Groups in a country that have a stance on another country in the world. This stance can either be positive, where they wish to form closer relations or imitate its laws and reforms, or negative where the emphasis lies on distancing yourself, forming rivalries, or even crushing them in armed conflict.
    • Lobbies have a chance to form in response to a Diplomatic Catalyst, which can trigger for a variety of reasons such as establishing or breaking a Pact, choosing a particular event option, having a revolution, joining or being kicked out of a Power Bloc, inviting or exiling an Agitator, and so on. Whenever something happens as a result of a Catalyst, such as a lobby forming or an AI strategy changing, you will be told exactly the reason why it happened.
    • Lobbies will benefit or hinder you in a number of ways, such as increasing a country's AI Acceptance for Diplomatic Pacts due to your close ties, or increasing your War Support when fighting a hated foe. The impact your Lobby has relates directly to its Interest Group membership's Clout, so you have a vested interest in supporting those groups that align with your own foreign policy and opposing those who support your geopolitical enemies.
    • Adhering to your Lobbies' wishes will increase their Appeasement, which is another source of Interest Group Approval and leads to political stability at home. Opposing them will of course do the opposite, so think carefully if you can afford to break that pact they like!
    • With the Sphere of Influence expansion, Lobbies will occasionally grant opportunities or make demands. These are Journal Entries that incentivize you to go after specific foreign policy goals, or which you ignore at your peril!
    • Also with the Sphere of Influence expansion, you have access to a new Diplomatic Action that lets you fund lobbies in other countries by bribing providing much-deserved financial support to the country's elite, increasing the chance that lobbies favoring you (or lobbies that oppose your enemies) will emerge there. If a suitable lobby already exists, the financial support you provide will increase its power and improve the Leverage you gain there.
    • Subjugated countries can also be home to two other types of Lobbies - those for or against the country's Overlord, supporting integration or independence respectively. Nurturing or suppressing these Lobbies can provide the necessary political impact you need to nudge Liberty Desire in the direction you want and inform one of four new AI Strategies for subject countries.
    • Read more about Lobbies in the dev diary found here. More on Catalysts can be found here.

    Subject Interactions


    • Sphere of Influence comes with a number of brand-new ways you can interact with your Subjects, or if you are a subject, ways you can engage with your Overlord. Several new categories of Diplomatic Actions have been added which apply only to countries with special relationships: Overlord/Subject, Subject/Overlord, Power Bloc Leader/Member, and Power Bloc Member/Member.
    • For example, an Overlord can use actions on their Subject to increase or reduce the weekly payments they must submit, distribute conquered territory between their subjects, share their technological knowledge with them, permit them to control their own market, and more!
    • Similarly, Subjects can petition their Overlord to grant them relief in various ways. This often costs them Liberty Desire, a new metric in Update 1.7 that tracks how much the country's elite is in favor of independence. Like Leverage, this metric is informed by a variety of factors, such as Opinion - but also by many Pacts maintained between the countries, their Economic Dependence on the Overlord, relative Prestige, and so on. If a Subject's Liberty Desire gets very high they will start generating more Radicals, prompting them to request increased autonomy from their Overlord; if not granted, it could well result in a Diplomatic Demand for full independence instead. On the other hand, a Subject with very low Liberty Desire can be persuaded to have their autonomy reduced, potentially leading them down the road to full annexation if they aren't careful.
    • With the Sphere of Influence expansion, in addition to the many new Diplomatic Actions, it is also possible to support a Subject's independence, causing their Liberty Desire to increase and automatically including you as a supporter in any Diplomatic Play for Independence they launch. Subjects may even support each other, and will rebel as a group if a war for independence is imminent! On the flip side you can also Guarantee Independence for a country that is not yet subjugated, ensuring none of your rival Great Powers can make such a demand unquestioned!
    • To read more about Subject Interactions and Liberty Desire, go here.

    The Great Game


    • Throughout the nineteenth century, Russia and Britain competed with one another for influence in Asia. This period of rivalry was known colloquially as the Great Game, beginning in the Caucasus and Central Asia, and expanding over time to include struggles for influence in areas as far away as Korea and China. In Sphere of Influence you can play out this crucial "cold war" between these two dominant but very different Great Powers from several perspectives: Russia, Britain, Persia, or one of three countries - Kabul, Herat, and Kandahar - that will form the country of Afghanistan during the era.
    • The Great Game can be experienced by playing one of the six countries in question in any regular game, or through the new Great Game objective which provides a quickstart into all the new features of Sphere of Influence. You will naturally also experience the conflict from the sidelines while playing as any country in the world, and can get involved to help or hinder any of its participants. Many regions adjacent to the Great Game also have their own unique narrative content relating to it, such as the Caucasian War, the Donghak Rebellion in Joseon/Korea, and the expedition to Tibet.
    • The Great Game is designed to make full use of all new features in Sphere of Influence, and you can be sure that your skills in maintaining your Power Bloc, expanding your Leverage, supporting your foreign Lobbies, expanding your economic reach through Foreign Investments, and interacting with your Subjects will be tested in the process!
    • To increase the historical accuracy of the Great Game, the map of Central Asia has been greatly improved, with several new countries and cultures added as well as regional Interest Groups, twelve new Companies, and more.
    • To read much more about the experience of playing as one of the Great Powers in the conflict, see the dev diary here. Even more details on what might be in store if you play as a Central Asian nation is available here.
    There are also a wealth of new art features available with the Sphere of Influence expansion:
    • 'Great Empires' papermap theme
    • New main menu
    • 2 new loading screens
    • 10 new event illustrations
    • Late-game European military uniform character outfit as well as late-game female military outfits
    • Added Necklaces, Capes, and Sashes for different Power Bloc identities, to be worn by Heads-of-States in those Power Blocs
    • Persian military outfits, Landowner clothes, and royal character outfit and jewelry
    • Cossack and Cuirass character outfit
    • Greatcoat character outfit for some characters to wear during winter
    • Zulu character outfits
    • Cigars and Smoking Pipes
    • Distinct appearances for many British historical figures, such as Joseph Chamberlain, John Maynard Keynes, Provo Wallis, David Lloyd George, Douglas Haig, Arthur Balfour, Friedrich Engels, Lord Palmerston, and Rotha Lintorn-Orman
    • Distinct appearance and new character assets for Empress Myeongseong, Klemens von Metternich, George Curzon, Reza Shah Pahlavi, Naser al-Din Shah Qajar, Amir Kabir, Sattar Khan, and Abdul Hamid II
    • Distinct appearances for certain Interest Group leaders
    • Updated appearance for Tsar Alexander III
    • Sphere of Influence Coin 3D asset for papermap object
    • Cutty Sark Trading Ship 3D vehicle for Trade Leagues
    • Royal Carriage 3D vehicle for Sovereign Empires
    • Hot Air Balloon 3D frontline asset for Military Treaties
    • Rolls Royce Silver Ghost 3D vehicle for Ideological Unions
    • Ornate Carriage 3D vehicle for Religious Convocations
    • Voice of the People, with Sphere of Influence: Added a late game uniform for France
    • Voice of the People, etc.: Updated the Divided Monarchist journal entry and several other complex journal entries to use the new progressbar system
    • Colossus of the South: Implemented an additional South American clothing set
    To read (and view!) even more about the Art of Sphere of Influence, go here.

    Achievements


    To accompany all the new features and content added in Sphere of Influence, we have added fifteen new achievements to the game:
    • Durran Durran: As Herat, form Afghanistan, own all the historical states of the old Durrani Empire, and do not be a member of any power bloc led by any other country.
    • Hyperpeace: As any country, have both Finland and Korea in your power bloc.
    • Bootlicker: As a subject, have the pro-overlord lobby at max appeasement.
    • I'm the Captain Now: Look at me. As a member of a power bloc, win the struggle for power bloc leadership.
    • The New Order: Have a fully decked out power bloc.
    • Great Game no re: Complete the Great Game Objective.
    • Honor and Life: As Circassia, complete the Honor Before Life journal entry.
    • Iranzamin: As Persia, complete the Eastern Frontier Journal Entry, and have a literacy rating of 80%
    • For Twelve Years You Have Been Asking: Privatize all buildings and prevent them from being state or worker-owned for 12 whole years.
    • Can't Touch This: As a country with at least 10% of your GDP owned by a foreign power, nationalize all buildings and prevent them from being privatized for 12 whole years.
    • Standard Oil: Own at least 30 levels of oil rigs in foreign countries.
    • Diplomatic Victory: As a Great Power, have a pro-country lobby for your country in every other Great Power.
    • Hermit Kingdom: As Korea, act on the Donghak movement's petitions.
    • Cult of Reason: Pass the State Atheism Law and be the leader of an ideological power bloc with at least 10 members.
    • Declaration of Independence: Starting as a subject nation, break free from your overlord.
    The following changes have been made to the game compared to 1.6.2:

    Improvements


    • Removed the Directly Controlled Investment Game Rule from the game, as it is incompatible with the new Building Ownership Rework/Foreign Investment mechanics
    • Added fifteen new events that fire as a result of having an active, non-revolutionary political movement
    • Added a universal Journal Entry for unrecognized countries permitting them to peacefully achieve recognition over time, and a diplomatic action to speed it up
    • Removed the Force Recognition wargoal and diplomatic play, as it has been replaced by the new Journal Entry
    • Added an Afghan Reunification journal entry for Afghan contenders
    • Added scripted Journal Entry progress bars, allowing Journal Entries to track more than one progression value and display them on separate progress bars that can be visualized in a number of different ways
    • Overlord can now join a revolutionary country against their subject
    • Reworked the map of Persia, Central Asia, and Afghanistan, with new state regions, countries, and cultures
    • Truces can now be unidirectional (preventing a country from attacking another without restricting the target country in a similar way) as well as bidirectional
    • Investors now have a chance of finding resources in countries they invest into, even if that country doesn't have technology to do so on their own
    • Removed Ownership PMs from most buildings, since the new ownership model introduced in 1.7 is used where applicable instead
    • A huge number of Diplomatic Catalysts have been added to facilitate Lobby creation, AI Strategies and "memory", cooldowns, and other functions
    • Added Grant and Take State Overlord Actions
    • China, Korea, and Vietnam now all start as Confucian nations. Starting laws and pops have been updated to reflect this.
    • Serfdom law now blocks both Internal and Mass Migration for Peasants
    • Land Reform law now blocks Internal Migration for Peasants (but does not impact Mass Migration)
    • Reworked Russian state regions and populations
    • China, Korea, and Vietnam now all start as Confucian nations. Starting laws and pops have been updated to reflect this.
    • Declining a call to arms will now break off any alliance, defensive pact or guarantee you have against the country calling you in
    • Society techs now give more maneuvers for plays with each era
    • It is now possible for countries that join a play due to a call to arms to add a war goal themselves, so long as that war goal would cost 25 maneuvers or less to add under normal circumstances (does not actually cost maneuvers for the primary participant)
    • Added decaying modifiers that massively nationalization cost & radicals generation from nationalization in newly conquered/liberated states. Recently conquered states also suffer decaying penalties to tax collection, pop political strength and conscription rate.
    • Added new diplomatic action Guarantee Independence which functions like a one-sided defensive pact that doesn't require approval
    • It is now only possible to impose laws on Puppet, Dominion, Vassal, and Personal Union subjects (Protectorates and Tributaries are too independent) unless you're in a Power Bloc that permits it
    • The 'Cut Down to Size' wargoal now also removes all wargoals held by the target in other diplomatic plays/wars (but keeps any wargoals targeting them in those plays/wars)
    • Demands for imposing a Law on another country are now handled with events and a journal entry, similar to Interest Group Petitions. Notifications are triggered when the other country takes action.
    • It is now possible to make Diplomatic Demands even though you're already in a Diplomatic Play (or at war), as long as it's not against a country you're already targeting or a country on the same side as you in another Play / war. You also cannot make additional Diplomatic Demands while already dealing with a Diplomatic Play you initiated until that Play has escalated into war.
    • Added Karelian, Mari, Buryat, Bashkir, Chechen, Mordvin, Chuvash, and Udmurt cultures
    • Added numerous new releasables to Russia
    • Added 6 new companies
    • Commercialized agriculture law now makes Financial Districts more likely to invest in agriculture, ranching and plantations
    • The Homesteading law now makes agriculture buildings convert themselves to 50% self-ownership over time
    • Expanded the Monuments Effect game rule to include Power Bloc Statues
    • Buildings with several unstaffed levels and that are at least 50% privately owned will now autonomously reduce their privately owned levels if they fail to hire for an extended period of time
    • Economy of Scale now scales against the employed levels of a building, so empty building levels no longer grant throughput bonuses. Additionally, Economy of Scale now starts granting bonuses immediately at level 1, so a half-employed level 1 building will get +0.5% throughput, for example.
    • Added a Seminole Wars Journal Entry to USA, present at game start
    • Added a 'Give State' diplomatic action
    • Added diplomatic actions for increasing and decreasing autonomy in subjects
    • You can now impose a Law on another country even if they are currently trying to enact something else (they have an option to cancel the current law or defer enacting it until later) or do not have any support for this law (you will now see their chances before issuing the demand)
    • Changed the time to respond on Diplomatic Proposals from 14 days to 30 days, the AI will still respond in the same amount of time
    • A country can now only ever have one diplomatic proposal pending towards a given country
    • Changed the required tech unlock for Steam Powered Fishing and Whaling Production Methods to Gantry Cranes instead of Ironclads, allowing a smoother distinction between civil and military usage of steam powered ships (thanks to "WOWZA 'Mr. Rework' Scrooge" for the suggestion!)
    • Increase Autonomy and Independence Diplomatic Plays now have Liberty Desire requirements
    • Added an event referring to the Australian Emu War
    • Added new Russian Republic and Russian Soviet Republic names to Russia
    • Reworked the way we display pact influence costs to be more consistent and to always have breakdown tooltips
    • Implemented more characters for Central Asia, East Asia, Britain, and Africa
    • Added the Yat'siminoli, Salish, and Pannakwati to North America
    • Added the Wati and Mirning peoples to Australia
    • There is now a 1 year cooldown between attempts to impose a Law on another country if they outright reject your demand. Otherwise you will have to wait until they enact (or reject) the law you previously imposed on them.
    • Servicemen now gain Officer qualifications faster while deployed in active wars
    • Added additional state traits to Russia
    • Added historical interest group leaders to Australian colonies
    • Added starting pro- and anti-country lobbies to various nations in 1836
    • Added silk as a potential resource in Lebanon, and a starting silk plantation to model the historical Lebanese silk industry
    • Added the Mount Lebanon state trait to Lebanon, increasing the state's silk throughput
    • Forming the Free States of America now requires you to have abolished slavery
    • Made the South Bessarabian retrocession borders more historically accurate.
    • Updated migration concepts for clarity
    • Henry Temple is now referred to as Henry Palmerston
    • Added a historical ruler for Indian Territory at game start
    • Adjusted Tasmanian population to reflect the historical situation
    • The Baltic strategic region has been renamed to Scandinavia, due to Finland becoming its own region
    To read the full Patchnotes follow this link!: https://pdxint.at/3VyWLS5 For those who have a game in progress, 1.6 saves will be not compatible due to map changes!


    [ 2024-06-24 16:18:36 CET ] [ Original post ]

    Wealth and War Bundle available for a limited time!

    Master the challenges of the modern world, from the Steam Age to the Nuclear Age with this pack, including two of Paradox Interactives most complex grand strategy games. Available for a limited time, the Wealth and War bundle includes Victoria 3 and Hearts of Iron IV, two games whose content is not just chronologically adjacent, but thematically linked. Each game challenges you to make choices based on the ideological nature of your nation, its resource base and the diplomatic and military opportunities open to you. World events may bring a harsh punishment on whichever power falls behind in the military-industrial arms race that will decide the fate, and ideology, of millions. The Wealth and War bundle includes the base game versions of: Victoria 3: The dramatic transformations of the years 1836-1936 are yours to explore in Paradox Interactives elaborate societal simulation. Detailed national populations have divided interests and needs - as they compete for political power at home, while trying to increase national influence on the world stage. Move from horsepower to steam power and then to the combustion engine. Unlock new technologies, but also new ways of seeing the world, as modern ideas threaten to change traditional societies forever. Build a colonial empire, a trading giant or a military colossus in one of humankinds most energetic centuries. Hearts of Iron IV: Paradox Interactives best-selling grand strategy wargame has been a favorite of aspiring generals for many years. Take command of any nation in the world in the years before, during and after the outbreak of World War II. Build an industrial base for the production of arms, tanks, planes and warships. Guide research and doctrinal development to make them more effective in a war that you will direct. Choose objectives, army structure and military doctrine. Pick your political and diplomatic paths with care, because it is a dangerous world out there. Pick up the bundle here: https://store.steampowered.com/bundle/42554/


    [ 2024-06-24 14:05:13 CET ] [ Original post ]

    Dev Diary #122 - Sphere of Influence/Update 1.7 Changelog Part 2


    Check out Part 1 for the rest of the changelog!

    Balance


    • Subjects now need at least 75 Liberty Desire to Expel Diplomats
    • Changed the required techs to research Gantry Cranes to include Screw Frigates
    • Added employment of 200 Clerks and 50 Bureaucrats to base Trade Center PM
    • Officers now take only half the brunt of casualties compared to Servicemen
    • Added adjacencies to the southern Chilean Islands so that they are all connected
    • British and Japanese Intelligentsia are now Constitutionalist by default, rather than Republican
    • Removed Infrastructure cost from Gold Fields
    • Increased farm sizes in some parts of Qing China to prevent immediate famines.
    • Easier than the norm to impose laws on Puppets and Personal Unions
    • Great Hunger Journal entry can no longer appear until at least 1837 and grain prices for the Journal Entry have been increase to 70%
    • Increased the amount of academics and decreased the amount of clerks when bourgeoisie patronage production method is active on Art Academies
    • You can no longer build Fishing Wharfs in the states Ob or Upper Yeniseysk
    • Fixed the starting Military Formations for Greece, Serbia, Two Sicilies, Papal States, Tuscany, Spain, and Portugal so that they no longer start with unit types they can not recruit.
    • Taking states from your subjects (even to give to other subjects) now create diplomatic incidents
    • Reduced Police Institution reduction of Turmoil effects from 15% per level to 10%
    • Vanguardism is now unlocked by Political Agitation rather than Socialism
    • Reduced the Sick Man of Europe modifier's prestige malus from -33% to -25%
    • Changed the progressiveness score of Theocracy law to -25 instead of -50
    • Reduced the size of USA's navy slightly
    • Lowered the amount of convoys needed to complete Improve Supply Network Tutorial

    Art


    • New Manor House and Financial District building model for each of the different cultural styles
    • Added social button links on Main Menu (Youtube link, Victoria 3 Wiki link, Victoria 3 player resources link)
    • Added 85 new distinct appearances for historical characters, including rulers and generals
    • Implemented 56 historic character appearances for existing characters in the Americas (courtesy of Galactic Cactus)
    • Added new clothes for power bloc members
    • Adult characters with the hedonist, grifter, and/or expensive tastes traits can be smokers now
    • Added distinct appearance and assets for Empress Dowager Cixi
    • Added Financial District buildings 3D asset for Foreign Investment
    • Adjusted 'Waving Flag' icon for Journal Entries to fit in the Journal Entry frame better
    • Added icons for Prestige, Leverage and Cohesion
    • Added background art for Pro and Anti Lobbies
    • Adjusted Diplomatic Action "Personal Union" icons
    • Added headgear for Catholic clergy
    • Fixed some clipping issues on the infantry units map models
    • Reworked factory smoke VFX
    • Art Academy icon now shows the 'Fine Art' good
    • Adjusted some provinces in Florida, Nevada, and Western Australia
    • Improved Bundle of Flowers 3d asset for characters
    • Improved Ottawa river shape improved on the map
    • Improved Rio Uruguai river position and shape on the map
    • Added Kolyma river on the map
    • Improved Puget sound shore for the 3d map
    • Buildings in the Caucasus region now use European graphics
    • Fixed texture brightness for the African Academy

    Audio


    • Fixed a voice stacking bug for the Naval Carrier that caused performance issues
    • Made weapon reload sounds less repetitive
    • Remixed all war sound effects
    • Fixed sail transport ship oddity upon zooming out and back in
    • Fixed inconsistent sound filter effect upon entering a Map Mode

    Interface


    • Added a fullscreen Building Registry screen
    • Added functionality to create and add tables to tooltips
    • Reordered things in the Country tooltip to more closely reflect the order of importance
    • Added breakdown details for the Ahead of Time Research Penalty
    • Added a new religion overview mapmode that displays the most prevalent religion in each state and additionally through color blending visualizes the second and potentially third most prevalent religions
    • Upgraded the culture overview mapmode to visualize the second and third most prevalent cultures through color blending
    • Added a new "Subjects" tab in the Diplomacy panel listing all your Subjects
    • Reworked the Country & State right-click menu to be more compact and be less "scrolly"
    • Added notifications for subject interactions
    • Added bar charts for a Pop's needs to their tooltip and info panel
    • Added easy access to the construction queue to the Building Registry
    • Improved the layout and readability of the Peace Deal tab
    • Added the option to have custom icons as divider on double-sided scripted progress bars
    • Added alerts related to a subject's ability to increase its autonomy or have its autonomy decreased
    • Moved Decisions from a second tab in the Journal Panel into the first tab, and Potential Journal Entries are now in the second tab
    • Cleaned up the layout of the Journal Entry page
    • Added a new layout for Interest Group Tooltips
    • Outliner is now sorting Interest Groups by clout
    • Event options marked as show_as_unavailable will now print the trigger conditions that failed in order to make them unavailable
    • Country diplomacy infopanel now shows relevant tooltip info for Pacts rather than just repeat their names
    • Added explanation in war support tooltip when countries are unable to capitulate, for instance due to being a subject
    • The player list in the outliner has been changed to a dropdown
    • Ongoing Diplomatic Actions (bankroll, improve/damage relations) in the outliner are now found in the collapsible section
    • Show the AI Strategies in the Country tooltip
    • Reworked all Outliner items to have more, and better, information
    • It is now possible to pin Countries to the Outliner
    • The amount of debt that is owed to buildings that you own is now shown in the debt tooltip
    • Changed so Diplomatic ties/gained lost and declaring neutrality notifications are hidden by default
    • Changed the total time for your Construction Queue to be displayed in months, years, etc instead of only weeks
    • Convoy breakdown now lists contribution from market members first, with breakdown to see who contributes what, and the remainder of the convoy production breakdown in descending order
    • New map mode displaying the percentage of your GDP that is directly or indirectly controlled by another country
    • gdp_ownership_ratio trigger lets you measure how much of a country's economy another country controls, directly or through investors
    • Changed the map list panel displayed for the Culture Overview mapmode to display more general state information
    • Added "break" names like "Stop doing ActionName" for diplo actions to their tooltips, buttons and confirmation window headers
    • Made the Improve/Damage relations effects description a bit more digestible
    • Added imposable laws as a dropdown directly under each Subject in the Subjects tab
    • Added Overlord/Subject/Bloc actions to the Country panel - Interaction tab
    • Show the Employment Indicator icon in more places
    • Added a short "label" and a "status" for a Country, describing who they are to you and your relationship to them
    • Show the Government Interest Groups in the Country tooltip
    • Improved the Party tooltip to display member Interest Groups in a table
    • State Taxation Revenue text list now display its information as a table
    • Implemented right-click menu for privatization and nationalization
    • Moved the Party Icons on Interest Group entries in the Outliner so they would not interfere with the player moving the mouse into the Interest Group tooltip
    • Fixed diplomatic action influence cost to accurately display base cost when looking at a potential action, and actual cost when looking at an action with full target data
    • Removed superfluous "Yes" statement from tooltips describing "boolean" modifiers, replaced with a symbol corresponding with if the modifier type is considered Good, Neutral, or Bad
    • Added State Traits to the State tooltip
    • Fixed long overlapping texts to not overlap anymore in the Trade States Diplomatic Action popup
    • Sound effect improvements to some parts of the UI
    • On-Map Notifications can now play sounds and use alternate GUI widgets when displayed
    • Tweaks to the map modes on the specific country details panels diplomacy tab
    • Show the influence maintenance cost of Diplomatic Actions more directly in the interface
    • Improved tooltip formatting for Diplomatic Actions
    • Added your Overlord to the Diplomacy panel Overview tab if you are a Subject
    • Show the Religion icon in the Religion tooltip
    • Show the current direction (up/down) of your Relations in Country tooltip
    • It is now possible to unpin Diplomatic Plays from the Outliner
    • It is now possible to unpin Political Movements from the Outliner
    • Split construction panel from the building panel, now it's opened by clicking on the construction button on the topbar and arrow from the buildings panel
    • Set a minimum size on scrollbar handles so they do not get tiny in large lists such as the Census Data
    • Added a game concept for "Busy" Characters to explain what it means
    • Updated the religion colors for Catholicism, Orthodox and Hinduism to better work with the new religion mapmode
    • Improved the responsiveness of the scrollarea for the game objectives on the new game screen
    • Added a Subject Types Visualization table to better visualize how Subject Types work on the Diplomacy panel
    • Show a country's Subject Type in its tooltip
    • Expose the Ranking Number for the stats on the Country details panel
    • Removed misleading Total Occupation number in the Occupation breakdown tooltip for Battles
    • Hid axis labels on trend charts if there is no trend data

    Performance


    • Complete rewrite of the modifier system to improve performance
    • Improved performance of several tick tasks
    • Minimized unnecessary counter updates
    • Improved the performance of AI's journal entry interactions by reducing extraneous trigger checks
    • Reduced memory consumption by Coat of Arms flag definitions
    • Optimized the calculation of the current flag definition for each country
    • Optimized the frequency of Coat of Arms updates which led to less total execution time
    • Optimized scripts for some flag definitions
    • Reworked the outliner system to improve performance
    • On-Map Notifications no longer spawn when off-screen

    Modding


    • Enabled scripted_widget support for Victoria 3 (usage pattern same as in Crusader Kings III)
    • AI will now consider taking actions defined in a scripted_gui based on its ai_is_valid (trigger) / ai_chance (1-100) / ai_frequency (months) parameters
    • Diplomatic Pacts can now contain an actor_modifier and/or target_modifier that is applied to the country while pact is active
    • The conditions under which a country may impose laws on another are now entirely moddable, including making special rules for each specific law
    • Diplomatic Pacts can declare one or several auto_support_type diplomatic play types. It forces the initiator of the pact to join any diplomatic play of the auto_support_type that the target initiates.
    • Individual Professions can now be blocked from Internal or Mass Migration based on state modifiers (see Serfdom and Land Reform laws for examples)
    • Added new modifiers country_bolster/suppression_cost_mult to the cost of Interest Group bolstering and suppressing
    • Split the create_truce effect into create_bidirectional_truce and create_unidirectional_truce
    • end_truce effect no longer takes a months parameter
    • Added new modifier country_leader_has_law_enactment_success_mult that increases the enactment success for laws the power bloc leader already has
    • Added new trigger for power_bloc_rank
    • Added scripted rules for unlocking power bloc principle slots
    • Added new add_cohesion and set_cohesion console commands
    • Added add_progress and set_progress effects for scripted progress bars
    • Added modifier power_bloc_allow_foreign_invest_lower_rank to allow foreign investment in lower ranked members
    • Added new trigger play_participant_has_war_goal_of_type_against
    • Added new trigger play_side_has_war_goal_of_type_against
    • Added new trigger war_participant_has_war_goal_of_type_against
    • Added new trigger war_side_has_war_goal_of_type_against
    • Added country_disable_privatization_bool, country_force_privatization_bool, and country_disable_nationalization_bool modifiers to regulate privatization
    • Production Method property replacement_if_valid lets you replace a PM under given circumstances
    • Added country_nationalization_cost_non_members_mult modifier that modifies the penalty for nationalizing buildings owned by foreign countries.
    • Added country_legitimacy_min_add that set a lower limit on a governments legitimacy level
    • Added political_movement_preserve_support_mult, political_movement_enact_support_mult and political_movement_restore_support_mult that multiplies the support of political movement by type
    • economic_dependence compare trigger for determining a country's economic dependence on another
    • Added new modifiers on country and country pact scope for adding leverage generation
    • Added new modifier power_bloc_leverage_generation_mult for leverage generation
    • Added new modifier power_bloc_mandate_progress_mult for mandate progress
    • Added power_bloc_disallow_war_bool modifier to prevent wars within Power Blocs
    • Added power_bloc_income_transfer_to_leader_factor modifier to make non-leader members of a power bloc pay a portion of their income to the power bloc leader
    • Added power_bloc_allow_wider_migration_area_bool modifier which allows economic migration within a power bloc even without a unique shared market
    • Added fraction_of_levels_owned_by_country and levels_owned_by_country building ownership compare trigger
    • Added country_innovation compare trigger
    • Added gdp_per_capita_ranking and sol_ranking triggers
    • Added a scripted_bar_progress trigger that checks the progress
    • Removed deprecated error_check trigger and replaced it with explicit visible triggers, where applicable
    • New modifier state_migration_quota_mult allows for fine-tuning how much migration a state permits
    • Added trigger can_break_diplomatic_pact
    • Added trigger can_send_diplomatic_action
    • Added trigger can_create_diplomatic_pact
    • Added trigger would_accept_diplomatic_action
    • Added a country_overlord_income_transfer_mult modifier type to modify the amount of money a subject has to pay their overlord each week
    • Added an income_transfer compare trigger for diplomatic pact scopes
    • enactment_chance_for_law complex compare trigger added to measure the chance a country would currently have to enact a certain law type
    • New modifier country_port_connection_cost_mult, modifying the convoy cost of port connections
    • New modifiers tariff_import/export_outside_power_bloc_mult, modifying countries' tariffs with non-power bloc members
    • New modifiers country_join_power_bloc_member_in_(defensive_)plays_bool
    • New modifier power_bloc_leader_can_add_wargoal_bool, lets the leader of a Power Bloc add a free wargoal in any play where a bloc member is a primary participant without issuing an Offer for Support
    • Added new modifier country_subject_income_transfer_heathen_mult that changes how much income subjects that don't follow the same state religion as the overlord pay
    • Added new modifier power_bloc_religion_trade_route_competitiveness_mult for trade routes targeting countries with the same state religion as the power bloc leader
    • Added new triggers for checking ownership type fractions in a building: private_ownership_fraction, country_ownership_fraction, self_ownership_fraction
    • Implemented Liberty Desire levels with modifiers that propagate to country
    • create_building effect can now specify ownership assignments
    • Added remove_principle effect for power blocs
    • Added free_principle_slots compare trigger for power blocs
    • Added modifier allow_trade_routes_without_interest_bool modifier, which allows a country to establish trade routes even where they dont have interests
    • New effect disband_political_lobby
    • New scriptlist diplomatically_relevant_country
    • Added effect create_diplomatic_catalyst
    • Added effect create_political_lobby
    • Added trigger num_political_lobbies
    • Added type scope switch for lobbies/catalysts
    • Added new compare trigger potential_diplomatic_play_power_ratio
    • Convoy Contribution is now a country modifier (country_convoy_contribution_to_market_owner_add) that shares the country's convoys directly with the market owner, rather than tied specifically to subjects/overlords
    • Regime Change can now be executed from script using the regime_change effect
    • New modifier type country_leverage_generation_mult affecting how much Leverage a country generates as Power Bloc leader
    • New modifier type country_leverage_lobby_generation_mult affecting how much positively inclined lobbies in another country contribute to the Leverage they impose on them as Power Bloc leader
    • New modifier type country_pact_leverage_generation_mult affecting how much a pact influences the Leverage generated by the senior/initiator part in the pact on the junior/target part in the pact, when the senior is Power Bloc leader
    • Added a current_cohesion_percentage compare trigger for Power Bloc scopes
    • Added add_cohesion_percent and add_cohesion_number effects for Power Bloc scopes
    • New trigger can_trigger_event that can check e.g. if an event is on cooldown for a country in scope
    • New compare trigger liberty_desire_weekly_progress
    • Renamed remaining uses of Interest Group promotion to bolstering to be coherent with the current name
    • Added new trigger for used_principles_slots
    • Added new trigger total_used_principle_levels
    • Made sure all boolean modifier types have a _bool suffix
    • Added allow_trade_routes_without_interest_bool modifier, which allows a country to establish trade routes towards countries that lie outside the range of their interests
    • Added state_migration_quota_mult modifier that affects the amount of people that emigrate from or immigrate to a state
    • Added num_power_bloc_members compare trigger. Returns the number of member countries in the scoped power bloc
    • Added num_power_bloc_states compare trigger. Returns the total number of states of the scoped power bloc.
    • Added neighbors_power_bloc compare trigger. Returns true if the scoped country neighbors the specified power bloc. Note
    • Added neighbors_any_power_bloc compare trigger. Returns true if the scoped country neighbors any power bloc.
    • Added neighbors_member_of_same_power_bloc trigger. Returns true if the scoped country neighbors any other member of their own power bloc.
    • Added trigger is_member_of_lobby
    • Added trigger is_member_of_any_lobby"
    • New script list lobby_member
    • Added new trigger can_add_wargoal_against
    • New add_leverage effect added for power bloc scopes
    • New country_leverage_resistance_add modifier type
    • New progressiveness and law_progressiveness_difference compare triggers added, to compare the progressiveness of a law type or the difference in progressiveness between two law types
    • Added country_law_enactment_imposition_success_add and country_cannot_be_target_for_law_imposition_bool modifier types
    • Added cancel_imposition effect to cancel the imposition status of a country's law
    • Adds imposed_law and imposer_of_law links to be used in country scope
    • country_cannot_cancel_law_enactment_bool modifier type added to prevent a country from manually canceling enactment of laws
    • journal_entry_age compare trigger added for measuring the duration since the Journal Entry was activated
    • Added tenure_in_current_power_bloc_days/weeks/months/years compare triggers for Country scopes
    • New compare triggers power_bloc_share_prestige and power_bloc_share_power_projection in Power Bloc scope
    • New compare triggers power_bloc_worst_liberty_desire, power_bloc_worst_infamy, power_bloc_worst_leader_relations in Power Bloc scope
    • New trigger is_forced_to_join_plays
    • Added console command fastlobbies to make lobbies bypass its chance to spawn, letting them always spawn if possible
    • New console command Logging.GameStateGenerators can be used to display a list of gamestate init functions in the order they are executed, to troubleshoot initialization issues
    • Added new rank based power bloc invite acceptance modifiers power_bloc_invite_acceptance_{rank}_add (need to be accessed in script)
    • Added new country_leverage_resistance_per_population_add modifier that scales with population size
    • Added new country_leverage_resistance_mult modifier
    • Added new market_number_goods_shortage that gives how many goods in a market have a shortage
    • Added new power_bloc_worst_leader_religion_population_fraction which returns the lowest fraction of population that follows the religion of the bloc leader
    • Added new power_bloc_worst_economic_dependence which returns the lowest economic dependence on the leader among the bloc's members
    • Added new power_bloc_share_gdp trigger which returns the share of the total GDP in a bloc a country has
    • Added new power_bloc_total_leading_goods_producer trigger which calculates a score for a power bloc based on how many goods its members are the leading producers of. The number 1 producer gives 3 points, number 2 gives 2 and number 3 gives 1
    • Added GetParticipantWithLowestEconomicDependenceOnLeader data function
    • Added GetParticipantWithLowestLeaderReligionPercentage data function
    • Added GetLeaderReligionPercentage data function to retrieve the percentage of the population in a country that follows the religion of the bloc leader

    Bugfixes


    • Wargoals targeting subjects not being contested now prevents overlord from dropping below 0 war support
    • Improved the stability of the multiplayer game by fixing several Out of Sync issues
    • Fixed a bug where an Interest Group could pick the Ruler or Heir of a monarchy to be their next leader, if they were a general
    • All straight apostrophes (') in city, state, hub name loc replaced with typographic/curly apostrophes () to address issue where tooltips broke or bloated error log
    • Fixed a bug where the 'Revoke Claim' wargoal could only be used once for each country against each enemy per play
    • Fixed a bug where battles that end inconclusively would display a placeholder text
    • Fixed a bug where the cost of reverse pacts was incorrect in the interface
    • Fixed a bug where reverse pacts could be activated several times and stacked.
    • Fixed a bug that would cause Bismarck to be available as a Landowner leader for every single country in the game
    • Fixed a bug where countries in a diplomatic play could simultaneously be on someone's side and undecided
    • Fixed a bug where it was possible to join diplomatic plays against power bloc members when you should not be able to
    • Reworked the way random events are fired, fixing an issue where certain events would almost never fire. As a result, it's now more common that several events fire simultaneously, this is not a bug.
    • Fixed a crash related to finding a combat unit type's primary culture
    • Fixed a bug that disallowed intra-country migration when inter-country migration was disallowed (i.e. people can now move from a state in a country to a different state in the same country even if the country has closed borders)
    • Fixed a crash that could happen when countries that are part of the same customs union would end up on opposite sides of a war
    • Officers no longer bear the burden of increased ratio of casualties due to rounding errors
    • B.Grimm company now has 10% infrastructure from population instead of 0.1
    • Fixed a bug when the main theme was not playing on startup
    • Fixed the country formation panel to show the correct status for split states
    • Updated conditions for granting and removing command from ruler to prevent strange situations
    • Artillery commander traits are now correctly applied to artillery units
    • Fixed a bug where the revolution map marker could spawn in an incorrect State, with an incorrect Interest Group icon
    • Fixed broken localization in naval invasion stalled tooltip
    • Fixed a bug when after colonizing a province with frontier colonization player could colonize states it didn't have access to
    • It's no longer possible to exceed (if only visually) the commander limit of formations by using the "move all" and "move half" buttons in the formation transfer UI
    • Diplomatic Victory achievement now properly requires the player be a Great Power
    • Fixed a bug that would cause some lens options / map interactions to not be updated when they should have, leading to the displayed information being out of date compared to the actual economic or geopolitical situation
    • Added missing info in the combat unit type tooltip about modifiers that units provide their formations with
    • Diplomatic Plays against your indirect subjects are now disallowed
    • Commanders who are on expeditions are now correctly blocked from doing most of their job as commander
    • While in a Diplomatic Play or at war you can no longer form or expand Colonial Administrations in order to prevent wargoals from being invalidated
    • Empresas Elctricas Asociadas Company now gives 5% infrastructure from population instead of 0.05
    • C.A. LA Electricidad de Caracas now gives 5 infrastructure per 100k pops instead of 0.05
    • Improved the performance of the Red Scare Journal Entry
    • Added horizontal scrollbars when elements goes off screen in the Census Data & Building Registry fullscreen windows
    • Revolution events and Coups can no longer spawn in communists and council republics before socialism has been researched
    • Should a Bonapartist, Orleanist, or Legitimist non-monarchical ruler die, they no longer automatically generate a same-dynasty heir
    • Nicholas I of Russia dying or abdicating before 1843 will no longer result in the generation of an heir with a negative age
    • Fixed error spam issue with Brazilian agitator clothing
    • Trade States will now be unavailable to select when no valid state options exist
    • Added missing Legitimacy label and value to country tooltip
    • Fixed an issue where dead Interest Group leaders could be targeted by the Kingmaker Caudillo event
    • Seek Royal Marriage can no longer target junior members of a personal union
    • The Positive Stage Journal Entry now requires you to either be Catholic or have state atheism enacted
    • Custom tooltip fixes "The country does not have the variable in question" in tooltip for Ban the Opium Trade button
    • Fixed a bug where the National Self-Defense event may refer to a Politically Unaligned IG
    • Horizontal Filing Cabinets Boost now uses the correct color for the modifier
    • Fragile Unity Journal Entry fail requirements corrected in text and tooltips
    • Fixed a lot of typos across the game
    • Fix bug where sorting countries by AI Attitude wasn't working
    • The Banana Republic achievement now requires the construction of fruit plantations specifically, not any plantations
    • Fixed two more ways in which it was possible to exceed the commander limit in a formation
    • Fixed null_obj appearing in notification for HRE formation
    • The Cholera event will now fire properly
    • Fragile Unity points being gained or lost will now fire the correct notifications
    • The Republic of San Marco will no longer throw errors
    • The agitator_legal_events.5 now displays their correct event image
    • Remaned Farm hub on land from Ecker to Strandgrd
    • The Opium Wars now invalidate if their target ceases to exist
    • Fixed a couple of typos in Czech cities
    • Fixed the birth date of Alexander II of Russia
    • Fixed an unlocalized modifier in the event "Obstruction in [state]"
    • Removed duplicate icons for Influence costs for certain Diplomatic Actions
    To those of you who have followed our changelogs for a while, you might be surprised at the relatively small size of this one. This is because most of the content in this update is brand new and far reaching, and due to that many of the additions and changes we've made would not make a lot of sense if spelled out on their own. It is safe to say that Update 1.7 "Kahwah" is massive and will introduce a whole new dimension to your Victoria 3 experience, and once you get your hands on it you will see what I mean! In the meantime, I will be happy to answer any of your questions in the official comments section[a]. Next week Martin "Wiz" Anward will return to say a few words about his take on Sphere of Influence post-launch, and I hope you join us again then! Please pop in and say hi on Discord, and let us know what you think of Update 1.7 "Kahwah" and Sphere of Influence!


    [ 2024-06-20 14:01:12 CET ] [ Original post ]

    Dev Diary #122 - Sphere of Influence/Update 1.7 Changelog Part 1


    Happy Thursday! Today I'm very pleased to announce the changelog for Update 1.7, appropriately codenamed "Kahwah" after the delicious saffron, cinnamon, and cardamom infused tea from Central Asia. In addition to the changelog you will get a rundown of the major features of the Sphere of Influence expansion most of these features were developed for, but for full details you should read the previous dev diaries on that subject. Before we get into the changelog I want to also draw your attention to the Known Issues list for Update 1.7. Most of these bugs will be addressed in upcoming hotfixes releasing shortly after the update. As usual, save games made on any 1.7.x version will be compatible with subsequent hotfixes, but save games from 1.6 or before will not be compatible with 1.7 due to the large number of changes.
    Update 1.7 "Kahwah", as well as Sphere of Influence, will be released on Monday June 24th around 18:00 CEST. Those of you who own either the Grand Edition of Victoria 3 or our first Expansion Pass will just have to update the game to get your hands on Sphere of Influence and start extending your tentacles around the globe. If you do not yet own it, it can be pre-ordered either standalone or as part of the Expansion Pass. Let's get into it!

    Features of Sphere of Influence


    Power Blocs


    • As a Great Power or a powerful Major Power, you can form your own Power Bloc centered around one of five central Identity pillars: Trade League, Sovereign Empire, Military Treaty, Ideological Union, or Religious Convocation.
    • Each of these provide different opportunities and benefits to its leader with respect to its member countries, and can be developed further with up to 4 of 20 different Principle groups, resulting in over twenty thousand different combinations affecting your strategy for global domination!
    • As a Power Bloc leader you can expand your global reach by extending your Leverage over other countries where you have declared an Interest. A large number of factors that can cause you to gain (or lose) Leverage over a country, such as maintaining Diplomatic Pacts, maintaining favorable Lobbies, helping them in their wars, being accepting or discriminatory against their cultures, or making them economically dependent on you through foreign expansion or trade.
    • Power Blocs can be expanded peacefully through diplomatic invitation into your Bloc or, if the invite fizzles, through a Diplomatic Demand the country may or may not yield to without an armed conflict.
    • The leader of a Power Bloc must maintain its Cohesion by enforcing its shared values across the bloc. Failure to properly manage Cohesion across your bloc may result in internal strife.
    • All members of Power Blocs may construct expensive statues to represent its glory, providing a number of benefits to the state it's built in. The leader of a Power Bloc can customize both the appearance of the statue, the Power Bloc emblem, and its name to better represent its ideas and visions for its bright global future.
    • Available with Update 1.7: the Trade League Identity and its two Primary Principle groups, Internal and External Trade, are available even without Sphere of Influence and replaces the Customs Union diplomatic pact by enforcing a shared market across the Power Bloc.
    • Available with Update 1.7: it is also possible to play as Great Britain, Russia, or the Ottoman Empire who starts with the Sovereign Empire Identity, permitting them to subjugate weaker Power Bloc members, or as Austria whose Power Bloc Identity of Ideological Union permits them to Enforce Regime Change in countries that start flirting with the concept of Republicanism and suffrage. Players without Sphere of Influence may also play a member of the Zollverein, an established Trade League at game start.
    • To read much more about Power Blocs, see dev diaries here and here.

    Foreign Investment


    • With the Foreign Investment Rights or Mutual Foreign Investment Pacts, countries can gain the ability to directly build up another country's resource or manufacturing industries, or offer these rights to another country if they're incapable of rapid industrialization on their own. This right extends to both countries and its investor class, who may use their Investment Pool to construct private industry abroad and gain access to new resources, cheap(er) labor, or both.
    • With the Foreign Investment Power Bloc Principles, these rights can also be extended across an entire Power Bloc by default without the need to establish and maintain potentially fragile pacts. With Power Bloc Leverage being informed in part by economic dependence, this can become a great way to maintain control over your Power Bloc members during the extent of the long Victorian century.
    • Available with Update 1.7: Ownership is represented by two new buildings, Manor Houses (housing the Aristocracy) and Financial Sectors (housing Capitalists), who can own buildings outside their own states or even their country. These buildings extract the profits produced by building levels they own, leading to much greater variance between productive states and wealthy states.
    • Available with Update 1.7: In addition to private ownership through Manor Houses and Financial Sectors, Cooperative Ownership is also possible through the right economic system laws. Cooperative Ownership gives pops working their buildings the fruit of their own labor.
    • Available with Update 1.7: State-owned enterprises are also possible, which yield dividends directly to state coffers (or drain them, if unprofitable). Under most economic systems, buildings constructed by the state are put up for sale when completed, making them available for acquisition by private interests (or even other countries, if Foreign Investment Rights are in play). Under others, it's possible for the state to nationalize industries, with or without compensation to its owners - with sometimes grave repercussions, domestic or international.
    • Available with Update 1.7: Overlords are always able to construct industries in their Subjects, even without Pacts or Power Blocs enabling it.
    • With the Sphere of Influence expansion, it is also possible to nationalize all your country's foreign-owned industries with a Diplomatic Demand - but be prepared to defend your economic self-determination!
    • To read more about Foreign Investment and the Building Ownership overhaul, see the dev diary here.

    Lobbies, Catalysts, and Opportunities


    • A Lobby consists of one or more Interest Groups in a country that have a stance on another country in the world. This stance can either be positive, where they wish to form closer relations or imitate its laws and reforms, or negative where the emphasis lies on distancing yourself, forming rivalries, or even crushing them in armed conflict.
    • Lobbies have a chance to form in response to a Diplomatic Catalyst, which can trigger for a variety of reasons such as establishing or breaking a Pact, choosing a particular event option, having a revolution, joining or being kicked out of a Power Bloc, inviting or exiling an Agitator, and so on. Whenever something happens as a result of a Catalyst, such as a lobby forming or an AI strategy changing, you will be told exactly the reason why it happened.
    • Lobbies will benefit or hinder you in a number of ways, such as increasing a country's AI Acceptance for Diplomatic Pacts due to your close ties, or increasing your War Support when fighting a hated foe. The impact your Lobby has relates directly to its Interest Group membership's Clout, so you have a vested interest in supporting those groups that align with your own foreign policy and opposing those who support your geopolitical enemies.
    • Adhering to your Lobbies' wishes will increase their Appeasement, which is another source of Interest Group Approval and leads to political stability at home. Opposing them will of course do the opposite, so think carefully if you can afford to break that pact they like!
    • With the Sphere of Influence expansion, Lobbies will occasionally grant opportunities or make demands. These are Journal Entries that incentivize you to go after specific foreign policy goals, or which you ignore at your peril!
    • Also with the Sphere of Influence expansion, you have access to a new Diplomatic Action that lets you fund lobbies in other countries by bribing providing much-deserved financial support to the country's elite, increasing the chance that lobbies favoring you (or lobbies that oppose your enemies) will emerge there. If a suitable lobby already exists, the financial support you provide will increase its power and improve the Leverage you gain there.
    • Subjugated countries can also be home to two other types of Lobbies - those for or against the country's Overlord, supporting integration or independence respectively. Nurturing or suppressing these Lobbies can provide the necessary political impact you need to nudge Liberty Desire in the direction you want and inform one of four new AI Strategies for subject countries.
    • Read more about Lobbies in the dev diary found here. More on Catalysts can be found here.

    Subject Interactions


    • Sphere of Influence comes with a number of brand-new ways you can interact with your Subjects, or if you are a subject, ways you can engage with your Overlord. Several new categories of Diplomatic Actions have been added which apply only to countries with special relationships: Overlord/Subject, Subject/Overlord, Power Bloc Leader/Member, and Power Bloc Member/Member.
    • For example, an Overlord can use actions on their Subject to increase or reduce the weekly payments they must submit, distribute conquered territory between their subjects, share their technological knowledge with them, permit them to control their own market, and more!
    • Similarly, Subjects can petition their Overlord to grant them relief in various ways. This often costs them Liberty Desire, a new metric in Update 1.7 that tracks how much the country's elite is in favor of independence. Like Leverage, this metric is informed by a variety of factors, such as Opinion - but also by many Pacts maintained between the countries, their Economic Dependence on the Overlord, relative Prestige, and so on. If a Subject's Liberty Desire gets very high they will start generating more Radicals, prompting them to request increased autonomy from their Overlord; if not granted, it could well result in a Diplomatic Demand for full independence instead. On the other hand, a Subject with very low Liberty Desire can be persuaded to have their autonomy reduced, potentially leading them down the road to full annexation if they aren't careful.
    • With the Sphere of Influence expansion, in addition to the many new Diplomatic Actions, it is also possible to support a Subject's independence, causing their Liberty Desire to increase and automatically including you as a supporter in any Diplomatic Play for Independence they launch. Subjects may even support each other, and will rebel as a group if a war for independence is imminent! On the flip side you can also Guarantee Independence for a country that is not yet subjugated, ensuring none of your rival Great Powers can make such a demand unquestioned!
    • To read more about Subject Interactions and Liberty Desire, go here.

    The Great Game


    • Throughout the nineteenth century, Russia and Britain competed with one another for influence in Asia. This period of rivalry was known colloquially as the Great Game, beginning in the Caucasus and Central Asia, and expanding over time to include struggles for influence in areas as far away as Korea and China. In Sphere of Influence you can play out this crucial "cold war" between these two dominant but very different Great Powers from several perspectives: Russia, Britain, Persia, or one of three countries - Kabul, Herat, and Kandahar - that will form the country of Afghanistan during the era.
    • The Great Game can be experienced by playing one of the six countries in question in any regular game, or through the new Great Game objective which provides a quickstart into all the new features of Sphere of Influence. You will naturally also experience the conflict from the sidelines while playing as any country in the world, and can get involved to help or hinder any of its participants. Many regions adjacent to the Great Game also have their own unique narrative content relating to it, such as the Caucasian War, the Donghak Rebellion in Joseon/Korea, and the expedition to Tibet.
    • The Great Game is designed to make full use of all new features in Sphere of Influence, and you can be sure that your skills in maintaining your Power Bloc, expanding your Leverage, supporting your foreign Lobbies, expanding your economic reach through Foreign Investments, and interacting with your Subjects will be tested in the process!
    • To increase the historical accuracy of the Great Game, the map of Central Asia has been greatly improved, with several new countries and cultures added as well as regional Interest Groups, twelve new Companies, and more.
    • To read much more about the experience of playing as one of the Great Powers in the conflict, see the dev diary here. Even more details on what might be in store if you play as a Central Asian nation is available here.
    There are also a wealth of new art features available with the Sphere of Influence expansion:
    • 'Great Empires' papermap theme
    • New main menu
    • 2 new loading screens
    • 10 new event illustrations
    • Late-game European military uniform character outfit as well as late-game female military outfits
    • Added Necklaces, Capes, and Sashes for different Power Bloc identities, to be worn by Heads-of-States in those Power Blocs
    • Persian military outfits, Landowner clothes, and royal character outfit and jewelry
    • Cossack and Cuirass character outfit
    • Greatcoat character outfit for some characters to wear during winter
    • Zulu character outfits
    • Cigars and Smoking Pipes
    • Distinct appearances for many British historical figures, such as Joseph Chamberlain, John Maynard Keynes, Provo Wallis, David Lloyd George, Douglas Haig, Arthur Balfour, Friedrich Engels, Lord Palmerston, and Rotha Lintorn-Orman
    • Distinct appearance and new character assets for Empress Myeongseong, Klemens von Metternich, George Curzon, Reza Shah Pahlavi, Naser al-Din Shah Qajar, Amir Kabir, Sattar Khan, and Abdul Hamid II
    • Distinct appearances for certain Interest Group leaders
    • Updated appearance for Tsar Alexander III
    • Sphere of Influence Coin 3D asset for papermap object
    • Cutty Sark Trading Ship 3D vehicle for Trade Leagues
    • Royal Carriage 3D vehicle for Sovereign Empires
    • Hot Air Balloon 3D frontline asset for Military Treaties
    • Rolls Royce Silver Ghost 3D vehicle for Ideological Unions
    • Ornate Carriage 3D vehicle for Religious Convocations
    • Voice of the People, with Sphere of Influence: Added a late game uniform for France
    • Voice of the People, etc.: Updated the Divided Monarchist journal entry and several other complex journal entries to use the new progressbar system
    • Colossus of the South: Implemented an additional South American clothing set
    To read (and view!) even more about the Art of Sphere of Influence, go here.

    Achievements


    To accompany all the new features and content added in Sphere of Influence, we have added fifteen new achievements to the game:
    • Durran Durran: As Herat, form Afghanistan, own all the historical states of the old Durrani Empire, and do not be a member of any power bloc led by any other country.
    • Hyperpeace: As any country, have both Finland and Korea in your power bloc.
    • Bootlicker: As a subject, have the pro-overlord lobby at max appeasement.
    • I'm the Captain Now: Look at me. As a member of a power bloc, win the struggle for power bloc leadership.
    • The New Order: Have a fully decked out power bloc.
    • Great Game no re: Complete the Great Game Objective.
    • Honor and Life: As Circassia, complete the Honor Before Life journal entry.
    • Iranzamin: As Persia, complete the Eastern Frontier Journal Entry, and have a literacy rating of 80%
    • For Twelve Years You Have Been Asking: Privatize all buildings and prevent them from being state or worker-owned for 12 whole years.
    • Can't Touch This: As a country with at least 10% of your GDP owned by a foreign power, nationalize all buildings and prevent them from being privatized for 12 whole years.
    • Standard Oil: Own at least 30 levels of oil rigs in foreign countries.
    • Diplomatic Victory: As a Great Power, have a pro-country lobby for your country in every other Great Power.
    • Hermit Kingdom: As Korea, act on the Donghak movement's petitions.
    • Cult of Reason: Pass the State Atheism Law and be the leader of an ideological power bloc with at least 10 members.
    • Declaration of Independence: Starting as a subject nation, break free from your overlord.
    Of course, no set of achievements is complete without a series of wonderful, and in some cases disturbing, icons to go along with them.














    Changelog


    The following changes have been made to the game compared to 1.6.2:

    Improvements


    • Removed the Directly Controlled Investment Game Rule from the game, as it is incompatible with the new Building Ownership Rework/Foreign Investment mechanics
    • Added fifteen new events that fire as a result of having an active, non-revolutionary political movement
    • Added a universal Journal Entry for unrecognized countries permitting them to peacefully achieve recognition over time, and a diplomatic action to speed it up
    • Removed the Force Recognition wargoal and diplomatic play, as it has been replaced by the new Journal Entry
    • Added an Afghan Reunification journal entry for Afghan contenders
    • Added scripted Journal Entry progress bars, allowing Journal Entries to track more than one progression value and display them on separate progress bars that can be visualized in a number of different ways
    • Overlord can now join a revolutionary country against their subject
    • Reworked the map of Persia, Central Asia, and Afghanistan, with new state regions, countries, and cultures
    • Truces can now be unidirectional (preventing a country from attacking another without restricting the target country in a similar way) as well as bidirectional
    • Investors now have a chance of finding resources in countries they invest into, even if that country doesn't have technology to do so on their own
    • Removed Ownership PMs from most buildings, since the new ownership model introduced in 1.7 is used where applicable instead
    • A huge number of Diplomatic Catalysts have been added to facilitate Lobby creation, AI Strategies and "memory", cooldowns, and other functions
    • Added Grant and Take State Overlord Actions
    • China, Korea, and Vietnam now all start as Confucian nations. Starting laws and pops have been updated to reflect this.
    • Serfdom law now blocks both Internal and Mass Migration for Peasants
    • Land Reform law now blocks Internal Migration for Peasants (but does not impact Mass Migration)
    • Reworked Russian state regions and populations
    • China, Korea, and Vietnam now all start as Confucian nations. Starting laws and pops have been updated to reflect this.
    • Declining a call to arms will now break off any alliance, defensive pact or guarantee you have against the country calling you in
    • Society techs now give more maneuvers for plays with each era
    • It is now possible for countries that join a play due to a call to arms to add a war goal themselves, so long as that war goal would cost 25 maneuvers or less to add under normal circumstances (does not actually cost maneuvers for the primary participant)
    • Added decaying modifiers that massively nationalization cost & radicals generation from nationalization in newly conquered/liberated states. Recently conquered states also suffer decaying penalties to tax collection, pop political strength and conscription rate.
    • Added new diplomatic action Guarantee Independence which functions like a one-sided defensive pact that doesn't require approval
    • It is now only possible to impose laws on Puppet, Dominion, Vassal, and Personal Union subjects (Protectorates and Tributaries are too independent) unless you're in a Power Bloc that permits it
    • The 'Cut Down to Size' wargoal now also removes all wargoals held by the target in other diplomatic plays/wars (but keeps any wargoals targeting them in those plays/wars)
    • Demands for imposing a Law on another country are now handled with events and a journal entry, similar to Interest Group Petitions. Notifications are triggered when the other country takes action.
    • It is now possible to make Diplomatic Demands even though you're already in a Diplomatic Play (or at war), as long as it's not against a country you're already targeting or a country on the same side as you in another Play / war. You also cannot make additional Diplomatic Demands while already dealing with a Diplomatic Play you initiated until that Play has escalated into war.
    • Added Karelian, Mari, Buryat, Bashkir, Chechen, Mordvin, Chuvash, and Udmurt cultures
    • Added numerous new releasables to Russia
    • Added 6 new companies
    • Commercialized agriculture law now makes Financial Districts more likely to invest in agriculture, ranching and plantations
    • The Homesteading law now makes agriculture buildings convert themselves to 50% self-ownership over time
    • Expanded the Monuments Effect game rule to include Power Bloc Statues
    • Buildings with several unstaffed levels and that are at least 50% privately owned will now autonomously reduce their privately owned levels if they fail to hire for an extended period of time
    • Economy of Scale now scales against the
    • employed
    • levels of a building, so empty building levels no longer grant throughput bonuses. Additionally, Economy of Scale now starts granting bonuses immediately at level 1, so a half-employed level 1 building will get +0.5% throughput, for example.
    • Added a Seminole Wars Journal Entry to USA, present at game start
    • Added a 'Give State' diplomatic action
    • Added diplomatic actions for increasing and decreasing autonomy in subjects
    • You can now impose a Law on another country even if they are currently trying to enact something else (they have an option to cancel the current law or defer enacting it until later) or do not have any support for this law (you will now see their chances before issuing the demand)
    • Changed the time to respond on Diplomatic Proposals from 14 days to 30 days, the AI will still respond in the same amount of time
    • A country can now only ever have one diplomatic proposal pending towards a given country
    • Changed the required tech unlock for Steam Powered Fishing and Whaling Production Methods to Gantry Cranes instead of Ironclads, allowing a smoother distinction between civil and military usage of steam powered ships (thanks to "WOWZA 'Mr. Rework' Scrooge" for the suggestion!)
    • Increase Autonomy and Independence Diplomatic Plays now have Liberty Desire requirements
    • Added an event referring to the Australian Emu War
    • Added new Russian Republic and Russian Soviet Republic names to Russia
    • Reworked the way we display pact influence costs to be more consistent and to always have breakdown tooltips
    • Implemented more characters for Central Asia, East Asia, Britain, and Africa
    • Added the Yat'siminoli, Salish, and Pannakwati to North America
    • Added the Wati and Mirning peoples to Australia
    • There is now a 1 year cooldown between attempts to impose a Law on another country if they outright reject your demand. Otherwise you will have to wait until they enact (or reject) the law you previously imposed on them.
    • Servicemen now gain Officer qualifications faster while deployed in active wars
    • Added additional state traits to Russia
    • Added historical interest group leaders to Australian colonies
    • Added starting pro- and anti-country lobbies to various nations in 1836
    • Added silk as a potential resource in Lebanon, and a starting silk plantation to model the historical Lebanese silk industry
    • Added the Mount Lebanon state trait to Lebanon, increasing the state's silk throughput
    • Forming the Free States of America now requires you to have abolished slavery
    • Made the South Bessarabian retrocession borders more historically accurate.
    • Updated migration concepts for clarity
    • Henry Temple is now referred to as Henry Palmerston
    • Added a historical ruler for Indian Territory at game start
    • Adjusted Tasmanian population to reflect the historical situation
    • The Baltic strategic region has been renamed to Scandinavia, due to Finland becoming its own region

    AI


    • Major work done on the economic AI, both to allow it to use the new features in 1.7/Sphere of Influence and improve its overall ability to grow its economy
    • The AI now always has a concrete reason for changing its Strategic Desire (and Attitude) towards another country, based on the new system of Diplomatic Catalysts. For example, increasing relations with a country may result in the adoption of a more friendly attitude, while breaking a pact or triggering a diplomatic incident can result in the reverse. This is now shown to the player in a notification when a country changes their attitude, and you can tooltip the attitude of an AI country to see what caused them to adopt that attitude.
    • The AI is now much less willing to accept reverse-sways if it has an overwhelming advantage in a play, even if there are undecided participants who can potentially be a challenge for them
    • The AI is now much less willing to accept reverse-sways that involve giving something up (subjects, states etc) if they don't stand to lose much from the enemy wargoals
    • Most Diplomatic Demands now have an upper bound on AI acceptance, ensuring a small-to-moderate chance you won't get your way
    • The AI is now willing to take on more infamy later in the game
    • The AI is now generally more keen to add war goals rather than wasting maneuvers, so long as they don't take on excessive amounts of infamy
    • AI subject countries will now have a chance of accepting a Diplomatic Demand for full annexation when their Liberty Desire level is at Loyal
    • USA will now want to take Colorado from Mexico
    • Acceptance scores for Annexation and Loyal Subject have both been decreased in impact
    • Call Ally now grants a +25 AI acceptance bonus when used as a sway
    • Subjects now have access to four new AI strategies to placate or break free from their overlord
    • Overlords now consider Obligations owed to them by Subjects more important for purpose of AI diplomatic acceptance score calculations
    • Fixed an issue that would make the US not care about Kansas when manifesting their destiny
    Continued in Part 2!


    [ 2024-06-20 14:01:07 CET ] [ Original post ]

    Dev Diary #121 - Maps Maps Maps


    Greetings fellow map-starers! I am Lufthansi, one of the narrative designers on Victoria 3, and Im here to talk about the upcoming map and pop setup changes for Sphere of Influence. Since theres quite a few of them, lets just jump straight into it.

    Persia and Central Asia


    The lands of Iran and Turan have gotten a much needed facelift for the upcoming expansion. Say goodbye to the conspicuously modern-looking looking Afghanistan (bar Wakhan dongle) of 1.6, and say hello to your new best friends in the region: the emirates of Kabul, Kandahar, and Herat. These three Pashtun realms will be the main contenders for the struggle to unify Afghanistan under one banner, though the Uzbek khanates of Maimana and Kunduz might give them a run for their money.
    To their immediate south, the Khanate of Kalats influence in the region has grown considerably, with an enlarged Makran now starting as a Kalati vassal, standing in for the plethora of local Baluchi tribes that owed the Kalati Khans their allegiance. Further east, the Sikh Empires borders have been redrawn to better reflect the situation in 1836 and the Nawabate of Bahawalpur has been established on the left bank of the Sutlej river. In the Eastern Hindu Kush, Chitral emerges as a new power, representing both itself and dozens of smaller statelets and tribes such as Hunza and the yet-Islamised Kafiristan. In Central Asia proper, borders have been polished and shifted around slightly, with the most notable addition being the establishment of a decentralised Turkmen area, representing various Turkmen tribes outside Khivan control, chief among them the Tekke. Persia has seen its starting territories further reduced, losing control of more of its coastline to Arab and Baluchi rulers and having to contend with a new vassal: the influential Sheikhdom of Muhammara, conveniently parked right on top of the countrys major oil reserves. (Surely nothing bad will ever come of this). Oh, and Persia is now blue (dabadee dabadi).
    In terms of state regions, theres quite a few new ones, and we have tried our very best to toe the line between what is historically appropriate and what is recognizable to the modern eye. The state regions represent a mixture of historical provinces, borders, and cultural areas, so while the initial setup might look alien to some, to all you Durand line fans out there, I say: fear not, there is still a way.
    The old pop setup of Persia and Central Asia included many oddities, like the vast majority of Persian Jews and Armenians being slaves for some reason. This has now been rectified, and pop numbers and cultures for the entire region has been reworked, working off a motley collection of primary and secondary sources of varying trustworthiness as well as a good pinch of creative licence. You will also find three new cultures added to the region: Luri, Mazanderani, and Chitrali, each with their own accompanying country/releasable.

    The Russian Empire


    Another big change this patch will come in the form of a map rework to the Russian Empire and its surroundings. A whole lot of new states have been added to the game, and even more remoulded to better reflect the international, cultural, and administrative divisions of the time.
    Accompanying this state rework is another pop setup change. Primarily based on downscaled and modified data from the 1897 census, it adds a number of new cultures to the game, such as the Mordvins, Bashkirs, Chuvash, Udmurts, and the Buryat.

    The Baltic Governorates under General-Governor Carl Magnus von der Pahlen will also make their debut in this patch. Starting as a German-cultured puppet under the Russian Empire, it is there to reflect the unique cultural and political situation of the three governorates of Estonia, Livonia, and Courland.

    Of course, no map rework is complete without a slew of new releasables to populate it. Im not going to list them all here, so feel free to look around and identify your own favourites!

    East Asia


    Sphere of Influence will also see the arrival of a much requested religion, namely Confucianism. Confucianism will start out as the state religion of China, Korea, and Vietnam, though they all retain large Buddhist minorities. (In Vietnams case with the Buddhists making up the majority of the population.) Due to a change in the countries law setup, China and Vietnam will both start out by tolerating their Buddhist subjects, whereas the Buddhist practitioners in Korea will be persecuted by the state, representing Koreas historical anti-Buddhist movement.

    America and Australia


    To all those still grieving the loss of Noongar some patches back, I bring good tidings: Noongar is back, and it brought some friends! Wati and Miring together help reduce Anglo control over the Outback, better reflecting the limited control settlers then enjoyed over the countrys interior.
    North America is also getting a bit busier, with the addition of the Seminoles of Florida (at long last), the Salish and Bannocks of the Western Plains, and the Athabaska of Alaska.
    The addition of the Seminole is also accompanied by a new starting Journal Entry for the United States, The Seminole Wars, detailing the grim conquest and eventual displacement of the Seminole peoples of Florida by the United States.

    Miscellaneous Changes


    Some other changes include the beautification of the Southern Bessarabian strip ceded as part of Romanias All for One Journal Entry, and the addition of more straits around the Tierra del Fuego to sort out some colonisation wonkiness, which would cause some individual island provinces to not be colonised by either Argentina or Chile.

    Well, thats all for now! I hope you are all as excited for Sphere of Influence as we are! See you all in the next developer diary where WHO WILL DO WHAT? Editor's Note: We left this because it's funny. But next week the WHAT our diary will be is the Changelog for 1.7 and Sphere of Influence, and the WHO is writing it is Mikael! With that, have a Happy Thursday all!


    [ 2024-06-13 14:01:06 CET ] [ Original post ]

    Dev Diary #120 - Modding Features in 1.7


    Hello. This is Victoria, and today I will be covering the new script features coming in 1.7. Our scripting language is the basis of all of the ingame content in Victoria 3. This means that every script functionality that we use in making game content is also usable by modders. As well as triggers and effects which interface with new features such as power blocs and building ownership, 1.7 and Sphere of Influence add several novel functionalities for modders. These include our new scripted progress bar system for journal entries.

    Scripted Progress Bars


    In 1.7, journal entries will have a new way to display data: scripted progress bars. Multiple progress bars can be added per journal entry, and progress bars can be shared between journal entries. Scripted progress bars can also be configured to automatically increment on weekly, monthly, and yearly ticks.
    Previously, all journal entries with progress bars have worked off of a goal system, where the journal entry is tied to a variable, and incrementing this variable causes the journal entry to progress. Pictured: When this journal entry is initialised, it gets the current amount of coffee buy orders in ones market, and multiplies it by 2.5. That multiplied value is the goal, and the current value is always equivalent to the current amount of coffee buy orders in the market.
    This previous system remains available, and all journal entries utilising it will stay functional. However, the scripted progress bar system permits for new and interesting use cases, such as better support for incrementing progress based on various conditions. Each scripted progress bar has certain conditions which can change its progress on a weekly, monthly, or yearly basis, and can be changed by means of scripted effect, using the new add_progress and set_bar_progress effects.
    Pictured: The add_progress effect. This is used in a journal entry scope.
    Scripted progress bars also have loc support, allowing for printing whatever text one wants on them. Pictured: Think of these thoughts as limitless light; exposing closing circuitry of fright;
    Scripted progress bars are defined in the common/scripted_progress_bars folder, in files therein. Looking inside one of these files, one can see the structure of each progress bar in script.
    Going line by line, the first thing one sees is the ID of the progress bar. This is used in the journal entry that the progress bar is connected to. Note that progress bars can be connected to multiple journal entries at once.

    Next is the localisation for the progress bar. The desc is the text displayed on the bar itself, and the name is displayed in the tooltip when one mouses over the bar.
    Next is the skin the progressbar uses.
    This is the communism progress bar, and so it uses the colour red. This is what it looks like ingame.
    A complete list of available progress bar skins follows:
    • double_sided_gold
    • default_green
    • default_bad
    • default
    • double_sided_bad
    The double-sided progress bars have two text fields, allowing those who use them to put text on both the left and right of the progress bar. Pictured: The double_sided_bad progress bar skin, which uses the journal entry icon as the mid-point between its two sides. Switching the text was not WAD, but is WAD now.
    Going back to the internals of the progress bar script, one now sees the conditions scripted in the progress bar. These are what makes it trend in one direction or the other over the course of various increments. Pictured: If ones country has any incorporated state with over 10% of the population as radicals, every incorporated state in the country with over 10% radicals will contribute their radical count to the progress of the journal entry.
    For the purpose of this example, all that matters is the amount of radicals in ones country. In practice, a progress bar can have however many factors behind it as one wants, and all of them will be printed in a nice and orderly list.
    Lastly, there is the start_value, the min_value, and the max_value. These values define the bounds of the progress bar - its minimum bound, its maximum bound, and what value it will start with when the journal entry is initialised.
    The value of a progress bar can be retrieved, compared, and used in variable math with the scripted_bar_progress trigger in a journal entry scope.

    Miscellaneous Script Features


    Diplomatic Pact Modifiers


    Diplomatic pacts can now apply modifiers to both involved parties. These are controlled by the first_modifier and second_modifier fields in the diplomatic pacts scriptthe first_modifier applies to the initiator, and the second_modifier applies to the other country. For example, the Support Regime subject interaction gives the subject in question lowered radicalism, and less liberty desire, at the cost of some legitimacy for yourself.
    Here is how this script looks ingame. Pictured: I love the Regime.

    Diplomatic Interaction Types


    Diplomatic interactions now have types.
    The type of a diplomatic action determines from where it can be accessed. Current diplomatic action types are as follows:
    • general
    • subject
    • overlord
    • power_bloc_leader
    • power_bloc_member
    General diplomatic actions are available for any country, mostly encompassing actions like defence pacts, alliances, and other currently existing actions. Subject interactions are available for subjects of countries petitioning their overlord for something, overlord interactions are available for overlords demanding things of subjects, and power bloc leader/member interactions are much the same, albeit with power blocs rather than subject relationships. All of these diplomatic action types are scriptable, and can make use of the new diplomatic action modifier system to have a wide variety of different effects.

    New Script Support


    In addition to a selection of triggers, modifiers, and effects related to new features, several new and useful triggers for pre-existing game content have been added in 1.7. These include: Triggers:
    • country_innovation - compares against the total innovation produced by a country
    • gdp_per_capita_ranking - compares against a list of all countries GDP/c stats. Note that in this case, lower is better, as the top GDP/c ranking is 1.
    • sol_ranking - compares against a list of all countries Standard of Living stats.
    • income_transfer - compares against the income transferred by a diplomatic pact.
    • potential_diplomatic_play_power_ratio - compares against the expected power ratio in a diplomatic play between two countries.
    • can_add_wargoal_against - evaluates true if a country can add a wargoal against a specified country.
    • can_break_diplomatic_pact - evaluates true if a country can break a specified diplomatic pact with a specified country.
    • can_create_diplomatic_pact - evaluates true if a country can create a specified diplomatic pact with a specified country.
    • would_accept_diplomatic_action - evaluates true if a specified country would accept a request for a specified diplomatic pact.
    • progressiveness - compares against the progressiveness of a given law type.
    • law_progressiveness_difference - compares the progressiveness of two law types.
    • journal_entry_age - compares against the time since a journal entry was activated, in days.
    • enactment_chance_for_law - compares against the enactment chance for a law type, if it were to begin enactment immediately.
    • can_trigger_event - takes an event ID, returns true if the event is currently fulfilling its trigger conditions.
    • economic_dependence - compares against one countrys economic dependence on the another country.
    • gdp_ownership_ratio - compares against the percentage of one countrys economy that is owned by another country.
    Modifiers:
    • allow_trade_routes_without_interest_bool - Boolean modifier that, when set to true, enables a country to establish trade routes with countries that it does not have an interest in.
    • state_migration_quota_mult - increases or decreases the amount of people migrating to a given state.
    • country_overlord_income_transfer_mult - increases or decreases the amount of money that a subject pays to its overlord.
    • country_convoy_contribution_to_market_owner_add - increases or decreases the amount of convoys that a country contributes to its market.
    • country_cannot_cancel_law_enactment_bool - Boolean modifier that, when set to true, forbids a country from manually cancelling a law enactment.
    • country_port_connection_cost_mult - increases or decreases the convoy cost of port connections.
    • tariff_[import/export]_outside_power_bloc_mult - increases or decreases tariffs for non-power-bloc members goods.
    Effects:
    • regime_change - immediately forces a Regime Change wargoal against the specified country, using the current country scope as a template.
    To acquire a full list of triggers, effects, modifiers, and scopes, use the script_docs command in the console. This will export files full of useful documentation to your Documents/Paradox Interactive/Victoria 3/docs folder, or the equivalent on your computer. I will now hand things over to Mikael to cover the modifier rework and new scripted widget system. ---

    Modifier Rework


    In 1.7, the modifier_types database has been replaced with the new modifier_type_definitions database, and the modifiers database renamed to static_modifiers. Loc strings for modifier types will no longer have modifier_ appended to their beginnings. Modifiers have been a mainstay in Paradox grand strategy games for several generations and are an integral component of the Clausewitz game engine, but their implementation details and usage patterns sometimes differ from game to game. In Victoria 3, modifiers are used to run the entire socioeconomic simulation, and define everything from the throughput of buildings and how many units of coal are being produced, to how much Political Strength an aristocrat can wield and how quickly a starving farmer radicalises. They propagate from modifier sources, such as technologies or commander orders, through a tree of game objects (for example technology -> country -> state -> building, or commander order -> unit -> battle). When a modifier reaches its final destination, it still needs to be aware of its origin so we can explain in a tooltip that the reason your soldiers are currently fighting at 125% their base strength is because of a certain mix of commander orders & traits, the technologies you've researched, and the mobilisation options you've permitted. This system of tracking, propagating, and aggregating variables is very flexible both for programmers and designers, and has the very nice side effect of also being highly useful to modders. However, it is also very performance intensive; due to the web of interdependencies in the game object tree it needs to keep track of the validity of each modifier node and send a signal up the tree to refresh everything when it's no longer valid. For example, whenever you change a Production Method in a building, the entire economic state of your market needs to be refreshed, which could also have an effect on other objects interfacing with the economy (which, this being Victoria, is most objects in the game). The number of modifier nodes and invalidation events of those nodes has the biggest impact on the aggregate performance of the game, competing with number of pops for the prestigious #1 spot of "worst performance factor". Due to the increased demand on the simulation coming with 1.7/Sphere of Influence, we have had to do a major overhaul to the modifier system in the Clausewitz engine, specifically to improve performance by avoiding unnecessary work in modifier node recalculations. This rewrite comes at a cost. Whereas previously, new modifier types defined in the modifier_types database would propagate down the tree in accordance with the first part of the modifier type name (for example, country_ targets countries and will not propagate further; building_, when applied to f.ex. a technology, will propagate to the country, then its states, then all buildings in those states), new modifier types defined by modders in script (in the modifier_type_definitions database) will no longer have a designated target and will propagate everywhere. If you specify a new modifier type country_phlogiston_generation_add and apply it to a technology, it will not stop at countries that have that technology but will merrily copy itself down the whole tree, to states, buildings, interest groups, characters, etc - all game objects that could inherit modifiers from countries. While with some careful planning this might still permit your mod to work, it can cause both performance problems and confusing UX bugs, and in the worst scenario cause modifier duplication. We're currently working on a solution to this issue that will allow you to optionally turn on custom modifier type registration in your mod. This will allow custom modifier types to propagate according to the earlier rules. We hope it will be ready for release, if not it should appear in a hotfix afterwards. Watch the patch notes for news on this, and until then try not to include new modifier types in your modding endeavours.

    Scripted Widgets


    Finally, some of you will be pleased to know that we have ported over the scripted_widgets system introduced in Crusader Kings III to Victoria 3, allowing you to more easily add new UI elements to your mod without causing conflicts with other UI mods touching the same files. In addition, the AI will now evaluate whether it should be taking actions defined in the scripted_gui database dependent on its ai_is_valid trigger, the ai_frequency noted (in months), and the ai_chance (number between 1-100) defined for the scripted gui. We hope these features will allow your mods to interface even deeper with the rest of the game mechanics! --- And that is all. Thank you for reading. Next week, Hansi will cover the new map and culture changes coming in 1.7.


    [ 2024-06-06 14:01:44 CET ] [ Original post ]

    Dev Diary #119 - Smrgsbord of Changes in 1.7


    Hello fellow Victorians, and happy Thursday! Alex here and its my turn to bring you another exciting update on whats coming with 1.7. This time Ive been tasked with showing you a selection of certified Cool things were doing that didnt really fit in other Dev Diaries. This will be a lot like the proverbial box of chocolates, you never know what you are going to get next!

    Religion and Culture map modes


    In case you missed it, a few Dev Diaries ago we mentioned in passing that we now have a new highly requested map mode that shows you what religion the Pops in different states follow. This new mapmode functions similarly to the Culture map mode you are already familiar with. Additionally, while implementing the religion map mode we also took the opportunity to upgrade both of these map modes so they now show if there are significant cultural or religious minorities in those states. The way it works is that, apart from the largest culture or religion, if a second cultures or religions relative population is above a certain threshold, we blend the colors weighted by that relative population. Up to three cultures or religions can be represented this way, each with separate thresholds for each of the map modes. These thresholds are completely moddable and if you just prefer the old look, you can easily revert back to it. Being able to see the clear divide between Protestants and Catholics in Europe really hits different!
    The new upgraded cultural map mode does a much better job at showcasing all the different cultures in Brazil. I like how you can see the lavender haze shifting in tones between the different Northeastern states as the game progresses.

    National Migration


    For a long time you have all been talking about how its awkward that your migration laws also prevent your pops from migrating inside your country, rather than only restricting it when moving out. With 1.7 this will change! Migration laws will no longer prevent pops moving between states in your country. Instead, your migration laws will only prevent pops from moving out of or into your country, be it through mass migrations or through regular market migration from other countries within your market or power bloc. These are the 22 laws Japan starts with. Closed Borders and Isolationism in particular make Japan a fairly unique starting country in how isolated they are. Previously this meant no inter-state migration could happen, which severely limited your growth opportunities.
    Starting with 1.7 that wont be a problem anymore as countries with Closed Borders will allow their own pops to migrate between their states, while still being closed to the outside.

    Support and Guarantee Independence pacts


    As part of our changes to subject mechanics weve also introduced two new diplomatic pacts:
    • Support Independence
    • Guarantee Independence
    As you might imagine, they allow you to signal to a country that you will side with them in a potential war for their independence. Guarantee Independence works essentially as a one-sided defensive pact letting you support a country if they were to be attacked, while Support Independence is for countries that are not currently independent. One particularly cool aspect of this is that subjects can now support the independence of other subjects of the same overlord, potentially leading to a big war for joint independence. An Indian-Canadian alliance might be somewhat unexpected, but I can appreciate the enthusiasm to stop being under British rule. So long, London!
    Must feel reassuring for Belgium to be Guaranteed by Britain, France and Prussia. You have to wonder what it will mean for the development of Europe. Im sure it will last.

    Multiple Active Wars


    Another highly requested feature! For a long time youve been asking for this and now we were finally able to do it. In the current version of the game you cant initiate a war if you already have another war in progress. Starting in 1.7, you will be able to initiate as many simultaneous wars as you want. You still need to wait for each diplomatic play to progress to war before starting another one, but other than that if you wish to wage war against the whole world, youre free to do so. Pictured: France thinking they can take on Spain while already fighting Prussia (notice the widget at the top). What year do they think it is? 1808? Maybe its time for another coalition. Paris is lovely this time of year.

    Calling an Ally now gives them a war goal of their choosing


    In 1.7 calling an ally will now let that ally pick a war goal of their own. This is done through the regular Add War Goal interface and adds it as a secondary demand. This war goal is subject to a maneuvers limit, but doesnt cost maneuvers for the war leader. Of course, now they want help. Maybe dont start wars you cant win. I guess we can help for the right price, but this is the last time.

    Overlords can now side against their subjects during revolutions


    Tired of having to support your subject in a revolution when they get into their Communist phase despite you being a staunch defender of the sanctity of the free market? In 1.7 youll be able to support the revolutionary side instead. If you do, when the war breaks out it will make the revolutionary country your subject instead and you can then fight the war and go on as usual. Come on, Norway. You knew all too well this was going to happen when you tried to pass State Atheism. Im done.
    See? Look what you made me do. Now I have to fight Prussia while siding with the Devout!

    Unidirectional Truces


    Another requested feature that is coming with 1.7 is the support for unidirectional truces that only prevents one side from starting fights with the other. Unidirectional truces will, at least for now, only be applied after breaking a Guarantee Independence pact and after changing the autonomy of subjects, but let us know if you have any suggestions for other cool places we could use them in. Well, that didnt last long. Good thing Europe is at peace and wars are a thing of the past Right?

    Subjects can turn against overlord at high enough liberty desire


    With the coming update, at high enough liberty desire levels, a subject might offer to support your enemies in exchange for their support in getting independence from you or simply raising your subjects autonomy. Make sure to keep your subjects happy. The treacherous ones might decide to backstab you.

    Auto-downsizing for Privately owned buildings


    Privately-owned Buildings that are not able to fill all their vacancies will in 1.7 start downsizing on their own under certain conditions. If it becomes relevant, the building will issue a warning that it intends to downsize in 12 months, unless conditions get better. If it starts downsizing it will remove levels one at a time until the number of employees better matches its output and profit potentials. Finally something is being done about all those abandoned buildings all over the place. Maybe we can clean it up and repurpose old industrial areas into parks or something.

    New Character Outfits


    We have also added a few more character clothing options. In particular I really like these late game military British and French outfits! This guy is exactly how I imagine an innocent British lord in the 1800s going on their first field trip to the colonies would look like. Blimey lads, they have us surrounded!
    This one on the other hand looks like he has some serious bad blood with someone (probably the Prussians)
    Nobody expects the Spanish Inquisition! (also look at this guys style! I want a hat like that)

    New Companies


    We have a number of new companies coming for Sphere of Influence owners! Heres some of my favorite ones:


    In addition to these, the following companies will also be introduced with Sphere of Influence:
    • Perskhlopok
    • Persshelk
    • erkat-e Eslmiya
    • West Ural Petroleum Company, Limited
    • Kirgizian Mining [Joint Stock] Company
    • Moscow Irrigation Company
    • Tashkent Railroad
    • MM. Nicolas Portalis et Cie.
    • Anglo-Persian Oil Company
    The following companies will be available for all players as part of the 1.7 free update:
    • Iranian State Railway
    • erkat-e Ettedya-ye Welyat-e eml
    • Bongh-e Ener-e dert-e Taryk
    • Arthur Guinness Son & Co. Ltd
    • Oriental Development Company
    • Turkish Petroleum Company
    Thats all for now! Hope you enjoyed this smrgsbord of assorted changes coming soon. Next week Vicka will be telling you more about modding in 1.7!


    [ 2024-05-30 14:00:39 CET ] [ Original post ]

    Dev Diary #118 - Power Blocs Round Two


    Hello and happy Thursday! Its Lino, back from the depths of development, to talk about more details on Power Blocs, one of the central new systems coming to you with Sphere of Influence on June 24. If you dont know anything about Power Blocs yet, I recommend you to give my first Dev Diary on them a good look because we will be referencing a lot of the terminology today. Small disclaimer for todays Dev Diary: You will see a lot of WIP values, for modifiers and bonuses, for special powers and so on. Take them all with a grain of salt please, as were in the process of touching a number of these right now. If you have feedback on them, were happy to read it though! We have plans to adjust some values before release.

    Identities


    On release, there will be five different Central Identity Pillars to choose from for your Power Bloc. One of which is available to everybody, even if you did not purchase the DLC. The Identities differentiate themselves from another by a couple of things:
    • All five Identities have a unique power that the leader has access to which is central to how the Identity plays out
    • They have one or more unique effects for the leader or members
    • The Primary Principle Groups which each Bloc needs at least one Principle from are different
    • Some Principle Groups are unlocked only by a specific Identity
    • How a Power Blocs Cohesion value is calculated depends on its Identity
    Even if you do not own Sphere of Influence, you can play as the countries that have a historic Power Bloc at game start, even if they are not a Trade League (Great Britain, Russia, Ottoman Empire, Austria). You can keep the Principles their Power Blocs start with, that you would not usually have access to, but you will not be able to expand on them or replace them with other principles you could not usually pick. The five Identities are:
    • Trade League (free with 1.7)
    • Sovereign Empire
    • Military Treaty
    • Ideological Union
    • Religious Convocation
    So lets look at some Identity details, shall we? Trade League
    The first big thing we can see for the Trade League Identity is their unique attribute which automatically makes every Power Bloc member part of a Customs Union under the Power Bloc Leader. This lets you recreate the Customs Union pact functionality which will be removed with the 1.7 update. Dont worry, for all other Identities there will be an alternative path which well get to. Next up, we can see the Bloc Leader only effect for Trade Leagues. In this case, 4 Trade Routes will be free of bureaucracy cost for the leader. Also the Internal Trade Principle Group is unlocked by this Identity and is in fact one of Trade Leagues Primary Principle Groups. One of these Primary Groups is required to be picked from when you first create your own Power Bloc. Speaking of that Principle Group, here is a closer look at Internal Trade.


    As you can see, the first tier comes with a heavy hitter in the form of a bonus to Market Access Price Impact (also lovingly called MAPI) for all Bloc members. Growing convoy contributions to the Power Bloc Leader can be seen, alongside tariff increases and other infrastructure improvements due to the harmonization of regulations within the Bloc. The other Primary Principle Group for Trade Leagues is the External Trade Group:
    Note that in some cases (a customs union in the Bloc) the bureaucracy cost is not actually going to provide any benefit. But since you can use it also outside the Trade League, it will provide a benefit for you there.

    Due to unified trade policies, various improvements to Trade Routes can be found in this group. But we also see a new thing in the list, which is the unlocking of a new Production Method (PM) for Trade Centers. When selected, that PM will replace the base PM since it is an upgraded version of it and provides you with a bonus to Influence! Last but not least, we can see that on tier 3, members will gain the power to establish trade routes without requiring interest in the region. That should make it easier, even for small member countries, to engage in trade across the globe. The last thing that is specific for Trade Leagues is how their Cohesion value is calculated. For this we look at the leaders GDP share of the total Bloc GDP. The higher the leaders share, the better for Cohesion. Then we also apply a penalty for each shortage that is happening in your market. To compensate for this, we are adding a bonus for each top producer of a good (rank #1 to #3). Sovereign Empire
    Onwards to the Sovereign Empire Identity. At game start, multiple Power Blocs will have this at their core. Namely the British, Russian and Ottoman Empire. It allows the leader to subjugate other Power Bloc members and make them a vassal of their own! Additionally, choosing this Identity reduces the weekly Liberty Desire progress of all subjects that the Power Bloc leader has. Note: The current effects description is wrong, it will be updated for release to indicate this applies to their subjects, not themself. Next up we also have two Primary Principle Groups for the Sovereign Empire. Lets start with a closer look at Vassalization:


    We can see that it does what the name promises - various improvements to having subjects and managing them with the third tier even allowing you to enact decrees in your subjects which you use to further bolster them. Next is a group that is exclusive to Sovereign Empire Power Blocs, Exploitation of Members:


    Here we see that this group comes with some penalties for the regular members, in favor of only providing the leader with benefits. In turn, since members will not enjoy that of course, the Power Blocs Cohesion takes a hit. So you will need to evaluate if the benefits outweigh the costs for you or if you are able to find other ways to cut down on Cohesion penalties. Speaking of Cohesion, for Sovereign Empires you will have to manage your subjects and strengthen your Prestige. The highest Liberty Desire among the leaders subjects imposes a penalty of equal value. So if the British East India Company has the highest Liberty Desire among the British subjects with a value of 40, the Cohesion penalty will also be 40 for example. On the other hand leaders get a bonus to Cohesion based on their share of total Prestige in the Power Bloc.
    The third Identity were looking at today is the Military Treaty (yes, it received a catchier name). Military Treaty
    Military Goods Cost is a placeholder effect which will be replaced before release First thing we see is Allows free War Goal. But what does that mean? It means that the Leader of a Military Treaty Power Bloc may add a single secondary War Goal to any Diplomatic Play of members that the Leader is also involved in, even if they joined of their own volition. This war goal can cost up to 30 maneuvers, but it will not actually subtract any when selected. There is also a placeholder modifier in this screenshot (which will be replaced before release!), that reduces the military goods cost for all Bloc members. In its place another effect is going to be added, with the focus remaining on the military side of things of course. In addition there are a few more for increased Prestige from Power Projection for both, leader and member. As for the other identities, we have two Primary Principle Groups, one of which is exclusive to Military Treaty Blocs. The first group is Defensive Cooperation:


    Like most other Principle Groups, Defensive Cooperation does what you would expect. Through mutual commitment, Power Blocs with this Principle are not able to wage war among each other. On the higher tiers, swaying countries gets easier if youre the target of a play and on tier 3, all members are being forced to join all Diplomatic Plays if a member is being targeted. But what would imperialism be without waging some war yourself? Thats what the other, exclusive to the Military Treaty group is for:


    Ranging from lower infamy generation to forcing every member to join all Diplomatic Plays of any other member, this group is for you if youre planning to conquer the world (or at least parts of it). Beware of the Cohesion penalty on the third tier due to members not wanting to go to war constantly. Cohesion in Military Treaty Blocs is dependent on the leaders share of the Blocs Power Projection, similar to how Prestige works for Sovereign Empires in that regard. Reductions to Cohesion are based on the highest infamy value in the Bloc and the country with the worst relations with the leader. Next up, were taking a peek at Ideological Unions: Ideological Union
    Here we see that Ideological Union leaders can Force Regime Changes in member countries. There are a few conditions like how different their laws need to be compared to the leaders, how much Cohesion the Power Bloc has and some minor others. When you do it, what happens is again what you would expect: You enforce a regime change on the target country, changing their laws, without having to go to war. Good thing the Ideological Union Power Blocs have an easier access to Regime Changes. Because one of the negative Cohesion factors for these Blocs is the country with the biggest difference in Governance Principles and Distribution of Power law groups compared to the leader. A positive factor is found in the form of the leaders Legitimacy. Creative Legislature and Ideological Truth are the two Primary Principle Groups for Ideological Union Power Blocs, with the latter being exclusive to them.


    For Creative Legislature we see various bonuses to the enactment of laws. It allows you to have more setbacks on the third tier, essentially giving you another roll at it, in addition to the reduced stall chance, making the process proceed faster. Also, it reduces Movement spawn chances that would undo the work you are trying to do with the enactment of your desired law. Now lets take a look at the Principle Group exclusive to Ideological Union Blocs.


    Here we can see that this group focuses on Interest Groups (IG) and your government. It not only makes unwanted Agitators lifes harder, lets you bolster your desired IGs and suppress your enemies at the cost of less authority, but even increases your Minimum Legitimacy by 25 on the third tier. The fifth and last Central Identity Pillar is great for everybody who always wanted to play as a religious great power, uniting the world. Religious Convocation
    Religious homogeneity is what this Power Bloc Identity strives for. It allows leaders to impose their state religion on other members. Its an unique Diplomatic Action which will set a member's State Religions to the leaders. Similarly to other Power Bloc Leader actions, it requires a certain Cohesion and Prestige value and also cannot be used immediately on a new member. The Religious Convocation Identity also boosts conversion rates in all members, which goes nicely with your power to convert Power Bloc members. For release, were supplementing this effect with another one, likely along the lines of reducing radicalism. Its Primary Principle Groups both deal with the involvement of church in different aspects of life. The first of the two is also exclusive to the religious Identity - its Divine Economics.


    We see here that we get various effects with relation to faith and economy. Higher subject payments if theyre following a different religion, but on the flip side higher trade route competitiveness if they are following the same religion for example. The PMs that you can unlock on tier 2 allow you to exchange some workforce in the new Manor House and Financial District buildings with Clergymen. You dont have to make use of it of course, but you get the option to. The other Principle Group is Sacred Civics:


    This group features three unique effects. It improves upon Liberty Desire and general acceptance for diplomatic proposals if the country shares the same state religion. On tier 3, you can see it also allows the leader to impose their own church and state laws onto Power Bloc members. Cohesion for Religious Convocations has a few factors as well. First, it looks at the leaders Devout IG clout to determine a bonus to Cohesion. Secondly, we add or subtract Cohesion based on the lowest share of population in a Bloc member that follows the same religion as the leaders state religion. So if you have a member that has 0% of their Population following the same religion as yourself as leader, you will get a penalty, but if you are actually able to have the lowest member value be 50%, you will get a bonus instead. That was a detailed look at all the Identities. But wait, theres more!

    Principles


    Apart from the Primary Principle Groups, there are a number of other groups of different flavors that you can make use of to assemble your dream Power Bloc. In total, including the 5 Identity exclusive groups, there are 20 Principle Groups with three Principles each for you to choose from. Here are some examples:


    This Principle Group is the alternative route to get to a Customs Union without having to pick the Trade League Central Identity Pillar. It comes with a few other bonuses on the lower tiers, in particular the +5% MAPI bonus you have seen in the Trade Union exclusive group. Another example Id like to show because of its differently themed effects is Police Coordination.


    This group provides multiple positive effects for the Police Institution in particular and upgrades its effects. The +50 Authority and reduction in Political Movement Radicalism is applied to each level of the institution. So the deeper you go into this, the more you will profit from it too. The last group we want to show you today is dealing with Foreign Investment.


    We can see three interesting effects in this group. On the first tier, you will get a higher amount of Leverage from Economic Dependence which, if you recall, is based a lot on how many investments you have in another country which makes them more dependent on you. The second tier provides you with a reduction for Nationalization cost, which you can make use of to decrease your own dependence on other countries for example. On the last tier, every member of the Bloc gets automatic Investment Rights in other Members of lower rank. This should allow you and other powerful countries to spread your influence inside your Bloc more easily, which in turn makes it more likely for the lower rank countries to stay inside your Bloc. Another thing that has changed slightly since the original Power Blocs Dev Diary is the slots that are available to your Power Bloc. If you own Sphere of Influence, by default each Power Bloc youre leading has two slots that you can fill with Principles. Even if you dont own the DLC, you will still have one slot available for customization, where you can choose one of the two Primary Principle Group paths to take. You can unlock the third and fourth slot by overtaking the other Power Blocs in the rankings for which we look at the total prestige of all members. For the third slot you will need to be among the top 5 Power Blocs and have at least 5 members, the fourth one will be unlocked if you are among the top 3 and have at least 10 members in your Bloc. Due to this change, we have removed the maximum number of Principle Mandates which you can spend. So in theory you can now get to 4 fully leveled tier 3 Principles, it is just going to be harder for you to do so. Next, Id like to provide you with a seemingly small, but significant update to how we deal with Leverage.

    Leverage 2.0


    Since the last Dev Diary on Power Blocs, we have made some changes to how Leverage works and also added a few more sources of Leverage. If you recall, Leverage is what you need to build up in other countries to make them join your Bloc. Apart from the sources mentioned last time, we have now added factors for adjacency, meaning if you have a direct adjacency or a treaty port for example, you will get more Leverage in the target country. High infamy values on the other hand will reduce the gain of Leverage, so you will have to keep it in check if you want to make good use of the resources youre investing into building up Leverage. Various other diplomatic pacts now will also provide or reduce the Leverage you can build up in other countries. The main change weve done though is how Leverage is calculated. Before it was basically a never-ending race of building up infinite amounts of Leverage. Now we have changed it so that there is instead a shared pool of 1000 Leverage which all involved parties (including the target country) need to fight over. This value of 1000 never changes, never shrinks or grows. The best way to understand this is by looking at a screenshot of the WIP tooltips that our UX designer Aron has made:
    Here we see (from the British perspective), how Leverage over Greece is currently split up and what distribution it is trending towards. In the upper bar, we see the current Leverage situation and we can see that Greece is currently able to stand up for itself against the Blocs trying to influence it. Its value of 584 is 490 higher than the British value which therefore is currently at 94, resulting in 9.4% Leverage Share for Great Britain. The Greek value is also directly translatable into their Leverage Share of 58.4%. The target countrys Share is called Unclaimed Leverage since no Power Bloc is taking that for themselves. If no Power Bloc was active in gaining Leverage in Greece (this should barely ever be the case), their Leverage Share/Unclaimed Leverage would be 100%. What is actually happening in that situation though is that all 4 involved Power Blocs currently have a higher Leverage Factor (which is kind of like a Leverage income) than Greece has resistance. They might have a bunch of diplomatic agreements with Greece or trade or have sided in Diplomatic Plays with them for example. So over time, the Greek share of the pie will decrease, while all Power Blocs in this case will make gains and expand their influence over Greece, eventually (and if nothing about this situation changes) resulting in the situation depicted in the bar on the bottom of the tooltip. The Russian Empire will have roughly 40% of the Leverage Share then and will likely be able to invite Greece to their Bloc with a good chance of success. You can hover over each bit of the bars of course to get more detailed information on how the depicted share is calculated. This system change makes Leverage something worth fighting over even if you are late to the party because nobody will be able to accumulate mountains of Leverage before you try yourself to get active in the country. It also makes it possible to not only build up more Leverage, but reduce another Blocs Leverage Share, by having more positive Leverage Factors going for you than they do. Another thing that wed like to bring to your attention is a few examples for how Leverage is tied into our narrative content, in particular the Great Game content that was presented to you in the previous Dev Diaries for the Great Game and the Graveyard of Empires. For example, in the Afghan unification, if you appeal to Great Britain or Russia, this will create Leverage on your country for their respective Power Blocs. Similarly, the Eastern Frontier Journal Entry buttons and also an accepted Circassia recognition will create some Leverage for the according Power Blocs in the target country. Thats it for today. We hope you liked this expanded outlook on Power Blocs. Next week, Alex is going to talk about some general changes that were making with the 1.7 update. Get ready for a cute mapmode and have a lovely rest of this happy Thursday!


    [ 2024-05-23 14:01:34 CET ] [ Original post ]

    Dev Diary #117 - The UX of Sphere of Influence


    Hi, Aron here. Im one of the User Experience (UX) designers on Vicky 3 and I would like to give you an overview of our UX focus we have had in the Sphere of Influence expansion and the accompanying free update. I will start with the UX focus for our new features followed by the more general improvements.

    Subject Improvements


    In this feature we have broadened the agency you have over your Subjects as an Overlord significantly. You can read more in-depth about the feature here. Naturally, we have put the majority of the interactions under the Diplomacy panel to have a clear central place to look for them, but also to make this panel more interactable. Previously, it has been more of an informational panel than a place where you interact, but that we are here to change!
    However, many of these actions are things you want to be able to do on the go which led us to work a lot with our context menus such as our right-click menus. One of the most used right-click menus in the game is the Country & State right-click menu, but it is also one of the largest. Unsurprisingly enough, it is the right-click menu we wanted to put even more things into now as we have added ways for you to interact with your Subject and your Overlord. This sparked some rethinking of how we can make the right-click menus more compact while still retaining the intuitivity. End result,
    • The common actions such as Go-to country, Pin country to Outliner, and Zoom-to country have been moved to the headers with simple icon buttons, following the standard we already have set up for them in other panels.
    • Actions that go under the same category such as Diplomatic Actions, Subject Actions, Overlord Actions, and Bloc Member Actions get to live under their own drop-down menu.

    Before:The current chonky Country right-click menu in 1.6.
    After: Right-clicking Hannover as Great Britain now gives a heavily compacted right-click menu with your Overlord Actions and Diplomatic Actions neatly grouped under their respective drop-down menu.
    Opening the Overlord Actions drop-down gives you the full list of potential actions.
    Similarly, right-clicking one of your own States neatly stores all Decrees under its own drop-down menu. Also notice the smaller round buttons for go-to, zoom-to and pin/unpin next to the Country and State headers. This might be more of a technical improvement on the development side of things, but it definitely benefits us all in the end. The Subject, Overlord, and Bloc Member Actions all fall under the same umbrella as Diplomatic Actions and it was clear early on during development of this expansion that we were in dire need to get their tooltips sorted out with a clear pattern with all of these new actions coming in. Both to make it easier to work with them and to benefit the end result for us players. We have two versions of tooltips, fancy custom tooltips (Cooltips) and regular tooltips, that might not be obvious to you as a player, but if you are implementing them, there is a very clear difference in what you can do with them. The regular tooltip gives us very little flexibility to what you can do since it is basically only a long text string that we build with line breaks while the Cooltip essentially is another UI panel where we have full flexibility to do whatever the GUI system can do (everything!). In other words, me as a UX designer can do a lot of cool changes directly in a Cooltip without much of a hassle while it is much more of a struggle editing regular tooltips, generally speaking. You would mainly see the difference in-game by looking at the tooltip headers and the structure of the tooltip. Most of the time, a Cooltip has an icon in the top left corner with a larger header and a type concept in the top right corner, while the regular tooltip has no icon and only a regular text header. If the tooltip feels a bit nicer and a bit more structured, it is most likely a Cooltip, even though we do have some nice regular tooltips out there as well of course. We took the time to move all of the above Diplomatic Actions over to a Cooltip, meaning we (especially I) get more direct agency over these tooltips, what they contain and how they are structured. The Diplomatic Actions are still very text heavy tooltips, but I will bring this up again later when we talk about Power Blocs and you will see more of the neat power of Cooltips.
    The Guarantee Independence Diplomatic Action as a typical regular tooltip with a normal header, a breaking line followed by the rest of the tooltip content. In this case, most of it is coming from code making it difficult for me as a UX designer to change anything on the go.
    The same action as a typical Cooltip with an icon and a larger header that easily can be made contextual. In this case, we are hovering the button for an ongoing Guaranteeing Independence action and it gives us the action prompt of Stop doing this rather than just the name of the action. In the Cooltip, I can be the one adding this contextual header, while in a regular tooltip I could not and I would have to steal precious time from one of our programmers. This goes for all you modders out there as well, go crazy! In a similar fashion, we have worked on the confirmation popups for the Diplomatic Actions to be consistent with the tooltips and clearly show the difference of starting and stopping an action.
    The confirmation popup for Stop Guarantee Independence.

    Lobbies


    Political Lobbies are a quite straightforward feature from a UX perspective (read more about Lobbies here). While you probably will encounter Lobbies more often in Events and Journal entries, or by seeing their reactions to various diplomatic actions, they also have an info panel when selected.
    The new Lobby info panel.. In the Lobby info panel, you can see each Interest Group that supports the Lobby along with their Approval (since it is directly impacted by the Lobbys overall Appeasement). Most importantly, you can also see all actions that would affect this Lobbys Appeasement. While the Lobbies that are in the game currently are somewhat straightforward (Pro-Lobbies encourage you to do friendly actions towards their favored Country). This is something we have the potential to greatly expand upon in the future and make it more involved.
    An Interest Groups support of this Lobby. You can also see why a certain Interest Group is supporting this Lobby. While it might be unlikely that you can force an Interest Group out of a Lobby due to their reasons, it does mean it is easier to tell why Lobbies form in the first place. We also wanted players to be able to see Lobbies outside their own Country. While this may not affect your decisions as often as your own Lobbies, it is still nice to see the people of other Countries reacting to your benevolent power projection. As such we use the map mode in the Political Lens to show your Lobbies, along with any Lobbies from other Countries that concern your Country.
    Map markers for your Lobbies targeting other countries and other countries Lobbies targeting you in either a pro or anti way.
    Lobbies in Foreign Countries appear in their respective Countries Info Panel.

    Building Ownership Revision & Foreign Investment


    When we started development of the Building Ownership Revision & Foreign investment (read more about the feature specifics here), we had to create several early prototypes to see if this is feasible to communicate in a good and intuitive way before giving this feature the green light. Buildings are such a fundamental piece of our game and making any major changes to them must be made with care. The prototypes showed that the struggle will definitely be to illustrate who owns what of a specific building and how much, but also the opposite perspective, when looking at a Financial District for example, which buildings the Financial District owns and how much of each building, from which country, and so on. This is also where we have spent the most time to ensure it is properly communicated to the player. We ended up with a combination of ways of illustrating this division of a buildings ownership. Some more clear than others, but our hope is that the combination of all of them will make it intuitive. To visually represent the combination of ownership of a specific building, we used a horizontal bar divided by ownership:
    • The icon on the bar will represent one of the following:
    • Owning Country
    • Owning Pop Type
    • Owning Building
    The color of the bar represents where the ownership is:
    • Orange: Your government
    • Light Blue: Your pops
    • Gray/white: Local population or government
    • Yellow: Foreign investors that are not you
    • We have tried using colors that work best for most color blindnesses.

    If you look at the horizontal bar in the middle, you can see the representation of different ownership based on the instructions above. Also note that you can filter this whole list on Owner in the filters to the left. Filters being: All | Nationally Owned | Privately Owned | Foreignly Owned. Similarly, we use the same kind of horizontal bar for Financial Districts and Manor Houses that owns other buildings, but then it is divided by the buildings it owns:
    • The icon on the bar will represent the building it owns.
    • The color is from the country of the building it owns.

    Note the Manor Houses with their red horizontal bars indicating that all buildings they own are buildings in Great Britain as Great Britain's map color is red. These specific patterns might not be intuitive to start with when you do not know them and have no one explaining them to you, but the intention is for it to become a subconscious thing that you learn as you play. In the end, you will probably not notice when and how this helps you see the different ownerships since you have been exposed to them through the whole game and gradually learnt them, all the while you now only glance at the bar and instantly know what owns what (insert Praying Patrick meme here). We have also experimented with putting some visualization of ownership on the map, working with arrows pointing from the owned building to the owning building. While doing so, we ended up adding visualization to input and output of Goods to a building as well. It all resulted in a big mix of arrows pointing and animating in all kinds of directions on the map. It felt a tad bit overwhelming at first, so we tweaked and toned it down slightly, and after playing with it for a while many of us felt we could not play without it.
    In the example of looking at the Tooling Workshop in Burgundy above you can see all of the following on the map:
    • Ownership arrows are yellow and they go from the buildings State to the owning Building (Manor House or Financial District).
    • Ownership arrows are red if the owning building is a Government building and the arrows then go from your Capital State to the building instead.
    • Input Goods arrows are orange.
    • Output Goods arrows are green.
    • Arrows are thick if in the same state, a bit thinner if in a neighboring state, and very thin and transparent if further away.

    For Financial Districts, you get a visual representation on the map of where in the world it has invested its money by looking at the animating yellow arrows.
    Arrows for Input and Output of Goods animating to or out from the selected building, and oh yes, you can cycle through the associated buildings more easily now as all buildings that have anything to do with the selected building show up as map markers on the map and you can click them.
    This Financial District owns a whole bunch of stuff for sure! Indicated by all the animated arrows going to this Financial District. The specific number of building levels owned by this Financial District are shown as a number on each of the owned buildings on the map with the accumulated total being the total level of the Financial District (25 in this case).

    Power Blocs


    One new left side menu button, a whole new panel, several new popups, and several new large scale visualizations on the map. This feature is grand. Trying to tie it all together UX wise has been a lovely challenge. You can read the specifics about Power Blocs here, but also a shout out to the awesome Art we have seen from the Art team especially for this feature as Max is telling you all about in the Art of Sphere of Influence. Being in a Power Bloc is a grand thing. We want you to experience that and clearly feel how it is affecting you in all its pros and cons (mostly pros). Since Power Blocs are such grand things, we have worked a lot with the visual representation of them on the map, giving you full customizability of your Power Bloc if you happen to form one or be the leader of one, to give each Power Bloc its true unique feeling and look. This is of course mirrored in the mechanics as the different Central Identity Pillars are profoundly different from each other in what they do and unlock. Add the Principles to the mix and the options are quite varied, and I need to make tooltips that fits all this variation! As you may imagine, all the possible versions of a Power Bloc have been a challenge to present in a way that does not mean custom solutions for each version. One way we have tackled this is early structuring of game concepts and being consistent in the use of them. An example of this is the way we have structured the Central Identity Pillars cooltip into segments based on the game concepts of: Power Bloc, All Bloc Members, Bloc Leader, and Non-leader Bloc Members. This structure is then reused in all other identities cooltips with a segment potentially being removed if there are no effects for that specific game concept / group in that Identity.
    The cooltip for the Central Identity Pillar Military Treaty.
    The cooltip for the Central Identity Pillar Religious Convocation. To tie this back to how neat Cooltips are, if you look at the Primary Principle Groups in the above cooltips, you get to see the true power of the Cooltips as we have the ability to put larger icons, boxes, and basically whatever we feel like into the tooltip itself. This would not be possible in a regular tooltip that is text only. As a more general thing for update 1.7, we have worked a lot with making sure most of the new concepts and values we have added have icons associated with them for better recognizability and coherence. New concepts like Leverage, Cohesion, and Power Bloc Members all get their unique icon as you can see below.
    The WIP list of all Power Blocs at the start of the game. Each Power Bloc rocking its own style.

    General Improvements for 1.7


    Those icons work as a perfect segway to the more general UX improvements coming in the free update 1.7 accompanying the expansion. First out, the Outliner. In 1.6 we were sooo done with the old chonky outliner and replaced it with something new and fresh. As always when you replace anything with something new, there are a lot of edges to smooth out and the outliner was no exception. In 1.7, we have taken another pass and delved into more of these edges and details. Among many smaller tweaks, the outliner has been compacted even more with additional dropdown menus. Both ongoing diplomatic actions and the list of players (in multiplayer) are now under their own dropdown menus if there are more than one at any time. Some of the already existing dropdowns such as Interest Groups have also been changed to be closed by default.
    The outliner with some ongoing diplomatic actions under a dropdown menu. Next up, in association with the Foreign Investment feature, we have taken a pass on the construction queue. One thing we noticed during early playtesting was the lack of feedback when foreign investment is happening and where it is happening. This was both from the perspective of you doing the foreign investment and others investing in you. We then took the liberty to split the construction queue up into clearer parts. A national queue and a foreign queue, the national queue includes everything you or your pops are building both domestically and abroad while the foreign queue includes everything other Countries or their pops are building in your Country. We added filters to your national queue for both the location (domestic or abroad) and funding (where does the money come from).
    Your national queue with the filters open.
    In a second tab of the Construction panel, you find all foreign queues in your country grouped by country. Apart from these larger general UX improvements, we have been working hard with tweaking the UI and UX based on your feedback from the forums and discord, so please do not be shy and keep the feedback coming. We might not be responding to it all, but we for sure are collecting and reading all of it. For now, I hope you enjoyed getting a small glimpse from a UX perspective of Victoria 3s first major expansion. You will have to wait for the patch notes to see all of the UX and UI improvements in detail. Take care until then or come back next week to delve deeper into the Power Bloc feature with our lead game designer Lino!


    [ 2024-05-16 14:02:20 CET ] [ Original post ]

    Steam Publisher Week Sale!


    Good day Victorians!

    Victoria 3 is on sale!


    https://store.steampowered.com/app/529340/Victoria_3/ The Endless Replayability Fest is on until the 23rd of May, with Victoria 3 participating. Alongside other Paradox games also taking part! You can find selected items up to:

    Base Game


    Victoria 3 76% off Victoria 3: Grand Edition 40% off

    Immersion Pack


    Victoria 3: Voice of the People 40% off

    Region Pack


    Victoria 3: Colossus of the South 20% off

    Art & Music Packs


    Victoria 3: Dawn of Wonder 20% off Victoria 3: Melody of the Masses 20% off


    [ 2024-05-15 11:21:52 CET ] [ Original post ]

    Dev Diary #116 - The Art of Sphere of Influence


    Overview


    Hello again Victorians, this dev diary will cover the visual elements coming alongside the Sphere of Influence Expansion Pack. With this pack a lot of effort has been put into putting the grandeur and influence of the newly added Power Blocs on visual display. In addition, a lot of new outfits, characters and illustrations have been made for major events added with the pack alongside a few brand new building types. Sphere of Influence will release on Jun 24, 2024

    Power Blocs


    With the major addition of Power Blocs to the game a lot of new visual elements have been added to emphasize their impact and importance, ranging from clothing assets of politicians in the Power Bloc to customizable statues and emblems for the Power Bloc itself as well as a brand new map mode and much more.
    The pattern chosen in the emblem customization also represents your Power Bloc on the map
    The capital city of a Power Bloc is where the pulses signifying their influence emanates from
    The more cohesion, the more complete the puzzle will be When a player creates a new Power Bloc they will be able to create and customize their own Emblem and Statues, these visual elements will represent your Power Bloc in both interface and in the cities.
    Your influence will spread like tentacles over the world Emblems consist of 7 (including colors and pattern options for the map) different component categories with a variety of different assets within, you can combine these assets in any way you see fit to create an emblem worthy of representing your own Power Bloc in any interface.
    The interface for the Emblem customization allows for a lot of variation Statues consist of 5 different 3D component categories allowing you to compose your own statue monument that can be built in each of your cities to give modifiers aligned with the Identity of your Power Bloc.
    Are we the classy baddies? The leaders and politicians that are part of your Power Bloc will also receive new assets to showcase their unity and influence. Based on what Central Identity Pillar youve chosen for your Power Bloc, important characters now wear assets that further showcase their commitment and allegiance with the Power Bloc, ranging from ornate sabers to the fanciest of capes. In addition to the characters, the vehicles within a Power Bloc will also spawn new models on roads or seas depending on your Central Identity Pillar.
    Alignment with a sovereign empire grants characters a beautiful ornate saber

    Trade union grants various different crowns and earrings as well as a new ship for your trade routes
    Different necklaces for the central identity pillars

    Religious Union grants some lovely capes and a very ornate carriage for your roads
    Ornate cape you say? Hold my top hat and monocle
    Military Treaty Power Blocs can soar above the battlefield by mobilizing hot air balloons bearing the emblem of your Power Bloc proudly.
    Power blocs really bring some class to the roads, especially the Ideological Union For the Central Identity Pillars weve created a variety of new icons, cementing their importance. In addition theres also a large variety of new icons made for the principles your Power Bloc can align with.
    Central Identity icons
    The principles of a Power Bloc vary a whole lot In order for you to get an overview of the countries and rulers in your Power Bloc weve made a new interface screen that shows the axis of the most powerful ones. Within this screen weve also made new ranking icons to signify your Power Blocs standing among the others and for the top 3 theres also shiny new effects ranging from bronze to gold.
    The rulers of your Power Bloc can all compare beards These effects also appear on the Power Blocs emblems when you switch to the new Power Bloc mapmode to signify the top 3 ranking ones. In addition, this new mapmode features the visualization of Power Blocs using the pattern and colors chosen for the emblems. You can also get an insight into a specific Power Blocs influence by switching to another mapmode that utilizes a new pulse shader, showing just how far your Power Blocs reach is and where it originates from. In addition theres another new visualization of the cohesion levels of your Power Bloc allowing you to get an overview of the puzzle that is keeping the entire bloc aligned.
    Stay golden at #1
    See the silver lining at #2
    Nobody wants to be stuck in the bronze age at #3


    Even your emblems will really shine if your Power Bloc reaches the highest rankings

    The Great Game


    For the objectives of The Great Game we have created a large number of new event images covering different aspects of the rivalry, alongside of the events we have also created a variety of historical character DNAs and new outfits related to all of it. Weve also created a new animated main menu image depicting some of the involved parties, setting the tone for the narrative of the pack as a whole and some other miscellaneous in-game assets that helps the narrative.
    New menu screen featuring a lot of the players of the great game
    Cossacks on the prowl
    Ancient persian thrones look quite comfortable
    A beautiful day at the market!
    Alexander III is appearing a lot
    Reza Shah Pahlavi


    New military uniforms for Russia and Britain
    Cossack outfits
    New great coats for the people!
    New late-era uniforms
    Fancy Vivandiere outfits!

    New historical characters

    Community Collaboration


    Aside from the paid characters added with The Great Game were also adding a ton of free historical character appearances. These were created by Timothy "Galactic Cactus" Hicks, who made and later donated the Americas Character DNA mod to us for inclusion in the base game for Update 1.5. The 85 characters he provided for the free update alongside Sphere of Influence (full list in the upcoming changelog) were created in collaboration with him as a contractor. We hope that this sort of collaboration is something we can do more of in the future and will be creating some guidelines and benchmarks for interested community members.
    Just a few of the newly added DNAs

    New Buildings and Ownerships


    With the free update coming alongside the pack comes two new building types, Manor Houses and Financial Districts both serving a function when it comes to ownership of other buildings (which you can read more about in DD #110), these two new buildings both have unique looks for each visual culture in the game.
    All the financial districts are quite detailed and vary between cultures

    Manor houses class up any rural area
    The icons for the new buildings

    Subject Improvements, Lobbies and Diplomacy Interface


    A lot of new interface assets have been made to accommodate the new features and functions of the Subject Improvements, the new Lobbies as well as the Diplomacy improvements.
    Get an overview of all your (hopefully) loyal subjects

    New Companies


    Were also adding some new companies and their emblems with Sphere of Influence ranging from big oil companies to legendary ale.
    Here are some of the newly added company emblems

    New Paper Map


    Another addition is also a new Paper Map added with Sphere of Influence. This map is inspired by the more minimalistic maps from the era, lending itself well to those seeking clarity combined with a new (old) coat of paint.

    Achievement Icons


    Last but not least are a variety of new achievement icons, some depicting the exact thing you need to achieve, some that might give you a vague hint and some that contain pop culture references that you might guess.
    There are so many easter eggs among these new achievement icons

    Summary


    So with Sphere of Influence a lot of new visual elements have been added to both interface and map. Weve put a lot of effort into making Power Blocs feel like they have a presence in all aspects of the games visuals, really tried to ensure that theres a lot of new visual elements for The Great Game and also added some nice details while also collaborating with the community. Next weeks Dev Diary will be detailing the many UX improvements coming with the Sphere of Influence update.


    [ 2024-05-09 14:01:54 CET ] [ Original post ]

    Dev Diary #115 - Graveyard of Empires


    Hello. This is Victoria, and today I will be covering the remainder of the Great Game-themed narrative content which is coming in Sphere of Influence and its accompanying update. To avoid any confusion, I would like to clarify that none of the narrative content shown in this diary, nor the last diary, is gated behind the Great Game objective. The Great Game objective provides objective subgoals which grant points for certain journal entries and a score tracker which interfaces with much of this content for a more focused experienceit is not required to experience this content. All content within this diary, unless specified otherwise, is available both in sandbox mode or during the course of any objective.

    Afghanistan


    Afghanistan in 1836 is far from a united land. The slow collapse of the Durrani Empire has left it in a state of civil war for decades, with the primary claimants to the throne forming fiefdoms centred in Herat, Kabul, and Kandahar. In addition to this unfortunate internal situation, the Afghan states find themselves menaced by Persias expansionist ambitions from the West, the encroaching British East India Company from the East, and Russian influence from the North.
    All Afghan states start with the Afghan Reunification Journal Entry active. Whilst the primary contenders for reunifying Afghanistan are Herat, Kandahar, and Kabul, the minor khanates of Maimana and Kunduz also have this available, allowing for the formation of an Afghanistan under an Uzbek Khan.
    This journal entry allows all Afghan contenders to appeal to either Russia or Britain for military and diplomatic support in reunifying Afghanistan. If the relevant Great Power approves the contenders request, they will be more inclined to support said contenders in diplomatic plays, and the contender will receive military bonuses in return for an obligation.
    Once unified, a freshly formed Afghanistan may choose to either pursue additional claims on Pashtun and Tajik homelands, at the cost of infamy, or stop its expansion whilst its ahead.
    Afghanistans unification content will be available to all players in the free update accompanying the release of Sphere of Influence.

    Persia


    Persia in 1836 is a country swelling with expansionist ambitions. The newly enthroned Mohammad Shah has consolidated his power, and wishes to annex the Principality of Herat as part of a grand ambition that would unify the Persian-speaking populace of Afghanistan with Persia and extend Persian influence throughout Central Asia.
    In Sphere of Influence, these expansionist ambitions are represented through the Eastern Frontier Journal Entry. This journal entry provides the tools needed to realise Persias expansionist interests, with buttons for approaching either Russia or Britain, as well as gaining claims on the remainder of Central Asia under certain conditions..
    If Persia occupies Herat, Britain will be warned, and will have the opportunity to demand that Persia withdraw from the region. If Britain sends the demand and Persia chooses to back down, this will represent a major humiliation setback in its expansionist ambitions. If Persia refuses to back down, Britain will become much more hostile towards Persia, and represent a major impediment to its future efforts.

    While expanding North and East, Persia will encounter the massive slave markets of Turkmenia and Uzbekistan, and be faced with the need to either free the slaves or allow them to remain in captivity.
    Additionally, Persia will have the opportunity to restore the great city of Merv, formerly one of the largest cities in the world before its desolation by Tolui Khan.
    If Persia is successfully able to complete this Journal Entry, it is almost certain to become a major power in its own rightone that may be able to become recognised, expel both Russia and Britain from Central Asia, and force an end to the Great Game.
    The above content for Persia is available for all owners of the Sphere of Influence expansion pack.

    Korea


    Korea, despite being far from Central Asia, was not untouched by the Great Game. In the mid-to-late nineteenth century, it began feeling the effects of European influence, causing unrest among the intellectual class and the peasantry. The philosophy of Donghak, or Eastern Learning, was intended to present a path to establishing a democratic and egalitarian society in Korea whilst simultaneously refusing encroachment by foreign powers.
    To represent Koreas isolation from the world during this period of the Joseon Dynasty, Korea has been given the Isolationism law at game start. Once this law is replaced by a different trade law, a sufficient degree of turmoil builds up, and the effects of foreign influence begin to be felt in Korea, a new journal entry will appear. The Donghak Movement journal entry represents the hybrid religious-political peasant movements that occurred in Korea around the late 19th century. Whilst it is active, revolutions involving the Rural Folk will be greatly strengthened.

    There are two paths to removing the threat of a peasant rebellionreducing the amount of radicals in Korea to a manageable level, or completing the demands that the movement offers the government. Whilst the Donghak movement is active, they may issue a petition to the government, demanding that Korea go back into isolation, permit religious tolerance, and reduce the power of the Yangban. Accepting the petition will please the Rural Folk and decrease the threat of imminent revolution, but failing to meet its demands within the time allotted will make the situation endlessly worse.

    If a movement involving the Rural Folk becomes revolutionary, the Journal Entry will fail, and massively escalate both the radicalism of the movement and the progress of the revolution. What would formerly have been mere civil unrest will transform into a near-guaranteed civil warone which could run the risk of a foreign intervention which would be disastrous for Korea.
    If Korea has a civil war whilst a subject of China, China will be inclined to come to the defence of its loyal governmentbut a modernised Japan may also be inclined to intervene, and be much less predictable in its allegiance.
    As a bonus, Korea has also had several events pertaining to the Joseon monarchy added, allowing for the appearance of characters such as Gojong and the Empress Myeongseong.
    This content for Korea is available for all players who own the Sphere of Influence expansion pack.

    The Caucasus


    In Sphere of Influence, both of Russias opponents in the Caucasian WarCircassia and the Caucasian Imamatereceive journal entries to represent their role in the conflict. In the case of Circassia, this journal entry is completed by expelling the Russians from Kuban and achieving the borders claimed by the Circassian parliament.
    Upon either the expiration of the truce between Circassia and Russiaor Russias escalation of the war using its Caucasian War journal entryCircassia receives an event representing the historical Parliament of Independence in 1861. This event offers the opportunity to either focus on modernising the military in preparation for a Russian invasion, or appealing to foreign powers for recognition and support.
    Foreign powers with an interest in the Caucasus region will receive the option to offer recognition to Circassia upon the conclusion of its war with Russia, as well as becoming more inclined to support it in a defensive war.
    The Caucasian Imamate has also received a journal entry covering its struggle for independence. Its attached modifier grants the Imamate benefits in terms of morale and defence on states it owns.
    Once Circassias starting leaders have died, the Imamate may use this journal entry to dispatch a leader to Circassia, fostering a formal alliance between both states.
    If the Imamate and Circassia reverse the course of their wars and expel Russian influence from the North Caucasus, the Russian government will no longer have the ability to exert influence within the region. It will be forced to either try to maintain its administration through a storm of radicalism, or pull out from the region. Depending on the social technologies that Russia has unlocked, the collapse of the Caucasus may take the form of the restoration of some of its traditional kingdoms, the appearance of modern nation-states, or the establishment of a unified Transcaucasia. Pictured: The third option is unlocked by the Nationalism technology, and the fourth by Pan-Nationalism.
    Pictured: The result of the first option.
    Content for the Caucasian Imamate and Circassia is available to those who own the Sphere of Influence expansion pack.

    Earning Recognition


    The Earning Recognition Journal Entry permits an unrecognised major power to work towards the status of recognised nation. This journal entry replaces the currently existing Force Recognition wargoalwhilst defeating the Great Powers in wars still benefits an unrecognised nation immensely, it is not a one-and-done path to being regarded as an equal.
    Conditions which benefit the cause of recognition include defeating Great or Major powers in wars, having high vital statistics such as GDP per capita, standard of living, and literacy, enacting voting rights, and using the new Request Embassy diplomatic action on Great Powers.
    The Request Embassy Diplomatic Action is unique to this journal entry, and permits for requesting embassies in Great Powers. Each Great Power that is willing to accept an embassy will raise the progress towards Recognised status by 10%.
    Conditions which harm the cause of recognition include having poor vital economic indicators, being defeated in a war, and having certain regressive laws that demonstrate ones nation to be an unreliable business partner.
    Earning Recognition will be available to all players as a part of the free update 1.7. And that is all. Thank you for reading. Next week, Max will cover the new art of Sphere of Influence.


    [ 2024-05-02 14:00:10 CET ] [ Original post ]

    Dev Diary #114 - The Great Game


    Hello. This is Victoria, and today I will be covering much of the Great Game-themed narrative content which is coming in Sphere of Influence. This will be the first dev diary covering narrative content, with the second covering minor nations in the Great Game and other related content.

    The Great Game


    Throughout the nineteenth century, Russia and Britain competed with one another for influence in Asia. This period of rivalry was known colloquially as the Great Game, beginning in the Caucasus and Central Asia, and expanding over time to include struggles for influence in areas as far away as Korea and China. The new Great Game objective diverges from the more sandbox-oriented objectives by serving as a guided tour of this period in history. Whilst much of the content involved in the Great Game is available to owners of Sphere of Influence during every playthrough, the Great Game objective contains objective subgoals designed to guide the player through this content and represent the progress of the Great Game as a whole. To ensure the best experience, the Great Game objective is only available for the six historical participants specified belowRussia, Britain, Persia, Kabul, Herat, and Kandahar.
    Upon launching the Great Game, the first thing one will see is a list of objective subgoals, along with the subgoal which represents the core of the Great Game. The Great Game objective mixes country-specific and generic objectiveswhilst both Britain and Russia have the objective of securing influence over Persia or creating an Afghan protectorate, they also have country-specific objectives which will be covered later in the diary.
    The Great Game core subgoal is where the progress of each nation in the Great Game is tracked. Completing each subgoal will benefit the nation that completes it, pushing the bar to the right or the left. The bar will also drift in one direction or another each year, according to differences in national prestige and market GDP. As can be seen here, there are three currently unopened questions in the Great Gamethe fate of the Caucasian states, and the struggle for influence over Afghanistan and Persia. These are victories to be had. Both Britain and Russia have made advances before the games start, with Britain benefiting from their successful expedition through the Hindu Kush and into Bukhara in 1831, and Russia benefiting from enforcing the Treaty of Turkmenchay in 1828. In the Great Game, Victories represent conflicts within which both powers vie against one another, and advances represent more technical, military, or diplomatic achievements.
    When the journal entry concludes, the position of the bar will determine whether the Great Game has a victor, or whether neither power was able to gain supremacy. The power that wins the Great Game will receive a prestige and Power Bloc cohesion bonus, and the nation which is defeated will be humiliated in the eyes of the world.

    Of course, the Great Game does not always have a winner. Contrary to the views of the imperial administrators vying over the territories of Central Asia, the people which reside there have agendas of their own. If, whilst playing as a Central Asian or Persian power, one pushes both Britain and Russia out of the region, the Great Game will be forced to a close with both Great Powers being humbled.

    Generic Content


    Whilst both Britain and Russia have their unique national priorities, the core of the Great Game lies in the battle for leverage over Central Asia. Both Great Powers have generic subgoals for acquiring influence in this region.

    Afghanistan


    In Afghanistan, for example, one may establish a protectorate over all the nations in the regionbut the process does not stop there. The power which successfully establishes a protectorate over Afghanistan must keep it for ten years, without any Afghan states slipping out of their grasp.
    At the games start, Afghanistans borders are quite different from what they were at the end of the period. This is owed to the Anglo-Russian Agreement of 1895, in which Russia and Britain jointly decided upon the borders of the Afghan state. Once Afghanistan unifies, a journal entry modelling this will appear for both Britain and Russia, along with an objective subgoal for those playing the Great Game.
    The Pamir Delimitation journal entry represents the negotiations between Britain and Russia to determine the borders of Afghanistan. Depending on the borders of Afghanistan at the beginning of the process, the journal entry will present a variety of different proposals, permitting the Great Powers to grant or claim a varying amount of land. Pictured: Britain has decided that Afghanistans southeastern border should be drawn along the Indus River, whilst Russia has decided upon giving it some territory in the North.
    Once both Great Powers have agreed to a treaty, it is presented to Afghanistan, which has the option to accept or refuse. If Afghanistan refuses, the Great Powers will need to do another round of negotiation, this time with additional coercive measures available to them.


    If Afghanistan continues to refuse or the Great Powers fail to come to a deal, negotiations will break down, and overlapping claims will almost guarantee future wars in the region. Pictured: Some of the shapes that a post-Pamir Delimitation Afghanistan may take. Some of these may prove more viable than others.

    Persia


    The requirements for successfully completing the subgoal to secure influence over Persia is similar to Afghanistan, with the caveat that the territorial integrity of Persia must be maintained, at least to some extent. The fluid borders and expansionist ambitions of Persia, which will be shown in more detail next week, mean that Persia may take many shapes over the course of a game.

    Himalayan Exploration


    Throughout the late nineteenth centuries, European explorers constantly attempted to penetrate through the Himalayan Mountains, to chart the Tibetan Plateau and determine the best routes for a military expedition into the interior of China. Sphere of Influence adds a new expedition into the Himalayas, with ramifications for the Great Game if successfully completed.
    Whilst your explorers survey the roof of the world, they may come across many things, from mountains higher than any seen before, or fascinating wildlife.
    In addition to the risk of losing life or limb to both frostbite and the wildlifes claws, any European expeditions trespassing into this region will run the risk of causing diplomatic incidents with China. It is best to tread cautiously, lest the expedition be sent back humiliatedor not come back at all.

    Country-Specific Content


    In the Great Game objective, the majority of objectives are country-specific. In many cases, these objectives are linked to journal entries that are available for a country in any playthrough, with the objectives serving as a way to point out specific journal entries and grant the player points in the Great Game for completing them.

    The Caucasian War


    For example, in Russia, the Secure the Persian Border objective is tied to a new journal entry that is available for Russia at the games start.
    The Caucasian War is a conflict that has been raging for some time at the beginning of the game, beginning with the Russian attempt to annex Circassia in the mid-eighteenth century. In 1836, the Caucasian Imamate and Circassia continue to resist Russian domination of the region, making much of the region effectively ungovernable. Russian control of the South Caucasus is exerted primarily through the Georgian Military Highwaya route constantly threatened by the unrest in the North Caucasus. If Russia loses control of the North Caucasus, it is certain to lead to the loss of the South as well.
    Whilst the Caucasian War journal entry is active, events will intermittently fire, covering various situations related to the war. The options in these events often increase devastation in the region, which will make things more difficult for the Imamate and Circassia, at the cost of spilling out into Russian-controlled regions as well.


    Once Russia has either successfully researched certain technologies or reached the end of its starting truce, the war may be escalated into a full-scale conflict, which permits the use of ordinary diplomatic plays against these nations.
    Upon escalating the war, the Russian armed forces in the Caucasus will present the historical Milyutin memorandum to the government. Accepting this memorandum will please the command of the armed forces, but lead to the historical outcome of the Caucasian Warthe devastation of the region, depopulation, and the forceful expulsion of much of the Circassian population to the Ottoman Empire.
    Circassia and the Caucasian Imamate also have content related to the conflict, which will be shown off in the next dev diary. The rest of the Caucasian War requires the Sphere of Influence DLC, but the content pertaining to the Milyutin memorandum and brutal depopulation of the Caucasus does not. Whilst this is a gruesome event in history, it is also not something which can in good conscience be overlooked.

    Kazakhstan


    As of 1836, the Kazakh steppes have been under the Russian Empire for several decades. The power of the Khan has recently been abolished, and the Kazakh zhuzes placed under the command of various Russian-appointed agha-sultans. However, this system of administration is beginning to fray. Early in the game, Russia will receive an event notifying them of the rise of Kenesary Kasymuli, a Kazakh aristocrat who has come to spearhead Kazakh resistance against Russian rule.
    When this event occurs, a new unresolved victory appears in the Great Game central subgoal, and a new subgoal, along with its corresponding Journal Entry, appears.

    The Pacification of the Steppes journal entry is completed by slowly and peacefully annexing the Kazakh protectorates, and fails if the Kazakh protectorates liberty desire rises too high, or if ten years pass without successfully achieving this goal.
    Whilst the journal entry is active, events pertaining to Kenesarys rebels will fire, possibly interfering with the liberty desire of Russias Kazakh subjects.
    In addition to firing events for Russia, Kenesary will also fire events for the Kazakh zhuzes and the Central Asian khanates, giving them a chance to side with Kenesary when he eventually launches his final play for control of Kazakhstan.
    If Russian rule is sufficiently disrupted, and Liberty Desire reaches too high a value, Kenesary will seize control of the Uly Zhuz and launch his independence war against Russia, along with the allies that hes collected along the way.

    If Russia can successfully crush the revolt, they will gain progress in the Great Gamebut it has far more to lose than to gain. Whilst Britain is not necessarily aiding Kenesary, his victory will represent a coup for Britain, as Russia now has much more work to do to reach Afghanistan.
    If Russia succeeds, it will have an opportunity to menace the other Central Asian Khanates, and, upon researching Civilising Mission, unlock a new journal entrythe Conquest of Turkestan.

    Other Russian Subgoals


    Throughout the course of a game, Russia will periodically unlock additional subgoals which will advance its position in the Great Game. These subgoals represent various historical aims of Russia, and are exclusive to the Great Game objective. The Codify the Chinese Border subgoal represents the Russian Empires desire for the various territorial concessions in Central Asia and Outer Manchuria signed away by the Qing Empire in the mid-nineteenth century. The acquisition of Outer Manchuria was instrumental to the ability for the Russian Empire to project power into the Pacific Ocean, a situation which eventually led to British concerns over the integrity of their Pacific colonies and their later alliance with Japan. To complete this subgoal, Russia must both acquire these territories from China, and force China to abandon claims on the territory. If a non-player China has been weakened by the Opium Wars and other calamities, the options to sign the Treaty of Aigun, Beijing Treaty, and Chuguchak Protocol provided by the Ruler of the East Journal Entry are a perfect way to see this goal through whilst minimising both the risk of war and the negative implications of a revanchist China on the border.
    The Acquire Manchurian Concessions subgoal also relates to the relations between China and Russia, and is triggered by the Russian acquisition and incorporation of a state in Outer Manchuria. This subgoal encourages Russia to acquire a treaty port in Manchuria, and construct the historical Chinese Eastern Railway, which served as the furthest Eastern branch of the trans-Siberian railway until the opening of the Amur River Line in 1916.
    With the Russian acquisition of Outer Manchuria also comes ambitions to secure a protectorate over Korea. Korea was considered to present a risk in the hands of a foreign power as a staging point for the decapitation of Russias Far Eastern naval assets. Historically, the Russian Empire contended diplomatically with Japan for influence in Korea following the first Sino-Japanese war, a period which would meet its climax with a Japanese-sponsored coup killing the Queen of Korea and forcing the King to flee to the Russian embassy. This period of heightened tensions between the modernising Empire of Japan and Russia would cool for a brief period with the establishment of several agreements that would establish a balance of power in Korea. These agreements would come to an end following the end of the Russo-Japanese war, and the later Japanese conquest of Korea. The Secure a Korean Protectorate subgoal represents an alternate routethe ambition of both Nicholas II and factions within his government to establish full Russian control of Korea.

    British Subgoals


    In the 1830s, British citizens and ships played a role in assisting Circassia against Russia. Whilst Britain was historically unwilling to escalate its involvement in Circassia beyond occasional shipments of weapons or volunteers dispatched by private citizens, it considered exerting influence into the Black Sea to be in its national interest. The Disrupt the Russian Caucasus subgoal represents the various initiatives amongst British civil and political society to assist Circassia, and react to what they saw as the threat of Russia taking control of the Ottoman Empire if it could consolidate its territories in the Caucasus.
    The Expand British India subgoal represents the desire to expand the territories controlled by the East India Company into Burma and modern-day Pakistan. A strong East India Company, or British Raj, may serve as a valuable counterweight to Russian influence in the region, and a centre from which Britain may project power into the remainder of Asia.
    The Contest the Russian Pamirs subgoal represents an abortive attempt in 1902 by Britain to seize control of the Pamir Mountains and establish an independent buffer state through a deeply unsubtle methoda direct military incursion with cooperation from Afghanistan. Whilst this proposition was historically rejected by the British government before materialising, the acquisition of Tajikistan by Russia will present Britain the opportunity to launch the proposed invasion. If Britain can manage to seize Tajikistan or establish a new Tajik state in its power bloc, it will gain a decisive advantage in the Great Game.
    The final unique subgoal for Britain is to counter Russian Pacific Influence. This represents the historical Anglo-Japanese Alliance of 1902, which was formed in reaction to the strengthening of the Russian presence in its Far Eastern territories. This subgoal is triggered by Russia developing naval bases in Outer Manchuria, heralding an incoming threat to the British fleet in the Pacific.
    Next week, I will cover the content for minor nations involved with the Great Game, as well as how sandbox mode works with the new content. And that is all. Thank you for reading.


    [ 2024-04-25 14:00:27 CET ] [ Original post ]

    Dev Diary #113 - Diplomatic Catalysts


    Hello and welcome to another Victoria 3 Dev Diary! As we already mentioned, theres been some changes in the Dev Diary schedule due the release date to Sphere of Influence/Update 1.7 being delayed, so today well be talking about Diplomatic Catalysts instead of the previously planned Great Game dev diary. Well be posting a new Dev Diary schedule as soon as its finalized, most likely next week. Right then, lets get to the topic at hand. Diplomatic Catalysts is a new system added in update 1.7, the role they play in creating Political Lobbies, and the impact they will have on how the diplomatic AI acts towards other countries. So, what is a Diplomatic Catalyst? Put simply, a Diplomatic Catalyst is a type of diplomatic occurrence, positive or negative, between two countries. There are many different types of Catalysts, here is a small list of examples:

    • Relations between two countries increases by one full level (for instance from Cordial to Amicable)
    • A subject has their autonomy decreased
    • Two countries end up on the same side in a Diplomatic Play
    • A country reforms their government and becomes significantly ideologically divergent from another countrys government
    • A country declares another country their rival
    • A country breaks off a mutually negotiated Diplomatic Pact with another
    Each type of Catalyst may result in the creation of a Political Lobby in one or both of the countries, targeting the other country. The type of Lobby and chance for it to appear depends on the nature of the Catalyst (such as whether it is of a hostile nature), the diplomatic conditions between the two countries, and whether the overall conditions are suitable for the creation of a Lobby. For example, a Relations Increased catalyst will only create pro-country lobbies, with an increasingly higher chance to do so the higher relations go. Conversely, the Pact Broken catalyst can create both pro and anti-country lobbies and is more likely to do so the more significance the broken pact had for the country that just had it taken away from them. Some catalysts, such as Ideological Divergence, can result in the creation of either a Pro or an Anti-Country lobby. Of course, it isnt as simple as just being a dice roll: the proper conditions must be in place for a Lobby to appear to begin with and there must be at least one non-marginalized Interest Group interested in joining the Lobby. Additionally, the calculation for whether an Interest Group wants to join a lobby or not can depend on the type of Catalyst: For example, if the Ideological Divergence catalyst creates a Lobby, Interest Groups calculating their desire to join that lobby will place additional emphasis on their own ideological view of the country in question. After all, just because a country thats going all in on Market Liberalism has ideologically diverged from your government doesnt mean your in-opposition Industrialists arent over the moon about their new politics. The signing of a Defensive Pact between Brazil and the USA has resulted in the creation of a powerful Pro-American Lobby comprised of the Industrialists and Landowners
    Right then, onto the diplomatic AI. Since this is a topic we havent talked about in a while, I thought Id give a little refresher on how the AI decides its behavior towards other countries, before telling you about how this decision-making process will change in 1.7. Fundamentally, the most important factor in how an AI country behaves towards another country is their Attitude. Attitude is mainly determined by a countrys Attitude Score and Strategic Desire, which is in turn influenced by their Diplomatic Strategy and other factors such as active Journal Entries. Confused yet? Ill try to illustrate with an example: If youve ever played Mexico, you should be all too familiar with US aggression. They typically start as Antagonistic towards Mexico and progress to Belligerent after some time has passed. Though these are both hostile attitudes, they differ considerably in which particular hostile behaviors the AI will engage in. Antagonistic AIs will tend to oppose you in diplomatic plays and use hostile diplomatic actions like rivalry and embargo, but will rarely attack you outright. Even if they do attack, they will do so using wargoals aimed at weakening you or at worst snatching away subjects they have an interest in: they want to keep you in check but they dont have any interest in taking your land. Belligerent AIs, on the other hand, are very much interested in taking your land. They may be after just a single state, or a handful of states, or they may in fact be seeking outright annexation. Regardless, when a Belligerent AI comes over for a visit, youd better hope that your army and its allies are up to the task of seeing them off. So why does the AI pick one over the other? It all comes down to the aforementioned Strategic Desire, which represents their long-term diplomatic goals towards a particular nation. The US tends to start with the Antagonize Strategic Desire towards Mexico, and change to Conquer once they research Nationalism and unlock the Manifest Destiny Journal Entry. If these sound like they line up directly with Antagonistic/Belligerent, its because they do! In some cases, a Strategic Desire will translate directly into a particular Attitude unless offset by the Attitude Score, while in others its more nuanced. I dont want to go too on too much of a tangent into Attitude Score, but you can think of it as the AIs calculation of whether its willing to set aside its long-term diplomatic goals for short-term reasons. I.e., we do want to conquer a state from the Ottomans, but at the moment we need them to protect us against Austria. Maintain Balance of Power is one of the more common Diplomatic Strategies, and has the AI pursue more moderate diplomatic goals, avoiding excessive infamy and preferring weakening their rivals to expanding their borders in most cases.
    When the AI is prompted to select a Strategic Desire towards another country, they look at the pool of available and achievable desires, assign them a score, and then select through a weighted random process. As mentioned above, Diplomatic Strategy plays an important role here: A country with the Acquire Colonies strategy needs no particular reason to select the Conquest desire towards a juicy Unrecognized target, while a country with Defend the Borders will only consider picking it to retake lost territories, and even then theyre reluctant to do so in an offensive war. Journal Entries also factor heavily, as we saw with the Manifest Destiny example above. There are of course many more factors in how the AI scores different desires: as an example, AI countries tend to pick more hostile desires towards a country going full-in on radical leftism if they themselves are not pursuing a similar path. But enough with the long-winded explanations, lets get to what has actually changed in 1.7. I mentioned above that the AI selects a Strategic Desire when it is prompted to do so, and here is the crux of the matter. In the current version of the game, the AI uses a system that you could call a reroll progress bar. For each country, it tracks the progress of said bar, which increases slowly over time but can also make larger jumps from certain occurrences, such as the country selecting a new Diplomatic Strategy or the two countries suddenly ending up opposed in a play, essentially a much simpler version of the very Diplomatic Catalyst system were going over in this DD. Once the reroll progress bar hits 100, the AI will re-roll its strategic desire, often with an additional weight towards staying the course, particularly towards a country they have long-standing diplomatic pacts with. This may seem like a fairly sensible system, but the problem is that its entirely opaque to the player. You simply arent told that your long-standing ally just turned hostile towards you because they had a massive ideological shift in their government or picked up a new Journal Entry - at best you may get a custom notification that gives you a hint, such as the one for the French Borders Journal Entry. This, of course, is where the Catalysts come in! As of update 1.7, the re-roll bucket is gone, and replaced with a system of weights similar to those used for Lobby creation, which allows for the AI to adjust its long-term goals in a way thats far less arbitrary and most importantly, which can be explained to the player. Just like different Catalysts have different weights and conditions for creating Lobbies, the way they potentially alter an AIs diplomatic strategy is also tailored to the specific Catalyst. To give you an example, Country Bankrupt is a Catalyst that triggers for all of a countrys diplomatic ties when they go bankrupt. For most AI countries, this is of little significance and wont result in any change in Strategic Desire, but if an AI thinks its in a position to take advantage of the bankrupt countrys momentary weakness, particularly if they are pursuing a strategy of Economic Imperialism, a recalculation may trigger in which the AI picks a new desire towards the bankrupt country, which will always be of a more hostile nature than whatever they had before. Other catalysts (for example Relations Improved) may only ever change their Strategic Desire in a friendlier direction, while yet others (for example Diplomatic Strategy Changed) can potentially change it in any direction that makes sense at the time. By declaring bankruptcy to deal with their crippling debt problems, Ashanti has displayed their weakness to the world and become a tempting target for Great Britain
    So what does all this mean? Essentially, what it all boils down to is that the AI is now much more transparent and comprehensible in its behavior, and that the diplomatic relationship between two countries will flow much more from the actions of those two countries. Your AI ally will no longer turn on you just because some dice rolls behind the scenes told them to, they will turn on you because you broke a Trade Agreement they saw as vital, or because you pushed your Infamy too far, or because the ideologies of your governments simply became too incompatible. Similarly, befriending an AI is no longer just a matter of keeping relations high and praying for a re-roll, instead you can actively work to improve their Strategic Desire (and thus attitude) towards you by acting in a manner that benefits them: Make enemies of their enemies, support them in diplomatic plays, and so on. Even if you missed the notification informing you of an Attitude change resulting from a new Strategic Desire, you can always tooltip the Attitude of an AI country to discover the reason that they adopted their current Strategic Desire towards you. You can even use this to discover why two AI countries are enemies or friends with each other by using the Attitude filter on the diplomatic map mode!
    Thats all for today! Next week well be switching topics and talking about the content side of Sphere of Influence, starting with The Great Game. See you then!


    [ 2024-04-18 14:00:53 CET ] [ Original post ]

    Sphere of Influence / Update 1.7: New Release Date

    Hello Victorians, this is Martin here with an update on the release date of the Sphere of Influence expansion. A few weeks ago we announced we were planning to release the expansion and its accompanying update on May 6th. Since that time weve unfortunately come to the conclusion that both the update and the expansion are in need of more time for bug fixing and polish. Both update 1.7 and Sphere of Influence contain several fundamental changes to how the game functions, particularly in the form of the Building Ownership Revision and Power Blocs, which has resulted in bugs, as well as balance and technical stability issues. While we are happy with the features on offer in 1.7/Sphere of Influence, we simply do not believe that sticking to the original release date will allow us to deliver those features in a polished and balanced state, and we frankly do not want your enjoyment of them to be marred by excessive bugginess, crashes or general lack of polish. We believe that a delay will allow us to release the update and expansion in a state that both we as the developers and you as the players will be much more happy with. The new release date will be Monday the 24th of June. We will continue releasing weekly dev diaries up to that point, as there is still quite a lot to cover with both the DLC and the update. We know many of you are eagerly anticipating the expansion and apologize for the extended waiting that this will create, but we really want Sphere of Influence to meet your expectations and for this release to be one that we can be proud of as a development team!


    [ 2024-04-15 16:00:06 CET ] [ Original post ]

    Dev Diary #112 - Political Lobbies


    Hello and welcome to another Victoria 3 Dev Diary! Todays topic will be Political Lobbies, which is a new feature added in the Sphere of Influence expansion with some elements made available for free in the 1.7 update. So, what is a Political Lobby? Put simply, a Political Lobby is a collection of Interest Groups pushing for the implementation of a specific foreign policy agenda in their country. Superficially, this may appear quite similar to Political Parties, but there a couple key differences in how they function: Political Lobbies always form for a specific reason, often due to a Diplomatic Catalyst (more on those and the precise conditions for how they can create lobbies in next weeks dev diary) and pursue a specific long-term agenda that does not change over time Interest Groups can be members of multiple Lobbies, so long as those Lobbies do not have directly contradictory goals The agenda of a Political Lobby is always in relation to a specific foreign power, and there are four types of Political Lobbies being added in 1.7/Sphere of Influence:

    • Pro-Country Lobby: This Political Lobby seeks to promote and advance the interests of their target country, both in relation to their home country and in a more global sense
    • Anti-Country Lobby: The opposite of the Pro-Country Lobby, this Lobby seeks to hinder the interests of their target country and take it down a peg whenever possible
    • Pro-Overlord Lobby: A Pro-Overlord Lobby can only form in a subject country, and will always target the overlord. It seeks to promote loyalty towards and closer integration with the overlord.
    • Anti-Overlord Lobby: The opposite of the Pro-Overlord lobby, this lobby is also only for subject countries and wants to become less dependent on the overlord, and ideally secure independence for their home country if the opportunity arises.
    Interest Groups can join Political Lobbies for a variety of reasons, such as ideological alignment with or opposition to the country they target, or in pursuit of an overarching goal, such as the Industrialists joining a Pro-Country Lobby for a wealthier, more advanced country in the hopes of securing foreign investment capital. Lobbies have an Appeasement score, which goes up when you take actions that the Lobby feels aligns with their goals, and goes down when you take actions that they consider to be contrary to those goals. Appeasement acts as a modifier on the Approval of their constituent Interest Groups, which means that your foreign policy actions can now directly help or hinder your internal political goals. For example, are those staunchly Anti-French Landowners doing the Landowner thing of blocking those voting rights you want enacted? Simple! Just declare your opposition to France in a Diplomatic Play and humiliate them, and the Landowners will be so busy celebrating their victory over the perfidious Gallics that they will graciously let you have this one little reform. On the flipside, you might find that the very pro-British Industrialists are not at all pleased with your continued alliance to a British rival, and that your previous plan of working to strengthen them in order to enact Laissez-Faire has now backfired, as they refuse to work with you until you break said alliance, forcing you to choose which of your two goals is more important to you. Anti-American sentiment is strong among the Armed Forces and Trade Unions of Mexico, and both have been appeased by declaring an embargo on American trade, though of course the Americans arent likely to be too pleased with this action
    Lobbies, of course, do not only affect Interest Group approval but have direct diplomatic benefits or drawbacks depending, once again, on whether the actions you take align with their goals. How large these effects are depends on the combined Clout of the Interest Groups that are part of the Lobby. For example, having a Pro-Country Lobby will make it easier to conduct diplomacy with that country, both by increasing their AI acceptance for proposals and by lowering the Influence cost of any friendly pacts you maintain with them, but increasing the cost of hostile actions (such as Embargos) and lowering the Influence you gain from rivaling them. As you might expect, Anti-Country Lobbies have the opposite effect, making friendly diplomacy harder and hostile actions cheaper. Anti and Pro-Overlord Lobbies also significantly influence Liberty Desire, as mentioned in the previous dev diary. Lobbies also have a secondary effect on AI behavior, as an AI country with a Pro-Country lobby will be more likely to adopt a friendly attitude towards the target of said lobby, with the opposite effects for an Anti-Country Lobby, with the Clout of said lobbies once again determining how likely the AI is to fall in line with them. All of these effects, as well as the actual creation of Lobbies themselves, will be available to everyone as part of the free 1.7 update. Although Russias government currently has a positive attitude towards Austria and wishes to pursue closer relations, the powerful Anti-Austrian Lobby in Russia makes it more difficult for them to agree to any proposed new Diplomatic Pacts
    For those with the Sphere of Influence expansion, Lobbies can also make their will known through an opportunity or a demand. Opportunities generally come in the form of some diplomatic groundwork done by the Lobby that may allow their parent country to sign a diplomatic pact that is otherwise difficult to get, or even out of reach entirely. For Pro-Country Lobbies this usually involves dealing with the target country directly, while Anti-Country Lobbies will instead work to create opportunities to cooperate with the targets enemies and rivals. Opportunities can be declined without any penalty, and will only result in a loss of Appeasement if accepted but not followed through on. Accepting and following through on the Opportunity will of course increase their Appeasement. Even though Great Britain is Cautious about France and thus not willing to sign a Trade Agreement under normal circumstances, the acceptance bonus granted by the opportunity created by the Pro-British Lobby should be enough to secure the deal
    Demands, conversely, is when a Lobby believes that the government isnt doing enough to pursue their agenda and well, demands action. A demand generally comes in the form of a specific action that the Lobby wishes to see taken either against the target country, or against a country relevant to them (for example, a rival or ally). A demand can be declined, but doing so will significantly decrease the Appeasement of the Lobby (though not as much as accepting the demand and then failing to follow through on it). Feeling that the French government isnt doing enough to foster closer ties with Britain, the pro-British Lobby demands a grand gesture of enmity with Britains Russian enemy
    Also available for those with the Sphere of Influence expansion is the new Fund Lobbies diplomatic action. This action works in a fairly similar way to Bankroll, in that it transfers money from the treasury of the initiating country, but instead of the money going to the target countrys treasury it is paid out among the target countrys Pops instead, with who gets what share of the money dependent on the targets political setup and how much power sharing is going on - when trying to Fund Lobbies in an Autocratic country, nobody is going to bother spreading money around to poor laborers who have no say in politics whatsoever. The precise effects of Fund Lobbies depends on whether a Pro-Country/Pro-Overlord lobby targeting the initiator already exists in the target country. If one does not exist, the money goes towards promoting the creation of such a lobby, with a weekly chance for this to happen. If such a lobby already exists, or once one is created, the pact switches to supporting that Lobby by increasing the Pop Attraction of Interest Groups that belong to the boosted lobby, which over time will increase the combined Clout of the Lobbys Interest Groups, which in turn translates into greater mechanical effects and impact on AI decision-making. Seeking to tighten its grip over their junior Personal Union partner, Sweden begins to spread some money around among the politically influential Norwegian Pops
    Finally, I want to wrap up this dev diary by talking a little bit about the moddability and extensibility of the Lobbies system. Besides the Pro and Anti Country Lobbies mentioned above, the system also comes with built-in support for neutral Foreign lobbies that have a goal relating to another country which is neither directly friendly nor antagonistic, and even for Domestic lobbies that pursue an entirely internal agenda in the country they are created in. The entire system of forming, appeasing and applying mechanical effects from lobbies is completely moddable, and we definitely intend to use this system to create new and interesting types of lobbies in future updates! Thats all for today! Since this one ended up pretty long, and we actually have a bunch of semi-related things to go over as well, weve decided to change the Dev Diary schedule so that next weeks dev diary will be about Diplomatic Catalysts and the Diplomatic AI. We also still want to talk more about Power Blocs, and will find a way to fit that in before release. See you then!


    [ 2024-04-11 14:00:26 CET ] [ Original post ]

    Dev Diary #111 - Subject Improvements


    Happy Thursday, it's time for more Sphere of Influence / Update 1.7 news! One of the many benefits of being a Victorian-era Great Power is that you might get to lord over not just your own people, but other nations as well. Whether acquired through brutal conquest, colonial machinations, or willing subserviency, countries subjugated under your leadership can benefit your empire in a number of ways:

    • they expand your market
    • they provide you with a share of their Prestige
    • they may compensate you with taxes in exchange for your protection
    • they may join your wars
    • etc.
    This doesn't mean subjects will always just lie back and accept you exploiting them. Overlords that see their subjects as nothing but buffer zones and cash cows could in time come to learn that patience can run thin, leading to calls for independence. And in this era of nationalism, your subject declaring their autonomy could prove the perfect pretense for your worst rival to upset the balance of power. We're introducing a number of enhancements to gameplay around managing your subjects, or indeed managing your own status as a subjugated nation if that's more your speed. These enhancements are meant to improve interactivity and AI responsiveness, while also introducing a number of quality-of-life features and highly requested additional mechanics. Some features below are available in the Sphere of Influence expansion, while others will come to everyone as part of Update 1.7.

    Liberty Desire


    The first and most obvious feature you will encounter relating to your subjects in Update 1.7 is Liberty Desire, a measure of how pressing the issue of autonomy and independence is to the people (particularly the ruling class) in the subjugated nation. At high levels, an AI subject could become rebellious and might make some terribly rude demands of their overlord; at low levels, they will be complacent and cooperative, enabling their overlord to relax and maybe squeeze them a bit more, as they please. For AI countries, Liberty Desire will strongly influence their strategy with respect to their overlord. Four additional AI strategies have been added:
    • Break Free: the AI attempts to become independent from their overlord
    • Increased Self-Reliance: the AI attempts to increase their autonomy and become less dependent on their overlord, but will not seek outright independence
    • Maintain Autonomy: the AI wants to maintain their autonomy and relationship with their overlord just as it is
    • Integrate with Suzerain: the AI wants closer integration with their overlord and will loyally comply with their wishes
    But Liberty Desire is not just for the AI, it also informs what human players can do, and the level of Liberty Desire can have a direct effect on the country and its pops as well. The current level of Liberty Desire is visualized much like Legitimacy, as a tiered meter with different effects at different levels. Unlike Legitimacy it is never static - Liberty Desire is always either increasing or decreasing, the question is at what speed and what you (as overlord or subject) will do about it. The British East India Company, with its largely self-sufficient economy and powerful standing army, could become a problematic subject for Great Britain unless relations and lobbies are kept in check, and concessions may have to be granted to keep them loyal to the crown.
    A multitude of factors play into Liberty Desire, providing you with a lot of different strategies for how to keep it under control (or perhaps increase it, if you're the subject).
    • Relations: obviously, high relations will lower Liberty Desire and vice versa
    • Relative Prestige: the greater the difference in Prestige between overlord and subject the lower the Liberty Desire. The less autonomous your subject is, the greater the Prestige difference you need to maintain to depress Liberty Desire.
    • Economic Dependence and Lobbies: explained in greater detail below
    • Market Isolation or supply problems: if you cannot provide your subject with effective access to your market, they will be more inclined to demand sovereignty
    • Change Rate scaling: the higher or lower Liberty Desire gets, the slower its rate of progression, giving you more opportunities to manipulate it with Diplomatic Actions (which we'll discuss soon)

    Economic Dependence


    Another metric introduced in Update 1.7 is Economic Dependence, which measures exactly what it sounds like: how dependent country A is on country B's economy. Economic Dependence doesn't do anything directly, but feeds into other metrics such as Liberty Desire and the Cohesion of Trade League-type Power Blocs. A major aspect of Economic Dependence is how much of the nation's economy is owned by the other country through foreign investments, either directly or through pop investors. If you want to make your subjects dependent on you, make sure you provide all of their good jobs.
    If you do not share a market with the other country, the secondary aspect of economic dependence consists of the value of trade between your two nations. But in most cases where Economic Dependence matters, you do share a market, which introduces another few factors. First off, the difference in GDP between the countries in the market has an impact. But much more interestingly, how much your economy provides for the other nation's pops - and how much they are able to provide for themselves - is a crucial factor. As a market leader, you're considered to be providing anything the market member does not provide for themselves, in this case luxuries like Opium, Fruit, Luxury Clothes, and Tobacco. The more you're able to provide for yourself, the more you can offset this factor. In this case, Columbia produces most of the Grain they consume, which is their dominant demand. As a result they more than offset the luxuries provided by membership in the British market. As a result, from the viewpoint of Great Britain, if I want to increase Columbia's economic dependence on me I should consider producing an excess of the goods they aren't able to fully provide for themselves, such as Liquor. Thinking longer-term, I could also try to take measures to make their domestic staple industries unviable, making me the dominant supplier of (for example) Grain or Clothes or Furniture throughout the empire, while my colonial subjects' economies consists of producing cash crops for the benefit of my own people or industries. Note that this part of the calculation is currently WIP and may be altered for legibility and consistency before release, but the principles will stay the same.

    Lobbies


    In the Sphere of Influence overview we mentioned Lobbies, which are also crucial to keeping Liberty Desire under control across your empire. We will go deeper into Lobbies next week, but for now I can mention that subject nations will almost always have two Lobbies relating to their overlord: one of them a proponent of closer ties with the overlord, while the other is opposed to the overlord and devoted to independence. The relative power of these Lobbies depends on which Interest Groups support them, how powerful those Interest Groups are, and whether or not they are currently in government, which directly feeds into Liberty Desire as well. As an overlord, with the Sphere of Influence expansion you will have some indirect influence over this by sponsoring the creation and maintenance of lobbies in other countries, which we will learn more about next week. As a subject, you have more direct control: if an Interest Group supports ties with your overlord, you can try to suppress them, remove them from power, even incite them to revolution and defeat them to keep your Liberty Desire high (though beware this could rouse your overlord into supporting their side!).

    Subject Actions


    So as a subject, why would you want your Liberty Desire to be high? You actually probably don't want to keep it high, since it can mean less stability in your country (as reflected by greater risk of Radical generation, as people demand their freedom). But when your Liberty Desire has reached a high enough level, you can make demands of your overlord which are hard for them to ignore. Increase Autonomy: previously available only as a Diplomatic Demand, you can now more gently request an increase to your autonomy when your Liberty Desire is high enough. Should the overlord decline this request the subject can demand full independence, so the stakes are quite high. If the request is granted, Liberty Desire will drop to much more manageable levels. Demand State: if your overlord controls a state that is both adjacent or a homeland to you, directly or through another subject, you can demand they give you that state under certain conditions. Request Payment Relief: you can request that your overlord reduce your payment burden. (Sphere of Influence only) Request Support for Regime: a pact where the overlord provides overt support for your rule, granting you Legitimacy. This is reversible, so the overlord can grant this pact on their own if they wish. (Sphere of Influence only) Request Knowledge Sharing: a pact where the overlord provides the subject with a tech spread boost, letting them catch up to the state-of-the-art quicker than usual. This is also reversible, letting the overlord display their benevolence unprompted. (Sphere of Influence only) For example, you might wish to demand an increased level of autonomy, or relief from excessive payments. Once one of these demands have been accepted your Liberty Desire will decrease, reflecting the diplomatic impact of the concession your overlord agreed to.

    Overlord Actions


    Most of the new options are available for overlords towards their subjects, but follow the same principle - if Liberty Desire is low enough you can demand more from your subject, although this is likely to increase Liberty Desire and maybe even cause it to increase over time. Similarly, you can grant special privileges to depress Liberty Desire.
    The following actions will be coming in Update 1.7 / Sphere of Influence: Increase and Decrease Autonomy: when Liberty Desire is particularly low, the overlord can force a decrease to their subject's autonomy without making a Diplomatic Demand for it. Full annexation is possible only for Puppets / Vassals, and still requires a Diplomatic Demand. Grant and Take State: a much requested feature, as an overlord you can now benevolently decide to grant territory to your subject. The state you select must belong either to you or another one of your subjects, and must either be adjacent to the subject or a homeland of one of their primary cultures (and in that case, it cannot also be a homeland for another subject that is adjacent, and therefore a better fit). Granting a state will of course reduce Liberty Desire, often by a substantial amount, especially if it's a homeland. Transferring a state from another subject will of course increase the Liberty Desire of the subject you transferred it from. In the case of Puppet or Vassal subjects, you can even transfer their states to yourself if Liberty Desire is sufficiently low (not their capital though). Exempt from Service: for subjects that are forced to join the overlord's Diplomatic Plays, this pact lets overlords exempt the subject so they stay out of the conflict. Grant Own Market: cuts the subject off from your shared market and makes them run their own. This could be useful in cases where you want your subjects to be a trading partner rather than fully integrated with your economy, limit migration, or reserve your convoys. Reduce or Raise Subject Payments: for Subject Types that must pay a tax to their overlord, these "add-on pacts" allow you to either decrease or increase the amount paid in exchange for a change in Liberty Desire progress. (Sphere of Influence only) Appoint Colonial Governor: lets the overlord select a new Head of State for the subject. The options the overlord has available depends on their laws vis a vis who the subject is - under some laws you could permit a local governor to take charge, while under others only hopefuls from the empire's capital are permitted. (Sphere of Influence only) Evangelize: spreads the overlord's state religion in the subject, increasing conversion rates. (Sphere of Influence only) A nifty cheat sheet to remind you of the effects of different subject types and compare between them has been added to the Subjects tab UI, where you also have easy access to the Liberty Desire values of your subjects, sort functions, and a list of the Overlord actions you can issue for each subject. If the symbols aren't self-explanatory to you, they're of course tooltippable!

    Support Independence


    Support Independence is a new Diplomatic Pact, which a country can establish to commit to support another country's subject if they declare independence from their overlord. Once the Diplomatic Play has been declared, any supporters will automatically join on the subject's side. As a side effect this pact also increases Liberty Desire progression in the subject, so over time supporting a subject's independence may lead to greater autonomy if not full independence. Supporting the sovereignty of your subject's rivals is a common strategy among aspiring imperialists, and subjects looking to become independent can also cozy up to other nations and ask for their support, hypothetically speaking of course.

    Improved Imposition of Laws


    We introduced the ability to impose laws on your subjects in Update 1.5, but at that time the implementation was so rudimentary it was almost like an easter egg for the few who discovered it. In Update 1.7, you can now impose laws on your subjects directly from the Subjects tab. When you start imposing a law, the other country will get an event where they can respond to the demand. They can choose to outright refuse, which they might do if their Liberty Desire is high or their chance of passing the law is very low. You will now also be told what their chances of passing the law is before you commit to it.
    They can also choose to start enacting it right away, giving them a +10% enactment chance for the duration, or deferring it until later. If they are already passing a law at the time you send the demand, they can choose to cancel their current law at no penalty in favor of your request, or wait until the time is right. While they're committed to enacting the law, they cannot cancel it until it's complete. They can however abandon the attempt, and may do so if they've made no progress after several years, but this will hurt relations with you. As a player, your AI overlord may make these demands of you as well, and you have the same options to deal with them.

    Conclusion


    These new interactions with your subjects (or your overlord), informed by the Liberty Desire metric, Economic Dependence system, and Lobbies, is meant to add more difficulty, depth, and interactivity to your imperialist projects - or as a subject, give you the ability to plan for your eventual independence. While most of these mechanics are available in Update 1.7, several of the new interactions are a component of the Sphere of Influence expansion. Some of the mechanics, such as imposition of laws and diplomatic actions limited to countries you have special relationships with, also integrate with the Power Bloc mechanics in Sphere of Influence to give you a more unified way of interacting with countries in your sphere, whether they're subjugated to you directly or merely in the same Bloc as you. These features also add exciting new potentials for more targeted interactions with specific countries without cluttering up the lens interface where more generic actions are shown, permitting for more custom interactions between countries to be added in the future. Modders should also be able to make good use of the new options we've added to Diplomatic Actions, such as modifier support. As mentioned earlier, next week Wiz will be back to go into more detail on Lobbies, and what they provide for the upcoming Sphere of Influence expansion. Until then! Overview for all upcoming Dev Diaries: [table] [tr] [th]Date[/th] [th]Topic[/th] [/tr] [tr] [td]11th April[/td] [td]Lobbies and More on Power Blocs[/td] [/tr] [tr] [td]18th April[/td] [td]The Great Game[/td] [/tr] [tr] [td]25th April[/td] [td]The Art of Sphere of Influence[/td] [/tr] [tr] [td]2nd May[/td] [td]Changelog 1.7[/td] [/tr] [/table]


    [ 2024-04-04 14:02:25 CET ] [ Original post ]

    Dev Diary #110 - Building Ownership & Foreign Investment


    Hello and welcome to another Victoria 3 Dev Diary! After last weeks look at Power Blocs, we are going to take a look at another major set of changes that are going to arrive with Sphere of Influence and the free 1.7 update. Namely, a revision of the Building Ownership system and what it allows us to do: Foreign Investment, a much requested feature which makes its debut in 1.7. You will see that the changes we are making impact your visibility of ownership and the affected Pops throughout the game. To understand all the mechanics we will be looking at an example country in the heart of Europe.

    Ownership types


    Its 1836. In Bavaria, a proud member of the Zollverein Power Bloc, all buildings are owned by the state or the workers themselves. Capitalists, Aristocrats, and Clergymen no longer work in these buildings, and most of the Shopkeepers no longer work in production buildings directly. In addition, the Ownership Production Methods have been removed. Instead, ownership works on a per level basis, allowing a mixed ownership structure in the same building. A popular Logging Camp it seems. Workers, a Financial District and a Manor House own a part.
    In worker-owned buildings employees work for themselves basically. So any dividends they may accumulate, they split amongst themselves. This is the default at game start for many countries (not all) and is a state which you can more or less return to at a later stage of the game with the enactment of Cooperative Ownership, which will expropriate your privately owned buildings over time. One major exception from the ownership situation at game start are subsistence farms which are owned by a new building we are introducing: Manor Houses. Now they lounge around in luxury, instead of slumming it with the common folks in less refined taste buildings, we wouldn't want their shoes to be dirtied on a subsistence farm! Manor Houses are able to own levels of other buildings, in our case at game start all the levels of Subsistence Farms in their own states. They pay their wages and dividends by collecting dividends from the buildings they own and distributing them among their employees. What type and how many employees they have is determined by a limited set of PMs. Clergymen or Aristocrats? You cant get rid of both of them!
    So you can see there are still jobs for Clergymen. What about the Shopkeepers and Capitalists? Well, they work in the new Financial District buildings, which behave pretty much like the Manor Houses. They too have different employment PMs, can own levels of other buildings and pay their employees by collecting dividends from owned building levels. Both new buildings expand automatically, depending on how many levels they own. For example if a new level of a privately owned factory is created, a corresponding new level of a Financial District is also generated. All building levels that you construct are country-owned. Under certain laws, this status can change soon after they are finished constructing. Country-owned buildings come with reduced Economy of Scale bonuses and a bureaucracy cost for each level you own. But in return they can provide additional income based on the buildings dividends which partially get transferred to your treasury. Not all buildings can be of any ownership type of course, for example barracks or government administrations will always be country-owned. Summing up, there are now three types of ownership for any building level:
    • Worker owned
    • Privately owned (Financial Districts and Manor Houses)
    • Country owned
    If all buildings in Bavaria are owned by the workers or the country itself, how do the first Financial Districts appear, you may wonder! The main way to get that to happen is the next point on our agenda.

    Privatization


    Enter Privatization, whereby you allow country-owned buildings to be sold to Pops. If you are short on cash, Privatization might help you
    This makes it possible for your Pops to acquire them. Depending on the type of building you are privatizing, they usually get bought either by Aristocrats or Capitalists, using the investment pools funds. If you dont have any capitalists in your country yet, other Pops may step up though, using the investment pools funds to buy a building you put up for sale and become Capitalists in the process, which in turn leads to the first Financial District appearing. The money will be transferred from the investment pool to your countrys treasury once that happens. The cost of buying a level is determined by its construction cost and is modified by most of the Economic System laws. These laws also affect the efficiency of these transactions, meaning how much money is lost as overhead and how much is being reinvested into the investment pool or the treasury. One particularly interesting law is Laissez-Faire which upon enactment forces all your country-owned buildings to be put up for sale and will automatically do so for every new building level you construct. Similarly, enactment of other laws like Cooperative Ownership and Command Economy doesnt immediately change the ownership of all buildings, but rather can start a process that can convert your economy over time. Insert witty joke about the free market here
    Now lets take a look at how the different ownership model affects investments from your Pops.

    Investment


    The existing logic for how the private investment pool works remains similar to before. So, different Pop types still have different priorities and they will look at factors like estimated productivity, available workforce etc. When a building is about to be constructed by private investment, we randomly determine who is building it, favoring already existing Financial Districts and Manor Houses over creating new ones. In a worker-owned economy, the private investment pool will continue to function, but they will only expand their own buildings, not create new ones. An important fact with this system is that investments do not need to be local. A Financial District or Manor House can invest in any of your countrys states, including your colonies overseas. This system will create a flow of money from the colonies to your homelands, a stronger centralization of wealth and power and it will end the status of colonies Pops making more money than your Pops at home. Of course the non-local investments also come with some challenges with regards to other countries. It looks like Prussia has heard about that option and has started investing in your country! First they took our chairs, then the tables we used to eat at. Whats next? Our beds?!

    Foreign Investment


    There are a few ways to acquire Foreign Investment Rights. First of all, overlords can always invest in their subjects. This is part of the free 1.7 update and will allow you to do Foreign Investment where it matters the most, even if you do not own Sphere of Influence. Then there are three diplomatic pacts which you can use if you have bought the expansion: [olist]
  • Mutual Investment Rights which allows both countries to invest in each other
  • One-directional Investment Rights in either direction, so you either demand to be allowed to invest in their country or offer another country to invest in yours [/olist] The [redacted] has been [redacted]. We shall see its effects on the 11. of April.
    There is also a Power Bloc Principle group that deals with Foreign Investment which on Tier 3 has the consequence of being able to invest in any member country. No matter how you got the Investment Rights, you and also your Pops will be able to invest in the target country. Private investment does consider foreign states as potential targets for their expansions, allowing them to build profitable buildings more easily. As nice as it is that Prussia has invested in new buildings in Bavaria, I dont think we can let them get away with diverting the profits to Berlin instead of our own population!

    Nationalization


    Nationalization allows you to take control of foreign assets in your country. You cannot nationalize other countries assets as long as they possess Foreign Investment rights in your country. Once that is no longer the case, e.g. if Bavaria left the Zollverein Power Bloc, you can peacefully nationalize their building levels in your country. For that you need to pay a sum of money from your treasury. Similarly to Privatization, the sum is determined by the construction cost + modifiers from laws. You will also be able to nationalize your own Pops building levels, both worker-owned and privately owned, if youd like to take ownership. Nationalization is not seen positively by the affected Pops of course and will radicalize them. We should compensate them to reduce the quarrels.
    But what if the Bavarian coffers are empty yet you still want to take over that juicy productive Furniture Manufacturies that is owned by Prussia? Well, there is always an alternative. Pay them? I dont think so!
    You can demand nationalization of a countrys assets in your country. If they accept, their building levels ownership changes to your country. If they dont, you can try and enforce it as a wargoal. If you are successful, you will also remove their Foreign Investment Rights for your country in addition to taking control of their buildings in your country.

    Building Registry


    To visualize all these new mechanics, we are introducing the Building Registry, which allows you a customizable look at your countrys situation. All the building data one could wish for
    This is a major new UI, that similar to the Census Data window, comes with a lot of functionality to filter the available data. Only show buildings outside your country? Sure. See all buildings that are owned by Pops and which are currently not hiring but not fully employed? No problem. Lots of filter groups to browse through
    We hope you find this as useful as we do. You can access it via the button on the bottom of the Buildings panel. Really recommend pressing that button

    Implications for the Directly Controlled Investment Pool Game Rule


    As you can imagine, this new system of ownership, geographic wealth extraction, and privatization/nationalization has far-reaching implications on the economic foundations of Victoria 3. It enables a lot of interesting dynamics we haven't been able to model until this time and adds a whole new dimension to your economic laws. It also comes with the consequence of making the Directly Controlled Investment Pool game rule that we introduced with 1.2 (as a legacy alternative to the new Autonomous Investment system) impossible to maintain. In 1.6 and prior, if this game rule was turned on, the player would be directing all construction efforts. As long as there was money in the investment pool and the construction queue was building a privately-owned building, the cost of construction goods would be coming out of the investment pool first before being carried by the state budget. With the new rules for building ownership, investment rights, and so on in 1.7 this no longer makes sense - there's now a very clear distinction between a building project initiated by a private investor and the state, a potential source of conflict innate to both foreign ownership and the privatization/nationalization mechanics, and even differences between owners in different regions that cannot be represented if all construction projects were player-initiated. Because of this it no longer makes sense for players to be in charge of both public and private investments simultaneously, and as such the Directly Controlled Investment Pool rule has had to be removed for 1.7 and beyond. While we can't support non-default game rules to the same degree as the standard options, removing a game rule completely is not something we'd ever do without good cause. We know that a smaller fraction of you favored this setting so we want to be clear with why its removal was a necessity to move forward with these improvements to ownership and foreign expansion.

    Outlook


    I would like to end todays Dev Diary by providing a short outlook for what these changes also enable us to do in the future. The main thing here is affecting Companies. The way we have reworked ownership allows us to create Company headquarter buildings which can then own specific building levels of industries they care about, determining its profitability from and providing their throughput bonuses only to these. While we cannot provide a concrete timeline for that change at this point, it is something we would like to tackle for one of our next free updates. Thats it for today. Check back next week when Mikael is going to walk you through what changes 1.7 and Sphere of Influence brings to relations and interactions between Overlords and Subjects, including how these foreign investment mechanics relate to your grip over your extended empire. Overview for all upcoming Dev Diaries: [table] [tr] [th]Date[/th] [th]Topic[/th] [/tr] [tr] [td]4th April[/td] [td]Subject Interactions[/td] [/tr] [tr] [td]11th April[/td] [td]Lobbies and More on Power Blocs[/td] [/tr] [tr] [td]18th April[/td] [td]The Great Game[/td] [/tr] [tr] [td]25th April[/td] [td]The Art of Sphere of Influence[/td] [/tr] [tr] [td]2nd May[/td] [td]Changelog 1.7[/td] [/tr] [/table]


    [ 2024-03-28 15:01:00 CET ] [ Original post ]

  • Dev Diary #109 - Power Blocs


    Hello and welcome to another Victoria 3 Dev Diary! Im Lino, a Game Design Lead on the project and today I will take you through one of the big features of the Sphere of Influence expansion: Power Blocs. As Martin wrote last week, Power Blocs are multinational associations that are led by a Great or Major Power. They can take many different shapes, some of which I will showcase today. With your skills playing Victoria 3 (or rather: your skills picking Great Britain), you too should be able to lead one in no time, Im sure! Display of the most powerful members of a Power Bloc under Great Britains rule
    But lets get into the details, starting with some general aspects.

    General


    With Power Blocs, we are providing new and different opportunities for you to take control of one of these powerful empires, to assemble and customize your own Bloc, shape its effects on members to your liking and guide its expansion and struggle with other Power Blocs for domination over the region. A country can only be part of one Power Bloc at the same time. That does not mean that a country is locked into a Power Bloc forever though. There are ways for them to leave and join another Bloc, if the conditions align or even for a Power Bloc to be completely dismantled. Great Powers will generally have an easier time leading a Power Bloc than Major Powers, due to their higher budget of Influence which is part of the upkeep cost for Power Blocs. Additionally there is a Cohesion penalty being applied to Major Powers leading a Power Bloc to reflect that they dont quite have the authority or respect of others. This fact and some other things well get into later, should make the fight for the top of the Prestige leaderboards more rewarding and fun. There will be some Power Blocs established at game start already, e.g. the Zollverein and the British Empire. You can start playing as Great Britain and you will already have a Power Bloc ready to go if you desire to do so. But also playing as a regular member of any Power Bloc will feel different than being outside of them. While there are good reasons why you may not want to join any Power Bloc, there is also potential for powerful effects and cooperation with other members of the same Bloc. Some of the Power Blocs at game start
    I hear you have managed to cut off Austrias leash and were able to unite Italy. Very impressive. Now you are ready to create your own new Power Bloc. Lets look at that process, which starts with the customization.

    Customization


    When you form your Power Bloc, you can customize a few aesthetic things to make it look as pretty or crazy or as historic as possible - whatever floats your boat! It starts with a name of course, I see you have called it Venetian League? Excellent choice. It continues with the emblem. Weve added a number of options for you to choose from to decorate your crest. For the color selection we have added support for a traditional color picker so that you have the full freedom to express yourself, be it pink, green or Prussian [strike]yellow[/strike] blue. You can also see that there is a selection for a Map pattern. This pattern will be displayed in the map modes that deal with Power Blocs and its color will be the same as your chosen primary color as you may have seen from the historic Power Blocs screenshot. WIP Mockup of the Customization window for your emblem
    In the next tab you can find the Statue customization window. Here you can shape the looks of the fantastic monuments which countries of your Power Bloc can build. Theres a variety of pedestals, statues and accessories to choose from to demonstrate your Power Blocs might to the world. Countries in a Power Bloc will be able to build them and profit from their effects, which can be something like Influence, Authority or similar effects, based on how you want to shape your Power Bloc. Of course the Game Rule for Monument effects will be expanded to include Statues if you desire to disable their effects, and build them just for their looks. WIP Mockup for the customization window
    One of the many majestic statues on the map
    Another addition that will bring Power Blocs more into the 3D world is a set of new vehicles, depending on the style of your Bloc. You will also find that parts of the clothing of country leaders in the Power Bloc will change. So for example you may see sabres, medals or sashes being worn by them. Which accessories are going to be worn and which vehicle will drive on your roads are based on what Central Identity Pillar you pick for your Power Bloc. We will share more information on these assets in one of our upcoming Dev Diaries, dedicated to cosmetics - stay tuned! This fancy cape could be worn by your country leader too
    When you want to get from A to B while showing off
    Speaking of Central Identity Pillars, lets have a look at them to see what might interest you for the Venetian League.

    Central Identity Pillar


    Power Blocs revolve around a central set of values. These can range from bringing as many subjects as possible into their glorious empire (looking at you Great Britain and Russia), to a Bloc whose leader is interested in spreading their own religion throughout the world. Identity Pillars change a few aspects of your Power Bloc:
    • They provide a special ability to Power Bloc leaders, e.g. the Trade League Identity making everybody part of a customs union under the leader, or the Sovereign Empire letting the leader turn a member into a subject of theirs under certain conditions
    • They define some rules for your Bloc, e.g. how Cohesion is gained (which well talk about later)
    • They can unlock groups of Principles which is what Ill talk about next
    • They define the rate at which you get Principle Mandates, which allows you to enact these Principles
    WIP Selection of Identities
    When forming a Power Bloc, you will have to pick one of these Identities before moving on to the next step. Trade League it is? Great choice.

    Principles


    Next up, you will have to choose your starting Principle. While Identities provide a central idea and a sort of rule set for your Power Bloc, Principles can provide more practical expressions of that. Principles come in groups of three levels, generally providing different effects per level to all members of your Bloc. Some are beneficial for everybody, while others are particularly favoring you, their great leader. The effects from Principles of higher tiers are always added to the lower ones. So if you have the tier 3 Principle of Defensive Cooperation unlocked, you also get the effects of tier 1 and 2. WIP Selection screen, on release there are going to be more Principles to choose from
    A WIP example of the three levels of the Defensive Cooperation Principle Group


    Identities have one or more Primary Principle Groups which indicate a deeper connection to the Identity than most of the other Principle Groups. You will be required to choose one of the Primary ones to form the Venetian League. Every additional Principle you pick at a later stage will grant a bonus to your Power Blocs Cohesion, which can be impactful. You can exchange it later on if youd like, but you may have a very hard time doing so. By having countries remain in your Bloc, you will unlock the potential to upgrade existing Principles or pick new ones with entirely different effects. Each member of your Power Bloc contributes a number of points towards a Principle Mandate. The higher their rank, the higher their contribution.
    Each Mandate allows you to either pick a new Tier 1 Principle if you have an open slot, upgrade one of your established Principles by one Tier, or switch a Principle of any Tier to a different Tier 1 Principle. Principles Overview section
    With the fancy customized look, the Central Identity Pillar and the first Principle picked, it is finally time to form the Venetian League. Now all thats left to do is send invitations. If at least one other country accepts, your very own Power Bloc is officially formed. Congratulations! But how do you get other countries like the minors in the Austrian Bloc to join your Bloc and ensure theyre staying there so that you get more Principle Mandates?

    Leverage


    Thats what Leverage is for. Raising your Leverage to overtake Austria might be a challenge, but it might also be worth it since youre weakening their Bloc at the same time as strengthening your own. Theres a couple of factors that contribute to Power Blocs building up Leverage on a country, such as:
    • At least one of the Power Bloc's members having an active interest in the country (a hard requirement for gaining Leverage)
    • Positive relations and certain other pacts like Alliance or Trade Agreement
    • Siding with target in Diplomatic Plays
    • Lobbies for or against your country
    • Economic dependence (which well cover in more detail in a future Dev Diary, but which includes e.g. trade routes between the countries)
    By default, Leverage will trend towards 0. So that means if you want to keep the Leverage you have on a country, say Switzerland, active or even increase it, you will need to engage with them in some form or another. Keep in mind that conducting Diplomacy is harder for you, now that youre part of a Power Bloc. Countries in other Power Blocs will feel intimidated and are less likely to agree to your proposals. That would have been a good reason for you to stay neutral. Oh well, too late now! Theres actually two values for Leverage. One that continuously builds up over time if you meet the requirements and another one, which is called Active Leverage that is the result of your own Leverage minus the next highest Blocs Leverage. So for example, if you have built up 100 Leverage in Switzerland and the pesky Austrian Bloc has 80 Leverage on them, your active Leverage is only 20. WIP Animation for Leverage map mode
    If you manage to get enough active Leverage, you can invite Switzerland to your Bloc. The active Leverage your Bloc has on them determines their likelihood of joining your Bloc if you ask them nicely. Their good friends came gladly after all. But what if they decline? Well, you can always apply a slightly firmer grip if they need it and threaten war with them to force them into your Bloc. This will cause an amount of Infamy though, depending on how much Active Leverage you have on them. Even after integrating Switzerland into your Bloc, Leverage needs to be kept up. Otherwise it opens the door to another Power Bloc doing the same as you have done and convincing them to leave your Bloc and join theirs instead. It looks like you have learned how to get more countries into your Bloc. It is prospering and growing it seems. But I feel you may have forgotten about something you had better keep in mind.

    Cohesion


    Cohesion is the measurement of how well the countries in your Power Bloc fit together. More than anything else it looks at the Identity to determine the target value which it will then trend towards. There are some other things in the game that can generate or drain Cohesion though, e.g Principles providing a benefit or reducing it, actions that leaders or members can take, events etc. Similarly to Legitimacy, the Cohesion value will be in one of five brackets, each having different effects on your Power Bloc. They are mostly around the gain of Leverage on members of your Bloc, but can even halt the progress of Principle Mandate generation. WIP display of the Cohesion bar
    Now the main problem that you are facing, is that Leverage gain on members in your own Bloc is affected by Cohesion which makes it harder to keep them around. Most countries that you add to your Bloc will also reduce your Cohesion. The more countries you have, the higher the speed of unlocking the next Principle Mandate, but the more difficult it will also be to keep control over your member countries, potentially leading to them being pulled into a competing Power Bloc. Kicking a less powerful member out might be worth it in order to restore balance. Similarly helpful could be picking a more generous Principle as your next one. When you have found a way to stabilize your Bloc to comfortable levels, you should look for the next potential target to acquire. Finding the balance between how many countries you can support to keep under your reign and where you invest your diplomatic resources is going to be key if you are leading a Power Bloc. Maybe you should stick to Bavaria and Denmark as your next targets, on the other hand the contributions of a Great Power like France would bring might be worth it

    Power Struggle


    So you managed to get France to join your Venetian League? Congratulations! Id like to point your attention towards Frances Prestige. Since it is more than 20% higher than yours, they have automatically initiated a Power Struggle. If they succeed in keeping that score up for a full year, they will assume leadership of the Venetian League, demoting you to a regular member. France might even want to rename your Power Bloc afterwards. Mon Dieu! Lets hope Power Blocs find a better end under your leadership once Sphere of Influence releases in May. When that happens, note that there is going to be a core version of Power Blocs that is going to launch with the free update for all players, even if you didnt purchase Sphere of Influence. The free version allows you to pick the Trade League Identity, making it possible to recreate shared markets, whose functionality weve moved from a diplomatic pact into the Power Bloc feature. It also replicates the Sphering mechanics from Victoria 2 in a more natural way than subjugation or negotiating for Customs Union pacts, though of course Power Blocs take this even further with more mechanics and depth. Part of the expansion for Power Blocs is all customization and the vast majority of advanced mechanics and effects like the other Central Identity Pillars, Principles and Statues. Thats it for today. Next week, Im going to tell you more about the changes to Building Ownership and what that enables you to do - Foreign Investment! Overview for all upcoming Dev Diaries: [table] [tr] [th]Date[/th] [th]Topic[/th] [/tr] [tr] [td]28th March[/td] [td]Foreign Investment & Building Ownership[/td] [/tr] [tr] [td]4th April[/td] [td]Subject Interactions[/td] [/tr] [tr] [td]11th April[/td] [td]Lobbies and More on Power Blocs[/td] [/tr] [tr] [td]18th April[/td] [td]The Great Game[/td] [/tr] [tr] [td]25th April[/td] [td]The Art of Sphere of Influence[/td] [/tr] [tr] [td]2nd May[/td] [td]Changelog 1.7[/td] [/tr] [/table]


    [ 2024-03-21 15:02:48 CET ] [ Original post ]

    The Paradox Spring Sale 2024 is now live!


    Salutations Victorians! The Paradox Spring Sale starts today! Pick up the Victoria 3 base game for 50% and select downloadable content for up to 50% off! With other Paradox titles also available for up to 75% off! Steam Sale here: https://pdxint.at/3TAByHw


    [ 2024-03-14 17:08:36 CET ] [ Original post ]

    Dev Diary #108 - Sphere of Influence and 1.7 Overview


    Hello and welcome to the first Development Diary for the 1.7 update and Sphere of Influence expansion for Victoria 3. This Dev Diary is meant to give you a broad overview of the major Expansion and update features, which well naturally go over in much greater detail in the next few weeks. As mentioned previously, all of this is scheduled to release on May 6th and you can pre-order Sphere of Influence right now.

    Power Blocs (Sphere of Influence)


    Power Blocs are multinational associations that can be formed by high-ranking countries, and which take a variety of forms based on their Identity and Principles. Power Bloc Identities are set when they are formed, while Principles can be added and removed over time. Power Blocs are highly customizable in other ways, such as choosing their name and customizing their emblem, as well as creating custom statues to reflect the glory and reach of your Bloc. A Power Bloc might take the form of a single Great Power and countries under its influence, a multilateral military alliance between several Major/Great Powers, or an economic cooperation with numerous countries in a unified market. Power Blocs have Leverage on countries outside the Bloc (including members of other Blocs) and can use that Leverage to entice and cajole them into the Power Bloc. Being part of a Power Bloc comes with both benefits and obligations, and members are at risk of having their internal politics meddled with by the leader of the Bloc.

    Interest Group Lobbies (Sphere of Influence)


    In Sphere of Influence, Interest Groups can now join Lobbies with specific foreign policy agendas centered around other countries. These Lobbies form organically as the result of a new system of Diplomatic Catalysts: A lobby friendly to Great Britain might form after the signing of an alliance with them, while a lobby hostile to Austria might spring up after being defeated by them in a war, all depending on a variety of diplomatic and political conditions at the time the Catalyst occurred. Lobbies will try to promote or counter the interests of foreign powers and will help or hinder your diplomatic efforts based on whether your goals align with their own. Lobbies that are friendly to a specific foreign power can smooth the way for diplomatic agreement that would otherwise not be possible, but will oppose hostile actions and undermine any war efforts against that power, while unfriendly lobbies will try to hinder diplomatic efforts with the country of their ire but may create an opportunity for a key alliance with their rival instead. In addition to appearing as due to Diplomatic Catalysts, Political Lobbies can also form as a result of certain events, like Social Democrats feeling the need to prove their opposition to Communism

    Foreign Investment (Sphere of Influence)


    Foreign Investment makes it possible for both governments and autonomous private investors to construct building levels in other countries and enjoy the profits generated. To construct in another country, you need to have certain diplomatic pacts in place, or otherwise be part of a Power Bloc that allows such construction. If you do not own Sphere of Influence you will still be able to do Foreign Investment in your subjects.

    The Great Game (Sphere of Influence)


    The Great Game is a major new content addition adding a new Objective and new Journal Entries focused on the historical Great Game that played out between Russia and Britain in Central Asia. The Objective can be played as either Russia/Britain or one of the other involved powers such as Persia, and which country you select changes the conditions required to win the Great Game. The new Objective ties directly into numerous new Journal Entries such as Persias ambition to restore its hegemony over Afghanistan, most of which will be present even if the Objective isnt selected and so will also drive AI behavior in the region. As one of the Afghanistani minors, your most immediate priority will be to reunify Afghanistan and either restore the Durrani Empire or create something new

    Subject Interactions (Sphere of Influence)


    Subject Interactions are a new group of Diplomatic Actions that can be done either by an overlord against their subjects, or by a subject against their overlord. These include actions such as Increasing or Decreasing Autonomy, changing the level of payments owed by a subject, appointing a new ruler, or allowing them to manage their own market. Certain Subject Actions, such as Increasing Autonomy or Granting Market Independence, will be available even to those without Sphere of Influence.

    Building Ownership Revision (Update 1.7)


    The mechanics for Building Ownership are completely revised in the 1.7 update so that the owners of a building no longer have to work in that building, or even live in the same state - London-based Capitalists can now own buildings all over the world, and buildings can be selectively nationalized or privatized and put up for sale to interested investors, with the available options being restricted by which economic system a country is operating under. Additionally, buildings can now potentially have a different owner for each of its levels. Instead of hanging around on the farms doing what could (God forbid) be considered working, the Aristocrats of East Anglia now stay in their Manor Houses and enjoy the proper leisurely pursuits of a countryside gentleman or gentlewoman

    Liberty Desire (Update 1.7)


    Update 1.7 adds Liberty Desire for Subjects that restricts both which actions they can take against their overlord and which actions an overlord is able to take against them. Liberty Desire is calculated on a variety of factors, such as how intertwined the subjects economy is with their overlord, and can increase or decrease over time. AI subjects will have a number of new diplomatic strategies influenced by their liberty desire, such as pursuing independence or remaining a subject but seeking greater autonomy from their overlord. Owing to a relatively high level of Liberty Desire, Cambodia is pursuing a strategy of increased autonomy and self-reliance, but will not seek full independence yet
    This is of course by no means an exhaustive list of everything were adding in Sphere of Influence and 1.7! There are new companies, new flavor events, more historical characters, new clothing and changes to the map, to name just a few. Since there is a lot to talk about, well be releasing weekly dev diaries for at least the next couple of months! Thats all for today. Next week we begin the deep-dives into 1.7 and Sphere of Influence, on the topic of Power Blocs! Below you can see the Upcoming Dev Diary Schedule, so mark the dates down for when we go over your topics of interest! [table] [tr] [th]Date[/th] [th]Topic[/th] [/tr] [tr] [td]21st March[/td] [td]Power Blocs[/td] [/tr] [tr] [td]28th March[/td] [td]Foreign Investment & Building Ownership[/td] [/tr] [tr] [td]4th April[/td] [td]Subject Interactions[/td] [/tr] [tr] [td]11th April[/td] [td]Lobbies and More on Power Blocs[/td] [/tr] [tr] [td]18th April[/td] [td]The Great Game[/td] [/tr] [tr] [td]25th April[/td] [td]The Art of Sphere of Influence[/td] [/tr] [tr] [td]2nd May[/td] [td]Changelog 1.7[/td] [/tr] [/table]


    [ 2024-03-14 15:38:00 CET ] [ Original post ]

    Hotfix 1.6.2 is now LIVE! - Not for Problem Reports!

    Hello Victorians! We have a hotfix today, with a number of bugfixes and in particular fixing the internal migration issue reported by players. Not for problem reports, but rather file any bug reports in the bug reporting forum, thank you!

    Patchnotes


    BugFixes


    - Fixed CTD related to graphics and UI - Fixed a crash that could occur when browsing different countries' census data - Fixed an issue where South American cultures would spam the error log with errors, causing performance impact - Fixed several possible errors caused by Garibaldi - Fixed multiple miscellaneous script errors - The River of Coffee journal entry will now fail properly if Brazil joins another market. - Fixed bug where migration in a market would almost entirely stop if a culture in that market had no states it could migrate to (most often due to migration laws like Closed Borders) - Fixed the mix up of Radicals/Loyalists sort buttons in the Census Data to sort on the correct value. - Re-added the Ongoing Diplomatic Actions (bankroll, improve/damage relations) to the outliner based on player feedback. - Fixed an issue where errors in Women's Suffrage modifiers could cause massive late-game slowdowns - Fixed an issue where revolutions would cause error spam - Fixed a missed scope in the Art Noveau event - Fixed a bug where AI participants in Diplomatic Plays may compute the worth of its sways incorrectly - Fixed a case where Call In Obligation sway might not clear the obligation - Fixed a bug where an event script may cause error logging if Paraguay ceases to exist - Embargoes are now possible at poor-and-lower relations - Fixed a crash that could happen after starting a diplomatic play - Fixed a bug in commander order script causing irrelevant error log spam when recruiting commanders - Fixed a bug where the investment pool could tap into the treasury to cover private constructions if the country had a very long construction queue - Fixed a bug where military formation map markers could show the wrong number of battalions if moving around the map while the game was paused - Fixed a broken localization key in Japanese

    AI


    - AI will no longer disable Mobilization Options that have a cost (in Organization, Morale, etc) associated with them on a mobilized army, since in a fluctuating market this could lead to repeated toggling with disastrous results All these error log changes together should hopefully improve performance but we are continuing to investigate the causes of the slowdown over time.


    [ 2024-03-14 13:05:28 CET ] [ Original post ]

    Dev Diary #107 - 1.6 Post Release Update, Sphere of Influence and more on Train


    Hello to the last Dev Diary on 1.6! A little of a mash up between 1.6, Sphere of Influence and the Train Pack! It is I, Pelly, here to be the voice of Victoria! (Read in the voice of the mysterons voice, old 1960s references are always relevant) We released a hotfix (1.6.1) this morning addressing the Mac crash related to sea nodes, one of the issues mentioned in the 1.6 Known Issues post. Otherwise for 1.6, we are looking to address a number of issues in upcoming patches including, but not limited to:

    • A crash in the Census panel
    • The Radicals and Loyalists in the Census Panel being reversed
    • Embargo not being allowed below Poor Relations
    • Script errors that may cause large error logs
    We are looking into addressing these issues as soon as we can and will update people further when we have more information, within the next week. There are also reports of performance being affected on certain machines, for example on AMD CPUs. This is unconfirmed by us as of writing but being investigated. If you are currently experiencing stability or performance issues with version 1.6.1, as always we ask you ensure all your mods are turned off (even mods marked by their authors as compatible with 1.6) and that you aren't loading a save from an old build (such as 1.5.13). As for the surprise announcements yesterday, first up on Sphere of Influence! It has been very nice to see the response to Sphere of Influence, including the fun people are having with the trailer (Read, people joking around in Rlyehian and how the octopuses in the trailer are actually Old Ones. Which they arent, we promise.). The nice comments about the trailer have been passed on to our lovely Creative Producer! Otherwise, I have been looking at all the threads, comments, posts and all the interest in how features could work! Particularly, how everyone is analyzing the screenshots on Steam and speculation on them! Well have more information on said features over the upcoming dev diaries, starting next week (as mentioned in the announcement post of Sphere of Influence). Then, we have the surprise release of the Train Bonus Pack! I have been looking forward to this being released ever since we first started talking about it internally, seeing them actually come into being (I was so happy seeing them clatter along and have smoke coming out of them) and then doing the cool video discussion with Mike - Mike is a professional doing videos in one take. The work the art and audio team have done is so, so cool and I am so happy to see other people also like them. Speaking of Mike, behold the prophet of steam, the maniacal mechanic himself! Talking about the background of making the pack! --- THEY ASKED ME ABOUT TRAINS! THE FOOLS ACTUALLY ASKED ME ABOUT TRAINS! Hello, yes, I'm Mike, and I am partial to railroading history and trains and suchlike. I've been working on Victoria 3 for years now, and way back in the early days I compiled a matrix of locomotives that would fit in the game, based on historical period and country so I could pitch some number of appropriate locomotives whenever the opportunity presented itself. That matrix looked a little something like this:
    So when I got approached a little while back and asked if I could recommend any trains that the art team on V3 could add to the game, I cackled like a goddamn maniac, opened up the matrix, and sort of just gestured at the screen as I continued to laugh for a few more minutes. then I got a little nervous. Trains are serious business. Train People have serious opinions on trains. We had to pick only one locomotive per country per period, and there were so many trains. In some cases, there are also so many countries. The German trains are supposed to cover all the Germanieswould a Prussian locomotive be appropriate for Baden? Would a Bavarian engine work for Hanover? I am sure everyone has their own opinions about which locomotives are most emblematic of German locomotive design in the Victorian era. Ultimately I picked an Austrian locomotive because I once visited a museum near Vienna that actually had one around and that was a neat museum, you should go visit the Eisenbahnmuseum "Das Heizhaus", it's cool and fun.
    This is my picture! I also went to the museum and really enjoyed seeing the trains! I have over 100 pictures just of trains from that visit. - Pelly The majority of my work was on this frontI got to pick out designs, supply references to art, and then sit back and opine at length about why these trains were neat while the art team did the real work of modeling them and getting them working in the game. I got to tell you folks, being asked to give opinions about trains and have that count as work felt amazing. A fun one to baffle the artists with was the John Bull. It's explained a lot more in the video (Pelly Note: It is a fun video, go watch it!) for the pack, but the John Bull is such an awful mess of a locomotive. Originally it was a nice and tidy British export, an early 1830s engine designed and built by the distinguished Robert Stephenson & Company, a classic 0-4-0 design. It did not last long in this state. Turns out, American tracks in the 1830s sucked! They sucked a lot! The routes were windy, the rail quality was awful, quality was just awful. In order to operate under such conditions, the locomotive's crew began making modifications, and then more modifications, and then more modifications. By the time it fully left service, it looked nothing like the original machine. So, then, what should it look like in Victoria 3? Its recorded appearance changed several times over the years, but one of the biggest considerations here was to make the trains distinctive from each other, so you can easily see that an American train isn't a German one, and a British train isn't a French one. That led to the choice to use the current form that the locomotive's found in, preserved at the Smithsonian. There's enough modifications to make it weird, but not so many that it looks like it did in its sordid state at retirement. It makes it look distinctthat's the key consideration here.
    God, what a weird little machine. Ultimately though, it's been fun and terrifying work putting together the basics for this pack. It's been fun, because oh boy trains! It's also been terrifying, because I could only pick two trains for these nations and their hangers-on, to represent all their rich railway heritage over much of the Victorian era. What we have is but an introduction to all the real-life locomotives and railroading history of the 19th century. Learning more is a cinchthere's a plethora of books available in your local libraries, bookstores, and points online, and museums are all over the place. Trains! ---- Thanks Mike! Very informative and engaging! It is always a joy talking about trains with you, and finally seeing some more trains in the game! Now is the correct train sound Choo Choo or Chugga Chugga? Im on team Choo Choo. Stay tuned into radio Victoria, as next week (March 14th), we join Martin! With an overview of Sphere of Influence, its accompanying free update, thoughts behind the Expansion and the dev diaries to come between now until release! See you there Victorians!


    [ 2024-03-07 15:04:12 CET ] [ Original post ]

    Hotfix 1.6.1 is now LIVE! - Not for Problem Reports!

    Hello Victorians! Today we have a small hotfix targeting one of the known issues, namely the Mac SeaNode Crash! We are currently looking into other reported issues and will look into providing updates to them as soon as we can. Not for problem reports, but rather file any bug reports in the bug reporting forum, thank you! Patchnotes: BugFixes - Fixed Early game crash on Mac related to SeaNodes, blocking gameplay after a few years at the game start.


    [ 2024-03-07 09:12:12 CET ] [ Original post ]

    Sphere of Influence available to pre-order and Free Train Bonus Pack release!

    Hello Victorians! Today is not only free Update Blackcurrant 1.6! We also have an update about the Expansion Pack, Sphere of Influence, and a surprise free pack for all players! First up, the free Trains Bonus Pack! Choo Choo! The power and potential of steam transportation is brought to new life for Victoria 3 in Trains Bonus Pack. [previewyoutube=gYogd9Ye0HA;full][/previewyoutube] In this bonus pack, free for download for all Victoria 3 owners, players will see new models of classic train engines from the dawn of rail transport to the years of the iron horse, when the expansion of railways across continents signaled a new age and a smaller world. This free pack includes a total of ten new 3D models of train engines traveling across the game map. Five Experimental Trains:

    • The Planet (Great Britain)
    • John Bull (America)
    • Saxonia (Germany)
    • Cherepanov (Russia)
    • Le Continent (France)
    Five Engines from the mid-century:
    • GNR Stirling Great Britain)
    • Jupiter (America)
    • Sdbahn Class 23 (Germany/Austria)
    • Class G (Russia)
    • 120 Ouest (France)
    The appropriate train models will appear both in their country of origin and in other countries with relevant ties to them, such as subject nations. We also have resident train expert Mike, talking about why we picked these trains. For only a brief 11 minutes! [previewyoutube=KHrtpGEHeR4;full][/previewyoutube] Eagle eyed viewers may have noticed one of these in motion at the end of the 1.6 Update video. To see these trains in-game, make sure to go to the Steam page and activate the pack! Now for news about Sphere of Influence! [previewyoutube=I9yae-7XGqA;full][/previewyoutube] Releasing on the 6th of May 2024, Sphere of Influence is now available to pre-order or if you are looking for the best deal possible? Check out our Expansion Pass, including Sphere of Influence! Alongside this, we have more information about the Expansion below.
    Put your diplomatic skill to the ultimate test in Sphere of Influence, a new expansion to Victoria 3. Pull other nations into your orbit through diplomatic skill, economic leverage or straightforward bribery. Build a durable international faction of like-minded governments, pursuing goals for a common good or the glory of your power. Paradox Interactives grand strategy simulation of the Victorian Age offers new ways to impose your will on the world. A coalition of reactionary powers can form blocs to work against the threat of liberal forces in other nations. Use your economic might to co-opt or coerce other regimes, spreading the banner of your ideology wherever your fleets might sail. Resist or embrace domestic pressure to change your traditional foreign policy, as your interest groups organize into lobbies that push you to build new coalitions of power. Sphere of Influence adds many new actions and systems to illustrate the quick moving nature of diplomatic relations in this dramatic era, including new content specifically about The Great Game - the decades long competition between the British and Russian Empires for pre-eminence in North India and Central Asia. Features of Victoria 3: Sphere of Influence include:
    • Fierce Competition: Use your Prestige to become a Great Power and create your own Power Bloc! Dominate other nations in a diplomatic arrangement to pursue common economic or ideological goals, whether promoting open trade around the world or spreading specific values to other nations.
    • Power Bloc Customization: Choose the identity and principles of your loose alliance, whether it be a group promoting ideological concerns like the Comintern, or an economy-oriented bloc pushing for cross-border market integration like the Zollverein. You can even customize colors and emblems for your bloc!
    • The Great Game: New events, journal entries and decisions inspired by the Russian and British rivalry in Central Asia, and a new Objective - you can play as any of the powers central to that conflict, including Persia and Afghanistan. A newly redrawn map highlights the many competing interests in this frontier between empires.
    • Foreign Investment: Invest in the economic development of countries outside of your direct influence, making a profit from their financial success.
    • Nationalization: Start a Diplomatic Play to seize foreign assets in your country and prevent your wealth from going overseas.
    • Subject Interactions: Adjust the payments from your vassals and protectorates, meddle in their internal politics and more!
    • Interest Group Lobbies: Domestic interest groups will pursue foreign policy objectives, promoting amicable relations with some countries and hostility with others, or even influence the development of friendly lobbies in other nations.
    • Power Bloc Monuments: Build majestic monuments to emphasize your blocs influence and domination over world events.
    • New Historical Flavor: New historical characters and companies, most centered on the Great Game content, as well as more events, new journal entries, Lobby related content, new clothing and event art.
    Without Sphere of Influence players will be able to use foreign investments in their subjects. Players with Sphere of Influence will be able to form mutual Pacts with other countries to allow foreign investments there, and there is a Power Bloc Principle to allow foreign investments within the Bloc.
    More information will be released in Dev Diaries, with the first diary on Sphere of Influence to be released on the 14th of March, this will be an overview of the upcoming diaries and more information on the Expansion Pack itself. But first we will have the last diary on 1.6 on the 7th of March (tomorrow). See you then!


    [ 2024-03-06 17:01:16 CET ] [ Original post ]

    Update 1.6 "Blackcurrant" patch notes


    Good day Victorians! Update 1.6 Blackcurrant is now live! Featuring a variety of quality of life changes, balancing, bugfixes and a number of new features! For Known Issues please look at this post! Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!

    New Features in Update 1.6


    • Free: Migration system rework with Cultural Communities limiting which states pops might consider moving to, as a measure to improve UX and late-game performance
    • Free: Filterable and sortable fullscreen Census Data panel, to give you more insight into your population than you ever thought you needed
    • Voice of the People: Implemented additional content for abdicating during revolutions
    • Voice of the People: Added resign from Office character interaction
    • Voice of the People: Implemented additional character interactions for countries with Secret Police, allowing for the assassination of troublesome characters

    Improvements


    • A newly spawned country that inherits a war goal from a war in progress will now be automatically targeted with a new war for those war goals by the holder of that war goal, at no additional infamy. A common issue addressed by this change is that revolutions no longer invalidate war goals.
    • It is now possible to merge the entirety of a formation (A) that is itself the target of a merge into a different formation (B). This will retarget the formations that are traveling to merge with A so that they will instead travel to merge into B. Previously, this kind of merge was forbidden.
    • The Art pop need category has been replaced with a new Leisure category, letting the very wealthiest among your people self-actualize in style. This need consists mostly of Fine Arts but also an assortment of other goods such as Clippers, Small Arms, Wine, Aeroplanes, etc. Services act as a low-weighted fallback if these other goods are exceptionally rare in your market.
    • When a subject starts an Independence or Increase Autonomy diplomatic play, that play now takes place in the subject's capital rather than in the overlord's
    • Overlords taking control of a play no longer get the option to switch sides
    • Native Uprisings now have the native country as attacker rather than defender, and so no longer prevent the colonizing country from starting their own plays
    • Added button to upgrade all units in a unit group
    • The game will now warn you if you launch with mods that aren't marked as compatible with your current version. Pressing "ignore" will ignore this warning for the current version of the game.
    • Garibaldi will no longer show up to defend countries against autocratic revolutions (e.g. Garibaldi should not be getting involved in Indian Peasant uprisings)
    • Garibaldi will no longer show up to defend democratic countries against significantly weaker autocratic ones (e.g. Garibaldi should not be defending the USA against Native Americans)
    • Garibaldi can now show up to fight for democratically inclined revolutions and secessions against autocratic countries
    • Only fully occupied states now contribute towards war exhaustion, occupation progress has no effect
    • Added new Mass Migration Attraction concept
    • Updated migration concepts to be more representative of the current state of the game and be more interconnected
    • Added mobilization and movement speed modifiers for formations and unit modifiers for formations
    • Added a button to upgrade all upgradable units in a Military Formation, and one for all Military Formations owned by the player
    • It is now possible for subjects to switch sides in a play if the other side has a Liberate Subject wargoal targeting them and haven't added any additional wargoals against them (the AI will do only do this if they are Rebellious)
    • It is now possible to attempt to sway rebellious and human-controlled subjects by offering them Independence or Increase Autonomy as a wargoal. Reverse-swaying is also supported, so the subject can offer to side against their overlord in exchange for one of these wargoals.
    • The effects of breaking manually vs auto-breaking a pact can now differ, auto-breaking an Alliance won't cause a relations hit but still creates a truce, for example
    • Added more URLs for Historical Characters
    • Canals now provide a bonus to migration attraction
    • Mandatory baldness is no longer enforced on non-Buddhist Devout IG leaders
    • The Pampas state trait now gives a bonus to ranching as well
    • Mongolia is now only released in Outer Mongolia. A Greater Mongolian state will take some additional effort.
    • Japan, Korea, Siam, Vietnam, Tibet, and Cambodia now start with the Sericulture technology
    • Adjusted the population/arable land of Inner and Outer Mongolia to better reflect the situation in 1836
    • Replaced the 'Gobi Desert' trait in Monan with 'Eastern Steppe'
    • Renamed the 'Tianshan' state region to 'Tarim Basin'
    • Added a Mongolian homeland to Dzungaria
    • Updated the demographic data of Dzungaria and the Tarim Basin to better reflect the situation in 1836
    • Revised Bulgarian and Corsican namelists
    • Enacting Free Trade will now remove opium ban if you have it active as China
    • Improved tooltips and performance in the Diplomatic Actions lens
    • Decentralized nations now have their own logic for which attitude they display based on tension and whether there is an ongoing native uprising, and won't randomly display a friendly attitude that doesn't actually have mechanical significance
    • Taiping states now require turmoil to be selected
    • Baluchistan now requires Nationalism rather than Pan-Nationalism to form
    • Moved a Dutch general from the character pool to the Dutch East Indies, where he will serve as a general and an IG leader.

    AI


    • The military AI is now much better at organizing its formations in HQs, and will create, merge, split and rearrange its formations to have more balanced sizes
    • The military AI can now split off temporary formations during wars in order to defend or advance on fronts it would not otherwise be able to properly cover. The temporary formations are merged back into their parent formation after the war is over.
    • The AI is now less interested in subjugating themselves to foreign powers they do not have a good relationship with in diplomatic plays
    • The military AI will now create explicit garrison formations in important HQs that will focus on defending that HQ and not travel too far away from it. Garrisons have their own separate mobilization logic and will usually be mobilized during war if there is a perceived threat to their HQ.
    • The AI is now more reluctant to give up its subjects in diplomatic plays, particularly if they are of significant value
    • The AI now places greater emphasis on defending their capital state, especially against backdoor naval invasions
    • The AI now tends to use defensive orders for their generals if those generals are commanding below-average quality troops on the front, so as not to reverse the overall progress with failed attacks
    • The AI now considers qualifications to be more of a factor when determining what buildings to build and PMs to change to

    Balance


    • Capped the amount of of interests you can receive from Naval Power Projection
    • Technologies can now increase the amount of max Interests
    • Added another canning Production Method to Food Industries that allows you to pick between Fish or Meat as a consumption good
    • Lowered Farm output of Grain from 30/50/90/140 to 20/40/80/120
    • Removed South Africa's starting navy.
    • Added a cooldown to establishing and disbanding companies. A recently established company cannot be immediately disbanded and a recently disbanded one cannot be reestablished right away.
    • Pops will now consider their job satisfaction during employment updates.
    • Reduced penalties on decentralized nations to prevent mass starvation
    • Rebalanced the starting situations for most countries with Military Formations in the History files
    • Hardwood Production and Focused Hardwood Production, Production Methods reduced Hardwood output to 10 and 20
    • Decreased the amount of food from Subsistence Farms from 2.5 per level to 2
    • Agitators may now only participate in an election once every six months.
    • Edited the starting Spanish, Hanseatic, East Indies, Luxembourgish, Portuguese, Prussian and Russian armies to better reflect the historical situation.
    • Greener Grass Campaign has been rebalanced and now provides a flat migration attraction bonus along a lower multiplicative bonus.
    • Downsizing a building level that isn't fully staffed now only generates a proportional number of radicals to its staffing, and no radicals at all if the level was not staffed at all
    • Researching Paved Roads no longer adds any infrastructure from Pops
    • Pop Consumption of Automobiles in a state now adds a small amount of infrastructure, which is increased when Paved Roads is researched
    • Converting to State Atheism now gives you a larger number of immediate 'converts' in incorporated states
    • Added combat penalties to Panicked Retreat
    • Added morale damage penalties to Controlled and Panicked Retreat
    • Added Straits between: Sumatra and Java, Java and Bali, Zealand and Jutland, and New Zealand
    • Citrus Orchard Production Methods now don't consume all wheat
    • Barbed Wire is now unlocked by Field Works
    • Removed Serfdom and swapped Slave Trade for Legacy Slavery in Grao Para
    • Companies that required 10 levels of Buildings now only require 3 levels
    • Changed unlocking technologies for some Cavalry units
    • Consumer Goods Tutorial now looks at local prices instead of market prices for goods
    • Travel time for formations through different terrains has been lowered
    • Stormtroopers Technology now gives Offense bonus to Trench, Squad and Mechanized Infantry
    • The Brazilian monarchy now benefits from Great Power status
    • China now starts with the Closed Borders law
    • Drastically increased the naval power projection requirement for Brazilian slave trade events.
    • Job Satisfaction from being able to afford expenses now scales with the income / expenses ratio instead of being a flat value
    • When a country is Cut Down to Size, it now receives a decaying prestige penalty and is unable to start any aggressive diplomatic plays for 5 years
    • Pop need rebalancing between categories, especially in the Wealth 20+ range
    • Hanyang Company now gives 20% attack bonus for Shrapnel Artillery
    • Removed Impassable Terrain from Islands and other areas where it is blocking combat for no reason
    • Reduced Rubber input for Elastics to 10
    • Lowered Rubber input, and Tools output for Machined Steel Tools
    • Reduced Engines input of Reinforced Wooden Ships Production Methods
    • Increased Steamers output in Steam Ships Production method
    • Lowered the modifier for Metropolitian Railway
    • Lowered the Interception chance of Admirals on Convoy Escort missions
    • Added Submarine Offense Modifier to Experienced and Expert Convoy Raider
    • Added a Farm to Piratini, Warsangali and Isaaq
    • Gone through and balanced some Companies to make Prosperity bonuses more valuable
    • Reduced the amount of Infrastructure from Streetlights Production Methods by 50%
    • Increased the attraction of middle/upper strata pops in military industries to the Armed Forces.
    • Slightly reduced the military penalties from the Lost the Opium Wars modifier.
    • Reduced radical gain from losing the Opium Wars.
    • Added Dye potentials to South Carolina, Georgia, and Florida.
    • Mass Migration now consistently checks for turmoil or SoL specifically in the relevant states (e.g. homelands) and not as much in the whole country
    • Removed Strait between Svealand and land
    • Publicly Traded is now available at all levels of Motor Industry
    • Removed the Artillery Foundry in Mexico because they have no consumption
    • Pollution is now on Meat Production Methods instead of Fabric Production Methods
    • "Socialist Demagogue" will now spawn less often
    • Puppeting Bolivia now makes the Peru-Bolivia journal entry fail
    • Increased the requirements needed to form the Confederation of the Rhine
    • Characters that basically agree with the government can no longer be exiled.
    • Elected Bureaucrats law now makes Bureaucrats more inclined to join the Petit-Bourgeoisie, rather than boosting raw PB political strength.
    • Hereditary Bureaucrats law now increases Aristocrats political strength rather than raw Landowners political strength.
    • Appointed Bureaucrats law now increases Bureaucrats political strength rather than raw Intelligentsia political strength.
    • Subsistence buildings under Collectivised Agriculture now employ fewer Clergymen.
    • The Monarchy law now increases the political strength of Aristocrats, rather than providing a flat bonus to Landowners clout.
    • Council Republics are now more inclined to enact progressive laws and develop industrially.
    • Agitators no longer interfere in the enactment of laws they have no stance for.
    • Few states penalty to mass migration chance now works through a multiplicative modifier rather than division
    • Rebalanced the value of the population factor for migration.
    • Gave Montenegro and Nejd a Grain Import Trade Route
    • Compaa Sudamericana de Vapores now targets Shipyards instead of Ports so that it can be Prosperous
    • Exiling interest group leaders now angers their interest group.
    • Patronise Realism no longer requires so many Arts Academies
    • Reduced Bureaucracy penalty for Greece restoring the Olympics.

    Art


    • Tanks and Artillery now explode when defeated
    • Added a representation of the Chemical Warfare mobilization option to battle dioramas when attacking
    • Locomotive types are now spawned based on culture, political connections and market connections
    • Added visuals to city buildings which to represent the Standards of Living in the area
    • Added new first aid cart and field hospital 3D models to frontline graphics
    • Fixed an issue with revolution flags appearing black, they are now correctly colored as the revolutionary interest group color
    • Added new Flamethrower effects
    • Added Maxim machinegun visual and audio effects
    • Ships now splash when sunk
    • Added new Vfx when battles end
    • Fixed a bug where some of the Asian buildings would clip with each other
    • Fixed a bug that causes the military flags to not be visible if the player did not have the Voice of The People DLC turned on
    • Enhanced details on map units weaponry
    • Reduced the range of the torpedo fired by the Submarine and Torpedo Boat
    • Fixed lightmask on navy ships Frigate, Monitor and Submarine 3D model

    Interface


    • Added manpower, organization, and morale bars to the Military Formation tooltip
    • Added quick action buttons to move all or half of the units and commanders from one side to the other side in the Transfer Popup
    • Added info about tariffs and consumption taxes to the Goods tooltip, and also added buttons to change them there directly
    • Added a table of Undecided Countries in the "Start a Diplomatic Play" confirmation, showing Military Strength and how likely they are to join either side of the Play
    • When there are multiple enemy/allied formations in the same location, they are now consolidated into a single map marker which shows a summarized view instead of forming a 'tower' of map markers. Clicking the consolidated map marker will open a selection list to let you select any one of the formations it contains. The player's formations still always get their own individual map markers.
    • Building expansion tooltip now takes into account the impact of understaffed buildings and queued constructions and so no longer displays overly optimistic revenue estimates for a building that's mostly empty or which has a bunch of queued levels already
    • Added current + expected number of a default unit type's units to their selection menu buttons.
    • Added number of current + expected units in a Unit Type to the Unit Type tooltips in a Formation.
    • Added a more detailed list item in the Construction Interaction list, showing Employment, State Traits, Production Methods and Local Prices
    • !' is now removed from the production method after mouse hovers over it
    • The tooltip for changing production methods should now show much more accurate information as to the building's production, consumption, revenue and employment immediately after the change takes effect
    • The tooltip for showing an active production method now properly takes into account throughput, input and output multipliers such as economy of scale
    • Revised the way qualifications are displayed so that for each pop type, qualifications are only shown if the qualifying pop would have a reasonable chance of actually taking the job, based on factors such as job satisfaction and pop type wage, meaning that the qualification numbers can now actually be trusted to tell you whether you have Pops that both qualify and would consider actually doing the job in question
    • Added new Migration map mode that displays amount of migration to and from states
    • Added new Mass Migration Attraction map mode that gives a rough idea of what countries mass migrations are likely to target
    • Added new Mass Migration Potential Targets map mode that shows the migration attraction among the states that are eligible for mass migrations
    • Added customize button for a Formation's name/icon to their right-click menu.
    • Added groups for journal entries
    • Added a short "label" and a "status" for a Country, describing who they are to you and your relationship.
    • AI Strategies are now shown in the tooltip for a Country
    • Character Interaction cooldown duration now shows as preview before interaction is triggered
    • Buildings that are unwilling or unable to hire now show more detailed tooltips with the exact reason they are unwilling/unable
    • Reworked the layout of formations on the Military Panel
    • Reworked Migration Attraction map mode to only show states in your market to better indicate how intra-market migration works and better indicate where pops move in your market
    • Migration tooltips now indicate if a state is eligible for mass migrations or not
    • Cleaned up and sorted the interest group tooltip
    • Added Infamy value to the topbar.
    • Exposed a Country's preference for each side in the Diplomatic Play directly in the Sway panel without having to dig through several layers of nested tooltips
    • The Government Interest Groups are now added to the tooltip for a Country
    • The current direction (up/down) of your Relations in the tooltip for a Country is now visible
    • Replaced "State Taxation Revenue" text list in with the same information as a table
    • Removed the Ongoing Diplomatic Pacts Outliner section (replaced with pinnable Countries)
    • When Fleets are zero, they will no longer appear in the Diplomatic Play Sway panel
    • When Mobilization is zero, it will no longer appear in the Diplomatic Play Sway panel
    • Lists within the panels on the left side of the UI no longer reset their position back to the top when you close the window and then reopen it. They also retain their old positions when switching between tabs.
    • Added the companies icon to the sidebar button
    • Fixed issue where NO_ORIGIN_FORMATION_SELECTED was shown as tooltip text in Transfer Popup.
    • An army or fleet without a commanding officer can now be merged with another formation
    • The tooltip for changing production methods now warns you if changing a PM would result in other PMs (such as ownership PMs) would be changed as a result, and includes the effects of those changes in its calculations of production, revenue etc Migration values are now displayed as weekly values rather than annual ones (with a few exceptions)
    • Added a small Price graph to each Goods item in the Market panel
    • The number of Conscripts is now visible in the Diplomatic Play Sway panel
    • Added new icon for electric companies
    • Map notification for Grant Independence shows valid text
    • Fixed Slave pops mentioned in Slave State tooltip not having a tooltip
    • The warning for insufficient qualifications now provides more information, such as how many months of current qualification growth the missing qualifications represent for the relevant pop types
    • Alerts that a diplomatic pact is about to break now only show up if relations are actively trending towards the break point due to ongoing actions/pacts, not if they're just close to the break point but have no reason to up/go down further
    • When a pact breaks or is about to break, the interface will now provide much clearer and more readable information about the reason for the break
    • Devastation and Turmoil Effect Map Markers are now visible on mid zoom level if State is being highlighted
    • Tweaked the layout for the Country Details panel to show AI Strategies without having to scroll
    • Reordered things in the tooltip for countries to more closely reflect the order of importance
    • The Subject Types a Country has is now shown in the tooltip for a country
    • Exposed the Ranking Number for the stats on the Country details panel
    • Replaced "Members" text list in the tooltip for parties with a table
    • The "Attitude towards you" icon is now shown on each Country item in the Diplomatic Play Sway panel
    • Sorted all lanes based on total Power Projection of the Country in the Diplomatic Play Sway panel
    • Agitator number on hover shows tooltip on where the Agitator Slots comes from
    • Tooltip for political strength shows reason for slaves not having political strength
    • Generals who used to Advance on a front but have switched to Defend no longer contribute their old Advancement progress to the front side's combined Advancement meter (visual bug only)
    • Added tooltips for the sort header buttons on the Local Price tab for a Good.
    • Optimized the performance of the Outliner by flattening the layout hierarchy
    • Made it possible to unpin Diplomatic Plays from the Outliner
    • Made it possible to unpin Political Movements from the Outliner
    • Added a Country Map Marker to the Diplomacy Map Mode, showing Attitude and Relations
    • Cleaned up the layout on the Diplomatic Play Sway panel, generally made things more compact to give a better overview
    • Added a setting for having the Notification Feed show up the left of the Outliner
    • Added colors to Notifications (good/neutral/bad)
    • Transfer formation popup now supports state and unit filters
    • Added Military Formation breakdowns in Country battalion tooltips.
    • Fixed issue where unit type icons would sometimes not show up in nested tooltips
    • Will now show the reason for Commanders not being able to transfer sides in Transfer Pop up
    • The text for loading game in both main menu & in-game menu now says 'Load Game' for consistency
    • Fixed long country names in various places
    • Fixed overlapping text in Lenses for different languages
    • Increased time allowance for players to answer sway offers from 7 to 14 days. The AI should still answer them within a few days.
    • Tooltip when attempting to Disband Formation with too many commanders is now more intelligible
    • Tooltip for Diplomatic Actions that improve or damage relations have been reworded to be less confusing
    • Added better tooltips for commander orders
    • Added keyboard shortcuts for "Zoom to" (z) and "Pin in Outliner" (x)
    • Hooked in "Go to details" keyboard shortcut in all Information Panel headers
    • The Religion texture is now visible in the tooltip for Religion
    • Made it possible to pin Countries to the Outliner
    • Reworked all Outliner items to have more, and better, information
    • Market Goods Shortage is no longer duplicated in the Notification settings panel.
    • Combat Unit unlocks in the tech tree now has frame around it
    • If Load game is not available, an in-game menu with show 'Load Game' text in italic for consistency will appear
    • Changed Judaism's color to light blue
    • Fixed an issue where an empty army's mobilization status failed to display correctly.
    • Changed the "Never" label for permanent Modifiers to "Permanent"
    • Cultural turmoil now displays with consistent number rounding.
    • Release subject option will be default option in Release-Subject tab in Diplomacy panel
    • Added localization to sea node names
    • Updated Attrition concept

    Performance


    • Reworked how pops migrate to reduce the overall number of pops in the world, in order to improve late game performance
    • Shortened load times when starting a new game
    • Made AI spending updates more performant
    • Reduced the size of several of the particle textures to improve performance
    • Resolved a performance issue with the revolution update toggling all mesh objects off each frame even when unnecessary
    • Reduced performance impacts of Diplomatic Plays by having the AI calculate when it wants to declare neutrality once per diplomatic play instead of checking each tick
    • Optimized battle code to prevent unnecessary modifier recalculations
    • Parallelize checks for battle condition updates
    • Improved performance when iterating pops by reducing the object's memory footprint, leading to better cache utilization
    • Improved the performance of unit morale calculations

    Modding


    • Several migration defines have been renamed, restructured or removed
    • Production Methods can now specify that they require access to particular goods to be able to be selected
    • New trigger (num_cultural_communities) to check how many cultural communities are present in a state implemented
    • Added new trigger that checks if a given state is eligible for mass migrations
    • Added functionality to create and add tables to tooltips
    • Added script links for migration attraction to be able to check what a state or country's migration attraction is
    • New event target links for formation to home_hq, formation to current_hq, hq to strategic region
    • country_army_unit_type_fraction and formation_army_unit_type_fraction triggers check the fraction of a specific unit type in a country's army or in a specific formation
    • country_navy_unit_type_fraction and formation_navy_unit_type_fraction triggers check the fraction of a specific unit type in a country's navy or in a specific formation
    • army_mobilization_option_fraction trigger checks the fraction of units having a specific mobilization option in a country's army
    • Added console command `enactment_checkpoint `
    • Removed `is_repairing` trigger, because it was untruthful
    This is such a big post that we ran into the character limit on steam! you can see the patchnotes in full on our forum >HERE<


    [ 2024-03-06 15:04:39 CET ] [ Original post ]

    Dev Diary #106 - Update 1.6 "Blackcurrant" Changelog


    Hello Victorians! Today's dev diary will be a rundown of all the changes you can expect in free Update 1.6, codenamed "Blackcurrant". As we mentioned in our first teaser for Update 1.6, this update focuses almost entirely on polish - bug fixes, performance work, UX and AI improvements - rather than major new features. Our aim here is simply to make the game feel better to play. Nevertheless, we're sure there will be many lines in the sections below that are cause for excitement! As we mentioned last week, Update 1.6 is due to be released sometime next Wednesday, March 6th. Make sure to keep an eye out on our forums, Discord, or social media channels on that day!

    New Features in Update 1.6


    • Free: Migration system rework with Cultural Communities limiting which states pops might consider moving to, as a measure to improve UX and late-game performance
    • Free: Filterable and sortable fullscreen Census Data panel, to give you more insight into your population than you ever thought you needed
    • Voice of the People: Implemented additional content for abdicating during revolutions
    • Voice of the People: Added resign from Office character interaction
    • Voice of the People: Implemented additional character interactions for countries with Secret Police, allowing for the assassination of troublesome characters

    Improvements


    • A newly spawned country that inherits a war goal from a war in progress will now be automatically targeted with a new war for those war goals by the holder of that war goal, at no additional infamy. A common issue addressed by this change is that revolutions no longer invalidate war goals.
    • It is now possible to merge the entirety of a formation (A) that is itself the target of a merge into a different formation (B). This will retarget the formations that are traveling to merge with A so that they will instead travel to merge into B. Previously, this kind of merge was forbidden.
    • The Art pop need category has been replaced with a new Leisure category, letting the very wealthiest among your people self-actualize in style. This need consists mostly of Fine Arts but also an assortment of other goods such as Clippers, Small Arms, Wine, Aeroplanes, etc. Services act as a low-weighted fallback if these other goods are exceptionally rare in your market.
    • When a subject starts an Independence or Increase Autonomy diplomatic play, that play now takes place in the subject's capital rather than in the overlord's
    • Overlords taking control of a play no longer get the option to switch sides
    • Native Uprisings now have the native country as attacker rather than defender, and so no longer prevent the colonizing country from starting their own plays
    • Added button to upgrade all units in a unit group
    • The game will now warn you if you launch with mods that aren't marked as compatible with your current version. Pressing "ignore" will ignore this warning for the current version of the game.
    • Added offense, defense and occupation modifiers for unit types
    • Garibaldi will no longer show up to defend countries against autocratic revolutions (e.g. Garibaldi should not be getting involved in Indian Peasant uprisings)
    • Garibaldi will no longer show up to defend democratic countries against significantly weaker autocratic ones (e.g. Garibaldi should not be defending the USA against Native Americans)
    • Garibaldi can now show up to fight for democratically inclined revolutions and secessions against autocratic countries
    • Only fully occupied states now contribute towards war exhaustion, occupation progress has no effect
    • Added new Mass Migration Attraction concept
    • Updated migration concepts to be more representative of the current state of the game and be more interconnected
    • Added mobilization and movement speed modifiers for formations and unit modifiers for formations
    • Added a button to upgrade all upgradable units in a Military Formation, and one for all Military Formations owned by the player
    • It is now possible for subjects to switch sides in a play if the other side has a Liberate Subject wargoal targeting them and haven't added any additional wargoals against them (the AI will do only do this if they are Rebellious)
    • It is now possible to attempt to sway rebellious and human-controlled subjects by offering them Independence or Increase Autonomy as a wargoal. Reverse-swaying is also supported, so the subject can offer to side against their overlord in exchange for one of these wargoals.
    • The effects of breaking manually vs auto-breaking a pact can now differ, auto-breaking an Alliance won't cause a relations hit but still creates a truce, for example
    • Added more URLs for Historical Characters
    • Canals now provide a bonus to migration attraction
    • Mandatory baldness is no longer enforced on non-Buddhist Devout IG leaders
    • The Pampas state trait now gives a bonus to ranching as well
    • Mongolia is now only released in Outer Mongolia. A Greater Mongolian state will take some additional effort.
    • Japan, Korea, Siam, Vietnam, Tibet, and Cambodia now start with the Sericulture technology
    • Adjusted the population/arable land of Inner and Outer Mongolia to better reflect the situation in 1836
    • Replaced the 'Gobi Desert' trait in Monan with 'Eastern Steppe'
    • Renamed the 'Tianshan' state region to 'Tarim Basin'
    • Added a Mongolian homeland to Dzungaria
    • Updated the demographic data of Dzungaria and the Tarim Basin to better reflect the situation in 1836
    • Revised Bulgarian and Corsican namelists
    • Enacting Free Trade will now remove opium ban if you have it active as China
    • Improved tooltips and performance in the Diplomatic Actions lens
    • Decentralized nations now have their own logic for which attitude they display based on tension and whether there is an ongoing native uprising, and won't randomly display a friendly attitude that doesn't actually have mechanical significance
    • Taiping states now require turmoil to be selected
    • Baluchistan now requires Nationalism rather than Pan-Nationalism to form
    • Moved a Dutch general from the character pool to the Dutch East Indies, where he will serve as a general and an IG leader.

    AI


    • The military AI is now much better at organizing its formations in HQs, and will create, merge, split and rearrange its formations to have more balanced sizes
    • The military AI can now split off temporary formations during wars in order to defend or advance on fronts it would not otherwise be able to properly cover. The temporary formations are merged back into their parent formation after the war is over.
    • The AI is now less interested in subjugating themselves to foreign powers they do not have a good relationship with in diplomatic plays
    • The military AI will now create explicit garrison formations in important HQs that will focus on defending that HQ and not travel too far away from it. Garrisons have their own separate mobilization logic and will usually be mobilized during war if there is a perceived threat to their HQ.
    • The AI is now more reluctant to give up its subjects in diplomatic plays, particularly if they are of significant value
    • The AI now places greater emphasis on defending their capital state, especially against backdoor naval invasions
    • The AI now tends to use defensive orders for their generals if those generals are commanding below-average quality troops on the front, so as not to reverse the overall progress with failed attacks
    • The AI now considers qualifications to be more of a factor when determining what buildings to build and PMs to change to

    Balance


    • Capped the amount of of interests you can receive from Naval Power Projection
    • Technologies can now increase the amount of max Interests
    • Added another canning Production Method to Food Industries that allows you to pick between Fish or Meat as a consumption good
    • Lowered Farm output of Grain from 30/50/90/140 to 20/40/80/120
    • Removed South Africa's starting navy.
    • Added a cooldown to establishing and disbanding companies. A recently established company cannot be immediately disbanded and a recently disbanded one cannot be reestablished right away.
    • Pops will now consider their job satisfaction during employment updates.
    • Reduced penalties on decentralized nations to prevent mass starvation
    • Rebalanced the starting situations for most countries with Military Formations in the History files
    • Hardwood Production and Focused Hardwood Production, Production Methods reduced Hardwood output to 10 and 20
    • Lowered the requirement on Companies that affect Oil Rigs to only need 5 or more Building Levels
    • Public Trams and Public Motor Carriages Production Methods for Urban Centers now produce Transportation
    • Decreased the amount of food from Subsistence Farms from 2.5 per level to 2
    • Improved the starting situation for Spain, Austria, Russia, Netherlands and Egypt by adjusting their buildings and Production Methods
    • Agitators may now only participate in an election once every six months.
    • Edited the starting Spanish, Hanseatic, East Indies, Luxembourgish, Portuguese, Prussian and Russian armies to better reflect the historical situation.
    • Greener Grass Campaign has been rebalanced and now provides a flat migration attraction bonus along a lower multiplicative bonus.
    • Downsizing a building level that isn't fully staffed now only generates a proportional number of radicals to its staffing, and no radicals at all if the level was not staffed at all
    • Researching Paved Roads no longer adds any infrastructure from Pops
    • Pop Consumption of Automobiles in a state now adds a small amount of infrastructure, which is increased when Paved Roads is researched
    • Converting to State Atheism now gives you a larger number of immediate 'converts' in incorporated states
    • Added combat penalties to Panicked Retreat
    • Added morale damage penalties to Controlled and Panicked Retreat
    • Added Straits between: Sumatra and Java, Java and Bali, Zealand and Jutland, and New Zealand
    • Citrus Orchard Production Methods now don't consume all wheat
    • Barbed Wire is now unlocked by Field Works
    • Removed Serfdom and swapped Slave Trade for Legacy Slavery in Grao Para
    • Companies that required 10 levels of Buildings now only require 3 levels
    • Changed unlocking technologies for some Cavalry units
    • Consumer Goods Tutorial now looks at local prices instead of market prices for goods
    • Travel time for formations through different terrains has been lowered
    • Stormtroopers Technology now gives Offense bonus to Trench, Squad and Mechanized Infantry
    • The Brazilian monarchy now benefits from Great Power status
    • China now starts with the Closed Borders law
    • Drastically increased the naval power projection requirement for Brazilian slave trade events.
    • Job Satisfaction from being able to afford expenses now scales with the income / expenses ratio instead of being a flat value
    • When a country is Cut Down to Size, it now receives a decaying prestige penalty and is unable to start any aggressive diplomatic plays for 5years
    • Pop need rebalancing between categories, especially in the Wealth 20+ range
    • Hanyang Company now gives 20% attack bonus for Shrapnel Artillery
    • Removed Impassable Terrain from Islands and other areas where it is blocking combat for no reason
    • Reduced Rubber input for Elastics to 10
    • Lowered Rubber input, and Tools output for Machined Steel Tools
    • Reduced Engines input of Reinforced Wooden Ships Production Methods
    • Increased Steamers output in Steam Ships Production method
    • Lowered the modifier for Metropolitian Railway
    • Lowered the Interception chance of Admirals on Convoy Escort missions
    • Added Submarine Offense Modifier to Experienced and Expert Convoy Raider
    • Balanced many Companies Prosperity modifiers to not be as powerful and made them more diverse
    • Added a Farm to Piratini, Warsangali and Isaaq
    • Explosives factories now consume Fertilizer and Paper instead of Coal and Iron
    • Reduced the amount of workers removed from Automation Production Methods in Livestock Ranches
    • Gone through and balanced some Companies to make Properity bonuses more valuable
    • Reduced the amount of Infrastructure from Streetlights Production Methods by 50%
    • Increased the attraction of middle/upper strata pops in military industries to the Armed Forces.
    • Slightly reduced the military penalties from the Lost the Opium Wars modifier.
    • Reduced radical gain from losing the Opium Wars.
    • The Taiping Heavenly Kingdom will now be much more of a credible threat
    • Added Dye potentials to South Carolina, Georgia, and Florida.
    • Mass Migration now consistently checks for turmoil or SoL specifically in the relevant states (e.g. homelands) and not as much in the whole country
    • Removed Strait between Svealand and land
    • Publicly Traded is now available at all levels of Motor Industry
    • Removed the Artillery Foundry in Mexico because they have no consumption
    • Pollution is now on Meat Production Methods instead of Fabric Production Methods
    • "Socialist Demagogue" will now spawn less often
    • Puppeting Bolivia now makes the Peru-Bolivia journal entry fail
    • Increased the requirements needed to form the Confederation of the Rhine
    • Characters that basically agree with the government can no longer be exiled.
    • Increased the chance of wealthy lower-strata pops joining the Petit-Bourgeoisie
    • The Strike event no longer reduces the productivity of the entire country
    • Shopkeepers pops in resource buildings now may join the Petit-Bourgeoisie.
    • Increased the chance of wealthy lower-strata pops joining the Petit-Bourgeoisie.
    • The Strike event no longer reduces the productivity of the entire country.
    • Elected Bureaucrats law now makes Bureaucrats more inclined to join the Petit-Bourgeoisie, rather than boosting raw PB political strength.
    • Hereditary Bureaucrats law now increases Aristocrats political strength rather than raw Landowners political strength.
    • Appointed Bureaucrats law now increases Bureaucrats political strength rather than raw Intelligentsia political strength.
    • Subsistence buildings under Collectivised Agriculture now employ fewer Clergymen.
    • The Monarchy law now increases the political strength of Aristocrats, rather than providing a flat bonus to Landowners clout.
    • Council Republics are now more inclined to enact progressive laws and develop industrially.
    • Agitators no longer interfere in the enactment of laws they have no stance for.
    • Few states penalty to mass migration chance now works through a multiplicative modifier rather than division
    • Rebalanced the value of the population factor for migration.
    • Gave Montenegro and Nejd a Grain Import Trade Route
    • Compaa Sudamericana de Vapores now targets Shipyards instead of Ports so that it can be Prosperous
    • Exiling interest group leaders now angers their interest group.
    • Patronise Realism no longer requires so many Arts Academies
    • Reduced Bureaucracy penalty for Greece restoring the Olympics.
    • Vineyards are now in the Agricultural Building Group and instead of the Plantation Building group

    Art


    • Tanks and Artillery now explode when defeated
    • Added a representation of the Chemical Warfare mobilization option to battle dioramas when attacking
    • Locomotive types are now spawned based on culture, political connections and market connections
    • Added visuals to city buildings which to represent the Standards of Living in the area
    • Added new first aid cart and field hospital 3D models to frontline graphics
    • Fixed an issue with revolution flags appearing black, they are now correctly colored as the revolutionary interest group color
    • Japanese characters and pops will transition to more European fashions after the Meiji Restoration is completed
    • Added new Flamethrower effects
    • Added Maxim machinegun visual and audio effects
    • Ships now splash when sunk
    • Added new Vfx when battles end
    • Fixed a bug where some of the Asian buildings would clip with each other
    • Fixed a bug that causes the military flags to not be visible if the player did not have the Voice of The People DLC turned on
    • Enhanced details on map units weaponry
    • Reduced the range of the torpedo fired by the Submarine and Torpedo Boat
    • Fixed lightmask on navy ships Frigate, Monitor and Submarine 3D model

    Interface


    • Added manpower, organization, and morale bars to the Military Formation tooltip
    • Added quick action buttons to move all or half of the units and commanders from one side to the other side in the Transfer Popup
    • Added info about tariffs and consumption taxes to the Goods tooltip, and also added buttons to change them there directly
    • Added a table of Undecided Countries in the "Start a Diplomatic Play" confirmation, showing Military Strength and how likely they are to join either side of the Play
    • When there are multiple enemy/allied formations in the same location, they are now consolidated into a single map marker which shows a summarized view instead of forming a 'tower' of map markers. Clicking the consolidated map marker will open a selection list to let you select any one of the formations it contains. The player's formations still always get their own individual map markers.
    • Building expansion tooltip now takes into account the impact of understaffed buildings and queued constructions and so no longer displays overly optimistic revenue estimates for a building that's mostly empty or which has a bunch of queued levels already
    • Added current + expected number of a default unit type's units to their selection menu buttons.
    • Added number of current + expected units in a Unit Type to the Unit Type tooltips in a Formation.
    • Added a more detailed list item in the Construction Interaction list, showing Employment, State Traits, Production Methods and Local Prices
    • !' is now removed from the production method after mouse hovers over it
    • The tooltip for changing production methods should now show much more accurate information as to the building's production, consumption, revenue and employment immediately after the change takes effect
    • The tooltip for showing an active production method now properly takes into account throughput, input and output multipliers such as economy of scale
    • Revised the way qualifications are displayed so that for each pop type, qualifications are only shown if the qualifying pop would have a reasonable chance of actually taking the job, based on factors such as job satisfaction and pop type wage, meaning that the qualification numbers can now actually be trusted to tell you whether you have Pops that both qualify and would consider actually doing the job in question
    • Added new Migration map mode that displays amount of migration to and from states
    • Added new Mass Migration Attraction map mode that gives a rough idea of what countries mass migrations are likely to target
    • Added new Mass Migration Potential Targets map mode that shows the migration attraction among the states that are eligible for mass migrations
    • Added customize button for a Formation's name/icon to their right-click menu.
    • Added groups for journal entries
    • Added a short "label" and a "status" for a Country, describing who they are to you and your relationship.
    • AI Strategies are now shown in the tooltip for a Country
    • Character Interaction cooldown duration now shows as preview before interaction is triggered
    • Buildings that are unwilling or unable to hire now show more detailed tooltips with the exact reason they are unwilling/unable
    • Reworked the layout of formations on the Military Panel
    • Reworked Migration Attraction map mode to only show states in your market to better indicate how intra-market migration works and better indicate where pops move in your market
    • Migration tooltips now indicate if a state is eligible for mass migrations or not
    • Cleaned up and sorted the interest group tooltip
    • Added Infamy value to the topbar.
    • Exposed a Country's preference for each side in the Diplomatic Play directly in the Sway panel without having to dig through several layers of nested tooltips
    • The Government Interest Groups are now added to the tooltip for a Country
    • The current direction (up/down) of your Relations in the tooltip for a Country is now visible
    • Replaced "State Taxation Revenue" text list in with the same information as a table
    • Removed the Ongoing Diplomatic Pacts Outliner section (replaced with pinnable Countries)
    • When Fleets are zero, they will no longer appear in the Diplomatic Play Sway panel
    • When Mobilization is zero, it will no longer appear in the Diplomatic Play Sway panel
    • Lists within the panels on the left side of the UI no longer reset their position back to the top when you close the window and then reopen it. They also retain their old positions when switching between tabs.
    • Added the companies icon to the sidebar button
    • Fixed issue where NO_ORIGIN_FORMATION_SELECTED was shown as tooltip text in Transfer Popup.
    • An army or fleet without a commanding officer can now be merged with another formation
    • The tooltip for changing production methods now warns you if changing a PM would result in other PMs (such as ownership PMs) would be changed as a result, and includes the effects of those changes in its calculations of production, revenue etc
    • Migration values are now displayed as weekly values rather than annual ones (with a few exceptions)
    • Added a small Price graph to each Goods item in the Market panel
    • The number of Conscripts is now visible in the Diplomatic Play Sway panel
    • Added new icon for electric companies
    • Map notification for Grant Independence shows valid text
    • Fixed Slave pops mentioned in Slave State tooltip not having a tooltip
    • The warning for insufficient qualifications now provides more information, such as how many months of current qualification growth the missing qualifications represent for the relevant pop types
    • Alerts that a diplomatic pact is about to break now only show up if relations are actively trending towards the break point due to ongoing actions/pacts, not if they're just close to the break point but have no reason to up/go down further
    • When a pact breaks or is about to break, the interface will now provide much clearer and more readable information about the reason for the break
    • Devastation and Turmoil Effect Map Markers are now visible on mid zoom level if State is being highlighted
    • Tweaked the layout for the Country Details panel to show AI Strategies without having to scroll
    • Reordered things in the tooltip for countries to more closely reflect the order of importance
    • The Subject Types a Country has is now shown in the tooltip for a country
    • Exposed the Ranking Number for the stats on the Country details panel
    • Replaced "Members" text list in the tooltip for parties with a table
    • The "Attitude towards you" icon is now shown on each Country item in the Diplomatic Play Sway panel
    • Sorted all lanes based on total Power Projection of the Country in the Diplomatic Play Sway panel
    • Agitator number on hover shows tooltip on where the Agitator Slots comes from
    • Tooltip for political strength shows reason for slaves not having political strength
    • Generals who used to Advance on a front but have switched to Defend no longer contribute their old Advancement progress to the front side's combined Advancement meter (visual bug only)
    • Added tooltips for the sort header buttons on the Local Price tab for a Good.
    • Optimized the performance of the Outliner by flattening the layout hierarchy
    • Made it possible to unpin Diplomatic Plays from the Outliner
    • Made it possible to unpin Political Movements from the Outliner
    • Added a Country Map Marker to the Diplomacy Map Mode, showing Attitude and Relations
    • Cleaned up the layout on the Diplomatic Play Sway panel, generally made things more compact to give a better overview
    • Added a setting for having the Notification Feed show up the left of the Outliner
    • Added colors to Notifications (good/neutral/bad)
    • Transfer formation popup now supports state and unit filters
    • Added Military Formation breakdowns in Country battalion tooltips.
    • Fixed issue where unit type icons would sometimes not show up in nested tooltips
    • Added historically accurate company icons
    • Will now show the reason for Commanders not being able to transfer sides in Transfer Pop up
    • The text for loading game in both main menu & in-game menu now says 'Load Game' for consistency
    • Fixed long country names in various places
    • Fixed overlapping text in Lenses for different languages
    • Increased time allowance for players to answer sway offers from 7 to 14 days. The AI should still answer them within a few days.
    • Tooltip when attempting to Disband Formation with too many commanders is now more intelligible
    • Tooltip for Diplomatic Actions that improve or damage relations have been reworded to be less confusing
    • Added better tooltips for commander orders
    • Added keyboard shortcuts for "Zoom to" (z) and "Pin in Outliner" (x)
    • Hooked in "Go to details" keyboard shortcut in all Information Panel headers
    • The Religion texture is now visible in the tooltip for Religion
    • Made it possible to pin Countries to the Outliner
    • Reworked all Outliner items to have more, and better, information
    • Market Goods Shortage is no longer duplicated in the Notification settings panel.
    • Combat Unit unlocks in the tech tree now has frame around it
    • If Load game is not available, an in-game menu with show 'Load Game' text in italic for consistency will appear
    • Changed Judaism's color to light blue
    • Fixed an issue where an empty army's mobilization status failed to display correctly.
    • Changed the "Never" label for permanent Modifiers to "Permanent"
    • Cultural turmoil now displays with consistent number rounding.
    • Release subject option will be default option in Release-Subject tab in Diplomacy panel
    • Added localization to sea node names
    • Updated Attrition concept

    Performance


    • Reworked how pops migrate to reduce the overall number of pops in the world, in order to improve late game performance
    • Shortened load times when starting a new game
    • Made AI spending updates more performant
    • Reduced the size of several of the particle textures to improve performance
    • Resolved a performance issue with the revolution update toggling all mesh objects off each frame even when unnecessary
    • Reduced performance impacts of Diplomatic Plays by having the AI calculate when it wants to declare neutrality once per diplomatic play instead of checking each tick
    • Optimized battle code to prevent unnecessary modifier recalculations
    • Parallelize checks for battle condition updates
    • Improved performance when iterating pops by reducing the object's memory footprint, leading to better cache utilization
    • Improved the performance of unit morale calculations

    Modding


    • Several migration defines have been renamed, restructured or removed
    • Production Methods can now specify that they require access to particular goods to be able to be selected
    • New trigger (num_cultural_communities) to check how many cultural communities are present in a state implemented
    • Added new trigger that checks if a given state is eligible for mass migrations
    • Added functionality to create and add tables to tooltips
    • Added script links for migration attraction to be able to check what a state or country's migration attraction is
    • New event target links for formation to home_hq, formation to current_hq, hq to strategic region
    • country_army_unit_type_fraction and formation_army_unit_type_fraction triggers check the fraction of a specific unit type in a country's army or in a specific formation
    • country_navy_unit_type_fraction and formation_navy_unit_type_fraction triggers check the fraction of a specific unit type in a country's navy or in a specific formation
    • army_mobilization_option_fraction trigger checks the fraction of units having a specific mobilization option in a country's army
    • Added console command `enactment_checkpoint `
    • Removed `is_repairing` trigger, because it was untruthful
    This is such a big changelog that we ran into the character limit on steam! you can see this Dev Diary in full on our forum >HERE<


    [ 2024-02-29 15:00:40 CET ] [ Original post ]

    Dev Diary #105 - Migration in 1.6


    Hello! Im Alex, one of the system designers on Victoria 3 and Im here to tell you a bit about what changes we have been planning for Migration in 1.6. I have also [strike]conscripted[/strike] volunteered one of our programmers, Konrad, down from the code mines to give us some of the nitty gritty details about whats going on.

    Goals for the changes


    To begin with Id like to clarify what the goals for these changes are, and (importantly) what they aren't. Unlike say the military rework, the goal here isnt to completely change the gameplay surrounding migration. In fact, gameplay should feel somewhat similar, particularly if you dont know the exact details of how it used to work. So what is the purpose of this? Primarily, its about performance. We hear your concerns about mid- to late-game pacing and were constantly looking for opportunities to improve how well the game runs. Part of that is making small optimizations here and there, caching this or that value, pushing how much we can run in parallel and so on. Another aspect of it is looking at what design decisions we have made and considering if we can change them so gameplay still works but the mechanics are more performance-friendly. These changes fall into the second category. In the current version of the game, migration works by regularly splitting Pops up and moving the pieces all over the place, which of course results in a higher number of Pops and worsened performance as the game goes on. In 1.6 we avoid splitting Pops for migration as much as possible so we can keep the number of Pops down. On top of performance, another reason we are doing these changes is to make the system more maintainable and easier to work with in the future. The new implementation is simpler to understand when you are working with it which is a big plus for us, and incidentally should also make life easier for modders! Finally, we also wanted to take the opportunity to sneak in some QoL and UX improvements while we were at it, which youll find towards the end of this dev diary.

    General Concepts


    Before I go into details below, its important we are on the same page for what different terms mean and how they work. Migration in Victoria 3, as you might know, comes in two main forms: Market Migrations and Mass Migrations. We also took the opportunity to fine tune the wording on a few of our concepts!
    Market Migrations happen exclusively within your market and are largely due to economical factors in a Pops life. Mass Migrations on the other hand are the mechanism for Pops to migrate between different markets and have a stronger cultural focus. How we select where people go and how many people move is highly dependent on the Migration Attraction a state has. This is a metric which indicates how much people want to move there due to factors like available employment, arable land, trade and so on. When migration attraction is used, what matters is the difference in migration attraction between two states and not the absolute value in a vacuum. It is also worth noting that migration attraction can change fairly quickly and in particular if a state receives a lot of migration, its migration attraction is likely to go down which then leaves room for other states to receive migrants. Finally, you will often see mentions of terms like Pops, number of Pops, Population and so on and it is good to understand the difference between them. A Pop (also known as a Part Of Population) is a segment of a population with a specific job, culture, religion, living in a particular state and working in a specific building, e.g. Swedish Protestant engineers working at a Tooling Workshop in Stockholm. The number of Pops is how many different unique Pops we have in a building, state or even the whole game. This means that if the Tooling Workshop above employs both Swedish and Norwegian engineers, then the number of engineer pops in that building is two. Lastly, population is how many individuals we model through the use of Pops. The Swedish engineers above might be 5000 people large for instance. These general concepts remain unchanged between 1.5 and 1.6. You might notice the mention of a new concept: Mass Migration Attraction. Well go into what that means further down in the dev diary.

    So, what has changed?


    Pop Selection


    On a very basic level what you need to know about how the system used to work is that wed pick small portions from a lot of Pops all over the place and then move them around between states. In other words, migration as a system was taking consolidated larger pops and turning them into a larger number of smaller pops, which is bad for performance. What we instead are doing now is that when we pick people to migrate, we try to pick as many whole pops as possible, sort them from smallest to largest and start sending them to new states. When they arrive we attempt to merge them into existing local Pops. Sometimes we still need to fragment pops, for instance if theyre too large, but we try to do so with more restraint.

    Migration Destinations


    Previously, pops would migrate to essentially any state that seemed attractive enough and that would allow them based on your Migration and Citizenship laws. This led to a very spread out many-to-many migration system, which again, coupled with the Pop Selection system resulted in more pop fragmentation. In the new system, we only allow pops to migrate to states with a so-called Cultural Community for the culture that pop belongs to. If there are multiple available cultural communities, we send migrants to all states within a certain margin of the highest migration attraction state, distributing them according to their migration attraction and if theyre actually able to take in that many migrants. Ive heard that Michigan is lovely this time of year. Maybe we should create a Swedish cultural community there?

    Cultural Communities


    If you played the 1.5 open beta, you might recall when we tried introducing some of these changes (and how it accompanied some interesting bugs with pops ignoring migration laws and all that). One of the changes was this notion of Cultural Communities. The idea is for them to model that you are more likely to migrate somewhere you know people of your culture already live in. You can of course move somewhere completely new, but that is not as common. Do you tend to look through the in-game concepts like this one often? Did they help you when learning the game? Wed love to hear your thoughts!
    Cultural communities exist everywhere there is at least one pop of a given culture. Additionally, every month there is a chance for a new cultural community belonging to a culture in your market to spawn in one of your states. If no one of that culture moves to that state, the cultural community disappears after a few weeks. It is important to note that the relevant factor for performance is not the size of the population, but rather the number of Pops. This means that if the migration mechanics produce more homogenous results, we end up with a better performing game without having to compromise on the fidelity of the other aspects of the simulation (employment, pop consumption, population growth, qualifications, etc) at all. Since the concern we've heard from players previously is not at all that the simulation produces too homogenous results but rather a sometimes immersion-breaking mix of pop cultures in any given state, this system lets us scale down the average number of cultures present in each state. If you are into modding, the weights and conditions for cultural communities to spawn are completely customizable through a script value that runs every month for every combination of state and culture in a market. Im looking forward to seeing what you come up with!

    Mass Migrations


    Mass migrations used to be more tightly coupled to market migration in 1.5. For 1.6 they work more in parallel having their own limits and conditions. Essentially, when evaluating if we should spawn a mass migration we go through the following steps: [olist]
  • For every culture, go through the countries where that culture has homelands and calculate the chance for a mass migration to spawn from there. This includes filtering out countries or cultures that dont fulfill the requirements for mass migrations, like having enough cultural turmoil or actually allowing migration to happen
  • Pick one of the eligible countries above as the origin for the mass migration
  • Calculate the Mass Migration Attraction for that culture to migrate to all different countries. This is the average migration attraction of the eligible states in the target countries.
  • After adding a small random factor so we dont send all mass migrations to the same place, pick the country with the highest Mass Migration Attraction
  • Go through the eligible states in that country and pick the one with the highest migration attraction (after adding a small random factor) [/olist] After all this we spawn the mass migration for the selected culture and country we picked in step 2 to the state we picked in step 5. You might also have noticed that we now mostly display migration as a weekly value, instead of an annual one. The reason is that migration can change pretty quickly between weeks which used to make it confusing or even misleading when we focused on the annual value.
    At this point, similarly to market migration, we select pops we want to move, trying to prioritize smaller whole pops and send them on their way to their new home. We do keep track so we dont send too many people from any one state or to any one state so we neither depopulate nor overwhelm states during mass migrations.

    Results


    So how did all these changes turn out? For now our own tests have given us positive results with a reduction of around 15-20% in the number of pops towards the end game. This comes both from a reduction in fragmented pops, but also in pops getting more concentrated in which states they are sent to, which also leads to somewhat fewer buildings overall. For all you [strike]gamers[/strike] economists out there, in this case line go down is good!

    New shiny UX improvements


    I bet youre thinking What about the UX improvements you mentioned though? Give them to me!. Also hello to all of you impatient readers who skipped through the details right to the shiny screenshots and UX changes. As mentioned, with the migration changes we wanted to also make the system a bit more accessible from a UX perspective as development itself showed there was a lot of information that felt way too hard to access and understand given how important it is. One change I personally am quite a fan of is that we now clearly display if a state can actually receive a mass migration now: Whod ever want to go to Rhode Island of all places?

    If you are wondering about what the requirements for this are, they are now displayed in the updated concept for Mass Migration targets:
    These requirements are not new, we just havent properly exposed them before. It can of course be tedious to check states one by one if they are eligible for mass migration, so we also added a map mode that shows you this: Remember to integrate your states if you want them to get any mass migrations! Also, its probably a good idea to make sure they are properly connected to your market..
    While we are on the topic of map modes, we have also added a map mode that tells you roughly what country is most likely to receive a mass migration: The New World displaying its promise for greatness in bright green!
    This map mode also includes a new concept for Mass Migration Attraction: Cant get a mass migration if youre so small people cant even spot you on a map
    Something Ive felt has been missing from the game for a long time is a map mode that shows you where people are actually moving, rather than where theres high migration attraction. We have that now! Whats up with Idaho, though?
    Finally, we also reworked the old migration attraction map mode so it only shows states in your market, rather than the whole world. This should better communicate the difference between market and mass migrations as well as show you where in your market people are likely to move to and from: Now you should be able to more clearly understand the migration flow in your market even in other countries.
    For the modders out there, youll find we also restructured, renamed and removed a bunch of defines (this is your reminder to update your mods when 1.6 drops):

    Next Time


    Thats it for today! Hope you enjoyed reading about how were working with migration and that you are looking forward to playing with these new map modes and other improvements when free update 1.6 releases on March 6! If you cant wait until then, the next dev diary (two weeks from now) will have the full changelog for 1.6, which will include all the other things we've done outside of migration and UX improvements. See you then!


    [ 2024-02-15 15:00:43 CET ] [ Original post ]

  • Dev Diary #104 - Quality of Life improvements in 1.6


    Hello and welcome to this Dev Diary that will mainly focus on the Quality of Life improvements we will add to the game with 1.6. The improvements for this update are mainly focused on three areas: Diplomacy, the Outliner and the Census Data panel, with some additional bug fixes and improvements sprinkled on top.

    Diplomacy


    The Start Diplomatic Play popup has gotten an overhaul that should make it much easier to get an idea of how likely any Country is to side for or against you. The Relative Preference for Country tooltip has also been polished up. It now gives you more information on the first level of the tooltip, which in turn should make it clearer which factors go into the AIs decision making process.
    The tooltip for a Country has gotten completely reworked to include better contextual information, more data and clearer information hierarchy.
    The Country details panel has gotten a slight tweak to the layout, which makes it possible to see both the Countrys Attitude towards you, and their current Strategies at a glance. Since these factors are important in the AIs decision making process, having them more easily accessible should help make a Countrys behavior more comprehensible.
    The Diplomacy Map Mode has gotten a new Map Marker that shows any ongoing Pacts you have with that Country, their Attitude towards you and Relations (+ any eventual rate of change)
    Diplomatic Pacts have been reworked to more clearly state what could cause them to break. This change is also reflected in the Pact has broken Notifications, making them easier to understand.

    Outliner rework


    The Outliner now has tabs (Pinned / Economy / Politics / Diplomacy / Military / All). Most Outliner items also had a design pass, and most of them now show some additional information. We have also added a new Outliner item for Countries, showing their Rank, Attitude towards you and Relations. In addition to these changes, you are now able to unpin Political Movements, Diplomatic Plays etc, giving you more control over what is shown in the Outliner. We have also added an option to move the Notification feed to the left of the Outliner, similar to what Nuggets mod Notifications not over Outliner does.
    Notifications are now color-coded to give you more information at a glance.

    The Census Data panel, formerly known as The Pop Browser


    In the previous Dev Diary we introduced the Pop Browser (which has been renamed to the Census Data panel, based on a suggestion by forum user Buladelu). Since then we have also added Literacy, Job Satisfaction and Needs as columns in a second page in the spreadsheet. The common suggestion of visualization of Interest Group membership sadly had to be postponed to a later date due to implementation difficulties and performance concerns. You can of course still see which pops are part of an Interest Group through the Population tab and on the relevant Interest Group details panels, like before. For upcoming updates we are looking at the feasibility of implementing similar screens for other central types of data, with Buildings, States, Countries, and Goods currently being in the very earliest stages of planning.
    Showing columns for Radicals, Loyalists, Standard of Living, Political Strength and Interest Groups
    Showing columns for Literacy, Job Satisfaction and Needs

    Misc improvements


    Scroll positions within the left-side panels are now saved and restored when opening/closing or navigating between panels, which results in less unnecessary scrolling.
    Input Goods Shortage Map Markers are now collected per State on mid zoom level, similar to Construction, reducing the overall map clutter
    An Upgrade All button has been added, both for Upgrading all Formations in your Country, and for Upgrading all Units within a particular Unit Group in a Formation
    The Employment Indicator has gotten a reworked tooltip that more clearly explains why a Building is able to hire or not.
    The way we display Qualifications has also received some significant changes. Previously, we would display all Qualifications for a particular profession in the State Panel, regardless of whether the Pops that held those Qualifications actually had any real chance of becoming that Profession. For example, your Capitalists might very well have tons of Machinist qualifications, but its not too likely that they are going to quit their jobs and make the switch from factory owner to factory worker. Adding to this confusion, the Insufficient Qualifications warning when constructing a building or changing a PM would only look at Qualifications among Peasants and the Unemployed, meaning its predictions would often not play out that way in practice. In 1.6, we now always show something we call Employable Qualifications, which is Qualifications held by Pops that are reasonably able to take a job, defined by meeting the following criteria:
    • Isn't already the relevant pop type
    • Is unemployed or a jobseeker
    • Is not enslaved
    • Isn't working in a government building or subsidized building
    • If employed, wouldn't consider the change in pop type to be a downgrade (ie, Aristocrat qualifications for Farmers aren't likely to be considered - based on wage weight and how well their current workplace is paying)
    What this means is that when you get a warning for a building thats to be constructed not having enough Qualifications to fill, that warning can actually be trusted, and youll have a much easier time determining which Professions are a bottleneck for your industrialization efforts.
    The tooltip for changing Production Methods now has much more accurate predictions as it now takes more factors into account than before (Employment changes, Throughput, State Traits among others), plus had a few bugs fixed.
    The Construction Interaction now has two modes for the list items: Condensed (which is what is currently in game in 1.5) and the new Full mode, which has additional information like State Traits, Employment, Production Methods and Local Prices for Input and Output Goods.
    The Transfer Units panel has gotten some extra functionality compared to what is currently available in 1.5 based on many requests from our players. First and foremost, you can now with one quick button press move all or half of the Units and Commanders over to the other side. You may of course want to be more detailed when setting up your transfers, something we now provide additional tools for, namely:
    • Text input box (write the number you want immediately)
    • Slider + Arrow buttons (slide the number to whatever you need it to be)
    • A list of all individual Units (if you want to be really nitty gritty and select/deselect individual units)


    We want to have most lists sortable and/or filterable by suitable factors in our game, which is becoming more and more of a standard for us to help you find the exact thing you want especially in lists with more than 10 entries. In the Transfer Unit window we have included a filter for you to get the Units from a specific State in the selected Formation.
    During one of our Personal Development Time days we finally made a working prototype for what has internally been referred to as the Holy Grail of Tooltips UX: Tables in Tooltips. This implementation is only used in two places as of 1.6, but well most likely start using these more often in the future, as they make it much easier to present certain types of information with greater clarity.

    Closing thoughts


    Working on the Quality of Life improvements for 1.6 has been both really fun and rewarding, as it includes some improvements with a high positive impact on the overall UX of the game. The high point for me was either finally seeing the Census Data panel take shape (after having been one of those features that we have had scheduled for the next patch for a very long time) or solving how to move the Start Diplomatic Play predictions out from the tooltips into the popup panel. Thats it for this week! In two weeks Alex will discuss the upcoming changes to the migration mechanics and their impact on game performance.


    [ 2024-02-01 15:00:57 CET ] [ Original post ]

    Hotfix 1.5.13 is now LIVE!

    Hello Victorians! Today we have released a hotfix targeted at a few key crashes in the game, whilst we previously had said in the last Dev diary that we were unlikely to have more hotfixes. It was deemed important to fix these key crashes in a separate hotfix prior to update 1.6 releasing. Not for problem reports, but rather file any bug reports in the bug reporting forum, thank you!

    Patchnotes:



    Bugfixes


    • Fixed a crash caused by peace deals allowing to-be-annexed countries to press conquer state wargoals.
    • Fixed an out-of-bounds access crash related to Military Path Arrows
    • Fixed a crash related to Military Path Arrow length


    [ 2024-01-29 14:03:20 CET ] [ Original post ]

    Dev Diary #103 - 1.6 Teaser


    Hello everyone, happy new year and welcome back to another Victoria 3 development diary, the first of many for 2024. Today is just going to be a very short dev diary with a first look at free update 1.6, which as we mentioned in Dev Diary #102, will be a standalone update (meaning not accompanied by a paid DLC) that is next up on our release schedule. 1.6 is going to be a smaller update that focuses almost entirely on game polish (meaning bug fixes, performance work, UX and AI improvements) and not on adding features to the game, since after the massive slew of changes to the game that was 1.5 we now want to instead focus on smoothing out some of the rougher edges of the game. While we could of course just continue to release hotfixes for 1.5, focusing our efforts into a proper update instead is going to allow us to tackle some things (particularly on the performance and military pathfinding side) that would be too risky to include in a hotfix. While all this means that you shouldnt expect much to change on the post-release plans roadmap from 1.6 alone, you can expect some nice new QoL changes, such as the Pop Browser, a new interface inspired by Victoria 2s Pop Interface, which gives you a comprehensive overview of your countrys population that allows you to more easily identify problems or opportunities, such as pinpointing where exactly those 1 million radicals that keep stirring up trouble are coming from. The Pop Browser comes with an extensive list of filters to make the selection of Pops you want to look at as broad or narrow as suits your needs
    The Pop Browser is one of a few other UX improvements coming in the update, but we will elaborate more on the other changes in our next dev diary (in two weeks) - going through the specifics of UI/UX changes in 1.6. See you then!


    [ 2024-01-18 15:01:23 CET ] [ Original post ]

    Victoria 3 and Paradox Interactive Winter Sale!

    Victorians, wintery tidings bring news of a sale starting in the snowy lands of Steam! Explore the grand tomorrow, from the comfort of your room*! *Coal fire and smoking jacket, optional. 50% off Victoria 3 for the Winter Sale! New players can find information, our wiki, links to guides and more here! https://store.steampowered.com/app/529340/Victoria_3/ As well as the rest of the Paradox Interactive portfolio being up to 75% off!


    [ 2023-12-22 14:02:18 CET ] [ Original post ]

    Hotfix 1.5.12 is now LIVE!

    Small hotfix today, fixing a number of OOS's! Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! Known bugs in 1.5.11/1.5.12 are present in this thread.

    • Fixed OOS in AI related to headquarters when a client has a different operating system than the host
    • Fixed OOS in AI related to fronts


    [ 2023-12-14 13:08:41 CET ] [ Original post ]

    Hotfix 1.5.11 is now LIVE!

    Hello Victorians! Today we have released a hotfix for 1.5, which contains a variety of gameplay issues and is aimed to enhance your gameplay stability and experience. As mentioned in Dev Diary 102 it also includes convoy raiding balance, whilst also fixing other prominent issues such as some AI navies conscripting land units to swim around with them and conscript only armies not functioning as intended. Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! Known bugs in 1.5.11 are present in this thread.

    Improvements


    • Formations that are merging into a formation that is destroyed will now try to merge into the closest available formation to the one that got destroyed
    • After completing the Opium Crisis Journal Entry, it is now possible to unban opium through a decision, but doing so will remove the reward modifier granted from winning the opium wars
    • Resolving the Opium Crisis now gives a much stronger reward modifier for a longer time
    • Refusing to address the Opium Crisis now gives a negative modifier for a longer time and adds progress towards shattering china
    • There is now a 10 year limit to complete the Opium Crisis Journal Entry, after which it will fail with similar effects to refusing to address the crisis
    • The Tibet-India border is now only passable in a couple places, so that a frontline won't be created in the Himalayas between India and China in the Opium Wars
    • Power Plants now have the same structure of ownership PMs as Railway, and can use the Government Owned PM under most economic systems
    • Power Plants can now be subsidized under laws that allow subsidies for critical infrastructure, such as Laissez-Faire
    • Naval HQs are no longer created in regions with only impassable coastal provinces or sea regions

    AI


    • The AI is now properly able to understand the need to construct Power Plants in each relevant state to 'seed' those states with electricity
    • The AI now considers subsidies for critical infrastructure (power plants, trade centers & railways) a must-have due to the potential economic armageddon that can be created if they are removed

    Balance


    • Reduced Attrition values from an average 2% per week to 0.8%, through a combination of reducing the chance and also the min and max casualties of Attrition
    • Increased the average time between convoy raids in a node from 15 to 20 days
    • Convoy recovery is now 4x higher during peacetime
    • Capital Ships are now only 50% as effective as other ships at Convoy Raiding, as a scaler to Offense
    • Naval bases now recruit new manpower somewhat faster
    • Front advancement speed bonuses has been replaced with equivalent character (general) advancement speed modifiers
    • Changed unlocking technologies for some Cavalry units
    • Increased the requirements needed to form the Confederation of the Rhine

    Art


    • Replaced the background graphics of historic companies with more fitting ones

    Interface


    • The disband formation button will now mention that there are formations that are traveling to merge into the formation that is being disbanded, if any such formation exists
    • Updated the Special Unit Group concept tooltip to list the correct Special Unit groups

    Performance


    • Improved the performance and thread utilization of supply network updates
    • Small optimization in respawning unit entities

    Modding


    • It is no longer possible to target fronts with timed modifiers, or to make new modifier types that target fronts

    Bugfixes


    • Fixed a CTD when create_military_formation was run in an invalid HQ
    • Fixed a CTD when one tried to add characters to a non existing formation
    • Fixed an OOS causing error in the Characters category
    • Fixed a bug that would multiply Convoy Raiding strength for every hostile country that held shipping lanes in a node
    • Defeated Admirals are no longer able to contribute to convoy raiding
    • Fixed an exploit that would allow ship-less fleets to be deployed to a sea node, blocking naval invasions
    • Fixed a bug where Native Uprisings would not mobilize their armies properly
    • Fixed an issue where AI attitudes were not correctly initialized on game start, causing most countries to have the 'Cautious' attitude regardless of strategic considerations
    • Removed non-functional and misleading "enemy advancement speed penalty" modifier on the Defend order
    • Commanders will now properly inherit relevant modifiers from active Mobilization Options (while mobilized) or timed modifiers on their formation
    • Fixed a bug where state occupation percentages were not properly cleared when a country is leaving the war
    • Fixed an issue where modifiers to war exhaustion from casualties would affect all sources of war exhaustion and not just from casualties
    • Fixed a bug that could cause fronts to largely overlap one another
    • Fixed a bug where the navy would travel to a node via land as a horse caravan when traveling through the land nodes was available
    • Fixed a bug where adding conscripts to navies was not explicitly blocked, causing some very strange AI navies to occasionally appear
    • Fixed a bug where the cost of construction queue items would sometimes not be properly calculated when the entire construction queue capacity wasn't used, which could cause private investment to over- or underuse the investment pool
    • Autonomous Investment is now properly re-evaluated when a state is ceded, to prevent invalid constructions from being added in states a country no longer owns
    • The Republican Proposal for Brazil now properly sets Pedro as the ruler of the country
    • Fixed a bug where Paraguay's starting leader and traits would never go away in non-CotS versions of the game
    • Fixed Mobilization speed modifier
    • Fixed incorrect modifier for Truck Transport mobilization option
    • Fixed Chocolate Mobilization not reducing 50% morale when removed from mobilized army
    • Armies are no longer leaving a front for an HQ just because a participant left the Diplomatic Play that is still ongoing
    • Fixed an issue that made it so AI countries with the relevant Journal Entry would not liberate subjects of Peru-Bolivia unless they had high infamy
    • Fixed a bug where naval invasions could get stuck and never proceed to landing phase if the attached army's supply was not at 100%
    • Fixed a bug that could cause Naval Invasions not to end properly
    • Fixed a bug that would display irrelevant shipping lanes that didn't intersect the selected sea node
    • Fixed an issue in the military formation notification for being restationed
    • Audio soundbanks updated which fixes a couple of audio bugs like sounds appearing when zoomed out
    • It is no longer possible to switch sides or declare neutrality in a diplomatic play where one of your subjects is targeted by Transfer Subject (this could be exploited to get subjects through sways and then invalidate the enemy wargoal by declaring neutrality)
    • Fixed a bug where a Transfer Subject wargoal could cause subjects to not capitulate along with their overlord, resulting in strange lingering wars
    • Fixed a bug where the overlord of a peace negotiating country in a war would sometimes not be considered a peace negotiator themselves, which could block peace entirely
    • Fixed a bug where it was impossible to support allies against their subjects due to having an alliance with them
    • Fixed a bug where an alliance with your market owner could block starting plays against your subjects
    • Fixed a bug where Customs Union leader was considered to be the overlord of subjects of countries in their market, leading to incorrect diplomatic blocks and AI behavior
    • Fixed a bug where only one 'liberate country' wargoal would show up for each target when adding wargoals
    • Fixed a bug that prevented mobilization of armies with only non raised conscripts
    • Mult modifiers can no longer reduce a value below the fixedpoint resolution limit (0.0001)
    • Fixed a bug where the player got alerts for shortages for other countries in their market
    • Fixed a bug that caused the notification for a repaired fleet to fire multiple times
    • Fixes an issue in the naval invasion tooltip
    • Fixed missing Loc for Subsidizing Power Plants
    • Removed unnecessarily eliding label for job satisfaction in the Pop Details panel


    [ 2023-12-13 13:05:50 CET ] [ Original post ]

    Dev Diary #102 - Whats next after 1.5


    Hello and welcome to our Post-Release Plans update dev diary for 1.5. Once again, just as in Dev Diary #79 and Dev Diary #89, well be going over what changes and improvements we have planned for the game in future free updates such as 1.6, 1.7 and beyond. Before we get started, a quick note that we are planning to release hotfix 1.5.11 next week. This hotfix addresses a few dozen remaining issues in the 1.5 release, including some rare crashes and out-of-syncs, graphics polish, some military-related modifiers not working as they should, and convoy raiding balance. Today we will continue talking about the same key four improvement areas as in previous dev diaries, namely Military, Historical Immersion, Diplomacy, Internal Politics and Other for anything that falls outside those four categories. Just as before, Ill also be aiming to give you an updated overview of where we stand and where were heading by going through each of these four categories and marking on each one with one of the below statuses:

    • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesnt mean were never going to expand or improve on it in the future, just that its no longer a high priority for us. Any points that were already marked as Done in previous updates will now be removed from the list, to avoid it growing unmanageably long!
    • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but arent yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.6, 1.7 and so on. Note that this section will mainly focus on updates made in 1.4 and 1.5.
    • Not Updated: This is a part of the game where we havent yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
    • New: This is a planned change or improvement that is newly added, i.e. wasnt present on the list in Dev Diary #89.
    • Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.
    Lastly in the things that havent changed, we will still only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. I will also remind you that this is not an exhaustive list of the things we are going to do, and that something being Done doesnt mean were not going to bugfix, balance or make UX improvements to it afterwards. Right, thats enough of repeating myself, onto the actual content of the dev diary!

    Military


    Done:
    • Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
    • The military rework in 1.5 completely overhauled the interface and the addition of discrete armies makes it far easier to see where your soldiers are and what they are doing. We still have UX polish work to do here, but this is otherwise done.
    • Increasing the visibility of navies and making admirals easier to work with
    • The 1.5 military rework changed navies to work on a fleet basis, to have a visual representation on the map and to always operate in a specific node, which addresses the vast majority of the issues listed above. As with armies, there are still some UX quirks to work out here, but otherwise we consider this done.
    • Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
    • With the addition of front consolidation in 1.5 and the ability to split formations to cover more fronts, this should no longer be a major issue. There may still be bugs that cause unintentional front splitting, and we will of course fix those as they pop up.
    • Adding systems for organizing your generals and admirals into discrete armies and navies to allow more control over geographic positioning, military composition and unit specialization - Added to the game in the 1.5 update
    • Adding more options for strategic control over your generals to allow for more smart play in wars - Added to the game in the 1.5 update
    • Adding more on-map graphics for armies and navies, including soldiers on the map - Added to the game in the 1.5 update
    New:
    • Turning individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
    Not Updated:
    • Adding a system for limited wars to reduce the number of early-game global wars between Great Powers

    Historical Immersion


    Updated:
    • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks - This is mostly done but there are still some issues with certain pieces of content, particularly the Meiji Restoration that the AI still struggles with.
    • Ensuring unifications such as Italy, Germany and Canada dont constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
    • Both Italian and German Unifications received some key improvements in 1.4 and 1.5, but were still not entirely happy with these and plan to do some further improvements before we consider this done.
    • General AI tweaks to have AI countries play in a more believable, immersive way - As before, this is something we are continuing to work on in every update. The highest priority improvements planned here is to make the AI more active on the world stage and to make the diplomatic AI in particular feel less random and volatile.
    • Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with
    • Several pieces of content such as Scramble for Africa had improvements and changes made to them in 1.5 but we are not done with this.
    • Adding more country, state and region-specific content to enhance historical flavor of different countries
    • Companies, country-unique IGs and a number of new State Traits were added in 1.4/1.5, along with several new pieces of regional content, but this is a point we are also aiming to continue to improve on in upcoming updates.

    Diplomacy


    Done:
    • Reverse-swaying, i.e. the ability to offer to join a side in a play in exchange for something - Added to the game in the 1.5 update
    • More things to offer in diplomatic plays, like giving away your own land for support - Added to the game in the 1.5 update
    • Trading (or at least giving away) states - Added to the game in the 1.5 update
    Updated:
    • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
    • Increasing and decreasing autonomy as well as imposing laws on subjects was added in 1.5, but we still want to add more ways to interact with your subjects in the next couple of updates.
    New:
    • Have Interest Groups weigh in on diplomacy, for example having the Armed Forces disapprove of an alliance with a country that recently took land from you due to revanchism
    • Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building
    Not Updated:
    • Foreign investment and some form of construction in other countries, at least if theyre part of your market
    • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

    Internal Politics


    Done:
    • Making it more interesting and competitive but also more challenging to play in a more conservative and autocratic style
    • There are now specific laws for late-game autocracies such as One Party State and generally both more benefits to holding on to power and more pushback against it. This is in done not because we no longer want to do it, but because we consider further improvements to this part of the New points about legitimacy and national pride below.
    Updated:
    • Adding laws that expand on diversity of countries and introduce new ways to play the game
    • We have continued to add more laws and ideologies to the game in 1.4/1.5 but this is still an ongoing area for improvement, particularly in improving on the migration law group to be more about what kind of migration you want to encourage/discourage rather than whether its allowed at all.
    New:
    • Turn legitimacy into a more interesting mechanic, where the strength of a government depends on their successes and failures, and highly legitimate governments cant simply be ousted at a whim but have to be undermined first.
    • Introduce a concept of national pride which can increase or decrease depending on a countrys actions and which ties directly into legitimacy.
    • Have discrimination not be a purely binary status and reflect forms of discrimination aside from whats written in the law, as well as making assimilation into a more meaningful mechanic in the process.

    Other


    Done:
    • Improving Alerts and the Current Situation widget to provide more useful and actionable information.
    • The Current Situation and Alert system is now fully customizable and you can choose which information you want presented as an alert, important action (or not at all)
    • Increase the overall challenge in the economic core loop, as well as creating more clear mechanical differences between different countries and their starting positions in ways that encourage more economic specialization. - This was done through a combination of Local Prices and Companies in the 1.5 update, so that it now matters a lot more what you build where
    New:
    • Improve on Companies by turning them into actual actors in your country that can own/expand buildings and interact with characters/politics.
    Not Updated:
    • Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.
    So as always, when can you expect all this? As usual, Im not able to make specific promises, but what we have planned next is a standalone free update (1.6) that will be primarily focused on polishing the game (bug fixing, AI improvements, performance improvements and so on), so for that one you should mainly expect points that are about improving existing systems to be done, rather than ones that are about adding brand new systems and major features. In particular, Historical Immersion has several ongoing points like this and you should see some progress on that front. Ill end this dev diary with one final bit of repeating myself by reminding you yet again that this list only covers changes and additions that will be part of free updates. Thats all for this time! The next dev diary will be after the holidays in January and then we'll talk more in detail about Update 1.6. We hope you have a lovely holiday season and a happy New Year!


    [ 2023-12-07 15:02:12 CET ] [ Original post ]

    Victoria 3: Hotfix 1.5.10 is now LIVE!

    Hello Victorians! Today we have released a hotfix, that we internally started calling the Hotfix++ for how big it is! It includes a number of improvements alongside bugfixes and other changes. Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!

    Improvements


    • Convoy Raiding mechanics have been rewritten to operate on a sea-node-per-sea-node basis, triggering intermittent attacks on convoys from local raiders, which is reduced by fleets defending convoys in that node
    • Military Formations can now start moving away from a front even if some of their units are in battle
    • Your and your allies' formations can now borrow/lend troops from one another even for offensives if the "Allow borrowing and lending troops" toggle is set under Formation Settings
    • Pops that get paid dividends or have investment losses will now be more or less satisfied with their jobs accordingly
    • Disband Formation button with an informative tooltip of what will happen to Commanders and Units in the formation when disbanded
    • Peasants will no longer feel satisfied with their job just because the aristocrats and clergy that own their lands are paid on average more than the rest of the country, as a consequence peasants are now more likely to go work somewhere else
    • Buildings that fail to hire will now adjust down their hiring target and attempt to hire a smaller number of people next week (down to a minimum), while buildings that successfully hire will raise their targets instead (up to a maximum). This should address the cases where limited market sell/buy orders would make a building at 10% employment not hire because it would be unprofitable at 20%, even though there is a shortage of the goods it produces and it would still be very profitable at 15%.
    • Added a button to voluntarily cancel a Naval Invasion in progress for the invading player on the Naval Invasion panel
    • Defeated Admirals are no longer fully ready to return to battle as soon as they arrive at their home HQ, but require at least 50% manpower before they can set sail again
    • Job satisfaction term for pops feeling overqualified has been reduced
    • Job satisfaction term for pops comparing the wage rate in their building with the national wage rate has been reduced
    • Added a new journal entry to China, covering foreign missionary activities
    • The Feminism technology will now change the stances of Liberal and Egalitarian Interest Groups on women's rights
    • Buildings now fire a smaller number of people each time it does layoffs, but will do more frequent layoffs instead.
    • Colonies no longer grow if the State is occupied or has any occupation progress by an enemy
    • Extra Supplies and Luxurious Supplies mobilization options now also increase the overall goods consumption of units but grant them stronger combat bonuses
    • Establishing and disbanding companies now have a cooldown; a recently established company cannot be immediately disbanded and a recently disbanded one cannot be reestablished right away
    • Added entity visualization for off-road travel for armies
    • Input Good Shortages in military buildings now affect Formation Supply
    • Liberate Country wargoal is now considered contested if all the states that it would release are occupied by the holder or their allies
    • Regular battalions under Peasant Levies no longer have any limitations on what unit type they can be, but conscripts are limited to only Irregulars and Hussars
    • Forming Turtle Island now has additional requirements
    • You can no longer use Disband Formation if this would result in Commanders being dismissed
    • It is now possible to transfer all Admirals out of a fleet in a sea node, resulting in the original fleet automatically returning home
    • Rehoming a formation now also causes it to travel to the new home headquarters
    • It is no longer possible to construct unit types whose upkeep goods you have no access to in the target state
    • Added formation mobilization and movement speed modifiers to military units
    • Demobilization cooldown is now triggered for armies demobilized during diplomatic plays as well as after the war has broken out
    • Armies can only be rehomed when demobilized; fleets can be rehomed at will
    • Cavalry other than Hussars now require Military Drill to recruit
    • Jobseekers metric now correctly excludes employees working in government or subsidized buildings (they were already excluded in logic, this just make it clearer what employees are actually available)
    • Only Great Powers may now establish the Confederation of the Rhine
    • Rivalries can no longer be immediately removed after being declared, you have to wait 5 years to do so
    • Historical starting Companies now have establishment dates
    • Adjusted the building groups that affect the Canal companies and their bonuses so they can achieve profitability
    • "The Great Locomotive Chase" will now stop firing some decades after the end of the American Civil War, even though it's fun to steal trains even in peacetime
    • Starting Chinese and Russian commanders have been assigned to relevant formations
    • Added more dynamic country names in South America

    AI


    • AI will now correctly identify whether it can or cannot borrow troops from other formations on the front and use that in its advancement decision making
    • AI will now Convoy Raid again (previously disabled due to a performance-related bug in 1.5.9)
    • AI will no longer advance with small armies if there are other larger armies on the front that could attack instead
    • AI is now more likely to back down in plays where they are outmatched and the demands against them are not particularly harsh, particularly if by doing so they can avoid harsher secondary demands
    • AI is now less likely to back down in plays where they have a large quantity of harsh primary demands being pressed against them, particularly if those demands include taking states
    • AI will no longer advance with armies that have low morale or organization
    • AI is now more likely to agree to an alliance or defensive pact if you have rivals in common with them
    • Fixed an issue where the AI would be reluctant to mobilize too much of their army due to powerful allies even when they were in the process of losing the conflict and being occupied
    • Fixed an issue where the AI would never upgrade its training production methods for barracks
    • AI is now much less interested in offers of support that wouldn't contribute a meaningful amount of military power to their side in the play
    • AI is now much less interested in offers of support if they already have overwhelming military power on their side in the play
    • AI is now less keen on bankrolling countries in exchange for diplo play support if it would be a significant expense
    • Added a new AI strategy for France, which assists it in gaining natural borders
    • Fixed an issue in the AI where Britain would not start the Opium Wars due to their desire for treaty port not being correctly applied to their conquest attitude score
    • AI will now never cancel trade routes with countries whom they have a trade agreement with unless those routes are at level 1 and unproductive, since those routes cost no BUR to maintain
    • Fixed an issue where AI countries trying to open Japan would do so in a rather overly aggressive way, starting with treaty ports instead of using it as a defensive wargoal if attacked by Japan or outright annexing states alongside Open Market
    • The AI's choices in the Fall of Salaverry event now properly impacts their diplomatic relations with the Federation

    Balance


    • Increased migration values across the board (to account for a general decrease caused by fixing a migration bug that enforced a minimum per pop)
    • More advanced unit types now consume far more goods, particularly advanced naval units
    • Somewhat reduced Persian resource potentials (primarily iron, suplhur, and coal) due to balance and historicity issues
    • Stormtroopers Technology now gives Offense bonus to Trench, Squad and Mechanized Infantry
    • Updated Trade routes so that nations are not missing artillery at game start
    • Rebalanced the combat stats for many of the previously less useful unit types, particularly Submarines and Carriers
    • Increased the chance of wealthy lower-strata pops joining the Petit-Bourgeoisie
    • Industry Banned now gives a throughput bonus to plantations
    • Removed de Francia's starting health bonus, making the Perpetual Dictator a little less... perpetual
    • The South Atlantic Slave Trade Journal Entry for Britain now times out after 50 years, as opposed to 20 months
    • Shopkeepers pops in resource buildings now may join the Petit-Bourgeoisie
    • The Brazilian monarchy now benefits from Great Power status
    • China now starts with the Closed Borders law
    • Replaced some company prosperity modifiers with the new formation speed modifiers
    • Reduced the enactment chance penalty for the starting Pyrages modifier, and removed it entirely for the follow-up one
    • Reduced Brazil's starting army size to ensure all starting war participants can at least achieve a white peace
    • The Strike event no longer reduces the productivity of the entire country
    • The Taiping Heavenly Kingdom will now be much more of a credible threat
    • Paddle Steamer tech now gives a small combat bonus to navies instead of extra convoys
    • Patronise Realism no longer requires so many Arts Academies
    • Removed the Artillery Foundry in Mexico because they have no consumption
    • Removed starting Portuguese claims in Africa
    • Slightly adjusted the population makeup of Mesopotamia
    • Tweaked revolution_pulse2_events.5 to be less severe

    Art


    • Added flamethrower representation in battles when attacking
    • Added a new victory and defeat battle end vfx
    • Military troops will now start marching around your states when you mobilize your formations
    • New audio events for flamethrowers, battle victory/defeat, rowboat, cancel naval invasion button
    • Added backgrounds to the Company list items, based on Company Type
    • Added Electric company icon for generic electric companies
    • Updated some Alert icons
    • Turned down revolution effect brightness during night-time

    Interface


    • Added a "Mobilization" tab to the Military panel in order to make it easier to change and get an overview of each Formation's Mobilization Options
    • Added a new confirmation for switching production methods that is shown if any of the affected buildings is predicted to have a low productivity after the change
    • Added functionality to expand Buildings from the Goods Local Prices
    • Buildings that are choosing not to hire due to concerns about lowered productivity will now show a different status icon from buildings that are trying but failing to hire
    • Added support to plan naval invasions by right-clicking a State
    • The reasons given when hiring fails should now be more indicative of the actual fail reason
    • Added ongoing Naval invasions to the corresponding State, War, Battle, and Sea Region panels
    • Added functionality to recruit Units to a Formation directly from the Military panel
    • Effects of unit veterancy is now displayed in the unit rank tooltip
    • Added a new alert if your growing colony is isolated from your market
    • Added naval invasions display to the war panel, sea region panel, state panel and battle panel
    • Names for historical military formations are now localized
    • Naval Invasions now always display the reason they are not currently progressing, such as waiting for traveling formations or being stalled due to admirals having the wrong orders
    • The notifications for when a Rivalry, Humiliation or War Reparations pact expires are now far more readable
    • Added number of available options to deploy/station military formation buttons
    • Added a list for which Special Orders a Commander can take to the Recruit Commander window
    • Added an alert for when a naval invasion is stalled due to none of its admirals having orders that let them battle opposing fleets
    • Added a warning to the transfer units button and to its tooltip when a transfer would result in a military formation being sent back to their home HQ
    • Military Formation panel is automatically opened when creating a new Formation or when merging a Formation into another one
    • Made all default Unit Types visible on the Formation panel even though there might not exist any unlocked Unit Types in that Unit Group
    • Made the warning for "too many special units" make more sense
    • Effects of units on battle victory score is now displayed in the breakdown
    • Early Demobilization now has a confirmation box that explains the consequences
    • Added "Units Under Recruitment" information to Formations
    • Added warnings in the naval invasion planner when the selected fleet has no admiral with an intercept order, or the selected army has no general with an advance order
    • Added the raise conscripts button the the Army right-click menu
    • Implemented disband tooltip descriptions for different units (and button will now be grayed out if you have 0 units of this type)
    • Added indicators of monthly progress to the Matter of Slavery and the Age of Caudillos
    • When a Diplomatic Play escalates to War, the Diplomatic Play panel will now replace itself with the resulting War panel
    • Added the raise conscript button to the Army list items on the Military panel
    • Slaves are now included in the "jobseekers" metric for construction interactions
    • More status descriptions were added for military formations
    • Show Military Formation Icon in Military Formation Alerts
    • Companies now display their establishment dates
    • Added a warning to changing default unit type on a formation if the change would cancel some units from upgrading
    • Added a reminder to the Fleet concept that they take a long time to build and can get outdated
    • Combat unit tooltips are now more likely to show the correct unit icon for its culture
    • Sorted the "Expand Building" Map Interaction list by number of Levels by default
    • Adjusted the error message for not being able to upgrade a unit with the information that the types are too different
    • The colony map markers are now shown when you are part of an ongoing diplomatic play
    • Removed Rank Icon from portrait_mini
    • Commander concept now refers to Generals, Admirals and Formations
    • Combat Unit unlocks in the tech tree now has a more visually pleasing frame around it

    Modding


    • All defines for Job Satisfaction now allow for decimals to be used
    • Added a gui macros file ("data_binding/gui_macros.txt") and added an IsZero and NotZero function
    • The is_mobilized trigger no longer supports a character scope, and now only works in a military formation scope
    • Added a new effect to set the establishment date of a company
    • Added separate AI strategy script value, value link and debug console command for AI desire for treaty ports
    • Added a Logging.MilitaryFormations console command to print the current properties of all formations
    • Several defines related to GOVERNMENT_STICKYNESS have been renamed to GOVERNMENT_STICKINESS

    Bugfixes


    • Fixed a crash related to CPdxSpan
    • Fixed a crash that could happen during convoy raiding calculations
    • Fixed a crash related to elections
    • Fixed crash in "Poland not lost" event after a button click in Christ of Nations Journal Entry
    • Fixed a crash where the Heavenly Kingdom would always attempt to create a formation in South China HQ even if it doesn't have states there
    • Fixed a crash related to transferring units between formations
    • Fixed a deadlock that could happen when the player got notifications in parallel code
    • Fixed a rare crash that could happen if the Heavenly Kingdom ceases to exist
    • Fixed a random crash that could occur when starting freshly loaded savegame
    • Fix crash that could happen after production method switching while time was ticking
    • Fixed a bug with earnings predictions where sometimes buildings would not accurately predict their earnings after hiring, resulting in them hiring even though it craters their earnings
    • Enemy fleets with no remaining manpower are no longer able to block a naval invasion
    • Fixed a bug where fleets with Escort Convoys style orders were not able to intercept enemy fleets despite having interception chance in their modifiers
    • Fixed a bug where unification would annex colonial subjects
    • Fixed an issue where the amount of goods buildings were producing and consuming would lag behind employment changes by a week, resulting in incorrect market sell/buy orders and buildings making incorrect decisions about whether to hire/fire based on outdated data
    • Dependents created from casualties in war are now distributed amongst the state population again, to prevent military buildings getting filled up with dependents
    • You can no longer use Disband Formation on a Commander-in-Chief to "reroll" your Ruler
    • Naval battles that occur as part of naval invasions are no longer subject to a "Landing Penalty"
    • Fixed a front update issue that would cause front destruction, causing armies to unexpectedly go home
    • You can no longer transfer more commanders into a formation than what it can fit
    • Fixed bug where sometimes supply routes would not show up in Sea Region panel
    • Combat Units are now again listed in the Battle Panel
    • Fixed bug that caused the light tank to not be represented in dioramas
    • Added missing tooltip on conscript numbers in the recruit conscripts map interaction
    • Fixed demobilization cooldown not being removed after diplomatic plays and wars are over
    • Fixed an issue where the completion trigger for the strike Journal Entry required more angry workers as opposed to less
    • Local Goods can now never be in shortage on an entire Market (only in their local State) as this created misleading alerts
    • Fixed an Out-of-Sync that happened when playing with different languages
    • Fixed an issue that would sometimes prevent valid fronts from being created when impassable provinces were involved
    • Demobilization cooldown is now properly calculated when transferring units between formations
    • It is no longer possible to demobilize armies that are actively involved in a naval invasion
    • Fixed an issue that was causing the obligation chance from bankroll to not appear in the bankroll tooltip
    • Fixed issue with last Hegemon objective not appearing
    • Prevented from auto moving military formation when its front splits if doing so would leave that front side empty
    • Fixed issue where conscript numbers did not add up in the Military Formation panel
    • Restricts candidates for Romanian unification to ones that can actually have subjects themselves, to prevent event spam
    • The La Plata event will no longer give claims on state regions that contain uncolonized states, thus blocking colonization for other nations
    • Several tweaks to ambient audio effects (volume, mixing, etc)
    • Fixed audio layering issue on the Carrier fleet model
    • Fixed cannon fuse audio attenuation issue that would cause cannons to be audible even on the paper map
    • Update to soundbanks to fix 3D hub ambience issue and vehicles/movement pausing audio issues
    • Ambient sound associated with horse carts and rowboat is now reduced in volume
    • Loyalists no longer benefit the communist movement in "The Spectre Haunting the World" Journal Entry
    • Military formations now cannot split during a naval invasion
    • Fixed a bug when flags would flicker in diplomatic play menus
    • Ensured that a formation that is rehomed is also able to be stationed in the headquarters that it is being rehomed to
    • Cost of War is now displayed for all war participants in the tooltip
    • The Hell on Earth event should now be significantly less spammy
    • New conscription limits are now properly enforced when switching laws
    • Fixed an issue during the merging of two states where some pops would lose their jobs
    • Fixed a bug where, when moving a military formation from a front that had moved, the formation would get teleported to the initial front location
    • Rubber plantations can now use slaves as workforce
    • Removed the native warbands modifier for a decentralized nation that becomes a puppet or Argentina (no more Patagonian Super Soldiers)
    • Increase/Reduce Autonomy' diplomatic plays now only display in the 'Unavailable plays' list if there is a subject relation
    • Unification diplomatic plays will no longer appear in the 'Unavailable Plays targeting state' list
    • Fixed an issue where the hiring fail reason due to low qualifications would incorrectly display more qualifications being available than needed
    • Fixed an issue where a subject would get no market access in their states that require a port connection during an independence war
    • Fixed an exploit where it was possible to upgrade units to types they were not allowed to be upgraded to
    • Consumer Goods Tutorial now looks at local prices instead of market prices for goods
    • Land and Naval HQ map markers are now separate map markers with different positions on the map
    • Fixed an issue where some state regions had incorrectly defined provinces
    • Fixed the bug when local consumption breakdowns were incorrect
    • Resolved issue where famines would fire in null states
    • Added localisation for from_free_trade in the Social-Democratic Party modifiers
    • Resolved issue where the Coluna Prestes would fire an empty notification
    • Fixed a localization bug with the Catarinense Republic's adjective
    • Russia no longer clones all of their commanders on startup
    • Allowed Power Plants to be automatically expanded again
    • Replaced a broken Paraguayan fertility modifier with a working mortality reduction one
    • Fixed rotation of ships in naval battles to fire in the right direction
    • Fixed a localization error with the portrait render scale setting
    • Fixed an edge case where the game didn't consider employment a requirement for a pop to be satisfied which led to unlocalized strings
    • Fixed some incorrect calculations relating to mobilization
    • Fixed the broken conditions for the Ottoman Tobacco Company
    • Fixed bug causing all the battle dioramas to have their units placed incorrectly
    • Algerian nations will no longer employ five year old girls as generals
    • Fixed flickering bug with the conscription vfx
    • Added country descriptions to some European and Arabian countries that lacked them
    • Fixed bug that cause the military flags to not be visible if the player did not have the Voice of The People DLC turned on
    • Fixed additional issues with exiles' clothing and the Meiji Restoration
    • Excluded units from other formations in the units breakdown from "Building for Formations"
    • Fixed an issue where an empty army's mobilization status failed to display correctly
    • Replaced placeholder icons for Mobilization Options Groups' tooltips
    • The Red Scare will no longer continue firing events targeting a nation that no longer exists
    • Domingo Sarmiento is now properly born in 1811
    • The Paris Commune no longer creates two wargoals that do the same thing
    • Removes unused defines: DIPLO_PLAY_SWAY_COUNTRIES_LEANING_MULT, WAR_GOAL_INFAMY_UNIFICATION, DIRECT_CONNECTION_COST_MULT
    • The Rule by Decree modifier no longer uses a placeholder icon
    • Fixed spelling of Ecuadorian culture
    • Fixed one instance where one trigger was incorrectly localized with a duplicate error status indicator


    [ 2023-11-29 09:05:10 CET ] [ Original post ]

    Nominate Victoria 3 for Labor of Love!

    Hello Victorians! The Autumn Steam Sale has started, for example the Paradox catalog is on sale now! Alongside picking up glamorous games for phenomenal prices, the Steam Award nominations have also started today! So, start voting today!


    [ 2023-11-21 19:01:42 CET ] [ Original post ]

    Victoria 3 is on Sale!


    Victoria 3 is on Sale!


    The Steam Autumn Sale is now on! Explore the grand tomorrow after major Update 1.5, and the release of Colossus of the South! Featuring updates to military, economy, politics and more! Pick up Victoria 3 and DLC for up to 50% off here: https://store.steampowered.com/app/529340/Victoria_3/


    [ 2023-11-21 18:05:42 CET ] [ Original post ]

    Victoria 3: Hotfix 1.5.9 is now LIVE!

    Hello Victorians! Today we have released a small hotfix addressing a crash, hotfix is numerated 1.5.9. The patch described in Dev diary 101 will now be 1.5.10 unless otherwise changed in the future! Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! Bugfixes:

    • Fixed a crash that happened during formation calculations.
    Performance:
    • Disabled AI convoy raiding temporarily as a short-term fix for a critical performance issue that could stall the game. A proper fix is in progress and will be deployed ASAP.


    [ 2023-11-17 15:59:25 CET ] [ Original post ]

    New Player? Start here!

    Hello New Victorians joining us for the Free to Play weekend! Below, we have some new player advice, video tutorials on how to play the game, alongside some common terms used by the community!

    Starting out Advice


    These are not exhaustive written tutorials on how to play just advice on these areas!

    Suggested Starting Nations


    • Persia - nice spread of resources and pretty stable!
    • Belgium - helps you learn trading, colonizing and more
    • Japan - a fun nation, can be isolated letting you learn at your own pace

    Politics


    Your political situation is affected by what country you start out as, however there are some broad strokes about what you generally want to do - pass laws to be able to move your country in what direction you wish to. To do this you need to have an Interest Group in your government that supports these laws, this chance to do so is affected by the clout of the Interest Groups that support the Law. The more interest groups that support the law the easier it is to pass. Remember, if an in Government Interest Group doesn't want the selected law to pass they can get upset and leave government and in extreme cases want to start revolutions. This can also happen with Interest Groups outside of government. Changing laws can take time, mostly due to having Interest Groups that do not support the changes or needing technology to unlock certain laws. So, be aware you may take time to get to the goal you want!

    Economy


    The backbone of a lot of other systems! Interest Groups are affected by the employed pops that work in buildings, which then affects the wealth, and indirectly the clout of the Interest Groups! For example, Plantations normally have a lot of Aristocrat pop types - who normally are attracted to joining the Landowner Interest Group, so by having more Plantations you give more pops wealth and likelihood to join Landowners! Look at other population types, by hovering over the orange concept text, and see what they like to move towards! Otherwise, constructing buildings is the way to produce goods or provide a benefit. Goods are used in most places, for example:
    • Pops use them for food, heating and other 'needs'.
    • Buildings use them as input to make something. E.g. An iron mine uses tools to extract iron.
    • Armies and Fleets use them with mobilization options and troops e.g. ammunition.
    Construction is provided by a small amount naturally or, mainly, by construction centers! Construction has two queues, government construction and private construction - the proportion of construction is decided by your Economic System law! Transport, Services and Electricity are local good, i.e. they are only in those states when the building is build to provide them. This means you need to keep an eye on the needs for the states when building!

    Diplomacy


    Large countries, called Great Powers, dependent on their strategies like to try to pull people into their market or control, so be careful acting around them as a smaller country. Keep an eye on their attitude and strategies, which can be seen in their diplomacy screen. Being bankrolled can cause an obligation to appear which can be used to make you do something e.g. join a custom union. During a diplo play you can sway other nations to your side by offering things to them e.g. obligation, transfering lad etc. This also applies to the AI offering this to you to join them!

    Warfare


    (Check out the videos below to see them in action and explanations on them. ) Otherwise, key points for these are to make sure you have the ability to supply your formations and enough commanders to support them. Different unit types have different statistics and roles, infantry are more defensive and cannons are more offensive. Generals/Admirals need to be ordered to attack or defend from their formation. You can recruit units for your formation via the formation itself not the military tab. Conscripts come from your population and take time to recruit, opposed to normal battalions which are more regular troops and are always ready to be mobilized.

    1.5 Specific Tutorials


    War is coming! [previewyoutube=eLQzCrLIb6k;full][/previewyoutube] More War is Coming! [previewyoutube=5Z0CpuTeYYQ;full][/previewyoutube] Finance & Politics [previewyoutube=M67IJrO-aw4;full][/previewyoutube] What's new? [previewyoutube=tiyjvtiY5YI;full][/previewyoutube] 1.5 Update Overview Video [previewyoutube=Zq9-HM0bkf4;full][/previewyoutube]

    Common Abbreviations


    • AF - Armed Forces
    • ATT - Attack
    • CTD - Crash To Desktop
    • DD - Developer Diary
    • DEF - Defense
    • DP - Diplomatic Play
    • GDP - Gross Domestic Product
    • GP - Great Power
    • IG - Interest Group
    • JE - Journal Entry
    • LF - Laissez-faire
    • LO - Land Owners
    • MAPI - Market Access Price Impact
    • NGF - North German Federation
    • OOS - Out of Sync
    • PB - Petite Bourgeoisie
    • PM - Production Method
    • PMG - Production Method Group
    • POP(s) - Population in game
    • RF - Rural Folk
    • RP - Region Pack
    • SGF - South German Federation
    • SoL - Standard of Living
    • TU - Trade Unions
    • UC - Urban Center
    Other Resources can be found here! Or, you can join our Discord Server and ask for help from our Helpers!


    [ 2023-11-17 09:07:05 CET ] [ Original post ]

    Victoria 3 play for free!

    [previewyoutube=NeR_wDxxhCE;full][/previewyoutube] https://store.steampowered.com/app/529340/Victoria_3/ New to Victoria 3? Join our Discord Server and ask our Helpers for help, or look at our wiki and resources!


    [ 2023-11-16 18:04:00 CET ] [ Original post ]

    Victoria 3: Hotfix 1.5.8 is now LIVE!

    Hotfix 1.5.8 is now live! Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! Bugfixes:

    • Fixed a crash in CCombatUnit::GetModifierValueImpl
    • Fixed a crash in the military formations manager
    • Fixed a bug that would sometimes cause Transfer Subject war goals to not resolve as promised when a peace is signed or when a party gives in during a Diplomatic Play
    • Imposing laws on your subjects now forces them to start enactment of that law as intended
    • The Country panel's Domestic tab UI will no longer break when that country is in the process of enacting a law
    • Fixed bug that prevented Quechua and South Andean subjects from being annexed
    • Fixed a bug where military flags weren't visible if the Voice of The People DLC was not enabled
    Interface:
    • Added a player-configurable toggle for which Workforce number to show in the Expand Building Map Interaction (Jobseekers / Peasants / Unemployed)
    Modding:
    • Added a start_enactment effect
    • Added an on_action for on_impose_law that will be overridden by on_impose if specified on the law type


    [ 2023-11-16 15:37:26 CET ] [ Original post ]

    Dev Diary #101 - 1.5 Post-release Update


    Hello Victorians! It has been a few days since the release of 1.5 and the Colossus of the South region pack. First of all, we would like to thank you all for the response to both 1.5 and Colossus of the South. The appreciation for the art, narrative content, UX changes, mechanics and more have been very much received. We're also, as always, very appreciative for the feedback you've provided since release! Today we're releasing hotfix 1.5.8, which contains a few fixes and improvements including: Bugfixes:

    • Fixed a crash in CCombatUnit::GetModifierValueImpl
    • Fixed a crash in the military formations manager
    • Fixed a bug that would sometimes cause Transfer Subject war goals to not resolve as promised when a peace is signed or when a party gives in during a Diplomatic Play
    • Imposing laws on your subjects now forces them to start enactment of that law as intended
    • The Country panel's Domestic tab UI will no longer break when that country is in the process of enacting a law
    • Fixed bug that prevented Quechua and South Andean subjects from being annexed
    • Fixed a bug where military flags weren't visible if the Voice of The People DLC was not enabled
    Interface:
    • Added a player-configurable toggle for which Workforce number to show in the Expand Building Map Interaction (Jobseekers / Peasants / Unemployed)

    Modding:
    • Added a start_enactment effect
    • Added an on_action for on_impose_law that will be overridden by on_impose if specified on the law type
    This hotfix might already be in your hands by the time you read this! If not, it should be there within an hour or two. We are currently working to address feedback we received at the tail of the Open Beta and after the full release. These changes will be coming in a future patch tentatively numerated 1.5.9, which will be compatible with current 1.5 saves. We're aiming to get this patch in your hands before the end of November, focusing on the following improvements:

    UX, AI, and balance


    We're working on several improvements in these areas, mostly pertaining to military matters. A few things you can expect on the UI front in 1.5.9 includes: Added a new Mobilization Tab to the Military Panel. It gives you an overview of the Mobilization Options for all of your Formations, and allows you to customize them.
    We're also improving the signaling of how many units are currently "Under Recruitment" for a specific Formation in several places of the UI.


    Convoy Raiding and Defense


    The naval warfare systems were revised in 1.5 to account for Fleet formations and precise locations. In most cases we have seen usability improvements from these reworks, but the convoy raiding rework resulted in a bit of a hodge-podge where legacy design goals involving uncertainty and risk-taking conflicted with the new precise locations and visualizations. As a result the convoy raiding system is quite hard to understand, and can also create notification spam sometimes. For 1.5.9 we're working on a revision that should be less chance-based, more easily understood, and revolving more around a push-and-pull in particular sea nodes than guesswork.

    Borrowed Troops


    In the old system, generals on the same side on the same front would often "borrow" troops from each other for both offensive and defensive operations to ensure battles weren't too lopsided, particularly when one side had many and one side had few generals. Various aspects of the new system, such as formations pooling troops between different generals as well as multiple battles, make this behavior unnecessary and sometimes problematic for offensive operations, so it was removed (but retained for defensive purposes, since losing a front is bad for all involved parties). However, as some of you have noted, this can lead to situations where your AI-controlled allies perform reckless attacks against far superior foes, or where a player-controlled small army with a powerful ally has little agency. To address this we're working on adding player-togglable support for troop borrowing / lending between formations on an army-by-army basis. In addition to fixing the reckless AI issues, this will let you more easily manage wars where you just want to supply your ally with some extra manpower or revoke access to your troops and go it alone if your ally sends their most bumbling fool of a politically appointed general to lead their charge.

    Job Satisfaction / Jobseekers


    We introduced a new pop mechanic in 1.5.5 (Open Beta build) where pops will now evaluate how well they like their professional lot in life, based on a number of factors such as wage competitiveness, qualifications for other jobs, expected standard of living, and so on. The intent of this mechanic is two-fold: it gives you more information about where your pops are most keen to get access to new, high-paying jobs which can be used to inform construction decisions, and it acts as a filter on the employment mechanics for performance purposes so not every pop will need to be evaluated for all available jobs. We also intend on building further on this mechanic in the future, for example to inform the revised Migration system (which we launched alongside Job Satisfaction in Open Beta, but reverted for the 1.5.7 launch since it needed a bit more time in the oven). We've discovered a few balancing and UX issues with Job Satisfaction since launch, which can in some situations make the mechanic quite frustrating and difficult to understand. Polishing away some of the rough edges in this system is a priority for the 1.5.9 patch.

    Military Good Shortages


    In the military system used in 1.4 and prior, where your military was fully managed through buildings such as barracks, naval bases, and conscription centers, good shortages suffered by military buildings would translate directly into penalties to the combat units supported by those buildings. In 1.5.7, shortages have no direct effect on combat units' ability to fight, since they are now managed by formations rather than buildings and formations don't care about shortages. While it's already the case that running a military on goods you have a problem supplying results in very high costs, we don't feel this is sufficient. For 1.5.9 we're looking to implement a system where formations "inherit" the shortages from their units' buildings, which will impact the Supply value of formations and thereby limit the Morale that units in those formations will recover. You will also be blocked from building unit types that require goods your market has no access to.

    Bugs


    With a whole lot of content added in both Update 1.5 and Colossus of the South, a number of edge cases and non-game-breaking but still annoying bugs have been identified since launch. We're working our way down this list also.

    Flamethrowers


    No commentary necessary.
    We also have some other news today! From later today the Victoria 3 base game is free to play for the weekend, from the 16th - 20th of November! So, we hope you help out your fellow Victorians when they have questions about the game, direct them to game resources/knowledge and share the spirit of camaraderie around the Victorian age! Our Discord server has a set of helpers on hand to help new players and our resources on YouTube, the forums and Steam to explain mechanics. We will see you next time in the next dev diary, arriving in two weeks time on the 30th of November, with Martin talking about the past year and some of what is next post 1.5!


    [ 2023-11-16 15:01:25 CET ] [ Original post ]

    Victorians, 1.5 and Colossus of the South have released and are now available!


    Enjoy the changes spread across warfare, politics, economy and more! As well as experiencing Brazil during a key era in history! Read the Patchnotes: https://forum.paradoxplaza.com/forum/threads/victoria-3-update-1-5-and-colossus-of-the-south-region-pack-now-available.1609767/


    [ 2023-11-14 15:09:36 CET ] [ Original post ]

    Dev Diary #100 - Anniversary Update Changelog


    Hello Victorians and welcome to our centennial dev diary, which appropriately will be for the biggest free update Victoria 3 has ever received, with particular emphasis on the military mechanics! Alongside this update we will also make our new Region Pack Colossus of the South available for purchase, or for free to Grand Edition or Expansion Pass holders. You can read more about Colossus of the South in our previous dev diary. Update 1.5 "Chimarro" will be available on November 14, which also - not entirely by coincidence, I must admit - marks the 20th anniversary of the Victoria series!
    Victoria: An Empire Under the Sun was released on November 14, 2003 and marked the beginning of an era of economy-focused, population-simulating Grand Strategy games. All of us in the Vicky dev team are humbled and honored to be able to carry on and elevate its legacy two decades later, proving our fantastic player community continues to demand deep, complex, immersive society simulators and (alt-)history gameplay. We hope you will love what we have transformed Victoria 3 into for its Anniversary Update, and here's to two more decades!
    A very quick overview of the main features of Update 1.5 "Chimarro" above - if you want a lot more details, read on! First let's cover the adventures you can expect in Colossus of the South.

    Major Features in Colossus of the South


    DLC owners only:
    • 19 new Journal Entries, including:
    • Reign of Pedro II: Historical actions highlighting the reforms and ambitions of Brazils Emperor Pedro the Magnanimous, including the abolition of slavery and the modernization of Brazils economy.
    • The Old Republic: The power of Brazilian landowners and the emergence of the Positivist revolution against the monarchy.
    • Populism: Challenges to the agrarian oligarchy in Brazil from anti-government bandits and the populist Integralist movement.
    • National Awareness: Development of a unique and diverse Brazilian culture, as well as expansionist goals in Paraguay, South American unification from Gran Colombia, and Pan-National movements of the Federation of the Andes and Rio de la Plata.
    • Amazonian Riches: Exploit the riches of the Amazon while avoiding international conflict and national disorder.
    • Over 100 new events, including 20 new events for national unifications
    • Over 200 new historical characters (rulers, commanders, politicians, and agitators) from Argentina, Bolivia, Brazil, Chile, Colombia, Ecuador, Paraguay, Peru, Uruguay, and Venezuela
    • 11 new South American Companies
    • New Gaucho outfits
    • New Brazilian Interest Groups
    • 5 new Achievements
    • New event illustrations and a new state illustration, plus 3 new event audio stingers
    • Christ the Redeemer monument
    • New formable nation: Federation of the Andes/Americas
    • New loading screen
    Additional content available to everyone:
    • 8 new or reworked Journal Entries
    • 48 new events
    • 38 new historical characters
    • New map setup for Peru and Bolivia
    • New formable nation: Rio de la Plata
    • New Ideology: Despotic Utopian
    • New cultures: Sulista, Nordestino, Paulista, Amazonic, Ecuadorian, Venezuelan, Colombian, Argentine, Chilean, Uruguayan, Paraguayan
    For the rest of the changelog please head over to our forums were the full Dev Dairy has been posted.


    [ 2023-11-09 15:01:59 CET ] [ Original post ]

    Dev Diary #99 - Colossus of the South


    Hello. This is Victoria, and today I have two very important reveals to share with you. First off, the long-awaited Update 1.5 Chimarro, which has been in Open Beta since September, will be released on November 14. Second, it is my pleasure to announce our new Region Pack Colossus of the South, focusing on the Amazonas region of South America. Colossus will be released alongside Update 1.5, and will be free to all Grand Edition or Expansion Pass owners. The price of the standalone pack will be $5.99.
    [previewyoutube=2P2kG1a73R0;full][/previewyoutube] Region Packs are a new type of product for Victoria, and will contain detailed content regarding a certain region or political sphere. They differ from Immersion Packs through a heavier focus on narrative content, and a lighter focus on art and mechanical systems. Whilst Region Packs do include some 3D and 2D art assets, such as clothing and event images, they do not include features such as new UI skins or building sets.

    Infographics


    For those who would like a quick reference, we have these excellent infographics to help summarise the content.

    For more details and information on Colossus of the South please head over to our forums were the full Dev Dairy has been posted.


    [ 2023-10-25 16:06:14 CET ] [ Original post ]

    Victoria 3 | Open Beta Update 2 Hotfix / 1.5.5 Updated 20/10/23


    Hello Victorians! This hotfix resolves the issue of AI using a lot of 0-sized Armies and Fleets on 1.5.4. For those unaware, the issue was: [quote]The AI wants to create a new formation but does it in the wrong HQ, thus it goes 'oh I need a new formation in Poland' (makes one in Prussia). Next tick: 'oh I need a new formation in Poland' and so on, creating the towering 1 unit formation stacks.[/quote] As always, please provide feedback and bug reports for the Open Beta on our Discord server! I shall see you there!


    [ 2023-10-20 12:00:22 CET ] [ Original post ]

    Dev Diary #98 - Open Beta hotfix, Update 1.5 Achievements and Additions


    Hello everyone! Today we will cover the upcoming hotfix coming to the Open Beta plus a further set of improvements coming in the free Update 1.5 release (tentative release date: sometime in November). With the latest release of the Open Beta (Update 2) we introduced a few new mechanics which, it turned out, weren't quite ready for release. Being a beta build that is perhaps understandable (and you've all been very understanding!) but nevertheless we feel the issues are too game-breaking to leave in their current state. As a result we will be releasing a hotfix imminently (if it hasn't been released already, as I'm writing this in the past) that will contain fixes for the following issues: Cannot change language in the Settings menu unless game was started in English This could be worked around by setting the language in the Launcher before starting the game, but should nevertheless be fixed now. Occupying a state may remove fronts from the war Winning the last bit of a state, causing fronts to move, may remove that front from the war temporarily. In most cases the front re-emerges again after some time, but this causes you to have to redeploy formations to the front again. This should no longer happen. Crash to desktop in some cases when a front is destroyed, or when reloading the game Seemingly random crash related to repositioning of armies when their current front is no longer valid and they are forced to travel elsewhere, or sometimes when recalculating cached data upon reloading a game. The game should no longer crash under these conditions. Trade Route Caravans not visible This applies to all "caravans" traveling the network except for armies and fleets - horse buggies, trains, zeppelins, trading vessels, etc. They are now visible again, alongside armies and fleets. Occupation texture not visible on the paper map Sometimes partial occupation won in a state would be shown correctly and sometimes it would not, leading to some confusion over who won certain battles. Partial occupation should now always be properly displayed again. AI <3 Infantry The AI refuses to build any unit type other than Infantry or Light Ships. This issue has now been patched up - the AI is still not the greatest at evaluating which unit types to build for different purposes, but at least it's open for a bit of experimentation now. This job sucks A balance issue in the new Job Satisfaction + Migration system caused especially rich strata pops to be incredibly hard to hire and retain. In practice this looked like these job openings were just incredibly hard to fill or pops were "bouncing around", but the reason for this turned out to be as follows:

    • A lower-strata pop is given a new job opportunity, for example a Clerk becomes a Capitalist
    • The Clerk, having been promoted from a much lower Wealth level (Wealth 13, for example) suddenly finds themselves a Capitalist and starts comparing themselves to everyone around them
    • Realizing that other Capitalists in their state and/or market has a much higher Wealth than they do, they become incredibly and instantly dissatisfied with their new lot in life
    • Due to having such low Job Satisfaction, they decide they better seek their fortunes elsewhere, and join a migration wave to another state on the following week - effectively blinking out of existence as soon as they popped in
    • Next week the building realizes they need replacement Capitalists and starts hiring more Clerks into that position
    • Rinse and repeat
    While funny and at least semi-logical, this is not working as intended. We have now added an additional factor to Job Satisfaction such that pops who have not yet been paid in their new jobs will wait with migrating or taking on other jobs until they get a chance to see how well compensated they will be, and also apply a large positive Job Satisfaction factor to pops whose Standard of Living is currently on the rise. This should serve to keep those former Clerks in place long enough to understand that being rich is good, actually. Reversed Migration Speaking of migration, the revised internal migration system had a few issues. It calculated migration correctly between states, but in the end instead of sending them to the place they should go to, it sent them back to the state they came from. This meant no migration was happening and confused the UI making it think pops that should be arriving were actually leaving. We have now fixed this as well as tweaked the migration values so theyre a bit lower. These fixes should hopefully already be live on the Open Beta branch when you read this, or should be there shortly! With that, I leave the floor to Victoria who will guide us through the aforementioned new additions to the upcoming free Update 1.5, as well as a major enhancement to Voice of the People. Note that the section below will now feature content that will not be available in the current Open Beta build. Hello. This is Victoria, and today we will be going over the long-awaited improvements to the Paris Commune content made in 1.5, as well as some miscellaneous improvements and content additions that did not make it into the previous dev diary. First, however, here are the six new achievements added in patch 1.5. Not Yet Lost: As Krakow, form Poland-Lithuania and complete the Expanding the Commonwealth Journal Entry. Viva la Confederacin!: As Bolivia, successfully form the Peru-Bolivian Confederation Deteapt-te, Romne!: As a Romanian nation, form Romania and directly own all Romanian homeland states. Stonks: Have three companies at max prosperity at the same time. Banana Republic: As a Yankee or Dixie nation, achieve maximum prosperity with the United Fruit Company and have at least 75 Banana Plantations. SPQR: As the Papal States, become the Roman Republic and then form Italy. With a teaser for some of the art of these achievements!

    The Paris Commune


    Joining the improvements to Divided Monarchists and other Voice of the People content given a rework in Patch 1.3.4, the Paris Commune journal entry has received significant improvements in 1.5. Rather than the player playing both sides in the crisis, making decisions for both the Commune and the Versailles government, the player will be invited to pick one side in the beginning, with the AI making decisions suiting the other side. This adversarial system creates a race between player and AI to advance their respective causes, and bring the Commune either to ruin or triumph.
    Rather than harmlessly withering away, the Paris Commune, for as long as it exists, will now serve as a leech on the French economy, siphoning away at your treasury to keep itself afloat. Instead of facing a bankrupt Commune in the event of a civil war, it will now be fully functional, having preserved arms and gold reserves with which to strike back against the Versailles Government.
    Additionally, more foreign interaction with the Paris Commune has been added. When the Commune emerges, foreign nations that are either left-wing in character or simply very, very opposed to France may be willing to recognise the Commune as the legitimate government of France, providing a bonus to the speed of its advancement.

    New code features have been added to fix bugs related to the Commune, as well. The new set_immune_to_revolutions effect can be used to temporarily disable revolutions in nations that one wishes to treat as civil war countries, ensuring that a scripted war will not be interrupted by the sudden emergence of a Communard Peasant Revolt. Likewise, bugs involving France losing its journal entries in the case of the Communards successfully marching on Versailles have been fixed. Instead of France losing every character it has, characters whose interest groups are not in the government will be spared, creating a mix of new Communard characters and old characters who managed to avoid the trials of the reactionary forces. These improvements should ensure that the Paris Commune is less of an outside context problem, and more of an organic and smooth component of the French gameplay experience. The French Commune rework will be available to owners of the Voice of the People DLC.

    Miscellaneous Additions


    1.5 also includes many free miscellaneous historical content changes to make small aspects of the game slightly more interesting. This section of the diary will give a brief overview of a selection of this content.

    Frontier Colonisation


    First and foremost is the addition of the new Frontier Colonisation law, a law that will primarily be used for New World countries at game start, as well as colonial administrations. This law functions similarly to Colonial Resettlement, but restricts colonisation to territories bordering your already existing states. All Rural Folk interest groups will now support Frontier Colonisation by default, as a part of the Isolationist ideology.
    In the United States, the American Rural Folk have been given flavour, along with a new ideology that reflects their unique heritage as smallholding colonial settlers. The Jeffersonian ideology makes the Rural Folk support universal suffrage by default, along with making them more resistant towards agricultural collectivisation. This addition will make it much more difficult to reduce the American franchise from what it is at game start.

    The Red Scare


    Historically, the rise of socialist states has not come without a shockwave being sent around the world. The 1.5 Patch includes new content for the Red Scare, triggered by a diplomatically relevant nation adopting the Council Republic law.

    The Red Scare journal entry will periodically fire events dealing with the reaction to the international communist movement within your nation, stirring mistrust against progressive interest groups. The player may choose to side with the reactionaries and sacrifice the strength of the Trade Unions in return for domestic tranquility, or they may choose to stand for progress, angering the upper class in exchange for the continued power of the lower.

    Whilst the Red Scare will always fizzle out eventually, the decisions that were made during this tumultuous period are certain to haunt the nations politics for years to come. As a bonus, AI communist countries have been given three new strategies that they may choose from, which will change their attitude towards the outside world - including one of the most aggressively interventionist strategies in the game so far.

    Clothing Additions


    With the reworked war system in 1.5 has also come some additions to uniforms, with Russia, Brazil, the Ottoman Empire, and modernised Japan joining the ranks of countries with unique uniforms for their generals. Now, as any of these nations, you may enjoy all of your generals having stylish matching uniforms.

    As mentioned earlier, all non-Devout Japanese characters will now adopt Westernised clothing following the Meiji Restoration.
    Brazil, the Ottoman Empire, and modernised Japan, as well, have new soldiers uniforms, which will display for Soldier and Officer pops in the details screen.

    The Romanov Family


    As a free bonus, Patch 1.5 includes every credible Romanov claimant as a character for Russia, along with some events pertaining to their fates, and events for the beginnings of their reigns. Pictured: The end of the beginning
    Pictured: and the beginning of the end.
    Each Tsar will start their reign off with a bonus to the political strength of a certain social class - and, in some cases, will encourage the appearance of advisors that are compatible with their specific ideology.
    Potential candidates for the throne include Alexander II, Alexander III, Alexander IIs son Nicholas Alexandrovich, Nicholas II, Georgy Romanov, Mikhail Romanov and Alexei II. Pictured: Alexei lives!

    The Age of Caudillos


    Currently, all South American countries Armed Forces begin with the Caudillismo ideology, representing the trend of military strongmen dominating the regions politics throughout the early nineteenth century. Patch 1.5 expands on this with the addition of the Age of Caudillos journal entry, allowing South American players to either embrace Caudillismo or attempt to combat it.

    As you play, the progress bar will be depleted or filled by the fulfilment of certain conditions, ticking towards either a military or civilian-leaning conclusion.
    The Age of Caudillos journal entry will provide the temptations of military support for politics, potentially sponsoring needed reforms for the price of making the state ever more accountable to their whims. However, if one can resist the temptations of absolute rule, the age of Caudillos can come to an end, and the South American militaries may be brought firmly under civilian control.
    And that is all. Thank you for reading. While the Open Beta continues strong and we make any last-minute additions, bug fixes, and balance tweaks you're suggesting on the Discord prior to the 1.5 release, we have one more surprise in store for you. Next week's dev diary will be released on Wednesday October 25 at 18:00 CEST rather than on our regular schedule, and will contain the exact release date of the update, among other information! Until then, Victorians!


    [ 2023-10-19 14:01:40 CET ] [ Original post ]

    Victoria 3 | Open Beta Update 2 Hotfix / 1.5.4 Updated 19/10/23


    Hello Victorians! Today we have released a hotfix for the 1.5 Open Beta, which includes fixes for:

    • Cannot change language in the Settings menu unless game was started in English
    • Occupying a state may remove fronts from the war
    • Crash to desktop in some cases when a front is destroyed, or when reloading the game
    • Trade Route Caravans not visible
    • Occupation texture not being visible on the paper map
    • AI having a tendency to only build Infantry or light ships
    • Job Satisfaction causing buildings to find it hard to hire pops, particularly rich pops
    • Migration is reversed
    Remember to join our Discord server to submit feedback and Open Beta Bugs!


    [ 2023-10-19 12:15:32 CET ] [ Original post ]

    Victoria 3 | Open Beta Update 2 / 1.5.3 - Updated 12/10/2023


    Welcome Victorians, to the next update to the Open Beta! Featuring changes, improvements and new features highlighted in Dev Diary 97! Alongside this, we have also updated the known issues post - please make sure to read it before reporting bugs or submitting feedback. Finally, remember to join our Discord server to submit feedback! Key Features include from Dev Diary 97:

    • Multiple Battles!
    • Naval Battles are re-enabled!
    • Conscription is re-enabled!
    • Unit Experience and upgrading of units.
    • Retreat and Pursuit during battles!
    • Re-home formations!
    • Food, Pollution and Population Growth changes!
    • UI/UX updates.
    • Narrative content additions and changes, including to colonial administrations, dynamic countries, more formables/unifications (including the winners of the community poll).
    • Interest Group tweaks!
    • Military Graphics!
    • Finally some Performance improvements through Job Satisfaction for example.
    You can take part in the Open Beta by: [olist]
  • Right clicking Victoria 3 in Steam and selecting Properties.
  • Then Selecting Betas from the left side tabs
  • Finally clicking the right side drop down box and clicking 1.5-beta - 1.5 Open Beta [/olist]


    [ 2023-10-12 14:02:14 CET ] [ Original post ]

  • Victoria 3 Sale live from October 9th to October 13th!

    Hello Victorians! Victoria 3 is now on sale from today until the 13th of October! So, grab your conductors hat and whistle your way along the Victorian era! (The expansion pass will also be affected due to it dynamically changing with price/items owned) https://store.steampowered.com/app/529340/Victoria_3/ https://store.steampowered.com/bundle/32180/Victoria_3_Expansion_Pass/


    [ 2023-10-09 17:01:26 CET ] [ Original post ]

    Victoria 3 | Victoria 2 Remastered Soundtrack now free to all!


    Good Day Victorians! The Remastered Victoria 2 soundtrack, previously a pre-order bonus for Victoria 3 at release, has now been given away to all owners of the game for free! You can access the soundtrack both in-game via the music player or through the files: \Steam\steamapps\common\Victoria 3\game\dlc\dlc001_preorder\Victoria 2 Remastered Soundtrack


    [ 2023-10-09 08:29:34 CET ] [ Original post ]

    Dev Diary #97 - Open Beta 1.5 Update 2


    Today's Dev Diary will be looking at the changes and improvements coming in the second update to the 1.5 Open Beta! Due to the sheer size of this Dev Diary we couldn't post it here natively! Please visit our forums to read and see all the improvements coming to Open Beta 1.5 here: https://pdxint.at/3F7EqUl


    [ 2023-10-05 14:01:15 CET ] [ Original post ]

    Dev Diary #96 - Open Beta 1.5 Update 1


    Happy Thursday! It's time for an update on how things are moving along with the 1.5 Open Beta. Today we will take a look at a few major improvements we've made since last time, both to the new military-related mechanics but also a number of other aspects of the game. As a reminder, adapted from dev diary #93: Update 1 will tentatively launch early next week. By this time the new features should feel a lot more mature, with bugs and missing information / graphics filled in, additional mechanical details closing exploits and providing new optimization challenges, and in general more bells and whistles available to you. While beta testing this update, in addition to feedbacking on what tweaks would make for more fun gameplay, focus especially on balance and UX improvements. We don't expect 1.5 to go live until sometime in November, so keep that in mind when assessing and feedbacking. We have planned two more 3-week sprints after this update for making additional improvements, fixing bugs and balance issues, and hooking up all the additional graphics our Artisans team is hard at work at. With that out of the way, let's get into the changes! Due to just how large this Dev Dairy is we are unable to share it on steam, please follow the link to our forums to read it in it's entirety! >Dev Dairy #96 - Open Beta 1.5 Update 1<


    [ 2023-09-14 14:01:20 CET ] [ Original post ]

    Victoria 3: Hotfix 1.4.2 is now LIVE!

    Hello, hello Victorians! We have released a hotfix for 1.4.2 today which includes a few fixes and changes to the game. Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! Fixes include:

    • Time of day (unrelated to Day/Night cycle) is now visible in the top-right timekeeper widget again, with icons instead of numbers
    • AI is now even less inclined to overuse Anchorages in Ports
    • Import/export buttons are now available when observing goods in other markets
    • Taino Statue mystic smoke is now less frequent (but equally mysterious)
    • Fixed a crash related to Windows error 0xc0000409
    • Fixed an Out of Sync in Additional Income calculations
    • "SETTING_TEXTURE_STREAMING_TOOLTIP" is now properly localized also in non-English languages


    [ 2023-09-05 12:08:15 CET ] [ Original post ]

    Dev Diary #95 - Open Beta Update 1.5.0 changelog


    The day is finally here! Hot on the heels of Dawn of Wonder and the 1.4 update, we have now launched a very early look at version 1.5 in Open Beta. This update is of course opt-in, and you can access it by switching to Steam beta branch 1.5-beta. During the Open Beta we will of course listen to and discuss your feedback directly on the Open Beta section of the Victoria 3 Discord server. If you haven't already, I would urge you to go back and read Dev Diaries #92 and #93 as well as this one, since they cover the Companies and Military Improvements in more detail than we do in the changelog here. If you elect to participate in the Open Beta it is especially important you read the first part of #93 since it goes deeper into what to expect from each beta release. There are also a number of known issues with the initial release, some of them which might heavily impact your game, which you should be aware of. I will echo it here for your convenience, but remember to always consult the living document since that will reflect the most major issues of the Open Beta build as we find more of them. [hr][/hr] Dear Victorians! It is time for some feedback for our Open Beta. But before we would like to introduce some known issues in our 1.5 Open Beta. If you encounter any issues in 1.5 Open Beta not listed below, please report it! First some notes about hurdles and exploits you might encounter during warfare:

    • Commander Orders are undergoing a bit of a rework, since they will now represent the behavior of individual commanders (what they're doing) while the location (where they're doing it) is determined by their formation. This has a few implications that may not be apparent at the moment:
    • The "Stand By" Order does nothing and will be removed in future beta builds, there is never any reason to assign this currently
    • Formations will not advance unless at least one General has the Advance order. If you notice a formation you've sent to the front not advancing and creating battles, make sure the Generals you want leading the attack actually have the Advance order set. This can be done either from the Character panel or the Formation panel.
    • All Naval Orders are currently useless, they will be reworked in future beta builds
    • Naval Invasions currently have a very unintuitive UX flow and are very easy to exploit. Both will be improved in future beta builds. In 1.5.0, follow these steps to issue a Naval Invasion:
    • From the Military lens -> Navy tab, click Plan Naval Invasion
    • Select the state you want to invade
    • In the popup, select a fleet and a demobilized army
    • Ignore the static pink text as these are placeholders for information that will be added in future beta builds
    • Confirm the naval invasion
    • The fleet will now travel to the sea node off the coast of the target state
    • Meanwhile, the army will start mobilizing
    • Once the fleet has arrived and the army has mobilized, a landing battle will ensue; it is likely, in the current build, that there is no resistance and the battle will be immediately won, with the state conquered and a front created
    • The invasion is now won and the army will be assigned to the front. Remember to ensure at least one General in the army has an Advance order if you want to advance the front.
    There are lots of improvements to Orders and Naval Invasions planned that will appear in Open Beta 1.5 update 1 and 2. The current version of the mechanics are geared towards giving you enough functionality to allow you to pursue and conclude wars. Additional issues to be aware of include:
    • Morale Loss does not work correctly in battles, making them take an excessively long time to conclude.
    • Visible issue in the Military tab there are two Artillery sections.
    • It is possible to change names of Formations that do not belong to the player.
    • Hovering the Garrisoned in the Formation window displays the concept for Mobilize Army.
    • In some cases flags in the Load Game menu will be swapped causing inaccuracy.
    • Creating an Army in an HQ does not close the map interaction for Army creation, which may give an impression that no army is created
    • Outdated Important Action for Admirals with no Flotillas in Current Situations.
    • We are aware about the untranslated main menu text, basic information in the main menu is available in English only.
    • The Naval Invasion Planner Interface contains a lot of (pink) placeholder text. The functionality that is described in this temporary text , e.g. calculations about travel time and efficiency are inaccurate.
    • When splitting a Fleet in transit during a Naval invasion, the split fleet continues on the same path as the original Naval Invasion.
    • There is some clipping in the Formation panel.
    • In the right-click menu of formations - the Station command is available within formations/fleet menus, but it's grayed out in the right-click menu.
    • You also might notice that we have unlocalized tooltips in Naval Invasions and in Military Unit Type instances.
    • Observing greater wars and clicking on Sea Nodes might decrease the performance of the game.
    Multiplayer session is currently very unstable and we advise not to play it due to some issues:
    • MacOS hosting in multiplayer sessions leads to out of syncs.
    • High chance to get an Out of Sync shortly after starting a new game in multiplayer.
    [hr][/hr]

    Changelog Open Beta 1.5.0


    The full list of changes follow below. Note that due to several heavily reworked mechanics, the following list of changes do not always include things like interface changes made to accommodate those new mechanics.

    Features


    • Military Formations can now be created, which will contain up to 4 commanders and any number of units. Military Formations determine the location of your military forces, while commander Orders continue to determine their behavior in that location.
    • Companies: Each country now has a number of company slots which increases from technology and laws. A company has a number of associated building types, and improves the throughput and construction speed of those building types in its country. If a company's buildings have high productivity compared to the global average, the company will gain Prosperity over time and unlock a special bonus modifier. There are a number of basic companies that are available to all countries which can construct their associated building types. Companies unique to countries with particular circumstances, such as culture and geographic boundaries, will be added in future beta updates.
    • The degree to which the Market can influence the price on goods in a State is now capped by the Market Access Price Impact modifier. This means that local production and consumption will now always matter when determining the price of a good in a state, creating the opportunity for local synergies and supply chains.
    • It is now possible for a participant in a diplomatic play to offer support to either side in exchange for a desired sway ('reverse-swaying')
    • The "Start Diplomatic Play" interaction has been changed into "Make Diplomatic Demand". This allows one country to demand a single war goal from another, which if rejected will start a diplomatic play for that wargoal. It is possible to bypass the demand phase and start a diplomatic play right away (useful if you want to make multiple demands for example).
    • Mobilization Options let you configure how much extra goods you want your armies to consume when mobilized, with trade-offs to the efficacy of the army. At the moment these can only be toggled on/off while the army is demobilized, in future updates this will also be possible while mobilized at a penalty. Note that the UI is very basic and will get a facelift. At the moment, mobilization options not yet invented are not visible and there are not yet any indications what techs will unlock which options.
    • Occupation is now gained or removed in a state (instead of provinces) as a result of successful battles. The frontline will not move until the whole state has been occupied.
    • Added the Call Ally sway which can be used to sway an ally (Alliance if initiator, Alliance or Defensive Pact if target) to your side in a diplomatic play. This sway offers no additional acceptance score but also doesn't promise anything to the ally.
    • Combat Units can now be one of multiple types, which belong to a group (e.g. Infantry, Artillery, Cavalry; Light Ships, Capital Ships, Support Vessels)
    • Services, Electricity and Transportation are now local goods whose prices are fully set based on local production and consumption and whose market price plays no role at all
    • It is now possible to decline a sway offer that is calling in an obligation, though doing so will repudiate the obligation with all associated penalties
    • Added the Become Subject sway which allows you to offer to become the Subject of a country (and consequently offer a country to become your Subject) in exchange for Diplomatic Play support
    • Added the Transfer Subject sway which allows you to transfer one of your Subjects (and consequently offer a country to transfer their Subject to you) in exchange for Diplomatic Play support
    • Added the Transfer State sway which allows you to transfer one of your State (and consequently offer a country to transfer their state to you) in exchange for Diplomatic Play support
    • Added the Diplomatic Pact sway which allows you to offer certain Diplomatic Pacts such as Trade Agreements, Customs Unions and Bankrolling to a country in exchange for Diplomatic Play support, with a forced duration of 5 years if accepted. Bankroll pacts resulting from this do not generate any Obligations while their forced duration is in effect.
    • Battles are now detached from Fronts. They don't necessarily happen in the front line anymore; they will not be destroyed when the Front gets destroyed. Also, if a Front gets destroyed by being merged into another, all of their battles (active and ended) are transferred to the other front.
    • Unique approval-activated traits for Interest Groups in several countries
    • The player can now force a subject country to start enactment of a different law than their current one from the subject's country panel (early functionality, to be improved later)
    • Armies can be demobilized during wars, leading to them returning to the closest HQ and gradually reducing their mobilization consumption over 4 months
    • The player can rename each individual formation

    Improvements


    • Instead of having a Front being defined by an adjacent pair of enemy theaters, now each Front side has its own set of theaters. On each side, each theater must be adjacent to at least one enemy theater, and if there are other theaters on the same side, each theater on that side has to be adjacent to an allied theater as well.
    • You can transfer commanders and units between formations of the same type, which will create a temporary formation that travels to automatically rendezvous with the target if they are not already in the same location
    • Added new Experimental Trains PM to railways and rebalanced existing PMs.
    • Added new Vineyards building
    • Split up Shipyards into two separate buildings that produce either civilian or military ship types
    • Adding a war goal against a neutral enemy subject to a play now also forces the targeted subject to become part of the enemy side in the play so the war goal can be properly contested
    • Station at HQ map interaction for Army and Fleet formations added
    • Added new building Explosives Factory that produces Explosives
    • Removed Explosives from Chemical Plants
    • Livestock Ranches now produce Meat and Fertilizer as a base Production Method, Fabric is now a secondary Production Method
    • It is now possible to start Liberate Country Diplomatic Plays, with the country to be liberated being picked from a selection list in the confirmation popup
    • Radical pops are now more drawn to opposition interest groups, and Loyalist pops are more drawn to government interest groups.
    • Petitions can now only be made for laws that are potentially able to be supported by a political movement
    • Streetlights now produce a small amount of infrastructure when enabled
    • Meat Packaging (formerly Vacuum Canning) now consumes meat and fish instead of just fish
    • Traditionalism now gives -15% State Market Access Price Impact
    • Stock Exchange now gives 10% State Market Access Price Impact
    • German/Italian unification candidate now inherit the incorporation status of any countries they annex as part of the unification event chains (but not the wargoal)
    • Increased the number of states required to form Germany to 23, which means Prussia needs to either take a state from France or Austria in addition to the various minor countries
    • Illegitimate governments may now only enact laws that have support from a Political Movement rather than being blocked from enactment altogether
    • Removed diplomatic actions to become/demand subject and ask for independence (these are now done through diplomatic demands instead)
    • Ranching is now a fully separate building group from Agriculture, just like Plantations
    • Revised modifiers & state traits that affect agriculture throughput to also affect ranching and plantations where appropriate
    • Number of maximum commanders per country is now removed, in favor of a limitation of max 4 per Formation
    • Removed Vineyards Production Method from Wheat and Maize Farms
    • Added Wine potential for certain states
    • The maximum potential imports & exports of trade routes in a market is now multiplied by the BUY_SELL_DIFF_AT_MAX_FACTOR define, so that exported/imported goods with no local consumption/production aren't always stuck around base price
    • Deploy to Front map interaction for Army formations added
    • Combat Units can now be disbanded from the Formation panel
    • Deploy to Sea Node map interaction for Fleet formations added
    • Colonial exploitation law now lowers manufacturing throughput in unincorporated states by 10%, but boosts throughput of mining, plantations, rubber and logging by 20%
    • Dongola and Blue Nile now have the Nile River state trait
    • Automatic formation repositioning: a formation will automatically reposition when the front it is deployed to gets destroyed. In that case, it will first look for a front to redeploy to, and if that fails it will look for a HQ where it can station itself in. A formation will also automatically reposition when the HQ it is stationed in is destroyed.
    • Removed Sahara desert penalties from Dongola
    • Recontextualized several agitator law events to fit better with their position as populist figures.

    Balance


    • Numerous state traits that add infrastructure penalties for difficult terrain have been changed to either only be present in states which have a majority of such terrain or is clearly divided by that terrain
    • Some state traits that had infrastructure penalties and which were not deemed suitable for any state have been changed into other traits or removed
    • Readjusted pop needs so that pops are less likely to buy basic goods when better goods are available
    • Rice Farms now have double the Employment and Production
    • Adjusted values of secondary PMs on Textile Mills, Furniture Manufacturies, Glassworks, and Chemical Plants so they are usually profitable
    • Unincorporated States now have -10% state access price impact
    • Lowered the cost to build Shipyards
    • Standardized Trains (formerly Steam Engine trains) PM is now unlocked by Steel Railway Cars
    • Electric Trains now give higher infrastructure, but also have higher input costs
    • Diesel Trains now give higher infrastructure, but also have higher input costs
    • Infrastructure has been lowered for Steam Trains, Electric Trains and Diesel Trains
    • Balanced Prussia's, France's, Great Britain's and USA's starting buildings, Production Methods and Trade Routes so that they aren't immediately unprofitable after State Market Access Price Impact changes
    • Lowered the amount of alcohol that subsistence buildings produce
    • Anchorages now produce only 20 convoys (down from 50)
    • Reduced urbanization from heavy industry to cut down on excessive service production in industrialized states
    • Reduced overall level of service production (as well as input goods) on urban centers
    • Art Academies were changed to have a 5k workforce so as not to differ so much from other urban buildings
    • Increased the amount of Fabric Livestock Ranches can produce
    • Craftsman Sewing production method for Textile mills luxury clothes output increased from 20 to 30.
    • Craftsman Sewing production method for Textile mills clothes output changed from -20 to -30.
    • Craftsman Sewing production method for Textile mills silk input increased from 10 to 20.
    • Craftsman Sewing production method for Textile mills fabric input changed from -10 to -20.
    • Elastics production method for Textile mills luxury clothes output increased from 35 to 70.
    • Elastics production method for Textile mills clothes output changed from -35 to -70.
    • Elastics production method for Textile mills silk input increased from 10 to 40.
    • Elastics production method for Textile mills fabric input changed from -10 to -30.
    • Elastics Sewing production method for Textile mills rubber input increased from 10 to 20.
    • Luxury Furniture production method for Furniture manufacturies luxury furniture output increased from 20 to 30.
    • Luxury Furniture production method for Furniture manufacturies furniture output changed from -20 to -30.
    • Luxury Furniture production method for Furniture manufacturies hardwood input increased from 10 to 15.
    • Luxury Furniture production method for Furniture manufacturies wood input changed from -10 to -15.
    • Precision Tools production method for Furniture manufacturies luxury furniture output increased from 40 to 55.
    • Precision Tools production method for Furniture manufacturies furniture output changed from -40 to -55.
    • Precision Tools production method for Furniture manufacturies hardwood input increased from 20 to 35.
    • Precision Tools production method for Furniture manufacturies wood input changed from -20 to -25.
    • Precision Tools production method for Furniture manufacturies tools input increased from 10 to 15.
    • Ceramics production method for glassworks porcelain output decreased from 25 to 20.
    • Bone China production method for glassworks porcelain lass output increased from 40 to 55.
    • Bone China production method for glassworks glass output increased from -20 to -55.
    • Bone China production method for glassworks dye input increased from 30 to 50.
    • Leblanc Process production method for chemical plants fertilizer output changed from -15 to -20.
    • Leblanc Process production method for chemical plants coal input increased from 15 to 20.
    • Ammonia-soda Process production method for chemical plants explosives output increased 40 to 45.
    • Ammonia-soda Process production method for chemical plants fertilizer output changed from -40 to -45.
    • Ammonia-soda Process production method for chemical plants coal input increased 15 to 20.
    • Vacuum Evaporation production method for chemical plants fertilizer output changed from -30 to -70.
    • Vacuum Evaporation production method for chemical plants coal input increased 15 to 20.
    • Vacuum Evaporation production method for chemical plants sulfur input increased 30 to 45.
    • Brine Electrolysis production method for chemical plants fertilizer output changed from -50 to -100.
    • Brine Electrolysis production method for chemical plants coal input increased 15 to 20.
    • Brine Electrolysis production method for chemical plants sulfur input increased 30 to 45.
    • Muskets production method for Arms industries small arms output increased 25 to 30.
    • Rifles production method for Arms industries small arms output increased 35 to 50
    • Repeaters production method for Arms industries small arms output increased 50 to 70.
    • Bolt Action Rifles production method for Arms industries small arms output increased 75 to 100.
    • Cannons production method for Arms industries small arms output changed from -10 to -15.
    • Smoothbores production method for Arms industries small arms output changed from -15 to -25.
    • Breechloaders production method for Arms industries small arms output changed from -25 to -35
    • Added Recoil Mechanics production method for Arms industries.
    • Hardwood production method for Logging camps hardwood output increased from 10 to 20.
    • Hardwood production method for Logging camps wood output changed -10 to -30.
    • Added Focused Hardwood Production production method for Logging camps.
    • Balanced Glassworks and Chemical Plants so that later production methods are now profitable at a base level
    • Lowered input goods of Coal and Engines for Railways
    • Lowered Transport output goods for base Railway production methods
    • Passenger carriage PMs for trains no longer reduce infrastructure when activated
    • Increased Logging potential in Amazons, Congo and Siberia
    • Manufacturing, Government and Military buildings now have lowered throughput in Unincorporated States
    • Gave Bavaria intensive agriculture
    • Gave Greece a starting interest in Italy

    AI


    • AI is now more likely to offer support to a side in a diplomatic play if they are already leaning towards that side
    • AI is now more likely to attempt to sway an undecided country in a diplomatic play if that country is already leaning towards their side
    • AI will now actively attempt to sway countries that are already committed participants on the opposite side into switching sides
    • AI now places more value on holding obligations on diplomatically relevant powerful countries, even if they're just Wary towards them
    • Allies are no longer automatically added as backers in Diplomatic Plays, but have an increased support score towards their ally
    • Predictions for which country will lean towards supporting what side in the Diplomatic Play should now always be accurate (instead of intentionally unreliable), and takes the relations impact of the initial wargoal into account, though leaning towards a side is still not a guarantee of actually supporting that side.
    • AI is now generally less willing to trigger revolutions when enacting laws unless they are doing so to avoid another revolution
    • AI is now willing to enact laws with a lower chance of success if those laws have a revolutionary movement or government petition behind them
    • Fixed an issue where the AI would activate anchorages over proper ports due to overvaluing the workforce reduction they provided
    • AI will now be less likely to use restrictive export tariffs on goods which they have substantial unused potential for in their country
    • AI will now be less likely to use restrictive import tariffs on goods which they do not have substantial unused potential for in their country
    • AI is now less keen to get involved in plays when they have a truce with either primary participant
    • AI should now be better at setting up trade routes for goods that are important for their economy to import or export
    • AI should now be better at importing key industrial goods like rubber if they don't have those goods in their market
    • AI now prioritizes universities more unless it is very close to its innovation cap
    • Fixed an issue where the AI was calculating its gold reserve and income surplus targets incorrectly for some types of spending
    • AI Great Powers are now much more keen on launching and joining Cut Down to Size diplomatic plays against Pariah countries
    • Added AI strategy weights for how much the AI desires to have a country as a subject or become a country's subject
    • Fixed inconsistent triggers in government petitions that were creating problems for the AI in following through on them
    • Fixed an issue where some AI strategies did not work correctly due to a bad is_adjacent check against states

    Performance


    • Improves the evaluation speed of the Belle Epoque Journal Entry by 20x, improving overall Journal Entry update performance by 33%
    • Improved performance of the Garibaldi event trigger by not iterating over all characters in the world

    Interface


    • Added a message settings tab for Alerts and Important Actions in the Message Settings window
    • Improved the tooltips when swaying countries or offering support to countries
    • Added what stance a country has in a Diplomatic Play to their respective tooltips in the Sway Countries tab
    • The tooltip and confirmation box for making a Diplomatic Demand/starting a Diplomatic Play now shows more consolidated and useful information for the potential sides and supporters in the Play
    • Army and Navy formations are created with a generated name based on a numerals and country culture
    • Added important action for when a state has a shortage (but the market does not).
    • Front panel has been updated with support for Formations instead of commanders
    • Added 'zoom to front' button on the front panel
    • Only show full details for goods that are locally produced/consumed in a state in state panel
    • Show a simple grid of goods that are present in market but not locally consumed/produced in state panel
    • The Hegemon final objective now displays how much of a share of the global population you currently control
    • Journal Entry buttons that can be pressed and remain "selected" now appear as such, to distinguish them from buttons you don't qualify to press
    • Fixed a number of typos in Concepts, Events and Technologies

    Art
    • Graphics entities are now added along the frontline when formations are present there
    • Added portrait resolution upscaling setting for sharper portrait details
    • Improved flag resolution and scaling for flag icons, preserving more details
    • Improved "Zoom To" icon
    • Production Method icon colors should now be consistent with their functions

    Modding


    • Added an in-game script profiler for modders to assess performance impact of script (ScriptProfiling.Enable, ScriptProfiling.Dump)
    • War Exhaustion is now a script value that can be scripted with any factors and conditions
    • All modifier types "building_input_" and "building_output_" are now renamed to "goods_input_" and "goods_output_" to support their usages in other contexts than buildings (such as units)
    • Added new trigger has_political_movement =
    • Added new trigger can_potentially_get_political_movement =
    • On-actions added for when an army is mobilized or demobilized
    • ignore_government_support console command now also lets you bypass the cannot_enact_laws modifier
    • New compare triggers global_population, total_population_share, total_population_including_subjects, and total_population_including_subjects_share
    • Adds country_turmoil compare trigger
    • Adds enemy_occupation compare trigger
    • Adds enemy_contested_wargoals compare trigger
    • Adds size_weighted_lost_battles_fraction compare trigger
    • Adds Additional War Exhaustion compare trigger
    • Adds War-Diplomatic Play link
    • front_battle_state_weight script value added to determine which state a battle will be launched in (before province is selected)
    • Added console commands for `count_buildings`, `count_countries`, `count_markets`, `count_pops`, `count_potential_parties`, and `count_states`

    Bugfixes


    • Fixed a bug where buildings that were doing poorly could get stuck in a loop of firing employees, only to then raise wages to attract more employees which they then would fire again, leading to absurdly high wages and an unviable building
    • Fixes an issue where trade route competitiveness share was not correctly calculated for trade routes that had been around for a while, leading to trade routes shrinking for no sensible reason
    • Fixes an issue where trade routes would sometimes set their level targets incorrectly when you had multiple trade routes for the same good
    • Fixes some issues with maneuver cost for wargoals
    • Fix unset scope error in the IG Agenda Journal Entry
    • Nursing events will no longer fire in wars with less than 1000 deaths
    • Fixed a small bug in the BIC breakup event
    • Fixed script issue in Victoria scripted effects that lacked an OR statement.
    • Fixed interest group tooltips to show the correct political strength value
    • Fixed issue with Shipyards appearing twice in Building Lens
    That should be everything in the initial release, but we're continuing to plug away at new features and improvements!

    Future Plans


    A few highlights to look forward to in future Open Beta updates, the first of which should reach you sometime mid-September, are:
    • Visuals of your armies moving along roads and railways on the map
    • Improved frontline graphics
    • The return of conscripts and naval warfare mechanics (which we disabled for this initial release)
    • Improved Orders, with more options available for specific commanders
    • Historical Companies that let you leverage your country's unique specialties
    • More Mobilization Options and a revamped interface
    • Formation Organization metric, which will enable you to adjust Mobilization Options for mobilized formations at a temporary penalty
    • Improvements to Military Formation customization
    • Unit Experience, letting you build up the might of your military forces over time
    • Loads and loads of bugfixes, improved UX flows, and stability improvements that should make your playthroughs a lot more enjoyable
    • And of course, as many of your own suggestions on Discord that we can muster!
    Next dev diary will be released just ahead of Update 1, with the current planned date being September 14th. In that we will cover in more detail what has happened since release and what you can expect to see in the following update. Until then, see you on the Discord!


    [ 2023-08-31 14:00:40 CET ] [ Original post ]

    Victoria 3: Hotfix 1.4.1 is now LIVE!

    Good Day Victorians! Today we have released a hotfix for a few issues present in Update 1.4! As normal, please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! These fixes include:

    • A fix for a CTD in the particle system
    • Stops the game randomly crashing within the first 30 minutes of playing
    • Users should no longer should have a modified checksum due to FRA.txt -> fra.txt
    • We fixed a memory leak causing performance issues with particles
    • Reduced infrastructure usage from 3 down to 2 in Construction sectors.


    [ 2023-08-30 12:05:58 CET ] [ Original post ]

    Victoria 3: Dawn of Wonder Now Available

    From the glory of the sunrise to the glow of the gas lamp, this Art Pack takes the theme of light and shadow to add new life to the visual experience. [previewyoutube=asXn-FBPmw4;full][/previewyoutube] This new pack for Victoria 3 includes:

    • Customizable Day-Night Cycle - that adds new nocturnal flavor to the map, at a pace you can set. The lights of buildings and passing trains illuminate the nighttime landscape while lighthouses guide your ships safely home
    • New Paper Map option - inspired by lunar and solar themes
    • Greater variety of clothing - to illustrate the many cultures and societies of Victoria 3
    • Four New On-Map Landmarks - thematically related to the night sky
    • More table decorations - for your desk when you zoom out
    https://store.steampowered.com/app/2411230/Victoria_3_Dawn_of_Wonder/


    [ 2023-08-28 16:42:03 CET ] [ Original post ]

    Victoria 3: Update 1.4 Checksum [165c] Updated August 28th

    Ahoy Victorians! Today we released Dawn of Wonder, accompanied by a free update for all owners of Victoria 3. Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! We can not give any guarantees that save files from 1.3.x will be working in 1.4 without issues which is why we recommend that you roll back your game to the previous version and finish any ongoing games you want to finish before updating to 1.3. More information on rolling back your game version can be found here! (TL;DR is go to properties in Steam -> Betas -> select the version in the dropdown list). This is especially the case due to map changes, such as Vancouver Island. [previewyoutube=5zVdtTpPvDI;full][/previewyoutube]

    • Day/Night cycle, configurable from the Theme Selector
    • Lighting effects added to many new and existing gfx entities
    • Night time soundscape now differs from daytime
    • Festive clothing added for pops celebrating Carnival, Midsummer, Diwali, and royal weddings in Eastern Europe
    • New Day/Night UI Theme added
    • Day/Night themed paper map with zodiac illustrations
    • Greenwich Observatory, Wat Arun, Temple of Poseidon, and Martand Sun Temple added as map decorations
    • Pocketwatch, Candle, Atabey statue, and Hongshan statue added as table decorations
    • Day/Night themed stagecoach
    • New loading screen art

    • Fixed some issues with goods substitution that was causing certain goods (such as oil in the early game) to not be demanded in correct amounts
    • Subjects no longer remain in their overlord's market during an independence play/war
    • Subjects no longer pay taxes to their overlord during an independence play/war
    • Garibaldi will now stick around in minor Italian cultured nations, even in peacetime
    • The American Civil war will now only ever happen as a result of a revolution to preserve, expand or abolish slavery
    • Admirals with Escort Convoys orders now reduce the amount of damage done to convoys under their protection, scaling with the defensive combat stats of their ships
    • Added strait adjacency to Vancouver Island
    • Replaced all technology cost modifiers with technology speed modifiers, as these scale better and work properly with temporary modifiers such as from Interest Group traits
    • Convoy Raiding damage is now partially randomized
    • Randomly generated characters will now get up to 3 attempts to find a name that is unique among their country's characters
    • Added a Portuguese admiral active in 1836
    • Added Wikipedia links for some historical leaders of popular and recommended nations

    • Loyalists are now gained much slower due to high Legitimacy levels
    • Standard of Living improvements now create more Loyalists while at the highest Legitimacy level
    • Construction Sectors now use 3 infrastructure instead of 0.2
    • Belgium no longer starts with an illegitimate government
    • Fine Art can no longer be fully substituted by purchasing Services instead
    • Added Dye Plantation potential to Haiti and Santo Domingo states
    • Slowed the progress of Cement the Rightful Dynasty for all legitimacy values below 90.
    • Removed extra starting Arts Academy in Austria from history files
    • Lanfang now starts with the Academia technology
    • Papal State starting trade route for Art now goes to Spain instead of Austria

    • The AI (and autonomous construction) will now stop constructing in states with no workforce once the current available infrastructure is mostly used up, to avoid an endless cycle of constructing unused building levels
    • The AI is now less likely to accept peace deals or capitulate if the whole country will be annexed
    • The AI will no longer change who it is supporting for a Unification when at war or committed to a side in a diplomatic play, except to remove support for a country they are at war with (fixes an exploit with abusing temporary attitude changes from diplomatic plays to gain supporters)
    • The AI for countries with the Economic Imperialism strategy is now more keen on opening up Japan's market
    • The AI is no longer incorrectly biased to use only Anchorage PM in Ports
    • The AI is now less inclined to support unrecognized powers against fellow recognized powers unless they have a strong reason to do so
    • The AI will now take the decision to reduce Haitian debt.
    • The AI will now take the decision to annex Krakw as Austria.

    • Performance when playing with mods that add Interest Groups has been improved
    • Added a setting to cull distant buildings
    • Optimized the memory consumption by building particles
    • Optimized the trade routes panel
    • Performance improvements for character rendering
    • Particle Optimization
    • Optimized the graphics for the day and night cycles
    • Reduced the number of cars spawning on roads late-game

    • Added a Theme Selector to the main menu and ingame menu
    • Buildings can now be pinned to the outliner
    • Added a new read out to the war panel that exposes an AI controlled country's willingness to capitulate in a war
    • The player now gets a notification if a country that they are at war with (either as a co-belligerent or as an enemy) goes into default, making them more likely to capitulate or accept peace
    • Amended the character panel with a zoom-to button that orients the map to the location of the character and a location to the panel subtitle
    • Show Strategic Region names instead of Country names in the Declare Interest Map Mode
    • The cost tooltip for technologies now explains the penalty for unresearched technologies in earlier eras
    • Add flavor description to the Interest Groups' tooltips
    • Added a toast message indicating new and old ruler when they are changed.
    • Hide the "Trade Routes" section in the Goods Details panel for non-Tradeable Goods.
    • Add shortcut to the Goods details panel in Goods right-click menu
    • Sea Node tooltip now tells you how many of your convoys are passing through the node
    • Change the default keybind for Decisions from F12 to F11
    • Zoom-to buttons are now disabled when you are already where they would take you
    • Remove the support value shown on Agitators on the Political Movement panel since Agitators now give a multiplier and not a flat support bonus to the movement
    • Show all potential Diplomatic Actions in the right-click menu for another Country instead of only showing the currently possible.
    • The Agitator concept now has more information included
    • Add functionality to instantly create a Trade Route to your Market when looking at the details for a Good in a foreign Market
    • Add more actionable information to the "Establish Import/Export Route" tooltips (Price, Balance, Sell/Buy Orders)
    • Make the back button the Sway Offer always go back one step, instead of going back two when a Offer type is selected.
    • Added a list of IG icons after the name of the Party in a few places throughout the UI
    • Add enactment cooldown to the setback concept tooltip
    • Added information about the new leader and ideology to the "IG Leader Retired" Notification
    • The Hegemon final objective now displays how much of a share of the global population you currently control
    • Removed confusing checkmark boxes from Healthy Economy Game Concept
    • Diplomatic Action map interactions will now display the correct cursor
    • Moved "Cut Off Buildings" setting to advanced graphics section (renamed to "Cull Distant Buildings")
    • Long graphic card names no longer displays out-of-bounds in settings menu

    • Vancouver Island isn't connected to British Columbia by land anymore
    • Map borders now blends better with the map
    • Updated the look and feel of the New Game Screen
    • Fixed text and scale on VotP map (VotP)
    • Fixed the issue were the equator was gone on VotP map (VotP)
    • Blue flag event marker is now scaled better
    • Tweaked "Forbidden City" texture values to closer match the rest of the adjacent buildings.
    • All port buildings now start as "small" size
    • War Machine factories should no longer cause clipping issues in cities

    • Added 'kill_population' and 'kill_population_in_state' effects
    • Character templates can now define a command HQ and rank
    • New compare triggers 'global_population', 'total_population_share', 'total_population_including_subjects', and 'total_population_including_subjects_share'
    • Added a 'pop_type_percent_state' trigger that checks whether the scoped state has X% of its population belonging to the specified pop type
    • Added an 'ignore_battle_conditions' console command
    • Added a 'noshortages' console command that prevents penalties for supply shortages in Buildings
    • Added a 'fastincorporate' console command that incorporates states immediately
    • Added a 'nosupportloss' console command that prevent countries from losing war support
    • Added a 'month' compare trigger to check the current game month (useful for seasonal dress-up)
    • Adds console command 'Logging.PopGrowth' to print the birthrate and mortality rates for each Standard of Living level

    • Added workaround for crashes related to Intel high end CPUs
    • Unique interest groups are now calculated on creation, rather than in a country's history, allowing revolutionary countries etc. to inherit their parents' unique interest groups
    • Fixed localisation errors related to France's Natural Borders
    • Fixed various scope issues in agitator law events
    • Fixed erroneous scoping in "A Clause is Coming to Town" event
    • Fixed a spline network crash
    • Fixed an issue where colonization would be prohibited by other countries with claims even if they had no access to what you were trying to colonize
    • Fixed a bug that allowed combat units to have more demoralized soldiers than actual soldiers in the unit
    • Improved MP stability by resolving Out of Syncs resulting from flawed cache operations
    • Fixed a bug where it was possible to use the 'Transfer Subject' wargoal on Customs Unions and Personal Unions
    • Fixed an issue where trade route levels would alternate between increasing and decreasing every week due to inconsistencies in profitability calculations
    • All countries that can create Interests now gain an active Interest in their capital region with no delay
    • The Vox Diaboli event will no longer fire in atheist countries
    • Fixed a bug where the zoom button to an Admiral raiding convoys got hung-up on zooming.
    • Buildings can no longer be queued past the level limit while they are in the private construction queue
    • Only show savegame incompatibility warning popup when the save is incompatible
    • Fixed a bug that would prevent the reform government mode from closing when confirming a government with low legitimacy, potentially leading to one or more IGs being visually duplicated
    • Children no longer experience early hair loss
    • Fixed an issue in diplomatic play clean up for dying countries
    • Generated heirs are now subject to the default character template like all other characters
    • Fixed a bug where the game would keep trying to spawn a Civil War without any uprising States
    • Fixed a bug where the player as observer without country could still receive notifications
    • Fixed agitator home country tooltip displaying NULL_OBJ
    • Fixed a bug where the Buildings Panel would have clickable buttons under "Potential Buildings", for buildings that cannot be built
    • Fixed notification saying that country was swayed by itself when it was swayed by one of its subject countries
    • Added a long cooldown to the DEI breakup event, so that choosing option c (continue to exist as DEI) will not cause the event to spam endlessly.
    • Fixed the bug when becoming non-independent for two neighboring countries in the same state region didn't allow to set up trade routes
    • Fixed the bug when a low number of convoys due to convoy raiding would not apply to excess convoy calculation
    • Fixed a bug that would cause error log spam when hovering over the acceptance indicator when proposing wargoals to sway a country in a diplomatic play
    • Fixed a localization error in the trigger description for is_unification_candidate
    • Fixed some cases where relations with overlord and top overlord were not being checked when starting diplomatic plays like Conquer State against subjects
    • Fixed issue with Increase Relations Tutorial not triggering
    • Reduced spawn rate of certain African colonial events
    • Fix notification names overflowing in the Message Settings
    • Fixed an OOS due to the construction queue validation erroneously running during cache recalculation
    • Fixed a bug related to fetching the ruler title from the government type in an effect splitting up on_government_type_change into two parts, putting the setting of ruler into a second effect on_post_government_type_change
    • Fixed notification for new Trade Route mistakenly predicting it to "shrink to level -1"
    • Fixed a bug when sometimes rank loss couldn't be stopped by increasing the prestige
    • Fixed a bug when newly released country manpower in barracks wasn't properly updated and country had an empty armies that doesn't refill
    • Fixed the bug when died recruitable characters created field promotions
    • Construction queue duration estimate is now more accurate
    • Subject country name is now correctly displayed in 'join side' diplomatic play notifications
    • Fixed an UX issue that would cause a lone X to appear in tooltips for character interactions that cannot be executed
    • Fixed an issue that could cause tooltips for `add_modifier`, `add_enactment_modifier`, `remove_modifier`, and `remove_modifier` effects from displaying incorrectly when the modifier has an apostrophe in the name
    • Obligation Alert will now display the correct country in all situations
    • Removed repeat economic law stance in anarchist ideology
    • Legitimist monarchs no longer kill each other in rapid succession when generated
    • Limited rate of African colonization event spawn
    • Giovanni Gentile will now advocate for fascism in Italy rather than Siam, and Ernst Rhm is now a protestant
    • Fixed CTD which happen while new state was spawned after another state had been removed
    • Fixed a bug when "Oil Rush" effects or similar wouldn't increase employee count in a building
    • Fixed CTD when stateless building tried to access impossible array size
    • Fixed CTD which happen while new state was spawned after another state had been removed
    • Map interactions involving HQ's will no longer contain duplicate UI entries
    • Diplomatic Action map interactions no longer allow clicking on invalid interactions
    • Changing shader quality to low should no longer cause rendering of the map to display in water.
    • Fixed OOS related to Player Data
    • Added entries for some missing modifier localization
    • Infante Alfonso Carlos, Duke of San Jaime will no longer spawn as a Legitimist ruler before 1931 (VotP)
    • Fixed crash when switching the graphics settings in the main menu after returning to it from the game
    • Fixed an issue that prevented the Alaska Purchase from firing if the USA had a higher GDP than Russia
    • Improved script for Government Petitions Journal Entries so it only looks if the Interest Group is powerful or not
    • Lowered pop needs max supply share for Services and increased weight for Art
    • Fixed issue with unlocalized Sea Node in the Atlantic Ocean
    • The tutorial now explain why you can join a customs union
    • Fixed incorrect text in additional income and additional expenses
    • Declare Interest Tutorial will now select a region for you to declare an interest in instead of looking for available interests
    • Removed potential for duplicate Bismarcks
    • French heirs will now have the proper ideologies
    • Bohemia can now form Czechoslovakia
    • The Belle poque no longer invalidates erroneously
    • Revolutionary events will no longer occur in unincorporated states
    • Ships should no longer disappear at the edge of the camera view


    [ 2023-08-28 16:00:56 CET ] [ Original post ]

    Victoria 3: 1.5 Open Beta News Update!

    Good Day Victorians! As said in the last dev diary, the Open Beta has been delayed from releasing today to ensure we release the best initial version we can. However, it will be released on Thursday the 31st at 16:00 CEST! The Open Beta will launch alongside a changelog for the first version of the Beta and a list of known issues, these will be available on our forums and Discord server. We look forward to seeing you play it and giving us feedback soon!


    [ 2023-08-28 12:02:48 CET ] [ Original post ]

    Dev Diary #94 - Dawn of Wonder


    Overview


    Greetings Victorians, here comes a new Dev Diary that covers the content of the cosmetic art pack Dawn of Wonder. This pack aims to provide more visual variety to the map and interface of Victoria while also furthering the immersion of anyone whos a fan of its world by adding a cosmetic Day & Night Cycle that can be customized to your liking. In addition the pack also contains a few new assets for characters, map decorations and more that well be taking a look at below. Dawn of Wonder releases on the 28th of August, alongside both the free 1.4 update and the start of the 1.5 Open Beta!

    Day & Night Cycle


    At the core of Dawn of Wonder lies the Day and Night Cycle. This feature replaces the static midday sun that previously lit the map with a customisable cycle of sunlight and moonlight. As the sun sets on your nation, the moon rises, and all the cities and structures turn on their night lights. The city lights have three different hues and strengths depending on your research, so coal powered or gas light will look different from electric light. You will also be able to choose at what speed or even constant time you want the game to be played, in addition, you can also set the cycle to match your computer clock to further immerse yourself! As night falls the cities still shine!
    Dawn breaks on hubs and the shadows recedes!



    The light from the lighthouses and hubs makes it easy to navigate resund at night.
    To customize the speed of the Day & Night cycle there are plenty of options within the new Theme Selector interface (within a separate tab) The options are as following: Simulation speed: Controls the speed of the day night cycle and sun/moon movement. By default this multiplier is set to 10 which corresponds to 1 minute 30 seconds in real-time or two months of in-game time at speed 3. The bigger the number, the faster the simulation speed! Sun Hours: The amount of hours that the sun takes up in one 24h cycle of in-game time, with the remaining hours being night, effectively how long it will be day relative to night. For example, if the sun hours are set to 23, then you will have 23 hours of daylight and only 1 hour of nighttime (kind of like a Swedish Summer). Enable sync local time: Matches the current hour of the cycle to the computer's local time. If you use this and match the real time sun hours and sunrise time (see next setting) in your location you can look up from your computer screen and outside the window to experience 100% immersion! Time of sunrise: What hour the night will end and the sun will start to rise. Enable manual time: This lets you set a fixed time to experience perpetual day or night. Manual time hour lets you choose the time you want, but take note that this is affected by both the sun hours and time of sunrise settings. All these options have tooltips in case you need a reminder of their functions.

    Light Effects & New carriage


    To further accentuate objects and vehicles on the map weve made sure to add lights to all of them, so now everything from lighthouses to horse carriages has a light attached to them. Speaking of carriages, in order to provide more visual variety to the roads of the map weve created a new more colorful stagecoach that contrasts the default very functional looking one. Lighthouse effects guide the way all around!
    Trains now also brighten up the night, with the carts being lit as well!
    The new carriage brings some class and variety to the roads!

    Map Decoration Structures


    Bringing further life and wonder to the map are four new Decorative Structures that all have something to do with the sun, moon and stars. These structures are purely decorative and wont yield any benefit to the country currently occupying them, they will however add a bit more flavor to some of the regions of the world. The sun still shines on the Martand Sun Temple after its near destruction around the 14th century.
    The Temple of Poseidon is a mighty view both at dawn and when the moon is full.
    Greenwich Observatory has an animation where it opens up for the night to gaze at the stars!
    Wat Arun gives Bangkok a lot more personality and signifies the radiance of the rising sun.

    New cultural outfits


    When it comes to flavor we also wanted to bring a bit of that to the pops of the world through cultural outfits for certain regions. These outfits all have some significance relating to the passing of time or the sun and moon and will add some really detailed and ornate designs to otherwise plain clothes of pops at certain periods of time. For Hindu pops in India theres now an outfit related to Diwali, a festival celebrating lights' victory over darkness. And for Russia the Kokoshnik outfit not just symbolizes the passing of time and maturity but also has a half moon shaped tiara.
    For the Nordic and Slavic countries the Midsommar dress makes an appearance celebrating the summer solstice, life and love. Last but not least is the Pierrot costume that has many different cultural meanings, many of them having the characters' relation with the moon in focus.

    New UI Skin


    Further amplifying the new mood of the Day and Night Cycle weve also created a brand new look for the interface, this time highly influenced by old folklore surrounding celestial bodies. With a dusk & dawn color scheme and lots of hand drawn details this skin contrasts the existing ones a great deal, giving the interface a bit more mellow yet ornate appearance. The new interface creates a much more mellow and angular look to the game as a whole.


    The existing icon interface looks much more whimsical surrounded by stars

    New Map Table and Assets


    When zoomed out from the world weve also made assets to remind you of the passing of time, the lights in the night as well of the mysteries surrounding the sun and moon. These assets are placed upon a newly created table featuring old wood carvings and a sash frame with illustrations. The jade sculpture from Hongshan is as ancient as it is mysterious, even the warm flame of a candlelight cannot bring its secrets to light.
    Even though it has stopped, a nice pocket watch is nice to have and the Taino sun god statue is both cute yet somewhat ominous, what is that black smoke emanating from it sporadically?

    New Paper Map


    The newly made paper map also embodies a lot of the same characteristics, featuring patterns of celestial bodies as well as illustrations of old zodiac signsthat may or may not resemble some of us at the art team with our corresponding signs. The new paper map is filled with illustrations of mischievous suns and sleepy moons and tons of Zodiac signs.
    What peculiar cancer signswho could they resemble?

    Dillon!...I mean, Gemini! You son of a

    Theme Selector


    To round things off we want to showcase something new were adding to the game that comes as a free feature, the Theme Selector. This new submenu can be accessed from the main menu screen and allows you to more easily handle your cosmetic features like the ones contained in Dawn of Wonder. Mix elements from any of your owned packs and base game, use for instance the French UI skin, the default paper map and the new table assets from Dawn of Wonder all together to find the custom combination that you prefer. The theme selector is accessible from a new button in the main menu, there are icons for each pack to visually help you navigate what asset is from what update.

    Summary


    So, with Dawn of Wonder we hope that the players who enjoy immersing themselves in the world of Victoria find something that furthers their immersion, whether it be the new Day & Night Cycle, the new UI skin or any of the newly added assets to characters and map. Last but not least is a new loading screen for the pack, capturing both the mysteries of the stars as well as some of the newly added things.
    Our next Dev Diary is scheduled to be published three weeks from now, as we will release Dev Diaries on this schedule in conjunction with the updates to the Open Beta. This is to ensure that all members of the team are hyper-focused on the upcoming beta build itself and have time to communicate with you all on the Open Beta channel on the Discord server. See you there! ----- Hello Victorians, Pelly here! We have previously said that we want to launch the Open Beta on the 28th, alongside 1.4 and the Dawn of Wonder art pack. However, we are delaying the initial launch of the Open Beta to ensure we get the best initial version of 1.5 into the community's hands. As such, we are still releasing 1.4 and Dawn of Wonder on the 28th, but you should expect the initial 1.5 Open Beta to be released within the first week of September at the latest. We know people are excited for the Open Beta, so are we, and we are looking forward to receiving your feedback and talking to you about 1.5 in the Open Beta channels when it does release.


    [ 2023-08-24 14:01:07 CET ] [ Original post ]

    Dev Diary #93 - Military Improvements in Open Beta Part 2

    See Part 1 for the rest this Dev Dairy!

    Revised Naval Invasions


    Naval Invasions have also been revised to accommodate the new state-based occupation mechanics and improve the UX in managing naval invasions. Naval Invasion can be initiated either from a formation or the Military Lens. Like in the current version of the game you target a state, but as a follow-up step you then get the option to add the formation(s) to be involved in the invasion. During the Open Beta we will enhance this panel with more information to help inform you on the likelihood of success, such as exposing information about landing penalties and the like. In the initial Open Beta release, only one formation of each kind can be assigned to a naval invasion. In upcoming releases you will be able to assign multiple formations of each kind.
    As you confirm the naval invasion, the formations selected will travel to the sea node just off the coast of the targeted state. When they have both arrived, landing battles will commence. A proper front (with armies assigned to that front) will not be created until the state is fully occupied. When this happens the naval invasion has been concluded. In the interim, the supporting fleet may be attacked by enemy fleets. If any of these naval battles are lost, the naval invasion will fail and both formations will return home. If a naval battle is won but heavy ship casualties are taken, landing battles will take higher penalties until the fleet can be reinforced. During the Open Beta we will also look into adding more formations to a naval invasion already in progress. Aside from closing some exploits relating to war exhaustion, this revision will make naval invasions a much more serious affair that requires naval dominance. We will be actively seeking feedback during the Open Beta to ensure executing and defending against naval invasions is more fun and interesting than it is in the currently live version. I don't know about you but I can't wait to see these little guys in action!

    Frontline Graphics


    While most of the graphical enhancements will be appearing across the Open Beta period's two updates, we already have a first iteration of frontline graphics functional in the current development build. In this screenshot, the frontline graphics system is using the previous battle graphics and additional VFX as placeholder for the assets we are currently producing.
    You can even see it from space!
    Frontline graphics will represent the current formations at the front, with models being selected based on unit type, culture, tech, and mobilization options active. Specific formations, and even specific Generals, will have a distinct location on the frontline, with "their" units organized in their vicinity. Concept art of our visual target for the final frontline graphics. One of these dioramas will be assembled dynamically based on formation composition and placed in each province along the front (possibly with some provinces omitted if the front is particularly long and the formations particularly small, to avoid miscommunication about the size of an army).
    We are currently experimenting with our approach to animation and applying VFX to these models. It would not be appropriate for all units along a front to be animated at all times, since they aren't necessarily engaged in active warfare, so we will likely trigger animations on and off at certain intervals. This approach would also help with graphics performance. We have a lot more WIP eyecandy to show you, but I'll leave that for future dev diaries!

    What we broke :(


    As a result of a lot of revisions, a few features have been disconnected from the game to be reworked during the Open Beta period. If you intend on evaluating the Open Beta you should be aware of these omissions and how we intend on addressing them in the updates.

    Conscription


    Conscripts no longer make sense as raised on a state-by-state basis, since that makes it hard to determine which army they should belong to. Since we also have distinct unit types not tied to Production Methods, we would also need to know the nature of the conscripts that need to be raised. The way we intend to solve this is by allowing players to assign conscripts of particular types to their formation, much like you build regular units. This will result in Conscription Centers being built as usual in specific states, but will not automatically raise those conscripts - that will be a toggle on the formation itself. Once formations start raising conscripts, the Conscription Centers will start staffing up as usual, up to the conscription percentage limit imposed by the population of the state, your Laws, Technologies, etc. Putting conscripts on formation level also means you will be able to demobilize conscripts early, using the same Early Demobilization mechanics as described above.

    Naval Warfare (other than naval invasions)


    Naval Warfare is scheduled to be reworked to support the new mechanics around concrete locations. This means that all actions you perform with your fleets will be based around sea nodes, not more abstract concepts like HQs or trade routes. If you are raiding convoys in a sea node, you can only be intercepted by other nearby fleets; if you want to defend against a naval invasion, you have to sail your fleet over to that naval invasion. To account for the issues that may arise from moving fleets around to intercept each other, we're considering a number of solutions including:
    • Fleet Range: the ability for a fleet to be active also in adjacent sea zones, possibly at a reduced interception effectiveness or at a variable range determined by tech or unit type
    • Limited Fog-of-War: obscuring your enemy's positions and actions and only revealing them under certain conditions (Battleship board game style)
    • UI alerts and other visual indicators
    • Some manner of fleet automation, like patrol routes
    This is an area we expect to do a lot of work in during the Open Beta, and will probably require a dedicated dev diary later on.

    Conclusion


    As you can see, we've been quite busy! There's still a lot of work to be done, but we're all very happy to be addressing so many high-frequency community concerns in the context of a free update, and the new military mechanics already feel like a huge upgrade even in this immature state. With your direct input during the Open Beta period, on these as well as other features - like the new Companies and several other tweaks and improvements, which will be outlined in upcoming dev diaries - I have no doubt that the 1.5 update will bring Victoria 3 to new heights! Next week we will hear more exciting stuff from our Art Director Max, this time about what to expect from the new Art Pack: Dawn of Wonder! After that we will move to a dev diary schedule of once every three weeks, to coincide with our sprint schedule and Open Beta update releases. This is to ensure that all members of the team are hyper-focused on the upcoming beta build itself and have time to communicate with you all on the Open Beta channel on the Discord server. See you there!


    [ 2023-08-17 14:03:36 CET ] [ Original post ]

    Dev Diary #93 - Military Improvements in Open Beta Part 1


    Happy Thursday to you all! This is a particularly exciting dev diary for me to write, because I finally get to reveal details on what we've been working on since before the summer months - and strap in, because it's a lot! I want to start out by talking a bit about the Open Beta and expectation setting. As we discussed in Dev Diary #91, we will be running an extended Open Beta from Aug 28th (alongside the launch of the 1.4 update) until our final release of 1.5 in late autumn. During this time we anticipate releasing at least 2 additional updates to the Open Beta branch, coinciding with our 3-week sprint schedule. Expectations for the first update Launch date: Aug 28. In the initial release, new features will be in a rudimentary state, with plenty of placeholder interfaces, graphics, and missing mechanical details. Many features will be exploitable and buggy, and absolutely not balanced. Some features will be unused or underused by the AI. Core components of the game that we have not touched should continue to work, so playing a game focused on economy and politics should not be heavily affected by these changes, but be aware that military campaigns may feel unsatisfying or cumbersome. If you wish to partake in testing this update, focus on feedbacking on what additions or balance changes would make the new features fun, not on whether they feel great right now. Expectations for the second update Tentative launch: mid September. By this time the new features should feel a lot more mature, with bugs and missing information / graphics filled in, additional mechanical details closing exploits and providing new optimization challenges, and in general more bells and whistles available to you. While beta testing this update, in addition to the aforementioned considerations, focus on balance and UX improvements. Expectations for the third update Tentative launch: mid October. If all goes as planned, at this point we should be fully feature-complete for the 1.5 release. This doesn't mean everything is wrapped up and ready to go! We will spend the time between this update and the final release fixing bugs, doing balance updates, and reacting to your feedback. While testing this update you should be able to focus on how fun the game is to play with the new features. But first a short message from our Community Manager Pelly on how the Open Beta will be run! ___________________________________________ Hello! For those that dont recognise me, I am the Community Manager for Victoria 3 and helped run the Open Beta for 1.2 last time. Open Betas are a very involved process, not just from the developers, but also on the community team end too! When the Open Beta for 1.5 starts, the old 1.2 channels will be reopened for usage by the community! Any user can access these, to make it as easy as possible to provide feedback and chat about the Beta update! As soon as the Open Beta is live, you can access the Beta Steam branch by following these instructions:

    • Right click Victoria 3 in your steam Library, select properties.
    • Click on Betas, then in the Beta Participation drop down box select the 1.5 Open Beta option, when it is live, it will appear there similar to these options:

    Now a bit about the Discord Channel structure:
    • Open-beta-news - where news about the open beta is posted, e.g. when Beta updates are announced.
    • Open-beta-changes-and-bugfixes - where changelogs for the Beta updates are posted so you know what has been changed or fixed between versions.
    • Open-beta-pelly-post - this is where I go through all the feedback and bug reports for the day. Then I list them here, with any dev responses or mark if they are duplicates. This helps everyone know that their items have been looked at and seen by the devs! This is updated every day for the previous day's issues, normally closer to 16:00 CEST!
    • Open-beta-chat - the area to chat generally about the beta updates, I still know people who really enjoyed talking here and became part of the open-beta-chat gang!
    • Open-beta-feedback - The place to post any feedback about the updates, tags are used to distinguish the topic and if it has been looked at by devs/! Developers will be around to talk in these threads, however dont expect an answer for every single thread!
    • Open-beta-bug-reports - We dont normally have bug reporting on discord, as the bug reporting forums are the place to post these issues. However, during the Open Beta period it is easier if we have both feedback and bug reports on the same platform for ease of communication.
    That is all from me, I hope you will enjoy the Open Beta when it starts and I see people around! I will be there most of the time and happy to chat to yall if you have any questions. ___________________________________________ Now let's jump into the juicy stuff! For these features we are looking to improve the military gameplay in three broad areas: Agency, Depth, and Visuals. By Agency we mean the degree of control the player feels they have over their military campaigns. Equally important to granting more agency is ensuring the player doesn't experience a lack of agency, for example by having more fronts to manage than Generals; uncontrollable, unpredictable front splitting; or armies that suddenly return home because their General decided an active front was an opportune place to die of old age. Depth refers to both detail and realism. More military attributes and configuration options, armies and fleets that are composed and behave more like you'd expect from history, and more interesting decision-making during warfare. Visuals require little introduction: it's about what we have come to affectionately refer to internally as "little dudes on the map". Seeing your armed forces in action, in transit, and being able to put a concrete location on everything (which also helps with agency).

    Shared Fronts


    One issue that can rear its ugly head from time to time in the current version of Victoria 3 is the very large number of fronts you may be dealing with at any given moment. Many of you have pointed out that this leads to mandatory micromanagement of the war effort, which defeats the design goal that led us to create a more hands-off system for Victoria 3 in the first place. Reducing the number of fronts, especially in wars involving several countries on either side, to a more manageable number is a big priority for us. The first in a one-two-punch effort to solve this problem is to make fronts adjacent between two or more allied countries into a single unified front. This can drastically reduce the number of fronts active at the start of a war. There isn't that much more to say about shared fronts, which is a good thing. While quite complex in implementation (and we still have a few edge cases to sort out), they do what it says on the tin and are very intuitive in play. Here's an example of a single front between Bavaria and Wrttemburg on one side, and Hesse, Frankfurt, and Baden on the other. In the current live version this would be 4 unique fronts!

    State-based Front Movement


    The second strike in our fight against too numerous and unpredictable fronts is state-based front movement. While merging adjacent fronts is a method of controlling the initial number of fronts between known participants, the bigger problem for most players is the unpredictable front splitting and merging that happens during the course of war, as battles are won and small pocket theaters are created. This feature eliminates the uncertainty of what might happen once a battle concludes, and drastically reduces the number of "temporary" fronts that emerge (which then causes you to lose the war because you don't have another General to staff it with so your enemy stomps all over you). It works like this: battles will be fought in a province like before, but when you win you capture a fraction of the state that province is in, not a number of provinces. Only one state can be captured at a time, and only once the whole thing has been captured will the front actually move. As part of this we have also permitted battles to be disconnected from frontlines, so you won't be attacking only the border provinces repeatedly until you have won the entire state. In our current build the province is chosen randomly from provinces in the state, but during Open Beta we will enhance this to select from provinces deeper and deeper into the state depending on occupation already earned.
    As a battle concludes, the winning side earns a victory score - currently just a flat value, but this will eventually be changed to be conditional on the size of the victory. This victory score is allocated towards gaining or clearing occupation in states adjacent to the front, depending on the winning side; defenders will only clear occupation while attackers will clear some from their own states (if any) and gain some in the state they attacked. In the current version of Victoria 3, the number of provinces gained on winning a battle are dependent on the size of the win, the stats of the advancing General, and some randomness within a min-max range. With 1.5, the amount of occupation gained in a state from a battle is dependent instead on a comparison between the victory score and the "occupation cost" of the state(s) in question. The occupation cost is determined by a number of factors:
    • State population
    • Amount of provinces with difficult terrain
    • Number of mobilized battalions left standing in the defender's theater compared to the size of the theater
    Both victory score and occupation cost are broken down in the UI and fully scriptable/moddable. We intend on tweaking both during the Open Beta phase heavily in response to your feedback, to make sure states that are supposed to be hard to take are actually more challenging to conquer (without it becoming a slog) while depopulated savannahs are easier to march across. What we have found in testing this feature is that in addition to controlling the sudden appearance of new fronts, this new behavior also makes it very easy to determine whether you're in control of a particular wargoal. In the future we hope to add new mechanics tied into this feature, such as economic exploitation of states occupied during war. An example of the new outcome of battle and the occupation cost breakdown. In this case Piratini should have gotten to plant their flags across 87% of the state, but some advanced math (a.k.a. bug) as described by this screenshot only granted 10% - guess it's back to the code mines for me!
    Speaking of flags! While it won't be in the initial Open Beta build, this is one way we plan on visualizing partial state occupation despite the frontline itself not moving, in addition to shading the terrain itself.
    While state-based front movement is primarily a way to control and predict the number of fronts that emerge during a war, this feature is also something we're looking to expand on in the future by tying state occupation tighter into other game mechanics, like economics and military supply. I'll close this section out by saying that while multiple simultaneous battles per front won't be in the initial beta release (should be coming in the 1st or 2nd update), the way we plan to implement and balance them is to only allow 1 battle / front / state at a time. This means you would only potentially benefit from having more Generals than your enemy on particularly long fronts, and even then only if you outnumber their defending troops. This is however an area we are actively going to solicit feedback on, and you'll hear more about it in future dev diaries.

    Military Formations


    This feature has a number of sub-features that I'll go into in some detail, but first a bit of background to what this is and why we're doing it. Having Generals and Admirals as the leaders of your armed forces is great both for flavor and for the knock-on effects it can have on the political system, but in retrospect characters are simultaneously too static and too ephemeral to serve as good containers of military units for a player to control. Commanders are meant to have names, traits, and faces so you can remember them, and if you have too many of them you can't tell them apart. But limiting the number of them you can maintain simultaneously restricts your ability to fine-tune your military and control who goes where, which can be frustrating (especially when you have to assign Generals to an indeterminate number of fronts!) But, let's say we put gameplay over narrative concerns about identity uniqueness and removed the cap. Then we run into the issue of having to give every one of them a unique order every time we want them to go somewhere or do something different. This is very annoying when you just want everyone to go defend your single frontline. To make things worse, if one of them kicks the bucket due to old age or gets suddenly ripped away due to some special event, your entire military campaign might be irrevocably disrupted in an instant! While we made an initial pass to address this issue in 1.3 with Field Promotion of new commanders, having a non-character container for your armed forces removes this problem altogether - your units will remain in place, and you can assign or recruit a new commander to lead them as you wish. Another issue with the current system is that Buildings act as your only main vector for customizing your military. While this makes sense to model the economic and population impact your armed forces have, it can be a cumbersome and unintuitive way of constructing a diverse and capable military. Military Formations tackles the issue of commanders being simultaneously too static and too ephemeral by providing a container for both commanders (generals or admirals, depending on formation type) as well as combat units (battalions / flotillas). You can create as many Formations as you want - with or without commanders, each with as many commanders as you like, and you can move both units and commanders between formations at will. The design intent here is to provide you with a kind of entity - that's programmer-speak for thingamajig - that is more customizable to your own needs for agency than commanders are. These needs may vary a lot depending on what kind of country you're playing, where in the world you are, and what kinds of wars you happen to get yourself into. It also gives us a better platform for customization - adding depth - than commanders and buildings are, which we will see below. And finally, facets we're including with formations such as concrete movement and unit types give us a lot more opportunities to visually represent your military on the map and in the UI. So let's get into some more details! Combat Unit Types In addition to recruiting commanders into Military Formations (which works similarly to how it currently does in the live version) you can also recruit specific unit types and mix and match to your heart's desire. If you're playing a single-state country and want to recruit 5 Skirmish and 10 Line Infantry, you cannot do so in the current version of the game since unit type is governed by Production Method and all levels of a building must have the same methods. But in 1.5 you can do just that in a Formation, and the Barracks that get constructed "around" those units as a result will maintain the mix. This works by creating the units inside the scope of the Military Formation itself, not by expanding buildings directly. That follows our UX design vision for this feature: rather than configuring and maintaining your military through an awkward mix of interactions with buildings and characters, all interactions with your military are done through formations first and foremost, with characters and buildings appearing around the formations as supporting entities to ensure existing game mechanics continue to function. In addition to the different types of infantry units, we are also adding additional groups of units with different properties: infantry, artillery, and cavalry on the army side; as well as light ships, capital ships, and support ships for the navy. For the final release, most or all of these will have unique illustrations/icons; right now they all have the same placeholder icon.
    Units constructed in this way will be upgradeable between types (though not for the first Open Beta release) but only in certain cases: you will be able to upgrade your Ship-of-the-Line to Ironclads, as was often done historically, but you cannot upgrade your Ironclads to a different ship class like Battleships. We're very interested in hearing your feedback on the specific units we're adding into the Open Beta, how they're grouped and balanced, and how managing them in the UI feels!

    Mobilization Options


    I've always been happier with the current mobilization mechanics in theory than in practice. I like the increased demand on my industry during wartime and how that changes my economy (and my pops' economy). I also appreciate that I can't cheese the game by cranking down my consumption of military goods to zero in peacetime and turn it up to max when I'm at war, and that increased consumption is handled automatically as I mobilize a General into activity. I enjoy the tough decisions I sometimes have to make about whether I can truly afford to mobilize another General, or if my currently mobilized forces should be able to mop up the opposition in time. What I don't like about it is how hard it is to balance, both as a designer and player, since it only increases the quantity of goods they're already consuming and therefore can only do so in a quantity that doesn't cause immediate shortages in your economy. Having to maintain mandatory unprofitable import trade routes for guns & ammo with potential elasticity to ensure I can prosecute my future wars sounds cool but can feel a bit much in practice sometimes. Mobilization Options permit you to customize what goods you want to give your battalions when they're out active soldiering, with powerful effects providing trade-offs for the increased costs. Sometimes those goods are military hardware, other times they're just better rations or fancier uniforms. Adding consumer goods as a possible cost to mobilization also means a stronger impact on the civilian population during the war effort, which is both realistic and a great game dynamic. Mobilization Options (typically) impose a cost in goods per unit in a Formation, which is applied to that unit's building, in exchange for an effect on all units. Both cost and effect are applied only when mobilized, and Mobilization Options can be toggled on or off only while the Formation is demobilized. This is the list of Mobilization Options we will launch with the initial Open Beta release (fully unlocked, of course), but it's neither finalized nor well-balanced. Some of the options may even end up as new unit types instead (or in addition to) for example. We will be actively seeking feedback on what other options you want to see, and rework the UI to allow us to fit more options. Icons are currently borrowed from other areas of the game and are particularly WIP.
    Mobilization Options don't have to be just about goods, it can also just be toggles on how you want this Formation to behave. For example, Forced March causes the Formation to move faster but at a cost of increased morale loss (a penalty which could be countered by Luxurious Supplies, if desired). Rail Transport is mutually exclusive with Forced March, doesn't cause morale loss, but requires both the Railway tech and Transportation goods. The way we see Mobilization Options used is as toggles that can be set prior to active warfare, taking properties like market conditions, commander traits, and combat unit mix into account. You could customize a small, fast formation of elite crack troops or a giant army of cheap irregulars forced to march on an empty stomach, depending on your strengths as a nation and who you're likely to be fighting against.

    Early Demobilization


    While we initially added early demobilization with 1.3.6, it was a little bit hacky: it operated as a character interaction rather than a military command, and only applied a flat cost to a country in response to the goods cost prior to demobilization instead of incurring actual consumption. We have now made it possible to demobilize armies during active warfare if desired. When this happens, the army will first have to travel home, and will then spend 4 months in demobilization (exact value very much subject to feedback) where mobilization supply cost will be gradually decreased over the duration. Unlike the current live implementation on Generals, these goods will be properly consumed in the interim so your industries and trade routes don't immediately collapse with nothing to gain for it. Early demobilization can also be a little more relevant in the Open Beta due to Mobilization Options, in case those options you provided ended up a little too costly over the course of the war and you want to return home for reconfiguration.

    Station at HQ Military Formations, both armies and fleets, are initially created in an HQ but do not need to stay there. You can re-station a Military Formation at an HQ - even a temporary one you have established during the course of the war on allied or occupied territory - if you're willing to pay the increased supply cost for doing so depending on where your combat units are actually from (once we get around to adding that increased supply cost that is - until then, re-station away!). You can station a fleet in any coastal HQ. Later during the Open Beta we will require an active Naval Base to exist in order to station your fleet there.
    This also means if you want to move an army to proactively defend against an impending naval invasion, you can do so (as long as you're quick about it!)
    Concrete Location Another thing we have been dissatisfied with is the lack of a tangible location for your armed forces. In the current live version, Generals and Admirals are either at the HQ they're recruited into or on a mission somewhere, depending on their current order. But when a commander moves somewhere in response to their order changing, they are put into a kind of limbo while they are moving to a new location (typically a front, with naval movement being more abstracted as an "execution time") with the travel time only visualized as a countdown in the UI. In the Open Beta, Formations will always have a concrete on-map location, so you can track their real-time movement between locations more easily. Generals and Admirals no longer have their own independent locations as this is inferred by their Formation, but Generals can autonomously spread out across fronts to visually indicate what state they are primarily defending and/or attacking. For the first Open Beta release, movement will be tracked only in straight lines. Here we see an army moving first from the Maranho Par Front, then towards the Maranho Rio Grande do Sul Front, and finally back towards its HQ in Rio de Janeiro when it's demobilized.
    For upcoming Open Beta releases, formations will pathfind across roads, railways, and sea lanes (or sea lanes only for fleets, for obvious reasons) and travel along those to their destination. Here we see the path taken by an army traveling from rebro, Sweden to Tampa, Florida. The short skip over English territory visualized here is because the pathfinder currently does not take either military access or spline travel time into account but just travel length; once we've completed our work on the pathfinder it should still be possible for armies to disembark/traverse land/re-embark if the time savings makes it worth it, but it will generally be avoided.

    Transferring Commanders and Units between Formations


    Of course there will be moments where you would like to split, merge, or transfer commanders and units between two formations of the same type. Even with shared fronts and state-based occupation, there may be instances where a new front is created in an area where you already have an army - for example, if you join a totally separate war while you already have another military engagement. This can be easily done in the field if you have a single formation with multiple commanders. You can right-click one of those commanders and choose to "Split" it off into a new formation, which will cause them to quickly take a number of representative units in proportion to their own Command Limit and form a new formation with the same properties and in the same place. You can tune this more precisely if you like by opening a Transfer popup, where you can select the exact commanders and units you want to move, select a target formation (which could be a brand new one), and execute the transfer. If the target formation is not in the same location as the origin, a temporary formation will be created that automatically travels to the destination where it will automatically merge with the target. In-game mockups of what the Transfer popup will look like. We're hard at work trying to get this implemented for the first Open Beta release but it might not be fully functional until the second release, in September. We're also considering other potential enhancements to this, such as a double-sided panel where you can transfer Commanders and units back and forth between two formations.

    Name and Icon customization


    When a formation is first created it gets a name selected based on your primary culture, type, and how many other formations you have of that type. You can change that name to your liking, to help you remember what you've designed it for or just for flavor and immersion. In subsequent releases of the Open Beta you will also be able to customize the symbol and color of the formation icon, making it even easier to identify which formation is traveling across the map or deploys across a front. A very work-in-progress screenshot of the formation appearance customization popup. The "pattern" section will provide a list of possible unique icons while the "color" section will contain a palette suitable for the formation type.
    Continued in Part 2!


    [ 2023-08-17 14:02:41 CET ] [ Original post ]

    Dev Diary #92 - Companies


    Hello and welcome back to a new round of Victoria 3 dev diaries! Today were going to be talking about Companies, a new free feature being added in the 1.5 update, which will be available to test and feedback on in the first version of the 1.5 open beta. As we have previously mentioned, one of our major focuses for the 1.5 update is to improve the replayability and challenge in the core economic gameplay loop, and the main purpose of the Companies feature is to do just that by encouraging countries to specialize in certain industries and develop competitive advantages against other nations. Companies are also intended to add more flavor and differences in gameplay between different nations, as well as giving players more of a reason to care about prestige and their position in global national rankings. Before I go into the nitty-gritty, I should mention that this dev diary is going to be focused mainly on the Companies feature in the form that will be available in the first open beta release, with a fairly narrow focus on achieving the above design goals for economic specialization, flavor and prestige. However, Companies is a feature that we consider to have near limitless potential for expanding on and hooking into more parts of the game, so Ill wrap up the dev diary by mentioning some of the ideas we have for building on this feature in the future. Also, please note that this is very much a feature under development, so expect placeholder/WIP art, names, numbers and interfaces! But enough preamble, lets get into the details. Companies are national-level entities that are established by a country, with each country being able to support a certain number of companies based on factors such as technology and laws. The vast majority of countries will not start with the ability to support any companies, but will need to reach a certain level of society tech before their first company becomes available. Each Company is associated with a certain set of building types, for example a Company specializing in metal mines might be associated with Iron Mines and Lead Mines, while a more agriculturally inclined company might instead be associated with certain types of plantations and/or farms. To establish a company, you need to have the technology and resource potential to construct at least one of their associated building types - its currently possible to establish companies without having any of their associated buildings built, though this is something we will be actively looking for feedback from the open beta on how it feels, as its something of an immersion versus gameplay question. Flavored companies (more on those below) have other more specific requirements to be established in addition to these basic requirements. A selection of potential candidates for Swedens first company: Combine of Fisheries and the United Forestry Conglomerate are immediately available, while the buildings of Wine & Fruit Inc are not so suitable to the Swedish climate and hence will only be available if Sweden acquires some warmer lands with potential for those resources.
    Once established, a Company will have effects on all buildings of their associated building type in their parent country. These effects are twofold: They increase the throughput of the buildings, as well as the construction efficiency when constructing new levels of the associated building types. The degree by which companies boost their associated buildings is partially scaled based on the Prestige ranking of their parent nation, with the 3rd-ranked nation gaining a larger boost than the 4th-ranked nation and so on. While somewhat abstracted, this is meant to represent competitive benefits the company enjoys from the international status of their home country. The purpose of this effect as a game mechanic is to give players a direct economic reason to care about their overall prestige ranking versus other nations. Its also worth noting that in conjunction with this change, we have increased the base construction cost of all buildings and, through the change to local pricing, somewhat lowered the base economic efficiency of most buildings. The overall intent is that the baseline economy should be less efficient, with companies allowing countries to make up the difference in select areas, providing the incentive for specialization and competitive advantages mentioned above. However, one exception to this is that base construction production was increased from 5 to 10 to ensure the baseline slowdown of construction did not make small nations entirely unviable to play. While the majority of the construction efficiency increase from companies does not depend on your prestige ranking, Swedens relatively high placement on the global scoreboard does give its companies an additional edge.
    Established Companies also have Productivity and Prosperity ratings. Productivity is simply the average Productivity (yearly average earnings per employee) of all its associated building levels. This is compared against the global average Productivity of all companies in the world, with companies that are doing better than average gaining Prosperity over time, and companies below a certain threshold (which is lower than the threshold for gaining Prosperity) losing it instead. If a Company reaches 100 Prosperity, its Prosperity modifier will activate, granting a company-specific bonus to its parent nation. This is intended to add an additional dimension to the selection of companies - do you simply want to focus on whatever resources are going to be most profitable for your nation, or aim to build up a specific industry for the bonuses it can give you? As an example, a player that is planning to play a particularly aggressive campaign may want to focus on building up an arms-industry related Company for the military advantages it can grant. The Agricultural Development Society is doing well enough compared to other companies that its Prosperity is increasing, which will please the Rural Folk once Prosperity hits 100.
    As we hinted at earlier in the dev diary, Companies come in two varieties: Standard and Flavored. Standard Companies are ones that are available to all nations unless replaced by a Flavored Company, while Flavored Companies tend to be restricted to a certain culture and/or geographical region. For example, a North German nation that owns certain parts of the Rhineland will have certain historical German companies available to them. Flavored companies are mostly historical (but not always, as sometimes we have to go a bit alt-history), with a set of building types based around their real-life historical business focuses, and tend to have stronger or more interesting prosperity bonuses than the standard companies. Flavored companies may sometimes replace very similar Standard companies, but this is the exception rather than the rule, most Flavored companies do not replace Standard companies. Alright, thats the general gist of what Companies will look like when you first get your hands on it in the 1.5 open beta. As I mentioned at the beginning though, there is a lot of places we envision taking this feature in the future, so here are a few examples of that, though you definitely shouldnt expect all of this be in scope for the 1.5 update:

    • Having companies level up beyond just a single prosperity bonus, possibly in a way that ties into diplomacy/rank and replaces the current company bonuses from prestige
    • Having pops, specific buildings in specific states, Interest Groups, and/or characters more directly associated with Companies instead of them just being a national-level entity
    • Companies having political and/or geopolitical ambitions (for example, a certain fruit-company might wish to create some, ahem, fruit-focused republics)
    • Multinational companies that arent limited to a single country
    Ill sign off by leaving you a bonus screenshot of the first companies added to the game in the earliest iteration of the feature. Sadly, neither Bjrnmetall nor Martins Fish Tank Emporium will be available in the 1.5 version of the game.
    Thats all for today! Join us again next week as we go over what other additions changes you can expect to be coming in the 1.5 open beta, with a particular focus on the military. See you then!


    [ 2023-08-10 14:01:05 CET ] [ Original post ]

    Dev Diary #91 - Post-Summer Plans

    Hello and welcome to the last update before our traditional July break! Today I will drop a little more concrete information of what will be coming in future updates 1.4 (Q3) and 1.5 (Q4). First, a few words about the 1.3.5 patch that we released Monday June 26. We are very happy to see the positive response to the changes made, both to the Voice of the People content and the free update. As we mentioned previously, these are not all the planned improvements to Voice of the People and we plan to give more love to France in 1.5, with further updates to the Paris Commune and more. Also, while the reception of the feature to selectively demobilize Generals has been overall positive, there is a remaining high-priority concern that you still cannot tell conscripts raised to stand down for as long as you remain at war. This functionality was not implemented for 1.3.5 since we're planning to address the matter more comprehensively in a different way in the near future. We'll touch on that below, in the section about Update 1.5. We're planning on putting out one more hotfix (1.3.6) in the 1.3 series before we go on summer vacation. With any luck that should be available to you already, if not it will arrive within a few days of this diary publication date. Among other things this fix addresses the bug where overlords helping out their subjects get their claimed states as wargoals if they win. Now, on to the future!

    Selected Highlights in Update 1.4


    Update 1.4 focuses mostly on bug fixes and performance improvements, but we have still made a handful of major enhancements:

    Convoy Raiding Revisions


    Convoy Raiding has been made more impactful on the long term economic health of your supply network, as the time it takes to recover sunk convoys now scales properly against both the damaged shipping lanes and overall number of convoys produced. However, defending against raiders has also been made more reliable, with the introduction of a shielding effect where admirals with Escort Convoys orders now directly reduce the number of convoys sunk during attacks by an amount relative to their fleets defensive combat effectiveness, further boosted by secondary PMs such as Destroyers. Patrolling fleets are no longer only there to try and catch convoy raiders in the act, but also act to directly reduce the number of convoys sunk by hostile admirals

    Goods Substitution Changes


    The Goods Substitution system has received a face-lift to make it more easy to work with for both ourselves and modders. Weve also taken the time to tweak a bunch of the weights for goods to make certain goods more in demand (such as for example Meat and Fish, as well as Oil for heating in the early game)

    Subject Independence Wars


    A much-requested fix to independence wars means that subjects that are fighting for their freedom no longer continue to pay subject taxes to or stay in the market of their overlord.

    Imperialist AI Revisions


    The AI of Imperialist colonial powers in 1.4 has been made more inclined to go on certain overseas adventures such as opening up Japans market, and also less inclined to support Unrecognized powers against the aggressions of fellow imperialists unless they have a strong reason to do so (such as an alliance or a desire to seize that land for themselves). But that is not everything that will be available upon launch of Update 1.4: [hr] [/hr]

    Highlights in Update 1.5 Open Beta


    The Open Beta for update 1.5 will launch simultaneously with Update 1.4, and will contain a number of features deemed too experimental or too early in development to go into the main branch. This Open Beta will be running for an extended period during which we will incorporate your feedback to make the final 1.5 release as good as possible. Among the many features that will be available in Update 1.5 Open Beta will be:

    Shared Fronts


    Adjacent Fronts belonging to the same side in a Diplomatic Play will now act as one unified Front, thus reducing the number of Fronts to manage in conflicts with many participants. This means that, as an example, a war in pre-unification Germany will not devolve into a dozen or more fronts due to numerous participants.

    Multiple Simultaneous Battles per Front


    To compensate for the fact that Fronts might now be larger, each advancing General on a Front may be able to start a Battle if the Front is long enough despite one Battle already being fought.

    Reverse Sways in Diplomatic Plays


    Unintentional rhyme aside, this long-awaited feature will let a potential participant name their own price for joining a side in a Diplomatic Play instead of having to rely on the leaders of the Play guessing at what they want. All Sways (such as Wargoals, Obligations etc) are also valid for Reverse Swaying.

    Call Ally in Diplomatic Plays


    Countries that can be called into wars, such as subjects or allies, no longer automatically join every Diplomatic Play they could be called into. Instead the primary participant has to explicitly call them in, which costs Maneuvers.

    New Sways


    Numerous new Sways to offer or request in Diplomatic Plays, including offering or asking for states/subjects and diplomatic deals such as bankrolling or joining a customs union. Under attack by France and somewhat desperate, Belgium is willing to agree to a number of different concessions in exchange for British military support

    Local Price Variation


    Goods production / consumption will now always have a local effect no matter how good your Market Access. This leads to natural synergies, where having your Steel Mill in the same state as your Coal and Iron Mines makes for more profitable operations of all three buildings than if they are distributed across the nation. On the other hand, building a Textile Mill in a state with Cotton Plantations but precious few Pops to buy their Luxury Clothes might be worse for the Textile Mill than building it in a major population center with loads of demand. By looking at the local prices for Wine in the French Market, you can easily see the difference between the states that are major producers and the ones that are not

    New Buildings and Production Methods


    Several buildings have had select functions split off into dedicated buildings, and many Production Methods have been added and rebalanced. The end result is to make it easier for you to balance your economy without always having to use trade to export excess production. Vineyards have been split away from grain farms and turned into their own building type

    Retreat and Pursuit


    Battles that are all-but-decided will now conclude more rapidly through special Battle Conditions instead of dragging on pointlessly for weeks and weeks. More disciplined Generals will be able to organize more controlled, less damaging retreats.

    Military Formations (Armies and Fleets)


    This will be a major revision to how you manage and organize your armed forces, to give you more intuitive control both before and during active warfare while still retaining the option to let wars play out on their own. As I mentioned in the beginning of this diary, among many other things this will revise how mobilization and conscripts works currently, making both conscription and early demobilization more intuitive and less frustrating. Military Formations are currently in very active development and we expect it to receive a lot of iteration and polish over the course of the 1.5 Open Beta. Much like Strategic Objectives were not part of the initial 1.2 Open Beta release, you can expect features relating to Formations to be released over several phases. You will learn much more about this in later dev diaries after the summer, the first which you can expect on August 10! Note that this is by no means an exhaustive list. In addition to these you can expect a great deal more features and major improvements to be made, both for the initial and subsequent Open Beta releases. Wishing you a wonderful summer filled with lots of Victoria 3, and we'll see you all in 6 weeks!


    [ 2023-06-29 14:00:00 CET ] [ Original post ]

    Victoria 3: Hotfix 1.3.6 is now LIVE!

    Good day Victorians! Today we have a hotfix that will resolve a number of issues in 1.3.5! Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum!

    Bugfixes


    - Overlord will no longer annex the rebellious states from subjects after the civil war - Countries that don't exist can no longer start uprisings - Divided Monarchies no longer stalls and fails to transition into the next phase if more than 1 dynasty reaches 360 Progress at the same time - It is no longer possible to queue agriculture buildings over the Arable Land limit - Countries about to get annexed no longer get Claims (and trigger notifications for those Claims) for each state annexed - Belle poque achievement description now correctly states that you need the highest Innovation and GDP generation in the world, not GDP per capita - [Turkish] Shortcut button tooltips no longer show long strings of script

    Balance


    - Fine Art can no longer be fully substituted by purchasing Services instead


    [ 2023-06-29 12:04:55 CET ] [ Original post ]

    Victoria 3: Patch 1.3.5 is now LIVE!

    Good day Victorians! Patch 1.3.5 is now released! Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! Changes from 1.3.4 to 1.3.5: - Fixes to a few localization issues in French and Korean - Toasts about claims are no longer displayed to more countries than intended - Commanders that are in active battle can no longer be retired Link to 1.3.5 Changelog If you wish to play with mods not updated to this version you may roll back the game version via: [olist]

  • Right click the game in Steam
  • Go to Properties and select the tab called "BETAS"
  • Pick the version you want to play and close.
  • Allow the game to update
  • Make sure, before you load any save, that the version number in the game is the one you want.
  • If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5. [/olist] Note: You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.


    [ 2023-06-26 08:07:07 CET ] [ Original post ]

  • Dev Diary #90 - Whats next after 1.3?


    Happy Thursday! Today we will reveal the final list of changes in the 1.3.5 update which is due to roll out on Monday June 26th (but more on that at the end!) As we mentioned a few weeks ago, Update 1.3.5 is bigger than one of our usual post-release patches, since we wanted to take this opportunity not just to fix some of the bugs you've identified but also to make some much-needed improvements to the content in Voice of the People. For those who don't own Voice of the People, there are some new high impact improvements to the base game as well. This does mean that there may be issues with existing saves, though. Your save games should load up fine, but especially if you're playing with Voice of the People as France, some of the reworks may cause your progress in existing saves to break in hard-to-predict ways. As always you will be able to roll back to version 1.3.3 on Steam to wrap up your games in progress. With that said, on to the updates! First up, improvements made to Voice of the People. Here we have focused our efforts on improving the content in line with the feedback we have received, as described in Dev Diary #88. As an example, here is the revised Divided Monarchy Journal Entry:
    As you can see, the Journal Entry is now a proper race between three dynasties rather than a timer to install the candidate of your choosing. You will still select your preferred candidate, which gives you the option to Sway characters to support that dynasty, but that does not necessarily mean it is that dynasty who will be enthroned once the Journal Entry completes. So what determines the rate of progress for each dynasty? Let's take a look:
    The popularity of characters is one factor. This is not limited to just Interest Group leaders - the ruler, heir, generals, admirals, and agitators can all impact the rate. Furthermore, all of these can be Swayed to your cause, and the cooldown for the Sway interaction has been reduced to 2 years (from 5) to give you more opportunities to do so. Since Agitators tend to have a lot of Popularity, finding one you can invite and bribe into agitating for your candidate can help your cause a lot - or send one of those Bonapartist Generals into war to win battles for you in order to help the Bonapartist cause. Another major factor is the Clout of Interest Groups led by people of the appropriate Ideology. This is multiplied if you can somehow maneuver the Interest Group into government. Building levels of a particular type is a major aspect. Bonapartist gain progress from military buildings, Orleanists from industrial buildings, and Legitimists from agricultural buildings. If you feel forced to increase France's military readiness, this will favor the Bonapartist cause. I found out the hard way that this includes Conscription Centers - once your conscripts are fully raised, and for as long as the war is raging, the Bonapartists will hold a lot of sway in France. Your government Legitimacy will also affect the dynastic dominance. For the house currently enthroned, positive Legitimacy (over 50) will increase the rate of progress while it will decrease it (to a lesser extent) for the other dynasties. This doesn't only apply to the house of Orlans necessarily, because if France were to abolish the monarchy and re-establish it, a different house may sit the throne and the Divided Monarchy Journal Entry may re-emerge. Of course, your decisions during the events associated with the Journal Entry will also matter, which may lead to other effects on the rate of dynastic progress. There's one very good reason to try to resolve this Journal Entry as soon as possible:
    While the Divided Monarchists Journal Entry is active, a Republican Unrest modifier applies to all of France. This makes it very difficult to get Loyalists from just having a high Legitimacy, but very easy to gain Radicals from a low Legitimacy. It also makes it harder to maintain a legitimate government with an ideologically incoherent government; if your Resistance Party contains Interest Groups of several different dynasties, it's likely your Legitimacy will be hard to maintain due to infighting. Finally, the Radicalism of any Political Movements that may emerge will be higher than usual, making it more likely that political demands will result in taking up arms. Finally, let's take a look at the failure conditions:
    It is not implausible that the Divided Monarchy Journal Entry will devolve into chaos and republicanism. This will happen if there's an Interest Group in France that supports a Presidential Republic, if Turmoil in the capital is quite high, and if one of the following is true:

    • France is experiencing the Springtime of the Peoples
    • France has more than 25% Radicals
    • A civil war is about to break out
    This would impose a Provisional Government on France, changing the state to a Presidential Republic and Appointed Bureaucrats, exiling the current monarch, making the leader of an Interest Group that supports Republicanism the President, and calling an election. But of course, should France restore the Monarchy at a later time, the question of dynastic rights will re-emerge. On the other hand, should you succeed in the Divided Monarchy Journal Entry and enthrone one of the candidates:
    you will still have to prove you have the chops to rule:
    No progress will be made on this Journal Entry unless you can prove Napoleon (in this case) can assure a stable government, and for as long as you retain it the Divided Monarchists Journal Entry (and its impact on France in terms of republican unrest) will remain. This also means that Divided Monarchists can still fail while Napoleon (or whoever) is cementing his reign. In addition to the enhancements to the Divided Monarchists Journal Entry there are several other improvements made to Voice of the People, so let's go through the full changelog:

    Improvements


    • Reworked the Divided Monarchists journal entry to improve depth and player involvement
    • Added decision for France to purchase Luxembourg
    • After France declares it natural borders, nations on their war path receive an event warning them of French aggression and adding a conscription modifier to relevant states
    • Successful coups now cancel a law being enacted if they do not prefer it to the current one
    • A socialist revolution in France will now lead to a Commune which starts as a Council Republic
    • Adjusted the Cement the Rightful Dynasty journal entry to require maintaining legitimacy as said dynasty
    • Lets the French player Sway any character other than rulers or heirs (including Generals, Admirals, and Agitators) to their dynastic ideology of choice
    • Players will receive relevant information on the Garibaldi and Indochina events as they happen
    • Enacting Monarchy as a republican France will now prompt the player to choose a historical candidate to enthrone

    Interface


    • Added notification when France declares its natural borders
    • Improved usability of Divided Monarchy and Cementing the Rightful Dynasty Journal Entries
    • Several triggers relating to Sway to French dynastic ideologies should now be much more legible
    • All Algerian Journal Entry tooltips have been cleaned up and the requirements for The Algerian Departments Journal Entry will no longer reference Provence

    Balance


    • New Republican Unrest modifier on Divided Monarchy Journal Entry increases Radicals from low Legitimacy, decreases Loyalists from high Legitimacy, increases Legitimacy penalty for having mixed ideologies in government, and increases the Radicalism of Political Movements while the dynastic crisis is ongoing
    • Increases difficulty and Approval penalties for preventing a coup by removing an Interest Group from government
    • Reduces the Sway to dynastic Ideology cooldown from 5 years to 2 years
    • Longer cooldowns to some events associated with Divided Monarchy

    AI


    • Adjusted French AI weights for default strategies and for individual admin, diplomatic and political strategies, dependent on dynastic control of France
    • Legitimists and Bonapartists have additional weights towards having a Protect attitude towards the Papal States if it is a theocracy (i.e., they will want to protect the Pope more)
    • Legitimists have an additional weight to Befriend Spain if Spain is a monarchy
    • France is more likely to demand the relevant Algerian territory in a peace deal
    • The French AI will more consistently strive to conquer Algeria, as long as the Conquest of Algeria Journal Entry is active.
    • France is more likely to take an appropriate diplomatic stance (conquest) towards Algerian minors

    Bugfixes


    • Fixed a bug where many events from Voice of the People did not play sounds
    • Ensures on_pulse events for Divided Monarchy won't continue while the dynasty is cementing its rule
    • Garibaldi now becomes an agitator when exiled by event
    • Removes the event option for Death of Charles X event that gives Legitimist progress while Cementing the Rightful Dynasty is active
    • Fixed case where March on Versailles event can trigger twice
    • Restrictions on french_pretenders_pulse.3 event trigger should now ensure the immediate effect always has a chance to save its scope
    • All historical members of the d'Orleans dynasty are now properly tracked as being "orleanist_leaders" for the purpose of triggering events
    • Removes superfluous cooldown on Death of Charles X event since it can only occur once regardless
    But that is not all. We have also made a number of improvements to the base game, some of them to support the new Voice of the People content but also general improvements and important bugfixes. A few very important ones include:
    You can now selectively demobilize a General, as long as at least 6 months have passed since mobilization. Doing so will immediately demobilize them and cut their goods consumption, but the budget you've allocated will be reduced gradually over the next 4 months. Nevertheless, if you find yourself in a situation where you have way too many Generals mobilized to successfully prosecute a protracted war, this may be a better option for you. In addition, a lot of improvements have been made to Unifications, as outlined in more detail in the notes below. We have also improved the new Industry Banned Law to make it more relevant, and changed Interest Group Traits to deactivate at a different Approval level than they activate to cut down on notifications spam. In the process we have also made it possible for modders to change Interest Group Traits through events, opening a lot of possibilities for unique Interest Group Traits for different countries or cultures. Finally I want to mention performance. Late-game performance is a big priority for both the community and us, and we are working on it continuously. Among other things we have added a Pop Consolidation game rule to let you customize the amount by which you want your small pops to merge as the game goes on. Feel free to try it out and let us know how effective it is in resolving your performance concerns. This is not the only thing we have done to improve performance and we will continue our work on it, to ensure the endgame is more pleasurable than it is currently. The full list of improvements and fixes follows:

    Improvements


    • New character interaction to demobilize a general while still at war. Generals must have been mobilized for at least 6 months, and their mobilization cost will remain but decay for up to 4 months after they have been ordered to demobilize.
    • Added the starting Journal Entry 'An Odious Debt' to Haiti, as well as associated events, dealing with the Haitian indemnity/debt crisis.
    • Moved the decision for Haiti to cancel its French indemnities into the Journal Entry
    • Unification plays now target all countries that hold states that are relevant for the unification, and are not supporters, allies or subjects of the initiator
    • Unification plays will no longer target disqualified Unification candidates, but can target Great Powers, so Italian unification will tend to target Austria for Lombardy/Venetia and German unification will tend to target France for Alsace-Lorraine
    • Unification plays now spawn individual wargoals for each relevant state instead of one umbrella wargoal
    • When a unification play is launched, all unification supporters of the initiator are now annexed by them
    • The opposing side in a unification play now gets a 'Cut Down to Size' wargoal against the initiator
    • Active Interest Group Traits will no longer deactivate until Approval is sufficiently different from the cutoff, to make them more sticky and prevent notification spam
    • Petitions should no longer trigger while a law is enacted that the government already likes
    • Added flag canton definitions for Germany, the Dutch East Indies, and the Paris Commune

    Interface


    • Add the Political Movement an Agitator is supporting or will start/join when invited to the character panel.
    • Added a toast notification when an agitator appears in the player's country
    • Exiled characters now send notification to all diplomatically relevant countries
    • Added important action to alert when characters can be demobilized early
    • Countries are now notified when a claim is gained in a region they have land in
    • Make an Exiles notification group and add it to the Message Settings.
    • Infrastructure derived from the population of a state now displays its cap properly in the tooltip
    • Character Interactions now display their cooldown time without having to go into the tooltip
    • Fixed an issue with revolution animations in the outliner.
    • Added 2 missing modifier icons
    • Low Training Rate alert at war now triggers based on actual negative training rate modifier and not the military budget level itself
    • Add empty states in the tooltips for State Infrastructure and Usage

    Balance


    • Agitator Popularity now amplifies existing Support of Political Movements rather than generate Support from scratch
    • Significantly improved the Industry Banned law. Halved tech penalties and made them exclusive to Production tech. Added 50% private construction allocation. Added 10% agriculture throughput in all states. Added -10% expected SoL for all pops
    • Reduced army training rate to 20 per level for all PMs, except 10 for Irregular
    • Reduced demand for Fine Art, especially by richer pops
    • Increased demand for Services, especially by richer pops
    • Fixes a typo in pop needs script that made Services much less substitutable for Fine Art than intended
    • The reduced impact of the Petition Journal Entry timing out if you're already in the process of enacting the law is now scaled by how far you've gotten; no reduction if still at the initial phase, -5 Approval reduction in the second phase, and -10 Approval reduction in the third phase

    Performance


    • Optimization of building particle graphics
    • Scales pop consolidation parameters by the current number of pops in the world, which could help late game performance
    • Added a Game Rule to let you control what degree of pop consolidation you want
    • DD90_13.jpg
    • Modding
    • Journal Entries now support modifiers, which propagate to their countries while active
    • Adds prefers_law trigger (returns if a character or interest group prefers one law over another)
    • Interest Groups can now be given unique Traits per country, both at startup and during play, using the set_ig_trait effect
    • Adds currently_active_law_in_group event target link (from one law to currently active law in same group)
    • Modifier types for Radicals/Loyalist gain at low/high Legitimacy added
    • Added on_actions for on_mobilized_general and on_demobilized_general
    • Added demobilize effect for character scopes
    • Added mobilization_cost compare trigger for character scopes
    • Journal Entry database types now have modifiers_while_active functionality to specify modifiers to automatically apply on activation
    • New direct link ig_trait implemented

    Bugfixes


    • Fixed a bug that caused newly released countries to not have any Journal Entries
    • Fix a bug where released countries would always take the state religion of the releaser, instead of this only being the case for revolutions as intended
    • Fixed a bug that prevented secessions that can't progress above 0% from disbanding
    • Fixed CTD when switching the graphics settings in the main menu after returning to it from the game
    • Liberate Country wargoals are now only mutually exclusive if they have conflicting released states
    • Autocracies will now properly transition into single-party states
    • Agitators exiled by AI should now always end up in the Exile pool
    • Fixed a bug where movements could in rare cases become revolutionary without any Interest Group support
    • Fixed hidden map objects exposing themselves after changing the graphics settings in the main menu
    • Coups are no longer inheritable by revolutionary countries
    • Fixed a bug in the prediction of which political movement exiles would start, causing it to incorrectly say they wouldn't start a movement.
    • Fixed a bug that caused revolutionary political movements to stay revolutionary when their radicalism dropped. Revolutionary movements whose radicalism drops too low are now turned back into regular political movements.
    • Springtime of the People Journal Entry is no longer inheritable by revolutionary countries
    • Agitators now leave political movements when given roles incompatible with the agitator character role.
    • Fixed scope error in In the Hands of the State and Agitator events
    • The leaders of French republics will now properly be called the President
    • Submarines and Carriers now have a per-level training rate penalty instead of unscaled
    • Make the tooltip for Law Enactment say that there is a chance the Law will pass on the next checkpoint when on the last phase
    • Added a check to Expand Building Tutorial to ensure the building selected can actually be expanded
    • Head of States in Parliamentary Republics are now selected based on their Interest Group's Clout (including Voting Power) rather than raw Political Strength
    • Fixed case where Officer and a Gentleman event could target a character who had not been sent away
    • Fixed an edge case in government petitions which could cause error log spam
    • Fixed an issue where exiles events would cause error log spam
    • Error log no longer spams with [RandomizableValueFloat.GetValue] while in MP
    • John French can now be recruited as a General starting only in the year he begun his military career, not as a tiny baby
    We hope this update will address your most pressing concerns with the content in Voice of the People and the base game balance and stability. As I alluded to in the beginning, while the plan is to release the update officially on Monday June 26, we actually have a pre-release build available right now! You can switch to Steam branch 1.3.4-livetest to try it out. We're making it available ahead of time both to give modders more of a chance to update their mods for compatibility, and to ensure there are no major flaws on rare configurations or save games. Saves made on the livetest version will be fully compatible with the public release once it comes out. That is all for me this week, but we will be back next Thursday before we take a summer break in the dev diary schedule! Until then!


    [ 2023-06-22 14:00:35 CET ] [ Original post ]

    Victoria 3: Hotfix 1.3.3 is now LIVE!

    Ahoy Victorians! Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! This hotfix is numbered 1.3.3, but we are still planning to do a larger patch on the 26th of June, just called 1.3.4 now! - Fixed a crash caused by dead or foreign agitators supporting political movements that then break out into a revolution. If you wish to play with mods not updated to this version you may roll back the game version via: [olist]

  • Right click the game in Steam
  • Go to Properties and select the tab called "BETAS"
  • Pick the version you want to play and close.
  • Allow the game to update
  • Make sure, before you load any save, that the version number in the game is the one you want.
  • If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5. [/olist] Note: You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.


    [ 2023-06-09 12:03:33 CET ] [ Original post ]

  • Dev Diary #89 - Whats next after 1.3?


    Hello and welcome to our Post-Release Plans update dev diary for 1.3. Just as we did in Dev Diary #79, in this dev diary well be going over what changes and improvements we have planned for the game in future free updates such as 1.4, 1.5 and beyond. In the previous Post-Release Plans Dev Diaries we outlined four key areas of improvement for the game, which well be sticking to for this one: Military, Historical Immersion, Diplomacy, and Internal Politics. The Other section is also still there for anything that doesnt fall neatly into one of the four categories. Just as last time, Ill be aiming to give you an overview of where we stand and where were heading by going through each of these four categories and marking on each one with one of the below statuses:

    • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesnt mean were never going to expand or improve on it in the future, just that its no longer a high priority for us. Any points that were already marked as Done in the previous update will now be removed from the list, to avoid it growing unmanageably long!
    • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but arent yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.4, 1.5 and so on. Note that this section will mainly focus on updates made in 1.3.
    • Not Updated: This is a part of the game where we havent yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
    • New: This is a planned change or improvement that is newly added, ie wasnt present on the list in Dev Diary #79.
    • Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.
    Finally, just like in the original Post-Release Plans dev diaries, we will only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. So then, lets get to the categories and see where we stand! For each point in each category that isnt new to this update there will be a sub-point detailing our progress on the point so far.

    Military


    Done
    • Solving the issue of armies going home after Generals die during a war by adding a system for field promotion
    • Field promotions have been added to the game in 1.3 to solve the most critical issue of armies simply going home. In the future well aim to further improve this through changes to armies/navies and having defined successors for your commanders.
    Updated:
    • Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
    • This is an area where we are continuously making improvements but where we still definitely have more work to do. A particular area of improvement weve identified is the need to more clearly be able to see a summary of a countrys military strength instead of just seeing unit counts.
    • Increasing the visibility of navies and making admirals easier to work with
    • As above, this is an area where we are continuously making improvements but still have work to do. In particular, we want to improve the sense of where exactly your navy is and what exactly it is doing.
    • Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
    • We have mitigated this issue in update 1.2 by auto-closing small pockets and improving battle province selection but the issue still persists (particularly in wars with a large number of small countries) so further improvements are needed here
    New:
    • Adding a system for limited wars to reduce the number of early-game global wars between Great Powers
    • Adding systems for organizing your generals and admirals into discrete armies and navies to allow more control over geographic positioning, military composition and unit specialization
    • Adding more options for strategic control over your generals to allow for more smart play in wars
    • Adding more on-map graphics for armies and navies, including soldiers on the map
    Reconsidered:
    • Experimenting with controlled front-splitting for longer fronts
    • After some internal design consideration, we have decided that this is not the best approach going forward - instead we will aim to solve the issues with long fronts by supporting multiple battles and improving the strategic options you have to direct your generals.

    Historical Immersion


    Updated:
    • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
    • Improvements to this were made in both 1.2 and 1.3 (the most significant being preventing journal entries such as Fragile Unity from being broken by revolutions) but we still have some work planned here, particularly to the Meiji Restoration and the willingness of AI countries to open up Japan.
    • Ensuring unifications such as Italy, Germany and Canada dont constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
    • The German Unification received a significant rework in 1.3 to more closely follow the historical narrative, with other unifications planned to receive similar improvements in the near future.
    • General AI tweaks to have AI countries play in a more believable, immersive way
    • This is something we are continuing to work on in every update. Some tweaks and improvements were made in 1.3 but the biggest improvements here should come alongside planned updates to diplomacy.
    Not Updated:
    • Adding more country, state and region-specific content to enhance historical flavor of different countries
    New:
    • Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with

    Diplomacy


    Not Updated:
    • Reverse-swaying, ie the ability to offer to join a side in a play in exchange for something
    • More things to offer in diplomatic plays, like giving away your own land for support
    • Trading (or at least giving away) states
    • Foreign investment and some form of construction in other countries, at least if theyre part of your market
    • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
    • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

    Internal Politics


    Done:
    • Improving the mechanics of law enactment and revolutions to be more engaging for the player to interact with
    • Law enactment and revolutions received a significant rework in 1.3 to behave in less random and more engaging ways, while also somewhat (intentionally) increasing the challenge involved in rapidly reforming your country
    • Adding more mechanics for characters and giving the player more reason to care about individual characters in your country:
    • Agitators were introduced as a new character type in 1.3 that directly interacts with political movements and serves to push more forcefully for political reforms. There are definitely more types of characters we want to add and more we want to do here in the future, but right now its not a high priority when compared to the other items on this list.
    • Added Petitions to ensure the Interest Groups you add to your government has agency in demanding political change
    • This was not previously on the list but is something weve added since we consider it a fairly significant change to internal politics.
    Updated:
    • Making it more interesting and competitive but also more challenging to play in a more conservative and autocratic style
    • New laws were introduced in 1.3 (such as One Party State) that makes late-game autocracies more viable, and the addition of Agitators means that conservative countries now face a greater internal push for reform.
    • Adding laws that expand on diversity of countries and introduce new ways to play the game
    • A number of new laws were introduced in Update 1.3, but there is definitely more we want to do in the future here

    Other


    Updated:
    • Improving Alerts and the Current Situation widget to provide more useful and actionable information.
    • The Current Situation widget received a series of tweaks in 1.3 to give more useful and actionable information. In the future, we want to improve this further by giving the player much more custom control over the alert/current situation system similar to what weve done with message settings.
    New:
    • Increase the overall challenge in the economic core loop, as well as creating more clear mechanical differences between different countries and their starting positions in ways that encourage more economic specialization.
    • Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.
    So when can you expect these changes to reach the game? I cant give specifics for any particular points but what I can say is that we are planning a large update with an extended open beta period in the second half of this year which will check off a considerable number of points from the list. In particular, that update will be aiming to tackle many of the points from the Warfare and Diplomacy sections of this list. Ill end this dev diary by reminding you yet again that this list only covers changes and additions that will be part of free updates. Well then, thats all for todays update. We will see you in two weeks for our next Dev Diary, on the 22nd while we work on 1.3.3!


    [ 2023-06-08 14:00:45 CET ] [ Original post ]

    Victoria 3 | Displate Store and Discord Giveaway!

    Good day Victorians! We will be hosting a Giveaway for 20 Displate and 5 Vinyl Soundtracks on our Discord from today until the 6th of June at 16:00! React to the message in #Discord-Giveaway to enter!
    Victoria 3 has released 30+ Displates of our art, including events, loading screens and more! Immerse yourself in the Victorian age with the artwork and decorate the rooms of your room, while contemplating in your smoking jacket next to a coal fire...if one were so inclined. Check out there Store here!
    Remember! We also have the delightful sounds of our soundtrack available on Vinyl! Both the Victoria 3 Soundtrack, and the Melodies for the Masses music pack! A limited edition of 1836 for the Victoria 3 Vinyl and 999 for the Melodies for the Masses Vinyl! Check out the Vinyl Store here!


    [ 2023-06-02 12:00:00 CET ] [ Original post ]

    Dev Diary #88 - Voice of the People narrative content improvements


    Hello Victorians! We have deferred discussing our post-release plans until next week, as we felt there was another, more pressing topic to cover. You were not satisfied with the narrative content included in Voice of the People, and neither are we. In particular, we see the following weak points in some of the Journal Entries included in the DLC:

    • Too passive
    • Not providing enough of a challenge
    • Detached from the rest of the game's systems
    • Not enough interaction with countries outside of France
    We have spent the last couple of weeks going over what improvements we are planning to make for this content. We touched on it briefly in last week's diary but I will be going deeper into details today. But first I want to mention when owners of Voice of the People can expect to see these improvements. An initial rollout is planned for June 26th alongside version 1.3.3 of the game, which will also contain some bug fixes and balance improvements. You can expect the remaining improvements in early Q3. Our top priority is a revamped Divided Monarchists Journal Entry. Currently, it checks off all of the problems on the list above. Our intended rework looks as follows: Rather than the player selecting their preferred dynasty, establishing a character with the right ideology in government, and waiting while engaging with the occasional event, there will be three separate tracks - one for each dynasty / ideology - that will increase or decrease independently of one another at different speeds depending on multiple factors, including what characters exists in the country but also what the player is actually doing with France. The intent is to ensure the player's preferred candidate is actually threatened by opposing ideologies, inviting you to plan ahead and do more character management. The new Character Interactions in Voice of the People, as well as the Agitator and Exile mechanics, will prove useful tools for this. All events associated with the Journal Entry will be revised, with options that relate to the three dynasties differently. You won't merely be advancing or setting back "the monarchist cause", but rather advancing one of the dynasties while setting back the others, alongside other effects and tradeoffs. In addition, we will be adding support for Journal Entries to confer country-wide effects while they're active. While the Divided Monarchists Journal Entry is in effect, a low Legitimacy government will result in much greater radicalism across France than before, which will encourage resolving the dynastic crisis sooner rather than later. A failure condition will also be added, resulting in France's collapse back into Republicanism. Finally, once your preferred candidate sits on the throne, cementing their dynastic reign will require you to prove they're capable of effective rule, by adding more conditions you have to fulfill in order to resolve the Journal Entry successfully and in a reasonable amount of time. Failing to cement your dynasty may even result in another period of dynastic squabbling. The revision to Divided Monarchists will be coming in the 1.3.3 patch. Our second priority is the Natural Borders of France. Here, the main issue is that France's international aspirations have no direct impact on the nations affected, beyond perhaps becoming targeted in subsequent Diplomatic Plays. Our intent here is to add more international fallout from the actions France takes during this Journal Entry, with events for Prussia/Germany and perhaps other affected countries that both inform and give them options for how to deal with the situation. We will also be addressing Haiti's debtor relationship with France, by adding a new Journal Entry that gives Haiti more options in how to resolve the situation. We are aware that older narrative content in Victoria 3 also exhibits similar issues to the ones we're revising from Voice of the People. Assume and expect that we will gradually revise such content to higher standards in free updates. Other ways in which we will improve Voice of the People include notifications, which will be looked over and enhanced to ensure appropriate parties are informed of relevant events outside their borders. For example, the Indochina crisis and the adventures of Garibaldi certainly made international news at the time, and if it's appropriate we're going to make sure you're informed of these and other events even when you're not directly involved. We are also planning to do some additional work on AI related to Voice of the People content, specifically improving French AI handling of their Algerian colonies and the related Journal Entry, and improving the characteristic behaviors of the French AI while led by one of the three dynastic monarchs. A few general improvements to Update 1.3 will also be rolled out on June 26th, alongside the bug fixes and balance improvements. One concern with the ability to invite exiles is that there's no indication there's someone new and recruitable in there without going to look all the time. As a first pass to addressing this we are going to notify you under certain circumstances when a character is exiled, so you get a heads-up that there's a reason to go check it out. The Industry Banned Law is also going to be revisited to ensure that even if it may be unlikely to lead you to economic prosperity, it at least fills a valid niche for a certain kind of country. Due to its sandboxy, systemic nature Victoria 3 is not the easiest game to write historical content for, and we're still working on honing in on exactly what type of events and Journal Entries are the most fun for you to engage with. But that is no excuse, and you deserved better. Our greatest asset as developers is to be able to have this dialogue with you, and we deeply appreciate your constructive criticism. Our many learnings here will be carried forward to all future narrative content we write, where it will make for more challenging and fun gameplay in a world that feels more alive. Next week we will return with the aforementioned update to our post-release plans, as well as more info about the open beta we are planning for later this year. Until then!


    [ 2023-06-01 14:00:49 CET ] [ Original post ]

    Victoria 3: Patch 1.3.2 is now LIVE!

    Good Day Victorians! We just released a small patch, to address some issues in the current build of Victoria 3. Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! - Fixed an issue where Divided Monarchists events could keep firing even after reaching 100 progress - Fixed an issue where events could give you a second Napoleon III after already having one Napoleon III - Reduced the impact of Agitator Popularity on Political Movement Support - Safeguards added to hopefully prevent an issue where some mods could cause buildings to get duplicated in split states - The Shut the Door Behind You achievement no longer requires Voice of the People to unlock - Fixed the Anarchist ideology having duplicated stances on Economic System laws - Fixed a texture streaming issue that caused the border between the paper map and the table to look blurry when zoomed out - The Vox Populi achievement should now work properly - Fixed an issue where Agitators would sometimes not join the correct Political Movement - Fixed an issue where agitator supported political movements could repeatedly form and disband - Agitator support tooltip is now shown correctly for Agitators with 0 popularity - Radicalism of revolutionary political movements is now shown correctly in the outliner - Fixed a bug where civil wars could break the Divided Monarchists Journal Entry due to incorrectly setting a variable - The Paris Commune now inherits the Journal Entries and variables of France if it ends up victorious and annexes France - Fixed NULL_OBJ being shown in event Pbrine Outbreak - Fixed a typo in the event When You Have a Hammer - Fixed incorrectly formatted text in the event Devout Call For Intervention - Fixed an issue where the German Unification chain of Journal Entries did not work correctly for Lbeck - Fixed an issue where the Schleswig-Holstein Question Journal Entry would incorrectly resolve without taking Holstein - Fixed an issue where the German National Identity Journal Entry could complete before the Schleswig--- Holstein Question Journal Entry, potentially breaking the whole German Unification chain - Fixed an issue where Max Stirner could end up spawning multiple times - Fixed an issue where NULL_STATE entries could appear in the Construction Queue due to revolutions/secessions splitting states - The AI now correctly understands how to resolve the Government Petition Journal Entry - Fixed a localization issue with numerous triggers relating to unification where the name of the unification would not be shown - Fixed an issue where some sound effects for free features such as Exile Agitator were incorrectly DLC locked - Fixed an issue where exiling an Agitator would not remove their support from the Political Movement they were a part of - Fixed a crash to desktop issue in the virtual file system - It is no longer possible to colonize inland states that you do not border just because the state region they are a part of is coastal - Fixed an issue where saving the game was blocked in certain languages when playing as a revolution due to country name formatting


    [ 2023-05-30 08:08:56 CET ] [ Original post ]

    Dev Diary #87 - Voice of the People post-release update


    Hello! It's going to be a short and sweet development diary today as we're all very busy working on well, the stuff I'm going to be talking about today! As you all know, Update 1.3 and Voice of the People launched a few days ago. It's a big update, particularly to the political subsystems in the game, and it hasn't been without some bugs and balance issues. We have already rolled out a fix for the bug that omitted newlines in Chinese localization (1.3.1). We have another set of bug fixes (1.3.2) in the pipe, scheduled for next Tuesday if all tests clear.This update should fix a number of issues on the list. We are also working on cataloging and incorporating your feedback on the new Journal Entries and events into a future update. For example, we're planning on increasing both the interactivity and challenge of the Divided Monarchy Journal Entry. Stay tuned for more on when this update will be released! Victoria 3's Immersion Packs are meant to enhance the depth of a particular aspect of the game. For Voice of the People, that aspect is political agitation and revolutions. France is a great country to showcase these mechanics with, and we also used French aesthetics for the wealth of new art also included in Voice of the People, but the intent is not to make it a "country pack". The new map, UI skin, and command room table are available even if you don't play as France, and with the theme selector we are rolling out with Dawn of Wonder (the Art pack coming in Q3 - more on this below) you will be able to customize which theme combinations you want. Historical Agitators appear across the world, and several of the new character interactions relating to Agitators as well as coups apply regardless which country you play. Rest assured we will be rolling out country-specific content in other expansion products and updates in addition to Immersion Packs. After the release, we received feedback suggesting that Update 1.3 - released alongside Voice of the People - has had a greater impact than the DLC itself. This is partially because we needed to introduce a significant number of new events to support the new Agitators and revamp the revolution progression system. However, the main reason for this perception is our approach to DLC development, where we don't want to lock essential mechanics behind paywalls. Mechanics spread out over multiple DLC tends to fragment the community, makes mod management harder, complicates building new features on top of old ones, and can cause features to become unbalanced over time. As an example of this approach, based on your feedback, we elected to include the Exiles mechanic in the free update rather than the DLC to address concerns about future game balance. While there is a risk this reduces the perceived value of the DLC, it ensures that the core gameplay experience remains intact and allows for future expansion without limitations. The Voice of the People DLC still offers a range of unique content such as new events, stunning artwork, and exclusive mechanics for owners. While we understand that the number of features and improvements in the free update can lead to a lower perception of value for the DLC, we do not believe that the answer here is to simply paywall more features. Instead, we will strive to learn and improve from the criticisms of the content in Voice of the People without compromising our principal focus, which will remain on the core gameplay experience. On the topic of lessons learnt, in case you missed it, what was originally a pre-order bonus for Voice of the People - the Agitators Jules Brunet, Georges Clemenceau, and Alexis de Tocqueville - were made available to everyone who owns Voice of the People the day after release. We didn't realize quite how valuable these characters would be to you, so thank you for making it known how you felt about this and we hope these brilliant gentlemen will help improve your great nations! Finally, a note about the more distant future. Many of you noticed that with the availability of an Expansion Pass to upgrade from the base game to the Grand Edition, two additional products for Victoria 3 were soft-announced: the aforementioned Dawn of Wonder Art pack, and Sphere of Influence, our first major expansion. We can't get into a lot of detail on these on the Steam pages yet and as a result I've seen a lot of speculation around them. There are a few things I'd like to clarify prior to the official announcement. First off, yes, Dawn of Wonder will include a Day/Night cycle. It is super customizable (naturally you can turn it on and off, but you can also for example scale it to in-game time so a full cycle could take 1 day or 1 year depending on your preferences - or even sync it to your computer clock for cozy nighttime play) and looks terrific in action. Side-by-side example of a landscape at midnight and noon respectively. There is of course a gradual transition period between these as well. On-map text gradients also change with the daylight cycle, to ensure sharp text contrast even during nighttime. All map objects have been updated to provide their own light sources, where appropriate - buildings, vehicles, and more.
    It doesn't have any effect on the paper map view, of course, but if you enjoy watching and listening to your little towns while playing, it really makes the world come alive. The Day/Night Cycle isn't everything in the Art pack, there will also be a hefty assortment of the kinds of things we also included in the Voice of the People Immersion Pack (thus why a theme selector will also be included). Secondly, regarding Sphere of Influence. As mentioned in the description, among several other features this major expansion will add Power Blocs, which lets you spread your influence across the world via soft power. I have spotted a few concerns that a Sphere of Influence mechanic that served this same purpose was already included in the Victoria II base game, so I wanted to clarify what this expansion actually contains. Victoria 3's base game already has features to model the Sphere of Influence mechanic from Victoria II: subjects, and customs unions (in fact, it's not uncommon to hear players refer to forcing nations into customs unions or subject relationships as 'sphering'). Members in a customs union share a unified market but have no other diplomatic ties, while subject nations are also forced to participate in their overlord's market but have a number of diplomatic restrictions placed on them as well. The ability to influence, cajole, or dominate other countries to force them into your market / sphere is already something you can do in Victoria 3 using a mix of diplomatic and military tools. The idea behind Power Blocs is to make a shared market merely one of numerous ways in which countries can cooperate with (or exploit) one another. The most fundamental of these, and the core mechanic itself, will be part of the free update delivered alongside the expansion. Much like with Voice of the People, we don't want to fall into the trap of making the base game on its own obsolete over time by locking key mechanics behind paid expansions. The various ways in which players can customize Power Blocs should help make different Great Powers more distinct, enhance interaction and dependencies between nations, make Influence and Prestige feel more meaningful, and so on. While some of these options will be in the free update, others will be in the paid expansion. So then I hear you wonder, why call the expansion Sphere of Influence? Simple answer: it's a terrific term to describe what sorts of features it contains! It may evoke the memory of one beloved mechanic from Victoria II, but the expansion itself is intended to be a broad enhancement to diplomatic gameplay with a variety of features. And as always, the fundamentals will not be paywalled. On that note, the Sphere of Influence expansion blurb also says that investing into foreign economies will be a feature, and there have been concerns that this means we're going back on our earlier promise of making foreign expansion available in a free update. To be clear, we are always going to allow for foreign expansion in your subject nations, with or without the Sphere of Influence expansion. The expansion will add a great deal more options to Power Blocs, foreign expansion, interference in other countries' politics, and much more - but the core systems will be in the free update, since that's how we keep them current and fresh and can build on them in the future. The release dates for Dawn of Wonder and Sphere of Influence listed on Steam are placeholder dates until their respective announcements, but do roughly reflect reality. Sphere of Influence is scheduled for early 2024, to allow sufficient time to implement new features of considerable complexity, but that's not how long you have to wait for another major update! We are also planning for another major free update - with an open beta - before 2023 is over, similar in scope to our 1.2 release. Some of the improvements to the diplomatic gameplay we're currently developing for the update alongside Sphere of Influence is targeting this release rather than the one in Q1 2024. You will hear a bit more about that next week when we return to give you an update to our post-release plans! I hope this has cleared up a few of your questions and concerns! In closing, we are very happy to see the big uptick in player numbers since Update 1.3 and Voice of the People, and we hope you are all enjoying your time with it!


    [ 2023-05-25 14:00:31 CET ] [ Original post ]

    Victoria 3: Hotfix 1.3.1 is now LIVE!

    Greetings Victorians! - Fixed an issue with new lines not working properly in the Chinese localization


    [ 2023-05-23 13:05:41 CET ] [ Original post ]

    Victoria 3: Voice of the People Now Available

    Lose yourself in the dramatic political maneuvering of the 19th century as famous figures from history lobby for their preferred policies in Voice of the People, a new immersion pack for Victoria 3, available today. With dozens of new historical characters, you can write an intriguing new history of the Victorian age, where nihilist authors and liberal reformers challenge established authorities. Victoria 3 is Paradox Interactives grand strategy simulation of society in the century from Andrew Jackson to World War I. Players guide the industrial, political and social development of a historic nation, moving with the tides of time as new ideologies and shifting political alliances challenge your grand plans. In Voice of the People, more historical flavor is added with new characters integrated into the new Agitator mechanic, as well as a deeper simulation of French politics of the century, with new events, missions, and more. [previewyoutube=wZyeIhtblvA;full][/previewyoutube] Features of Victoria 3: Voice of the People include:

    • Over 60 New Historical Agitators: Explore new alternate histories with real historical characters, including John Brown, Emmeline Pankhurst, and Enver Pasha. These characters are integrated into the new free Agitator system, which allows for greater variety and engagement in the political reform and development of your nation.
    • Special Agitator Actions: Aid the agitators by promoting them to lead Interest Groups, or send them into exile to blunt their impact. You can also, in some cases, invite other nations exiles into your society to take advantage of their ideas.
    • Unique French Content: New events, journal missions, and decisions inspired by French history. Press your advantage in Northern Africa, back one of royal claimants, or establish a strong French Empire in Europe and worldwide.
    • New French Buildings: Historic structures from France added to the map.
    • New Art: A paper map unique to Voice of the People, wrapped in a new art nouveau appearance. New animations for revolutions highlight the interest groups in revolt, and new clothing and uniforms are added for many societies.
    The release of Voice of the People accompanied a major free update to Victoria 3, available to all Victoria players. This update includes the new Agitator System, which allows individual characters to appear to push for political reforms that may not be available or desired by your current government. There will also be new political ideologies for France, changes to the world map, and reworks of the legislative and revolutionary processes, along with many other changes. https://store.steampowered.com/app/2282100 Paradox Interactive has also announced a new Expansion Pass for Victoria 3, which includes Voice of the People, two already released cosmetic packs, one forthcoming art pack, and the upcoming first major expansion to the game. This bundle offers a significant discount on buying each item separately, and includes cosmetic packs otherwise unavailable.

    The Victoria 3 Expansion Pass includes:


    American Buildings Pack: In many ways, the 19th century was the American Century - continental expansion, rapid population growth, and the stirring of an overseas empire. This pack includes unique building models for the United States, special American designs for other structures and the American Capitol Building as a landmark. Melodies for the Masses: Inspired by the lives of the common people of the Victorian age, this selection of music draws on the sounds of farms and the towns. Drink in the musical reflections on the rural world that dominated society until the rise of the factory and the shriek of the steam whistle. Voice of the People: This immersion pack for Victoria 3 adds more historical content to the game, including over 60 historical characters who can Agitate for change in your society. Major historical figures like Mazzini and Lenin may arise in your nation, pushing their agenda - either with you or against you. Voice of the People also includes new historical content for France, including events, political parties and unique historical decisions and journal entries. New art includes French building models, a new paper map, and a new UI theme. Dawn of Wonder: From the glory of the sunrise to the glow of the gas lamp, this Art Pack takes the theme of light and shadow to add new life to the visual experience. A day-night cycle marks the time you spend in game, and other images shine with new life as the dawn of a new age is reflected in the art itself. Sphere of Influence: In a more civilized age, the pen is supposed to be mightier than the sword. The first major expansion for Victoria 3 increases the depth and immersion of the diplomatic game. Build Power Blocs to protect regional interests, invest in foreign economies and interfere in your subjects' politics. https://store.steampowered.com/bundle/32180/


    [ 2023-05-22 14:08:50 CET ] [ Original post ]

    Victoria 3: Update 1.3 is now Live!

    Greetings Victorians! Today we released Voice of the People as well as the new Victoria 3 Expansion Pass - and as usual these new releases are accompanied by a free update for all owners of Victoria 3. Please do not use this thread to report any new issues you discover - but rather file any bugreports in the bug reporting forum, thank you! (We will not be able to collect bug reports from Steam) We can not give any guarantees that save files from 1.2.x will be working in 1.3 without issues which is why we recommend that you roll back your game to the previous version and finish any ongoing games you want to finish before updating to 1.3. More information on rolling back your game version can be found here! (TL;DR is go to properties in Steam -> Betas -> select the version in the dropdown list). We hope that you will enjoy these updates for Victoria 3! [previewyoutube=1klbemc_xp8;full][/previewyoutube]

    Major Features in Update 1.3


    • Agitator characters (new role) that create or empower Political Movements
    • Ability to invite Agitators exiled by other countries
    • New 'Character Interaction' system adds ability to interact directly with characters in your country (script extensible for modders)
    • Character Interactions: Exile Character, Repatriate Exile, Royal Marriage
    • Reworked Law Enactment mechanic, putting a law through three phases before it is passed
    • Reworked Revolution Progression mechanic with a plethora of new Revolution events
    • Politics Overview Panel overhaul providing easier overview of your Loyal and Radical Interest Groups, among other enhancementsA
    • New Political Movements panel giving you a breakdown of supporting Interest Groups, Agitators, and Pops
    • New Revolution map marker and visuals
    • New Law group: Land Reform
    • New Church & State Law: State Atheism
    • New Distribution of Power Laws: Single-Party State, Technocracy
    • New Economic System Law: Industry Banned
    • "Petition" Journal Entry lets Interest Groups in government encourage the passing of their desired laws
    • Country border rework for France, Algiers, parts of Africa and Germany
    • 8 new Achievements

    Improvements


    • Added a "Supported Law Cancelled" modifier that radicalizes a placated movement when their law enactment is cancelled
    • Political Movements can no longer become revolutionary without the support of an Interest Group
    • Added an effect to create more radicals from Standard of Living changes when a country has negative Authority
    • Added Opium growing potential to states in Ottoman Empire, Mexico, New Granada and Van Diemen's Land
    • Characters are more likely to become opium addicts if their culture is obsessed with opium
    • Freed Afro-American/Caribbean/Brazilian etc. nations now get an event that ensures slavery is almost always abolished in their nation
    • Added Coal and Gold potential to Morocco and the Sahara to account for historic coal and silver fields
    • Added Whaling Station potential to a few states around the world based on historic catch data
    • Buildings with low cash reserves, at least 10% employment, and low profits will now avoid hiring more employees, as this would often result in those employees then being fired a few weeks later
    • Female leaders of Interest Groups will now only show up after Women's Suffrage is passed (unless they are generated by special content such as the struggle for said suffrage), to better reflect historical disenfranchisement of women in politics
    • Base enactment time of various law groups adjusted to match new 3-phase enactment system
    • Populated the database with historical Scandinavian IG leaders, admirals, and generals
    • Haitian and Dominican population numbers and cultures have been updated to better reflect the situation in 1836
    • Updated population numbers in Belgium and the Netherlands to be more historically accurate
    • Montenegro has been shrunk even more to better reflect 1836 borders
    • Russian generals now have defined ideologies and interest groups
    • Updated the names and locations of hubs in Japan, Sakhalin and Taiwan to be more historically accurate
    • Revised the starting setup around the Lower Niger River and Mozambique
    • Auto expanding buildings will no longer evaluate the length of the construction queue but only check that Cash Reserves and Market Access are above 95%

    AI


    • Fixed a bug that was preventing some AIs with high budget surpluses from constructing high-priority government buildings such as Construction Sectors
    • AI (and Autonomous Investment) is now much more averse to overbuilding in states that don't have the infrastructure to support it
    • AI (and Autonomous Investment) will no longer continue to build railway buildings in states that have full market access but no workforce to support new buildings
    • AI is now better at prioritizing universities and innovation generation, particularly at using the more advanced University PMs
    • AI now has a greater tendency to make 'return state' wargoals into primary wargoals, particularly in cases when they're trying to complete a journal entry
    • Fixed an issue where the AI would repeatedly declare and then break rivalries
    • AI is now less inclined to seize Treaty Ports without having a strong reason to want them
    • AI is now more keen to rival countries back if they don't have the Conciliatory attitude
    • Peace evaluation AI no longer considers already enforced war goals as missed opportunities

    Balance


    • Greatly expanded weights for when pops will join Political Movements independently of their Interest Groups
    • Monarchs and heirs now have a variety of factors affecting which Interest Group they are aligned with
    • Non-Commander characters are now less likely to become Wounded
    • Reduced the chance of Bankrolling giving you an obligation each week from 1% to 0.2%
    • Increased the number of radicals generated when conquering states that are not both homelands and a claim of the conqueror
    • Caudillismo ideology now favors Presidential Republic
    • Corn Laws now requires significantly expensive grain prices, and grants a Market Liberal Landowner Agitator rather than an IG leader
    • Landowner and Industrialist characters are more likely to have Expensive Tastes
    • Officers now gain Political Strength from the Autocracy law
    • Raised maximum personality traits for characters to 2 and reduced maximum skill traits for characters to 2
    • Council Republic now gets some Legitimacy from share of votes
    • Presidential Republic now gets a Legitimacy bonus for having head of state in government, but slightly less legitimacy from share of votes
    • Pops working in Subsistence Buildings now have the impact of Expected Standard of Living from Literacy greatly decreased
    • Reduced tech costs in era 4 and 5 to make it not quite so difficult to reach endgame tech
    • British East India now starts with railways technology
    • Interest Groups will now have a slightly higher tendency to support political movements if an Agitator of that interest group is supporting the political movement
    • Support for Multiculturalism is now found in the Humanitarian ideology
    • Various personality traits are now incompatible with each other
    • Added Logging Camp potential to Connecticut
    • Significantly reduced the speed at which characters gain skill traits over time, particularly if they are exiles or commanders in the recruitment pool
    • Several more building types are now subject to Dangerous Working Conditions
    • Adjusted pop attraction for the Devout Interest Group
    • Muslim characters are now less likely to become Alcoholics
    • Radical ideology no longer has a stance on Citizenship laws
    • Sepoy Mutiny is now a normal Diplomatic Play rather than an instant war
    • Industrial Barriers event now targets only notable minorities
    • Reduced throughput modifier on "Industrial Safety Slowdowns" from 50% to 10%
    • Changed the requirements of The Gamble to require multiple Interest Groups in government

    Art


    • Added an option to enable an alternate occupation visual (stripes instead of flags) under Game settings
    • Added visual planes flying over the military units for the Aerial Reconnaissance production method
    • Military visual effects overhaul
    • Children now wear unique age-appropriate clothing
    • Heirs in monarchies are no longer bald and clean-shaven throughout their entire lives
    • Revised clothing weighting so children do not wear clothes that clip through their bodies
    • Tweaked pollution VFX
    • Louis Delescluze is now prohibited from wearing hats
    • Added Garibaldi's red shirts as dynamic soldier and officer pop clothing
    • Added a late-game uniform variant for the United States

    Interface


    • Updated the Law tab, Law Group panel, and the Law Enactment outliner item with the improved Law Enactment system
    • Attached the associated Law enactment events to the Law enactment item in the outliner for much better visibility and feedback
    • Attached the associated Revolution events to the Revolutionary Political Movement item in the outliner for much better visibility and feedback
    • Improved the layout of the Interest Group panel
    • More informative tooltips for Political Movements and Revolutions
    • Combined Radicals and Loyalists graphs into one and make sure to always show this graph instead of the old one
    • Reworked the Law Enactment popup to actually be readable now
    • Added the outcome of the Law Enactment checkpoint to the Law Enactment event that spawned because of it for better feedback of what has happened
    • Added a State Construction Summary Map Marker for when there is more than one Building being actively expanded in a State, to reduce the amount of Construction Map Markers covering the map
    • Sort the entire Modifier databases to make tooltips more readable throughout the entire game
    • Added more information of any supported Political Movements on the Interest Groups themselves and their tooltips
    • Added the State's urbanization value to State tooltip and Urban Center building tooltip
    • Made several changes and tweaks to Alerts and Current Situation items to make them less spammy and more informative, including deactivating a few and moving their information to more appropriate places throughout the UI
    • Added functionality to unhide all Important Actions you have previously hidden
    • Added button to 'hide' an Important Action in the Current Situation window
    • Improved the Pop Support tooltip for politically inactive and total support number
    • Improved the Reform Government suggested options buttons and make it clearer which one is currently selected
    • Potential time-out results of Journal Entries can now be seen at the bottom of the corresponding Journal Entry panel if it has any
    • Added background colors for Journal Entry completion and failure effects
    • New game concept 'Neutral' has been added to explain the middle step of Loyalism/Radicalism better
    • Renamed Politically Inactive to Politically Unaligned to better describe what it means
    • Fixed an issue where a save made in the observer mode would look broken in the launcher
    • Fixed that the white peace button would always appear as if the AI would not accept it
    • Added Trade Route size trend indicator to the Trade Route list items
    • Liberate Country wargoal will now highlight the country being liberated on the map
    • Character tooltips have been updated with all relevant information for Agitators and Political Movements
    • Made the subtitles of all left side panels be consistent and have go-to buttons to relevant things if possible
    • Added the government/opposition stance to the top of Interest Groups' tooltips
    • Improved the tooltip for Research Queued
    • Right click menus are now accessible for all characters since there can be character interactions available for foreign characters or characters that are in the exile pool
    • Map interactions for Buildings you cannot expand further now have the padlock status and are not moved to the Unavailable Options list
    • Map interactions for Decrees are now default sorted by state name
    • Map interactions for Diplomatic Actions are now default sorted by country name
    • Map interactions status checkmark + red cross was removed from the UI and is now displayed as just a red cross
    • Map interactions status were reworked to prevent items from jumping from Available to Unavailable options in most cases
    • Added Expected Standard of Living to the State Standard of Living tooltip
    • Added Fancy Tooltip for Battle Conditions
    • Added Important Action for States with a high amount of Pops living under their Expected Standard of Living
    • Sort Decisions that can be taken on top of the Decision list
    • Migration Target Map Markers are now visible when zoomed further out
    • Cut down the amount of decimals for several Modifiers in order to make them more readable
    • Show Acceptance description for Citizenship and Church and State laws at the top of those Law tooltips
    • Show number of Battalions that can be Mobilized at the top of the Army Model and Internal Security Law tooltips
    • Reverse the order of the Ideology stances in the Ideology tooltip to show the Laws that Ideology approve of before the ones they disapprove of
    • Added Expected Standard of Living to the State Standard of Living tooltip
    • Players can now pin any market they desire to the outliner in the market panel
    • Improved map list panel for rivalry action
    • Added DLC icons with activation status and Steam store links to the main menu
    • Improved the Character right-click menu
    • Moved the "This option will be auto-picked" icon to the other side of the button in order to make it easier to get into the nested tooltip for that option
    • State Traits now shown as Map Markers in the Production Lens
    • Unrealized Taxes breakdown now shown in the Budget Panel
    • Interest Groups that support a Law are now shown on the first level of the Law tooltip
    • Fixed a bug where maplist highlight was not removed on mouse leave
    • The GDP chart now shows Yearly GDP instead of Weekly GDP, matching what's shown in the topbar
    • Empty values in initial land/naval battle size tooltips are now omitted
    • Fixed that an observer would see the game over screen if the country that they are observing was annexed
    • Improved the Current Situation for low standard of living
    • Made the Election panel handle more than 3 Parties
    • Trimmed recruitable commander tooltip
    • The 'Gold Reserves' widget in the budget panel is no longer empty when you have no gold reserves, instead just showing an empty bar
    • Removed (almost) unused highlight from Technologies
    • Added new background to map list options
    • Fix sidebar from opening too eagerly in some languages

    Narrative Content


    • New dynastic Ideologies for France: Orleanist, Legitimist, and Bonapartist
    • New Ideologies: Positivist, Luddite, Socialist
    • Added Humanitarian, Protectionist, Jacksonian Democrat, and Authoritarian leader ideologies Socialist Ideology is now added to the Trade Unions after researching Socialism
    • Journal Entries are now inherited by a victorious revolution, meaning that JEs such as China's 'Fragile Unity' will not be abruptly ended if the Qing government is overthrown in a revolution
    • Major revisions to the Journal Entries surrounding German Unification. The process of annexing German minors through Customs Unions has been removed, and instead the JEs much more closely follow the historical narrative, starting with the Schleswig-Holstein question and allowing for annexation of North/South German minors only on the completion of the German Leadership War
    • Implemented a journal entry and variety of events for nihilist movements
    • Updated and expanded the Belle poque journal entry
    • Nihilists now support State Atheism
    • Added Ruhr State Region
    • Added Rhineland releasable nation
    • Made Grand Exhibition more playable, removed inconsistencies, provided bonus to techs researched during the Journal Entry
    • Added events that retire agitators that no longer serve a purpose
    • Added events about the passing of Land Ownership laws
    • Added events about the passing of Industry Banned laws
    • Added some agitators present at game start
    • Added several events that allow for interaction with exiles
    • Added events that fire when you have an ongoing revolution
    • Added Franco-Provencal culture
    • Added additional character traits
    • Reduced the frequency of the 'Arming the Natives' Patagonia event, but made the effects more impactful.
    • Added Savoy releasable, for Franco-Provencal lands
    • Abe Lincoln only appears as an Interest Group leader when he's old enough to be President
    • Specified Switzerland's religion as Protestant, but gave it more explicitly Catholic leaders as well
    • Changed "Swiss" culture to "Alemannic", and changed all keys referring to Swiss culture
    • Converted the French history character file to solely use character templates
    • Added Flag for the USA if it were to be formed by California
    • Added new flags for communist California and if California controls Baja California

    Performance


    • Improved performance of tutorial highlights
    • Map particle optimization

    Modding


    • All logging console commands are now renamed to start with "Logging." and log output in a standardized way
    • Added Character.IsInExilePool and Character.IsExile for gui and loc scripting
    • Added new effect exile_character
    • Added new effect remove_character_role
    • Added the ability to scope to a character's home country (as opposed to their current country) via home_country
    • Added new triggers is_exile and is_in_exile_pool
    • Added political_movement link from a character to the movement they support and supporting_character link in the other direction
    • Ideologies can now have a priority value set, which determines which ideology is used when two non-leader ideologies have a stance on the same law group
    • Added a has_template trigger that can be used on characters to check if they are a certain template
    • Added new gui and loc script functions to access an exile's home country and interest group type
    • The trigger is_interest_group_type can now also be used in character scope (this is useful for exiles)
    • Added scripted weight ai_enact_weight_modifier to laws that allows direct modification of the AI's weight to enact that law
    • Added an on_action for when a law enactment a political movement supports is cancelled
    • Added a cancel_enactment effect
    • Added new trigger can_ruler_have_command to determine if a ruler can be granted command of the country's armies
    • New triggers investment_pool_net_income & investment_pool_gross_income
    • ordered_preferred_law scriptlist for laws sorted by scoped Interest Group approval
    • Added a console logging command for concluded battles
    • Added number of buildings, total building levels, and number of global unemployed pops to world population log
    • Added a has_monarch_ideology scripted trigger
    • land_hq trigger can now also be called in state scope

    Bugfixes


    • It is no longer possible to recruit Commanders to temporary HQs
    • Fixed many instances where population, loyalists, or radicals values could overflow
    • Fixed labels for Tax Types in the Population Overview panel
    • Fixed a bug where Serfdom only unlocks Serfdom PM options rather than automatically enforce it
    • A war goal that has already been enforced (due to capitulation) can no longer be pressed again in peace deals.
    • Fixed a bug that allowed to exceed a building's max level cap
    • The Regime Change wargoal should now correctly create a government that has at least one shared Interest Group with the wargoal holder and force them to re-evaluate their political strategy shortly after being enforced
    • Alerts referring to wars will now open the correct panel when clicked rather than do nothing
    • Made loyalists and radicals tooltip numbers be red and green as intended
    • Insubordinate Jingoist event now adds tension instead of creating a native uprising
    • Rubber plantations are now affected by the Encourage Resource state decree
    • Fixed a crash where the game would try to reset script variables in a read-only (invalid) scoped object.
    • Subject countries can now only support their overlord as a unification candidate
    • The lower bound for throughput bonus is now -1 (in other words no throughput at all), rather than throughput bonus being capped to only positive values
    • Reduced Whaling Stations mortality
    • Fixed several bugs in the Internal Security laws
    • Fixed overflow of party name on Interest Group panel
    • Fixed issues that could happen during clean up of a commander's orders
    • German States will no longer be forced into Hannover's market if they left before Victoria comes to power
    • Honorable Restoration JE now requires that Japan is a monarchy
    • Rogue Imperialist and Colonial Clash events can now trigger only once per country
    • Fixed the potential crash-to-desktop on game exit when the save game window was open
    • Feminism and Patriarchal Suffrage now have their stances on Rights of Women/Free Speech override any stance from base ideologies, such as Liberal
    • Fixed an issue that prevented Unification play from being launched if all potential targets were in a Customs Union
    • Battle modifiers for captured provinces and recovery rate now work correctly
    • People's Springtime.5 event can no longer apply to the same state twice, and now applies only to incorporated states
    • Renamed the Maures culture to Bidan, and changed cultural traits to fit history more accurately.
    • Fixed a bug where buildings that have not been constructed yet would show an alert for being unable to hire
    • Scripted army_size link no longer includes conscripts by default, which should fix tutorial and the assumptions behind several AI scripts (new link army_size_including_conscripts now covers the previous use case)
    • Several missing or wrong UI highlights during the Tutorial have been fixed
    • Added the correct Interest Group tooltip for Interest Group buttons everywhere
    • Removed the in-government icon from the Interest Group icon on the Interest Group tooltip due to clipping
    • Fixed various small localization errors (spelling, grammar, phrasing etc.) across a number of game concepts
    • Changed the Naval Invasion Battle panel subtitle to mention Naval Invasion instead of battle
    • Assassination events now correctly invalidate if the assassin's target dies from other causes
    • Fixed loc string for modifier_unit_supply_consumption_mult
    • Romania is no longer a valid country for secessionists
    • Tanzimat: Suppress Separatism now fails with over 50% secession progress
    • Fixed an issue where the "show invalid savegames" checkbox had no effect.
    • Fixed a bug where bankrolling pacts would be cancelled unexpectedly
    • Fixed a bug where new traits for characters were not updated until game reload
    • Fixed a bug where occupying a province with connection via strait to an isolated island could cause split occupation
    • Fixed an issue when after researching quinine colony progress speed wasn't updated
    • Fixed a bug where countries without elections had no last reform date saved
    • add_pollution effect now displays correct amount of pollution
    • Characters in the "void" no longer gain skill traits over time
    • Turkestan now counts the state of Ili in the list of possible states to form Turkestan in
    • Releasing Transcaucasia no longer requires Yemen to be released
    • Removed duplicate modifiers for Livestock Ranch throughput modifiers
    • "Dangerous Equipment" and all other pm_events now have a five year cooldown
    • Option C of the "Kindly Burn this Letter" event no longer throws endless errors.
    • Removed NULL_OBJ from the name of goldrush.5
    • Sepoy Mutiny no longer leaves states unincorporated for the EIC once defeated
    • Sepoy Mutiny no longer results in the EIC having two annex wargoals
    • bic_breakup.1 event no longer fires every month when its conditions are satisfied
    • bic_breakup.1 event now properly switches the Devout to the Hindu Priesthood in the pan-nationalist option
    • Fixed several bugs in the Child Labour events
    • Resolved several issues in the Psychology event chain
    • Added missing icon to the Marginalized concept tooltip
    • Rhode Island forestry hub now has a name
    • Fixed an issue where the load savegame confirmation window would remain opened outside the load game view.
    • Fixed an issue with the Nicaragua, Tripoli and Cauca Treaty Ports not being properly defined
    • Fixed a bug where the Opium Wars victory event could display without a title
    • Fixed some instances in which tutorial lessons could end up referring to a null object
    • Fixed a bug where the custom German flags based on different unifiers would not work if NGF/SGF was formed on the way to becoming Germany
    • italian_unification.1.b now uses the correct loc key
    • Fixed an issue that led to scope problems in expedition conclusion events


    [ 2023-05-22 14:08:34 CET ] [ Original post ]

    Dev Diary #86 - Changelog Update 1.3/VOTP


    Hello and welcome to our final development diary before the release of Voice of the People and Update 1.3 on May 22! Today I have the pleasure of announcing the full list of changes made for both the Immersion Pack and the free update. But first, let's talk about new Achievements! We have 15 new challenges for you, 12 of which are exclusive to Voice of the People and 3 that are also valid for the base game.

    New Achievements for Voice of the People


    It Never Ends: Cement the Bonaparte dynasty, become a Republic, and Stamp Out Monarchism Hexagon No More: Complete the Natural Borders of France Journal Entry Emperor Norton: As the USA, become a Monarchy with Joshua Norton as monarch Shut the Door Behind You: Have an invited Exile become the ruler of your nation and pass the Closed Borders Law Crush the Commune: As France, defeat the rebellion of the Paris Commune Military Junta: Have the Armed Forces coup the government Huge Ego, Sorry: Unite Germany and have Max Stirner rule your nation

    New Achievements for Update 1.3


    Agitate Elsewhere: Exile an Agitator with at least 100 Popularity Amish Paradise: As a Yankee nation, pass the Industry Banned Law before 1846 and have at least 20 average Standard of Living Authoritarian: Pass the Single-Party State, Militarized Police, and Outlawed Dissent Laws Breadbasket: Pass the Homesteading Law and be the leading producer of Grain and Groceries Euphoric: Pass the State Atheism Law and have the Intelligentsia be Powerful L'Allemagne, c'est Rien: As France, prevent Germany from unifying until 1930 Meiji Restoration: Complete the Restoration Journal Entries as Japan before 1912 Vox Populi: Pass a Law with the support of an Agitator

    Major Features in Voice of the People


    • 60+ Historical Agitators
    • Many new Journal Entries and events relating to France, including dynastic squabbles, the colonization of Algeria, the Dreyfus Affair, the Paris Commune, and more
    • French building model set
    • New UI theme inspired by Art Nouveau
    • New paper map and map room look & feel
    • New outfits for historic and generic characters
    • City hub VFX for revolutions depending on which Interest Groups are revolting
    • Over a dozen new event images
    • Character interactions for making an Agitator an Interest Group leader or granting them military command
    • Character interaction to force a monarch to Abdicate under certain conditions
    • "Coup!" Journal Entry that can cause angry Interest Groups in government to seize power
    • New events about the adventures of Guiseppe Garibaldi
    • 7 new Achievements

    Major Features in Update 1.3


    • Agitator characters (new role) that create or empower Political Movements
    • Ability to invite Agitators exiled by other countries
    • New 'Character Interaction' system adds ability to interact directly with characters in your country (script extensible for modders)
    • Character Interactions: Exile Character, Repatriate Exile, Royal Marriage
    • Reworked Law Enactment mechanic, putting a law through three phases before it is passed
    • Reworked Revolution Progression mechanic with a plethora of new Revolution events
    • Politics Overview Panel overhaul providing easier overview of your Loyal and Radical Interest Groups, among other enhancements
    • New Political Movements panel giving you a breakdown of supporting Interest Groups, Agitators, and Pops
    • New Revolution map marker and visuals
    • New Law group: Land Reform
    • New Church & State Law: State Atheism
    • New Distribution of Power Laws: Single-Party State, Technocracy
    • New Economic System Law: Industry Banned
    • "Petition" Journal Entry lets Interest Groups in government encourage the passing of their desired laws
    • Country border rework for France, Algiers, parts of Africa and Germany
    • 8 new Achievements

    Improvements


    • Added a "Supported Law Cancelled" modifier that radicalizes a placated movement when their law enactment is cancelled
    • Political Movements can no longer become revolutionary without the support of an Interest Group
    • Added an effect to create more radicals from Standard of Living changes when a country has negative Authority
    • Added Opium growing potential to states in Ottoman Empire, Mexico, New Granada and Van Diemen's Land
    • Characters are more likely to become opium addicts if their culture is obsessed with opium
    • Freed Afro-American/Caribbean/Brazilian etc. nations now get an event that ensures slavery is almost always abolished in their nation
    • Added Coal and Gold potential to Morocco and the Sahara to account for historic coal and silver fields
    • Added Whaling Station potential to a few states around the world based on historic catch data
    • Buildings with low cash reserves, at least 10% employment, and low profits will now avoid hiring more employees, as this would often result in those employees then being fired a few weeks later
    • Female leaders of Interest Groups will now only show up after Women's Suffrage is passed (unless they are generated by special content such as the struggle for said suffrage), to better reflect historical disenfranchisement of women in politics
    • Base enactment time of various law groups adjusted to match new 3-phase enactment system
    • Populated the database with historical Scandinavian IG leaders, admirals, and generals
    • Haitian and Dominican population numbers and cultures have been updated to better reflect the situation in 1836
    • Updated population numbers in Belgium and the Netherlands to be more historically accurate
    • Montenegro has been shrunk even more to better reflect 1836 borders
    • Russian generals now have defined ideologies and interest groups
    • Updated the names and locations of hubs in Japan, Sakhalin and Taiwan to be more historically accurate
    • Revised the starting setup around the Lower Niger River and Mozambique
    • Auto expanding buildings will no longer evaluate the length of the construction queue but only check that Cash Reserves and Market Access are above 95%

    AI


    • Fixed a bug that was preventing some AIs with high budget surpluses from constructing high-priority government buildings such as Construction Sectors
    • AI (and Autonomous Investment) is now much more averse to overbuilding in states that don't have the infrastructure to support it
    • AI (and Autonomous Investment) will no longer continue to build railway buildings in states that have full market access but no workforce to support new buildings
    • AI is now better at prioritizing universities and innovation generation, particularly at using the more advanced University PMs
    • AI now has a greater tendency to make 'return state' wargoals into primary wargoals, particularly in cases when they're trying to complete a journal entry
    • Fixed an issue where the AI would repeatedly declare and then break rivalries
    • AI is now less inclined to seize Treaty Ports without having a strong reason to want them
    • AI is now more keen to rival countries back if they don't have the Conciliatory attitude
    • Peace evaluation AI no longer considers already enforced war goals as missed opportunities

    Balance


    • Greatly expanded weights for when pops will join Political Movements independently of their Interest Groups
    • Monarchs and heirs now have a variety of factors affecting which Interest Group they are aligned with
    • Non-Commander characters are now less likely to become Wounded
    • Reduced the chance of Bankrolling giving you an obligation each week from 1% to 0.2%
    • Increased the number of radicals generated when conquering states that are not both homelands and a claim of the conqueror
    • Caudillismo ideology now favors Presidential Republic
    • Corn Laws now requires significantly expensive grain prices, and grants a Market Liberal Landowner Agitator rather than an IG leader
    • Landowner and Industrialist characters are more likely to have Expensive Tastes
    • Officers now gain Political Strength from the Autocracy law
    • Raised maximum personality traits for characters to 2 and reduced maximum skill traits for characters to 2
    • Council Republic now gets some Legitimacy from share of votes
    • Presidential Republic now gets a Legitimacy bonus for having head of state in government, but slightly less legitimacy from share of votes
    • Pops working in Subsistence Buildings now have the impact of Expected Standard of Living from Literacy greatly decreased
    • Reduced tech costs in era 4 and 5 to make it not quite so difficult to reach endgame tech
    • British East India now starts with railways technology
    • Interest Groups will now have a slightly higher tendency to support political movements if an Agitator of that interest group is supporting the political movement
    • Support for Multiculturalism is now found in the Humanitarian ideology
    • Various personality traits are now incompatible with each other
    • Added Logging Camp potential to Connecticut
    • Significantly reduced the speed at which characters gain skill traits over time, particularly if they are exiles or commanders in the recruitment pool
    • Several more building types are now subject to Dangerous Working Conditions
    • Adjusted pop attraction for the Devout Interest Group
    • Muslim characters are now less likely to become Alcoholics
    • Radical ideology no longer has a stance on Citizenship laws
    • Sepoy Mutiny is now a normal Diplomatic Play rather than an instant war
    • Industrial Barriers event now targets only notable minorities
    • Reduced throughput modifier on "Industrial Safety Slowdowns" from 50% to 10%
    • Changed the requirements of The Gamble to require multiple Interest Groups in government

    Art


    • Added an option to enable an alternate occupation visual (stripes instead of flags) under Game settings
    • Added visual planes flying over the military units for the Aerial Reconnaissance production method
    • Military visual effects overhaul
    • Children now wear unique age-appropriate clothing
    • Heirs in monarchies are no longer bald and clean-shaven throughout their entire lives
    • Revised clothing weighting so children do not wear clothes that clip through their bodies
    • Tweaked pollution VFX
    • Louis Delescluze is now prohibited from wearing hats
    • Added Garibaldi's red shirts as dynamic soldier and officer pop clothing
    • Added a late-game uniform variant for the United States

    Interface


    • Updated the Law tab, Law Group panel, and the Law Enactment outliner item with the improved Law Enactment system
    • Attached the associated Law enactment events to the Law enactment item in the outliner for much better visibility and feedback
    • Attached the associated Revolution events to the Revolutionary Political Movement item in the outliner for much better visibility and feedback
    • Improved the layout of the Interest Group panel
    • More informative tooltips for Political Movements and Revolutions
    • Combined Radicals and Loyalists graphs into one and make sure to always show this graph instead of the old one
    • Reworked the Law Enactment popup to actually be readable now
    • Added the outcome of the Law Enactment checkpoint to the Law Enactment event that spawned because of it for better feedback of what has happened
    • Added a State Construction Summary Map Marker for when there is more than one Building being actively expanded in a State, to reduce the amount of Construction Map Markers covering the map
    • Sort the entire Modifier databases to make tooltips more readable throughout the entire game
    • Added more information of any supported Political Movements on the Interest Groups themselves and their tooltips
    • Added the State's urbanization value to State tooltip and Urban Center building tooltip
    • Made several changes and tweaks to Alerts and Current Situation items to make them less spammy and more informative, including deactivating a few and moving their information to more appropriate places throughout the UI
    • Added functionality to unhide all Important Actions you have previously hidden
    • Added button to 'hide' an Important Action in the Current Situation window
    • Improved the Pop Support tooltip for politically inactive and total support number
    • Improved the Reform Government suggested options buttons and make it clearer which one is currently selected
    • Potential time-out results of Journal Entries can now be seen at the bottom of the corresponding Journal Entry panel if it has any
    • Added background colors for Journal Entry completion and failure effects
    • New game concept 'Neutral' has been added to explain the middle step of Loyalism/Radicalism better
    • Renamed Politically Inactive to Politically Unaligned to better describe what it means
    • Fixed an issue where a save made in the observer mode would look broken in the launcher
    • Fixed that the white peace button would always appear as if the AI would not accept it
    • Added Trade Route size trend indicator to the Trade Route list items
    • Liberate Country wargoal will now highlight the country being liberated on the map
    • Character tooltips have been updated with all relevant information for Agitators and Political Movements
    • Made the subtitles of all left side panels be consistent and have go-to buttons to relevant things if possible
    • Added the government/opposition stance to the top of Interest Groups' tooltips
    • Improved the tooltip for Research Queued
    • Right click menus are now accessible for all characters since there can be character interactions available for foreign characters or characters that are in the exile pool
    • Map interactions for Buildings you cannot expand further now have the padlock status and are not moved to the Unavailable Options list
    • Map interactions for Decrees are now default sorted by state name
    • Map interactions for Diplomatic Actions are now default sorted by country name
    • Map interactions status checkmark + red cross was removed from the UI and is now displayed as just a red cross
    • Map interactions status were reworked to prevent items from jumping from Available to Unavailable options in most cases
    • Added Expected Standard of Living to the State Standard of Living tooltip
    • Added Fancy Tooltip for Battle Conditions
    • Added Important Action for States with a high amount of Pops living under their Expected Standard of Living
    • Sort Decisions that can be taken on top of the Decision list
    • Migration Target Map Markers are now visible when zoomed further out
    • Cut down the amount of decimals for several Modifiers in order to make them more readable
    • Show Acceptance description for Citizenship and Church and State laws at the top of those Law tooltips
    • Show number of Battalions that can be Mobilized at the top of the Army Model and Internal Security Law tooltips
    • Reverse the order of the Ideology stances in the Ideology tooltip to show the Laws that Ideology approve of before the ones they disapprove of
    • Added Expected Standard of Living to the State Standard of Living tooltip
    • Players can now pin any market they desire to the outliner in the market panel
    • Improved map list panel for rivalry action
    • Added DLC icons with activation status and Steam store links to the main menu
    • Improved the Character right-click menu
    • Moved the "This option will be auto-picked" icon to the other side of the button in order to make it easier to get into the nested tooltip for that option
    • State Traits now shown as Map Markers in the Production Lens
    • Unrealized Taxes breakdown now shown in the Budget Panel
    • Interest Groups that support a Law are now shown on the first level of the Law tooltip
    • Fixed a bug where maplist highlight was not removed on mouse leave
    • The GDP chart now shows Yearly GDP instead of Weekly GDP, matching what's shown in the topbar
    • Empty values in initial land/naval battle size tooltips are now omitted
    • Fixed that an observer would see the game over screen if the country that they are observing was annexed
    • Improved the Current Situation for low standard of living
    • Made the Election panel handle more than 3 Parties
    • Trimmed recruitable commander tooltip
    • The 'Gold Reserves' widget in the budget panel is no longer empty when you have no gold reserves, instead just showing an empty bar
    • Removed (almost) unused highlight from Technologies
    • Added new background to map list options
    • Fix sidebar from opening too eagerly in some languages

    Narrative Content


    • New dynastic Ideologies for France: Orleanist, Legitimist, and Bonapartist
    • New Ideologies: Positivist, Luddite, Socialist
    • Added Humanitarian, Protectionist, Jacksonian Democrat, and Authoritarian leader ideologies Socialist Ideology is now added to the Trade Unions after researching Socialism
    • Journal Entries are now inherited by a victorious revolution, meaning that JEs such as China's 'Fragile Unity' will not be abruptly ended if the Qing government is overthrown in a revolution
    • Major revisions to the Journal Entries surrounding German Unification. The process of annexing German minors through Customs Unions has been removed, and instead the JEs much more closely follow the historical narrative, starting with the Schleswig-Holstein question and allowing for annexation of North/South German minors only on the completion of the German Leadership War
    • Implemented a journal entry and variety of events for nihilist movements
    • Updated and expanded the Belle poque journal entry
    • Nihilists now support State Atheism
    • Added Ruhr State Region
    • Added Rhineland releasable nation
    • Made Grand Exhibition more playable, removed inconsistencies, provided bonus to techs researched during the Journal Entry
    • Added events that retire agitators that no longer serve a purpose
    • Added events about the passing of Land Ownership laws
    • Added events about the passing of Industry Banned laws
    • Added some agitators present at game start
    • Added several events that allow for interaction with exiles
    • Added events that fire when you have an ongoing revolution
    • Added Franco-Provencal culture
    • Added additional character traits
    • Reduced the frequency of the 'Arming the Natives' Patagonia event, but made the effects more impactful.
    • Added Savoy releasable, for Franco-Provencal lands
    • Abe Lincoln only appears as an Interest Group leader when he's old enough to be President
    • Specified Switzerland's religion as Protestant, but gave it more explicitly Catholic leaders as well
    • Changed "Swiss" culture to "Alemannic", and changed all keys referring to Swiss culture
    • Converted the French history character file to solely use character templates
    • Added Flag for the USA if it were to be formed by California
    • Added new flags for communist California and if California controls Baja California

    Performance


    • Improved performance of tutorial highlights
    • Map particle optimization

    Modding


    • All logging console commands are now renamed to start with "Logging." and log output in a standardized way
    • Added Character.IsInExilePool and Character.IsExile for gui and loc scripting
    • Added new effect exile_character
    • Added new effect remove_character_role
    • Added the ability to scope to a character's home country (as opposed to their current country) via home_country
    • Added new triggers is_exile and is_in_exile_pool
    • Added political_movement link from a character to the movement they support and supporting_character link in the other direction
    • Ideologies can now have a priority value set, which determines which ideology is used when two non-leader ideologies have a stance on the same law group
    • Added a has_template trigger that can be used on characters to check if they are a certain template
    • Added new gui and loc script functions to access an exile's home country and interest group type
    • The trigger is_interest_group_type can now also be used in character scope (this is useful for exiles)
    • Added scripted weight ai_enact_weight_modifier to laws that allows direct modification of the AI's weight to enact that law
    • Added an on_action for when a law enactment a political movement supports is cancelled
    • Added a cancel_enactment effect
    • Added new trigger can_ruler_have_command to determine if a ruler can be granted command of the country's armies
    • New triggers investment_pool_net_income & investment_pool_gross_income
    • ordered_preferred_law scriptlist for laws sorted by scoped Interest Group approval
    • Added a console logging command for concluded battles
    • Added number of buildings, total building levels, and number of global unemployed pops to world population log
    • Added a has_monarch_ideology scripted trigger
    • land_hq trigger can now also be called in state scope

    Bugfixes


    • It is no longer possible to recruit Commanders to temporary HQs
    • Fixed many instances where population, loyalists, or radicals values could overflow
    • Fixed labels for Tax Types in the Population Overview panel
    • Fixed a bug where Serfdom only unlocks Serfdom PM options rather than automatically enforce it
    • A war goal that has already been enforced (due to capitulation) can no longer be pressed again in peace deals.
    • Fixed a bug that allowed to exceed a building's max level cap
    • The Regime Change wargoal should now correctly create a government that has at least one shared Interest Group with the wargoal holder and force them to re-evaluate their political strategy shortly after being enforced
    • Alerts referring to wars will now open the correct panel when clicked rather than do nothing
    • Made loyalists and radicals tooltip numbers be red and green as intended
    • Insubordinate Jingoist event now adds tension instead of creating a native uprising
    • Rubber plantations are now affected by the Encourage Resource state decree
    • Fixed a crash where the game would try to reset script variables in a read-only (invalid) scoped object.
    • Subject countries can now only support their overlord as a unification candidate
    • The lower bound for throughput bonus is now -1 (in other words no throughput at all), rather than throughput bonus being capped to only positive values
    • Reduced Whaling Stations mortality
    • Fixed several bugs in the Internal Security laws
    • Fixed overflow of party name on Interest Group panel
    • Fixed issues that could happen during clean up of a commander's orders
    • German States will no longer be forced into Hannover's market if they left before Victoria comes to power
    • Honorable Restoration JE now requires that Japan is a monarchy
    • Rogue Imperialist and Colonial Clash events can now trigger only once per country
    • Fixed the potential crash-to-desktop on game exit when the save game window was open
    • Feminism and Patriarchal Suffrage now have their stances on Rights of Women/Free Speech override any stance from base ideologies, such as Liberal
    • Fixed an issue that prevented Unification play from being launched if all potential targets were in a Customs Union
    • Battle modifiers for captured provinces and recovery rate now work correctly
    • People's Springtime.5 event can no longer apply to the same state twice, and now applies only to incorporated states
    • Renamed the Maures culture to Bidan, and changed cultural traits to fit history more accurately.
    • Fixed a bug where buildings that have not been constructed yet would show an alert for being unable to hire
    • Scripted army_size link no longer includes conscripts by default, which should fix tutorial and the assumptions behind several AI scripts (new link army_size_including_conscripts now covers the previous use case)
    • Several missing or wrong UI highlights during the Tutorial have been fixed
    • Added the correct Interest Group tooltip for Interest Group buttons everywhere
    • Removed the in-government icon from the Interest Group icon on the Interest Group tooltip due to clipping
    • Fixed various small localization errors (spelling, grammar, phrasing etc.) across a number of game concepts
    • Changed the Naval Invasion Battle panel subtitle to mention Naval Invasion instead of battle
    • Assassination events now correctly invalidate if the assassin's target dies from other causes
    • Fixed loc string for modifier_unit_supply_consumption_mult
    • Romania is no longer a valid country for secessionists
    • Tanzimat: Suppress Separatism now fails with over 50% secession progress
    • Fixed an issue where the "show invalid savegames" checkbox had no effect.
    • Fixed a bug where bankrolling pacts would be cancelled unexpectedly
    • Fixed a bug where new traits for characters were not updated until game reload
    • Fixed a bug where occupying a province with connection via strait to an isolated island could cause split occupation
    • Fixed an issue when after researching quinine colony progress speed wasn't updated
    • Fixed a bug where countries without elections had no last reform date saved
    • add_pollution effect now displays correct amount of pollution
    • Characters in the "void" no longer gain skill traits over time
    • Turkestan now counts the state of Ili in the list of possible states to form Turkestan in
    • Releasing Transcaucasia no longer requires Yemen to be released
    • Removed duplicate modifiers for Livestock Ranch throughput modifiers
    • "Dangerous Equipment" and all other pm_events now have a five year cooldown
    • Option C of the "Kindly Burn this Letter" event no longer throws endless errors.
    • Removed NULL_OBJ from the name of goldrush.5
    • Sepoy Mutiny no longer leaves states unincorporated for the EIC once defeated
    • Sepoy Mutiny no longer results in the EIC having two annex wargoals
    • bic_breakup.1 event no longer fires every month when its conditions are satisfied
    • bic_breakup.1 event now properly switches the Devout to the Hindu Priesthood in the pan-nationalist option
    • Fixed several bugs in the Child Labour events
    • Resolved several issues in the Psychology event chain
    • Added missing icon to the Marginalized concept tooltip
    • Rhode Island forestry hub now has a name
    • Fixed an issue where the load savegame confirmation window would remain opened outside the load game view.
    • Fixed an issue with the Nicaragua, Tripoli and Cauca Treaty Ports not being properly defined
    • Fixed a bug where the Opium Wars victory event could display without a title
    • Fixed some instances in which tutorial lessons could end up referring to a null object
    • Fixed a bug where the custom German flags based on different unifiers would not work if NGF/SGF was formed on the way to becoming Germany
    • italian_unification.1.b now uses the correct loc key
    • Fixed an issue that led to scope problems in expedition conclusion events
    And that's it! It should be pretty obvious at this point but most of Update 1.3 focuses on increasing both the complexity and your agency over your internal politics. Expect to be surprised by some of the situations that can arise from the interplay of the new Agitator, revolution, enactment, and petition mechanics, among other improvements and tweaks we've made! We can't wait to see what political imbroglios that arise in your nations next Monday, and hear how you end up dealing with them. Next week will likely be a brief dev diary from us, as we'll be focusing our efforts on listening to feedback and planning the next update. As always you can find us on the forum and on the official Victoria 3 Discord server!


    [ 2023-05-18 14:00:29 CET ] [ Original post ]

    Dev Diary #85 - Voice of the People Art Content


    Hello! With the 1.3 update and the Voice of the People pack were adding a bunch of new visual features and components. While adding new agitator characters across the world, a lot of care and attention has been put into making France its very own visual culture. This includes both generated and historical agitators, visual effects, maps, UI and table assets! To see these assets and further explanations please visit our forums here: https://pdxint.at/3pAk0io Next week we will have the changelog for 1.3 and Voice of the People!


    [ 2023-05-11 14:00:26 CET ] [ Original post ]

    Dev Diary #84 - French Content


    Hello Victorians! Last week we covered Agitators and Exiles, the central mechanical feature of the 1.3 Update. Today, well be covering the new paid content that will be included in the Voice of the People Immersion Pack, along with some updated free content coming in the 1.3 Update. First, Ill be covering Coups, one of the most popularly anticipated features of the Immersion Pack, before moving on to the Natural Borders of France - and then moving on to Victoria and Hansi to cover the other included features, from French Algeria to the Paris Commune.

    Coups


    Even if it werent for all of its other problems, the democratic government of Central America seems to be on its last legs...
    Coups! Voice of the People introduces a new Journal Entry that allows unhappy government Interest Groups to seize power and institute a new mode of rule. A Coup can begin when one of your ruling Interest Groups is Powerful, has negative Approval, and fundamentally opposes your democracy - or the ideological foundations of the government. Under these circumstances the Interest Group will typically begin plotting their Coup within a few months. You as the player can choose to either support or resist the coup. Its best to be careful who you choose to include in your government, lest they make their discontent known at ballistic speeds.
    It will take several months for the instigators to execute their Coup, and their progress is tracked through a Journal Entry. While the instigators remain powerful and angry the progress bar will advance, and if they become appeased or weakened the progress bar will deplete. The Coup will simply fizzle out if the progress bar is fully depleted, or if the Interest Group no longer supports the law theyre trying to institute. The plot will also be put to an abrupt end if you decide to eject the potential traitors from the government, but doing so will immediately cause them to greatly reduce their Approval of the government, which means you may well have a Revolution on your hands. Sometimes, advice just seems to fall from the sky.
    Whilst a Coup is ongoing, events related to it will intermittently appear, allowing the player a chance to either speed along the death of their current government, or fight against it. An interest group successfully couping the government will lead to their leader becoming the ruler of the country. Here, Central America has just acquired a new, much less amicable President.
    If the instigators remain powerful and angry for long enough, they will be able to execute their Coup against the government and institute their desired law(s). These laws can vary, with the default coup simply installing an Autocracy with the coupists greatly favoured. However, ideological coups are also possible, and are generally related to governance principles, with a powerful monarchist interest group within the government being able to launch a coup for a monarchy, or powerful republicans doing the opposite to a monarchical government. A coup to change governance principles will, by default, instate the Oligarchy or Single-Party State laws as appropriate, rather than Autocracy.

    The Natural Borders of France


    Every good French Empire controls land up to the Rhine - can you even call yourself France if you dont own Brussels?
    The idea that the French border ought to extend significantly eastward was a popular one among nationalists of the era. After you research Nationalism and have a suitably jingoistic Interest Group in government, youll be presented with the option to pursue just such a border. If this seems like a sensible idea to you, youll be offered claims on the relevant State Regions but suffer a penalty to Infamy Decay. Your eastern neighbors, most notably Prussia, are not likely to appreciate this clear sign of imminent aggression. Why fight, when you can win land without a shot fired?
    Your southward expansion, however, need not be won by hostile force. The Treaty of Turin Decision is available to France if they are able to secure strong relations and an Obligation from the owner of Savoy. You might, for instance, benevolently help out Sardinia-Piedmont in their quest to unify Italy or expel the Austrians from the peninsula. If this country happens to also own Nice, theyll throw that in as part of the bargain. Finally, we have reached a completely unproblematic solution to the Belgian language problem.
    Should France succeed in achieving these natural borders, the map of the region will look something like this. Here you have a further look at the changes weve made to State Regions in France, but youll also note that in order to achieve a truly aesthetic France weve split up the North Rhine so that the border matches the river. And since were on the topic of setup changes, Ill also note that weve added 2 new cultures to the region. Franco-Provencal (in more modern times known as Arpitan) has homelands in Rhone, Savoy, and West Switzerland, and is the primary culture of the new releasable nation of Savoy. The Alemannic culture has homelands in East Switzerland, Baden, and Wurttemberg. With these additions weve removed Swiss culture and given Switzerland both the Alemannic and Franco-Provencal primary cultures. [hr][/hr] Hello. This is Victoria, also known as Pacifica, and today I will be covering a selection of new content included in 1.3 and Voice of the People. The new immersion pack primarily focuses on France, but also contains content which can apply to other countries or spread to affect other nations. Much of what I will cover is the result of us experimenting with more mechanically complex content to create scenarios that both play smoothly and provide a truly unique experience. It includes the Paris Commune, a complex formative event which ties into the reworked revolutions in 1.3, a reworked Belle poque journal entry containing nearly five times as much flavour as before, and the Pbrine Epidemic, a minor crisis for Europe which requires the use of several interlocking game systems to resolve.

    The Paris Commune


    The Voice of the People immersion pack will allow for a France player to experience a formative moment in the history of the socialist movement - the Paris Commune. Once Socialism and Anarchism have been researched, if sufficiently beaten and destabilised, a revolution in France will unleash a tidal wave of proletarian anger in the city of Paris, leading to a major crisis that will threaten the future of the French nation. Whilst the Paris Commune exists, the player will be able to influence both the workings of the Commune and the responses of the Versailles government, molding the crisis soon to come as they wish. A player controlling a reactionary France may wish to repress and sabotage the Commune as much as possible, in order to see through a successful occupation of Paris, whilst a player who wishes to side with the Commune may embolden it as much as possible, so that the National Guard may march on Versailles and seize power with a minimum of bloodshed. Advancing the bar as much as possible will allow for the latter outcome, whilst reducing it to zero will lead to the former, as was historical.
    Pictured: So long as a revolution is not entirely reactionary, it will be able to spur the upheavals in Paris that lead to the establishment of the commune.
    Furthermore, whilst the Commune is active, the intermittent fighting between Versailles and Paris will be represented through events, the results of which can allow for either the destruction or triumph of the Commune.
    The Paris Commune, whilst radically progressive and opposed to the status quo of the conservative government which spawns it, is not entirely mature when it appears. Through events associated with the journal entry, the player will be given control of laws enacted by the Commune and the influence of factions within Paris barricades, choices that will both strengthen or weaken the Commune, and may have consequences even outside of Paris. The Commune possesses a wide cast of characters, from Louis Charles Delescluze to Louise Michel, all representing the various tendencies of the Commune. Pictured: Whilst the Paris Commune starts as a simple progressive Parliamentary Republic with Universal Suffrage, many socialist figures within it call for the establishment of a true proletarian dictatorship. Rejecting Republicanism and embracing the Internationale will alienate some moderates, but will also allow for the Commune to immediately become one of the worlds first Council Republics.

    If the Paris Commune endures for long enough for revolution to break out across the country, but does not progress enough to carry out an uncontested march on Versailles, the leaders of the Commune will be able to seize control of the uprising, granting Paris to the revolutionaries and allowing it to create a new France through a conventional civil war. If this outcome arrives, the player may either continue to play as the French central government or switch over to the Paris Commune, and decide the future of France on the battlefield.
    Pictured: A powerful revolution by radical Industrialists, Intelligentsia, and Rural Folk declares itself for Paris, and strikes against the last remnants of the conservative monarchist government in Bretagne and Savoy.
    If the Commune triumphs over the former government of France, the new France may take many shapes - but, whatever that is, it is certain to be one that rejects the conservatism of the traditional country, and, born in revolution, seeks to blaze a new path in a tumultuous world. Pictured: A communist France, in its new wine-red, will no longer be more or less indistinguishable from Britain on the map.

    Belle poque Rework


    The Belle poque, formerly a journal entry tied to the Eiffel Tower, has received a comprehensive and entirely free makeover in 1.3. Sixteen new flavour events have been added to the journal entry, covering topics from early films to art-nouveau metro stations. The new events are intended to walk the player through the cultural and technological achievements of the late 19th century. Whilst these events are written primarily for France, many of them also have generic variants which will be available for any other country that fits the conditions to unlock the Belle poque. It would be cruel, after all, to deny the joys of roller-skating and steam tricycles to cities like St. Petersburg, New York, or Guangzhou. Pictured: Just two examples of the new events added to the reworked journal entry.

    The Pbrine Epidemic


    In the mid to late 19th century, an epidemic of the silkworm disease pbrine spread through Europe, devastating the French and Italian silk industries. The identification of the cause of the disease was the work of Louis Pasteur, and a notable early application of the newly-developed germ theory. The Voice of the People immersion pack will add the pbrine epidemic as a journal entry for various European nations, similar to the Spanish Flu journal entry. The disease will spread through Europe across borders and through markets, devastating silk plantations and kicking off tensions between suddenly-destitute workers and plantation owners. Successfully curing the disease through the power of newly-developed sciences will serve as a great bonus to national prestige. Pictured: The finest silkworm-based content that Victoria 3 has to offer.
    [hr][/hr] Greetings! My name is Hansi, known to a select few as Lufthansi, and Im here to take you through some of the upcoming changes to France and Algeria.

    Algeria


    With the old Regency shattered by the initial French invasion six years prior, Algeria in 1836 is a land in chaos. Say goodbye to the old unified Algeria of pre-1.3, and say hello to this mess of a political setup, featuring nations such as the Emirate of Mascara under Abdelkader, the Berber kingdom of Ait-Abbas under the Mokrani family, and the Beylik of Constantine under Ahmad Bey. And who can forget the horse-riding, pistol-wielding, hemp-smoking mother-regent Aisha of the Sultanate of Touggourt? Welcome - to the Algerian thunderdome.
    Like France, Algeria has also received a state region makeover. The old state regions, lacking any real roots in historical administrative divisions, are gone. Instead, we are left with ones based on the mid 19th century dpartements of Oran, Algiers, and Constantine, which in turn roughly corresponds to the pre-French beyliks of the Regency of Algiers. Like France, Algeria has also received a pops rework
    Your goal as any of the players in the Algerian game, be they French invaders or Algerian defenders, will be to firstly consolidate your rule over Algeria proper. Needless to say, the French are more likely to come out on top, but should you manage to prevail as one of the Algerian minors, you will be rewarded, with your rewards depending on which nation you succeeded as. The Regency-successor state in Constantine f.ex. will be able to restore the old Deylik.
    As the French player, however, conquest alone is not enough. If Algeria is ever to become an integral part of France, you must also embark on a project of development, integration, and colonization. Whether you do this by supplanting the original population or through integrating it remains up to the player, although in any case, it will be a lengthy project. A series of Journal Entries and events will accompany any would-be conquerors of Algeria

    The Dreyfus Affair


    Possibly the most infamous miscarriage of justice in modern history, the so-called Affair viciously tore through fin de sicle French society. Thoroughly embittering French political life, the Affair radicalized large portions of society and exposed and amplified the deep divides that characterised French society at the time. In 1.3 you get to re-experience this national trauma in the form of a Journal Entry, staking your way through a crisis characterized by antisemitism, deceit, stubbornness, and pride. Shall the march of truth succeed, or will the forces of reaction bring it to a halt?

    Guiseppe Garibaldi


    Hardly in need of an introduction, Guiseppe Garibaldi is perhaps one of the most iconic characters of the 19th century. 1.3 sees his introduction as an agitator, with some extra content to boot. Should you find yourself fighting the good cause against enemies of liberty or enemies of Italy, theres a chance the Hero of the Two Worlds will pop by and offer his services. The more conflicts hes been a part of, the better a general he will become. Just dont expect him to stay around for too long during peacetime. The enemies of liberty hardly rest after all, so neither can Garibaldi.

    French Monarchism


    While many associate France primarily with republicanism and revolution, throughout the 19th century it represented but one half of the domestic political spectrum. The other would be occupied by conservative thinkers and politicians usually coalescing around one of the many squabbling monarchist factions, each backing their own claimants to the throne of France.
    To model this in game we have replaced the Royalist ideology with three new France-specific ideologies: Orleanists represent the supporters of the Orlans cadet branch of the House of Bourbon, who came to power in France after the 1830 July Revolution. The Orleanists are for the most part supporters of a moderate-to-liberal constitutional monarchy, and it is the faction that starts in control of France in 1836. Legitimists are the supporters of the deposed main branch of the House of Orlans. Thoroughly reactionary and anti-revolutionary in nature, they are in many ways the ideological heirs of the ultraroyalistes of the Bourbon Restoration, and desire a restructuring of France along traditionalist lines. Bonapartists espouse the dynastic claims of the line of Napoleon Bonaparte, through his brother Louis. Historically brought to power in 1852 through the efforts of Louis-Napolon, the Bonapartists believe in a strong government capable of restoring France to the heights of glory. This ideological split will remain until one of the three factions successfully cements their hold on power. Doing so however, is not an easy task, as it will require careful political maneuvering to ensure that your faction remains on top in a notoriously politically unstable country, where many, frankly, would rather just do away with any and all monarchs, whether theyre Louis-Philippes or Napoleons. Enthroning your pretender will not automatically delegitimize the others, that takes additional effort.
    To accompany the French monarchist Journal Entries we have also added a series of events that will either aid or impede any attempts at getting the right man in power.
    And that is all for today! Next week youll hear from Max, our Art Director, who will talk about the visual features coming in Voice of the People such as the [strike]bread centaur[/strike] fancy new paper map, game table, and more!


    [ 2023-05-04 14:00:36 CET ] [ Original post ]

    Dev Diary #83 - Agitators and Exiles


    Hello again! Last week we announced that the Voice of the People Immersion Pack will be released alongside the 1.3 Update on May 22nd and included in the Grand Edition of Victoria 3. Following on from that, today well be going into depth on Agitators and Exiles, the central mechanical features of the update. As I teased in the previous dev diary, Agitators are populist firebrands who lead Political Movements to support their ideological goals in your country. They might be the only avenue towards moving your country in a direction opposed by your political elite, allowing you to leverage their support to enact laws that would otherwise find no support. Alternatively they might be dangerous dissidents who oppose the very foundations of your rule, leading the people to revolt against the state. Agitators are a free feature included in the 1.3 Update but various bells and whistles, primarily the historical Agitator characters, will be exclusive to the Voice of the People Immersion Pack.
    Lenin is one of the historical Agitators that can appear in your game. Depending on conditions in Russia when he becomes politically active, he might either remain there and immediately agitate for a communist revolution or first spend some time in Exile. Voice of the People will include over 60 historical Agitators that can appear throughout the world in your game, but regardless of whether you own the Immersion Pack you will also see unscripted Agitators emerge. There are three ways that an Agitator can appear your country:

    • They can appear randomly, with a frequency based on your countrys literacy rate
    • They can appear through scripted Events
    • Exiled characters can be invited to your country as Agitators
    When Agitators appear in your country, their Ideology is determined both by the many factors that already influence which Ideology characters receive and also by whether they would have laws to agitate for. For example, the Feminist ideology supports Womens Suffrage, so if you already have this law you will not get Feminist Agitators. Agitators are intended to be opponents of the status quo, fighting alongside the people for the change they want to see in the world.
    Giuseppe Mazzini begins in Exile, and here has decided to take up residence in the Papal States where he was shocked to discover its suboptimal non-republican mode of government. Agitators always support a Political Movement. When an Agitator arrives in your country, they will immediately look for an existing movement that they will support - either because their personal Ideology favors it over the current law in that category, or because their Interest Group wants it and it does not conflict with their personal ideology. If there are no Political Movements that an Agitator will support, they will instead create their own, rallying the people to their cause regardless of whether any of the powers that be approve of their methods. When creating their own Political Movements, Agitators will be heavily biased towards reforming whichever law in your country is most detestable to their personal Ideology. For example, a Nihilist Agitator entering a country with State Religion is very likely to create a movement in opposition to that law. This makes some Agitators more dangerous to the status quo than others - Radical Agitators for instance strongly desire a republican form of government, making them especially dangerous in monarchies.
    Through Events, Agitators will take a role in enacting laws, supporting revolutionary movements, and influencing elections. Between the free 1.3 Update and the content exclusive to Voice of the People, we have written over 350 new Events for Victoria 3. Many of these Events are aimed at improving the variety of content youll experience while your country is passing a law, having an election, or dealing with a brewing revolution, and weve focused on prominently including Agitators in as many of them as possible.
    The movement for womens suffrage will now emerge from Agitators leading your Pops in Political Movements rather than Interest Group Leaders gaining a Feminist Ideology. Now that we have Agitators in the game, weve updated some existing content to make use of them, often in places where we were instead relying on Interest Group Leaders. In places where the content was much more thematically appropriate to popular movements rather than political elites, we shook things up a bit so that Agitators get created and involved instead or as well. For instance, the Votes for Women and the Springtime of the People Journal Entries and related Events now make extensive use of Agitators. In 1.3 Agitators will join Political Movements that can boil over into Revolutions. In the future (no promises as to exactly when), we would like to overhaul our Nationalism/Secession systems and also give Agitators a role in national liberation movements. For this reason many significant and interesting figures that might have been solid Agitator candidates like Gandhi or Cao Futian havent been included in 1.3, as we feel we can do them more justice at a later time.
    Here you can see which Exiles are looking for a new home. For ease of use, you can sort by Interest Group and by whether your country is able to accept an Exile. You can also helpfully see what kind of Political Movement the Exile will join or create when they become an Agitator in your country. Exiles are characters with no nation, who have left or been forcibly ejected from their home country and are seeking new opportunities to spread their political Ideology. This pool of Exiles is populated when other countries (or indeed, you yourself) decide to boot a character out of the country, so all of these Exiles have a story to tell and a home that they have left behind. Countries have a soft limit on the number of Agitators that can be active at once. If you are at or over your limit, you cannot invite more Exiles to your country and new Agitators will not appear. In 1836 youll have 2 at most, if youre a Great Power, else youre limited to 1. Later in the game, Society techs will unlock additional potential for Agitators. Labor Movement, Political Agitation, and Mass Propaganda all increase your capacity for Agitators. This means that as the game progresses your internal politics will become increasingly divisive and there will be more competing demands from Agitators and the people they inspire. There are also some restrictions on which Exiles you are able to invite:
    • Devout Agitators must always share your state religion. We dont want Buddhist Theocrats agitating for a Protestant Theocracy!
    • On a similar note, if you have the State Religion law all Exiles you invite must share your state religion.
    • You cannot invite Exiles with cultures that are discriminated against in your country. This limits historically implausible scenarios where characters travel vast distances to become major political figures in societies that would likely not accept them.
    • If you have Closed Borders, you are entirely prohibited from inviting Exiles.

    Victor Hugos exile took him to some very exciting places, such as the Channel Island of Jersey where he was expelled for criticism of Queen Victoria. He then moved to the much worse island of Guernsey instead. I have absolutely no bias when it comes to the Channel Islands. Just as you can invite Exiles to your country, you can also send characters into Exile. Just like with inviting Exiles, Exiling a character also has some restrictions on its use:
    • If you have Protected Speech, you are entirely prohibited from Exiling characters
    • If the character is not an Agitator, their Interest Group cannot be Marginalized, in government, or Insurrectionary
    • You can never Exile your ruler or heir
    Youll notice that these rules absolutely allow you to exile Agitators belonging to Interest Groups that are part of your government. Exiling a character is not free. You are not able to simply remove any character that is not to your taste on a whim without consequence. Like all Character Interactions (more on that soon), theres a cooldown for using it. But more importantly doing so can create Radicals in your country. Youll get extra Radicals if you have the Right of Assembly law, and slightly fewer if you have Censorship - but notably no additional Radicals if you have Outlawed Dissent. Youll also get extra Radicals if the character in question has high Popularity. An interesting quirk of Exiling a character is that if they have the incredibly boring Moderate Ideology, they will inexplicably develop political opinions that are hostile to the government that Exiled them. No idea why theyd do that.
    Agitators who return home might be met with a heros welcome or steely-eyed disdain, depending on how things have changed (or not changed) since they left. When a character is Exiled, we store their home country and use this in Events, such as the above. For the modders out there, this is accessible using the home_country scope. You as the player can also use this for your own nefarious purposes, as you can Repatriate Exiles to your Rivals. It can be very satisfying to wait for an opportune moment of weakness and send a Radical Agitator that you have safely harbored in your progressive Republic back to your rivals ailing Monarchy to cause trouble.
    Finding suitors for your monarchs and heirs can help improve relations with nations that share your religious faith. Character Interactions are well theyre what they say on the tin, a new way to interact with characters accessible through the right-click menu or by pressing the Interactions button at the top right of the character panel. These interactions can entail anything from Exiling a dissident to finding that character a suitably distinguished spouse. The full list of Character Interactions coming in 1.3 is presented here:
    • Weve converted the Grant and Remove Command interactions for rulers into Character Interactions, as well as Retire Command for ordinary commanders.
    • Royal Marriages! Available for free with the 1.3 Update.
    • Owners of Voice of the People can use the Grant Leadership Interaction to promote an Agitator to an Interest Group Leader, which replaces their Agitator role.
    • Owners of the Voice of the People can use the Grant Command Interaction to promote an Agitator to a General, which does NOT replace their Agitator role.
    • Owners of Voice of the People can have their monarch Abdicate the Throne under certain circumstances, such as the monarchs advanced age.
    • Though we had previously said that Exile Character, Invite Exile, and Repatriate Exile Interactions are exclusive to owners of Voice of the People, this is something that we have re-examined following the community discussions on the topic. After some internal discussions in the team, we have decided that these interactions are too much a core part of the Agitators mechanic and thus we will make them part of the free update.
    • Owners of Voice of the People have access to some France-exclusive Interactions related to the struggle between the different dynastic Houses. Well talk more about that next week.

    Personally Im quite partial to Sublime. Post your favourite text editor in the comments and argue passionately about which is superior! Character Interactions are extremely moddable, and use the same essential scripting norms that we use in Journal Entries, Decisions, etc. You can create your own interactions, define when an Interaction is visible, the circumstances of use, its effect, a cooldown, AI weighting, etc. If for instance you wanted to create a Character Interaction that allows you to target a politician for assassination, it would be relatively easy to write some script that allows you to select an appropriate target for your devious machinations. And that is all I have for you today. Next week Ill be back, alongside my Content Designers, to talk about the historical content exclusive to France coming in the Voice of the People Immersion Pack. See you there!


    [ 2023-04-27 14:00:22 CET ] [ Original post ]

    Dev Diary #82 - Voice of the People


    Good afternoon Victorians! It is with great pleasure that I can finally reveal to you our first Immersion Pack: Voice of the People. Voice of the People is the Immersion Pack promised by and included in the Grand Edition of Victoria 3, and will be released alongside the free 1.3 Update on May 22nd. Todays dev diary will give you a feature overview for Voice of the People, as well as some words on our design philosophy for Immersion Packs and an update on our team structure. [previewyoutube=jAEsJek9fW4;full][/previewyoutube]
    Proudhon is one of many historical Agitators in Voice of the People, alongside other noteworthies such as Leon Trotsky, Sun Yat Sen, and Susan B Anthony. Without giving too much away - well be going more in depth on this next week - Voice of the People is named for its headliner feature: Agitators. Agitators are a new kind of character that rally your pops to support Political Movements that align with their Ideology. Agitators will shake up your internal politics, acting independently of their Interest Groups. Amplifying power from below, Agitators serve an opposite function to Interest Group Petitions which reflect the demands of the political elite. Depending on how your goals align with theirs, Agitators might be a painful thorn in your side or a valuable ally to your political agenda.
    Mr Marx, having been unceremoniously booted out of his home country, is looking for a loving home. Are you sick and tired of that one Agrarian Party leader with inexplicably high Popularity stealing votes from your cherished Liberals? Is there a Radical Agitator spreading dangerous ideas in your bastion of political reaction? Well Ive got a solution for you: Exile. Inconvenient characters can now be expelled from your nation and driven into political exile, up for grabs for whatever nation wants to harbor your unpatriotic dissidents. On the other side of things, perhaps you feel like your nation needs a shakeup, and that Danish Anarchist Exile would be just the man for the job - you can peruse the list of available Exiles and invite them to your country as an Agitator.
    Napoleon III went on to restore the French Empire in our timeline, but what would France look like under the House of Orleans or the Legitimists? Vive la rvolution! Vive la France! Voice of the Peoples content and visual focus is themed around France, one of the greatest powers of the era and one of the most, in my humble opinion, in need of a healthy dose of content. In an upcoming dev diary well be going into detail about what we have planned for France, but right now I can tell you that well be tackling such weighty topics as the Paris Commune, the Dreyfus Affair, and the dynastic struggle for the French throne - including of course the return of the Bonapartes. Well also be covering the nations quest for territorial expansion both within Europe and beyond. With ample new Journal Entries and Events, playing as France will offer a much more immersive experience.
    The map of the world has become some sort of Carte du Monde. I think by now youve probably noticed that something is different in these screenshots. Voice of the People will add not only a beautiful baroque blue UI skin, but also a totally new French-themed paper map of the world - featuring my personal favorite art in the game, the Pacific Bread Centaur. On the character art side, weve added many new historical Agitators who will have their own unique appearance including outfits and props. And as if that werent enough, theres even more to come in the dev diary on visual features in a few weeks' time.
    This is the Bread Centaur. I will not elaborate. I think I can state with confidence that devs and players alike share a love of staring at maps. We also really enjoy nitpicking and complaining about maps. While our content designers were busy making French content they noticed that there was room for improvement for the state region and city hub setup in the country. These arent the only changes to the map coming in 1.3 - most notably weve made major changes to Algeria which well also talk about in a future dev diary.
    Can you spot what else is different about France besides the borders? Id like to talk a bit about what an Immersion Pack entails for Victoria 3 and how weve decided which parts of the 1.3 Update will be free to all players and which will be exclusive to the Immersion Pack. So far, everything weve talked about in the previous 1.3 Dev Diaries is part of the free update - the Revolution Clock, the changes to Law Enactment, and the new Laws for instance. These are reworks of existing systems and additions to them, exactly the kinds of changes that Paradox veterans might expect in a free update. Immersion Packs are envisioned as content-driven and art-heavy, with mechanical features that support this content and make the world come to life. As the title implies, Immersion Packs are about immersion. You can expect them to contain plenty of narrative content like Events and Journal Entries, major visual updates, and light but impactful new mechanical features and systems reworks. Immersion Packs will be themed around one country or region of the world, and this is where the bulk of narrative content and art will be focused and take inspiration from. These new mechanical features and systems reworks will be mostly contained in the free update that will be released alongside the Immersion Pack - everyone gets the feature, but Immersion Pack owners will also get all the bells and whistles. In the case of Voice of the People, Agitators will be a free feature while certain interactions (such as Exiling characters) will be included in the Immersion Pack. Time for a team update! Since around the games release, the Victoria 3 team has transitioned from being a project aimed at delivering a single product - Victoria 3 1.0 - to a team that can work on multiple updates simultaneously. Weve divided ourselves into three sub-teams with different focuses, sizes, and fields of expertise. For instance the Machinists team was responsible for bringing you the 1.2 Update, and is defined by a focus on systems design and code-heavy tasks. Voice of the People and 1.3 is primarily the work of the Academics and Artisans teams, which focus on narrative design/scripted content and art respectively. The teams tie in to our major post-release goals that weve talked about before: 1.3 and Voice of the People are focused on Internal Politics and Historical Immersion, which (very deliberately) lines up perfectly with the expertise of the Academics and Artisans teams. While the Academics and Artisans work on 1.3, the Machinists team is cooking up the next systems-focused update, which will include some long-awaited free updates related to our other post-release pillars. Were far from ready to start talking about this now, but I can assure you it is exciting stuff. Im sure youre excited to read more about Voice of the People, but that will have to be all for this week. Join me for next weeks dev diary, where Ill be going into depth on the mechanical features: Agitators and Exiles - as well as unveiling a new (super moddable) way to interact with characters. Voice of the People will release on May 22nd alongside Patch 1.3. Pre-orders available now with limited-time bonus content, also included in the Grand Edition! https://store.steampowered.com/app/2282100


    [ 2023-04-20 14:02:12 CET ] [ Original post ]

    Dev Diary #81 - New Laws in 1.3


    Hello. This is Victoria, also known as Pacifica, and today we will be going over the new laws added in 1.3. By and large, these laws exist to grant an experience that allows for more modern forms of states, to represent the changing ideologies of the late nineteenth and early twentieth centuries, and to represent some of the most contentious and important issues of the period - land reform, anti-clericalism, and more modernised systems of governance.

    Land Reform


    One of the most important political issues within modernising nations was the matter of land reform. Whilst most European nations, by 1836, had abolished formal serfdom, they often still had tenant farming systems which gave landlords an immense amount of power over the peasantry. Within the period of Victoria 3, many political movements throughout developing nations explicitly sought to handle the issue of landlord power even after serfdom was formally abolished. Under the new Land Reform law category, production methods pertaining to the rural economy have been decoupled from the Economic System law, instead being folded into this category. The ownership production methods available for farms and plantations will be determined through the players Land Reform laws. Previously, the distinction between the system of serfdom and non-serfdom was extremely non-granular. Once serfdom was abolished, the player could safely ignore the issue of land reform for the entirety of the game, only touching this law category again if they wished to implement workers protections. With the new Land Reform law category, the issue of who owns land has been separated from the rights of workers, allowing for increased choice within both categories, and options for interesting political setups, such as a highly laissez-faire republic with a modern commercialised agriculture law and a total lack of workers rights, or a paternalistic monarchy that maintains serfdom, but considers protections for labourers to be an innate component of its social contract.
    The new Land Reform laws represent a variety of land ownership schema, all of which play an important role in affecting the political strength of groups in your nation. Whilst Serfdom and Tenant Farmers greatly benefit the traditional landowning elites, the new Homesteading law both provides a base benefit to the political strength of the Rural Folk, and unlocks the new Homesteading production method, which cuts the proportion of Aristocrats in farms, whilst increasing the amount of Farmer jobs. Pictured: A wheat farm in Russia with Serfdom active, versus a wheat farm in the USA with Homesteading active. The USAs starting Homesteading law empowers the Rural Folk in the North, whilst the Southern plantations remain dominated by the Landowners.
    Commercialised and Collectivised Agriculture, respectively, represent more modern systems of industrial agriculture, with commercialised agriculture treating land as private property and farming as a business like any other, unlocking the Publicly Traded production method. Collectivised agriculture, on the other hand, organises the land into plots worked by agricultural collectives. These collectives can either be owned by the workers themselves, or owned directly by the state, unlocking both the Workers Cooperative and Government Run production methods.
    As laws that greatly affect the balance of power within nations, land reform is prone to sparking very contentious debate amongst the populace, as well as fierce resistance from those that have interests in the current system - but the opportunity granted to emerging classes by the prospect of land reform will serve as a boon to the players efforts to enact them.

    State Atheism


    Many states within the time frame of Victoria 3 had politics that were dominated by differing attitudes towards religion. Nations such as Mexico, the Spanish Republic, and the socialist states of the early 20th century all practised strong anti-clerical politics, seeking to minimise the political influence of traditional religious institutions within society. These anti-religious policies will be modeled in 1.3 with the new State Atheism law, and with it, the new Atheist religion.
    State Atheism is the ultimate means to reduce the power of the Devout within a nation, banning religion from public life and making all religions discriminated against. Nations with State Atheism will gain a new Atheist state religion to replace their previous one, and enactment will grant a small group of Atheist pops in your nation. Pictured: Whilst Mexicos policy may be State Atheism, Catholics still make up a supermajority of the nation - it has a long way to go to truly eradicate religion from public life.
    Whilst this is an immensely effective way of reducing the power of religious institutions within the state, State Atheism will create a massive group of discriminated pops, which will increase turmoil through the nation. With this law, it will be ever more important to both focus on keeping standard of living high, and prioritising national values to quash the remnants of religion within your country. State Atheism will generally be backed by Nihilists, Communists, and other similar ideologies. The process of enacting State Atheism will ignite conflicts between secular and religious society - but it will also open new opportunities for social experimentation, as traditional institutions are rendered marginalised.

    Technocracy and Single-Party States


    The final two laws added in 1.3 are the Technocracy and Single-Party State laws, both representing more modern distributions of power that were either implemented or theorised about during the tail end of our time period. Both of these laws grant significant Authority, with Single-Party State granting the highest flat bonus to Authority in the game.
    The new Single-Party State law is intended as a late-game replacement to the Autocracy and Oligarchy laws, designed to fit into the era of mass politics and the party-state. Once Single-Party State is enacted, either the rulers IGs political party will become the sole political party in the nation, or a new political party involving the rulers IG will form. Elections will be held every four years as normal, with the single legal party always getting 100% of the vote. Pictured: The modern face of the Empire of Japan, ruled by the firm hand of the Taisei Yokusankai.
    Under a monarchial single party state, the head of state will be hereditary as normal, but under another system, whenever the head of state dies or otherwise changes, a new leader will be chosen from the interest groups within the party. A single-party state does permit including non-party interest groups - but they will come at a substantial hit to legitimacy. Enacting a single-party state will enrage those interest groups not contained within the party - but it will allow a unique political situation where both more authoritarian laws like Command Economy and Collectivised Agriculture, and more democratic laws such as Womens Suffrage and Elected Bureaucrats are available. Pictured: An enactment event that can arise, if the idea of a single-party state is already popular in your country and one that can arise if the people are not so thrilled about it.

    Pictured: A closer look at the Regime. I love the Regime.
    Meanwhile, a Technocracy represents rule by the trained and educated, in accordance with the theories of figures such as Henri de Saint-Simon and Howard Scott. The tendencies that technocracy draws from are myriad, but all desire a state primarily ruled by technical experts. A technocratic state will tend to be supported more by the Intelligentsia and Industrialists, and provides benefits to the political strength of the educated class, from academics to officers. Technocracies will dispense with the inefficient and unenlightened notion of democracy altogether, removing political parties, cancelling elections, and ruling in a fashion similar to Autocracies, Anarchies, and Oligarchies.
    Technocracy can be combined with every set of governance principles in the game [although such combinations may be quite unstable], meaning that both the Platonic ideal of enlightened governance, and the grand dreams of true Vperedist patriots can be realised under this law.
    A Technocracy will be greatly beneficial for those that wish to enshrine the rule of the Industrialists and Intelligentsia without worrying about elections - and it, as well, permits the Command Economy law, allowing for a highly centralised, streamlined, and optimised economy under the auspices of stone-faced men in stately grey suits.

    Industry Banned


    As the final law we will be visiting, we have precisely the opposite of Technocracy, and one of the most drastic changes in playstyle in Victoria 3 - Industry Banned.
    The Industry Banned law represents the most radical elements of opposition to the industrialisation of the Victorian Era. Under this law, all heavy industry in your nation - steel mills, motor industries, chemical plants, and more - will be destroyed, and cannot be replaced until the law is replaced. Furthermore, this law forbids all automation technologies for the industries that remain, mandating the economy remain both small-scale and labour intensive. Technology spread and research speed will be sharply reduced, allowing your nation to remain in a pristine pastoral state, unblemished by things such as smog, labour-saving technology, or modern medicine. Pictured: The machines may threaten to overthrow us, but there is one thing they lack - the unbreakable and universal concordat of Humanity.
    Of course, passing this law will be immensely contentious. Any group that has an opinion on the economic system will usually have a low opinion of abolishing the means of production entirely. There are, of course, some proponents of this law that may arise, however - and, under a sufficiently cruel and alienating system, some otherwise reasonable people may see putting an end to industry itself as desirable to the status quo.
    Industry Banned will enormously empower the Rural Folk, and through disabling heavy industry, will also harm the influence of the Industrialists, and boost the Landowners. By combining Homesteading and Industry Banned, one can acquire a +75% bonus to the clout of the Rural Folk - creating the rural, idyllic realm within which power lies primarily with smallholding settlers. As you can see, we are putting significant effort into making both internal politics and ideological variation more interesting and flavourful in 1.3, as well as creating additional laws for both more exotic late game situations and critically important political issues that defined the time. Also, revolutions now always adopt the most desired governance principles of their most powerful IG. You wont be seeing any more radical or communist revolutions with monarchs at their heads. Pictured: One example of a revolutionary government against a monarchy, composed mostly of people who are ambivalent on the question of monarchism versus republicanism.
    That is all, and we will see you next week.


    [ 2023-04-13 14:00:23 CET ] [ Original post ]

    Dev Diary #80 - Law Enactment and Revolution Clock in 1.3


    Happy Thursday and welcome to the first of several diaries about improvements and changes in Update 1.3! Today we will cover changes made to the process of enacting laws, political machinations by your ruling Interest Groups, and the build-up to revolution. First off, why are we making changes here? Well, while the core mechanics of law enactment and political movements agitating for legislative change and/or revolution work well and in accordance with the design vision, there are a number of issues that has bothered us and many in the community since release:

    • The feeling of excessive randomness in law enactment mechanics, where you might have only a 5% success chance but could hope for a "critical hit" that wasn't particularly rare, or repeatedly failing and getting stuck when at 80% success chance
    • The risk of getting stuck with "bad rolls" early on in an enactment process leading to repeated frustration until you cancel enactment and start over
    • Exploits related to repeatedly starting/canceling law enactment to prevent revolutions from ever getting off the ground
    • The ability to disarm a revolution by inviting a supporting Interest Group to the government, only to then ignore their desires
    • Interest Groups in government actually having less political agency than those in opposition
    • Revolution buildup not feeling particularly flavorful or engaging as a simple progress bar
    • Several confusing user experiences and tooltips relating to law enactment and revolution
    We've tackled these issues with two larger and several smaller features or tweaks.

    Law Enactment Changes


    Laws now need to progress through three phases in order to pass, instead of simply having a percentage chance to be enacted once the clock fills up. What is not changing here are the underlying mechanics of Success, Advance, Debate, and Stall chances, which are based on the relative endorsement and opposition of the law from the Interest Groups in your government. However, when the result is a Success, you will progress to the next phase instead of immediately enacting the law. If you then achieve success in the third phase, the law will pass. To compensate for the additional time requirement, we've increased the pace of the enactment clock - which also means more twists and turns during each law enactment. Previously it was not uncommon that if you had 40% endorsement of a law you want to pass, you might succeed on the very first checkpoint, which makes the whole thing mostly a waiting experience. By requiring a number of successes, we can compensate for the random factor and create more interesting challenges.
    While this is, in the words of Alex in QA (who originally conceived of this feature), "just three EU4 sieges in a trenchcoat", it solves the problem of excessive randomness and feels a lot better: giving you a clearer sense of progress and increases the stakes of each decision made. Choosing to get a +5% Enactment Chance out of an early event now doesn't just give you a +5% bonus to a single roll, but effectively a +5% bonus to each of the three phases, which is a much bigger deal. You're also much more likely to experience a variety of events before the enactment is concluded. Events spawned by the enactment process are now categorized in association with the UI element that tracks your progress, and identifies the outcome that spawned it to give you more context. They will also time out automatically (selecting the default option) when the clock fills up, so there's always only one enactment event pending - no more delaying taking action on negative events until the next cycle to try to improve your better outcome!
    One issue with the current (1.2.x) build is that after dealing with a few negative events you could end up with a net negative enactment chance, a hole you'd have to try to dig your way out of in order to even have a chance to progress. But of course, the lower the enactment chance the lower the chance of getting a positive event, so this often turns into a self-perpetuating cycle of digging a deeper and deeper hole. The "correct" action at this point is to cancel enactment and try again after a cooldown period, but this feels very bad. To address this, in 1.3 we have introduced a concept of setbacks which can be taken to recover from a situation like this. Each enactment process can take up to three setbacks, but when it has taken its third it will automatically and irrevocably fail. For as long as you have taken less than that, events will permit you to reset your current enactment progress if you've taken too large of a hit, or in some cases trade a setback to turn an negative outcome into a marginally positive one. When enactment chance drops below zero, the Legislative Failures event will automatically spawn and let you reset back to a clean slate at the cost of a Setback.
    Many law enactment events have been backfilled with new options that let you take a setback in return for avoiding a more negative repercussion, letting you gamble a bit to try to get your bill passed.
    However, Stall outcomes can also sometimes generate Setbacks without your input, so be wary of pushing your luck too much! Even with the extra agency provided by the Setback mechanic, you may find that enacting a certain law is so difficult it's just not worth it. When you cancel enactment in 1.3, you will find that the cooldown has increased to 2 years instead of 1 (and is applied even if you have not yet reached the first checkpoint), but also an entirely new effect: if there is a Political Movement currently agitating for this law to pass, and you cease trying to enact it, the movement's Radicalism will shoot up considerably, in many cases all but guaranteeing they will revolt as a result. Cancellation confirmation box explaining the impact of your decision. Laws redacted to not spoil the fun for next week's dev diary, but feel free to speculate in the comments!
    This closes the door on two (unfun) identified exploits: starting to enact a law a movement demands, but canceling it before it succeeds, keeping the movement teetering just on the edge of revolution without giving in to it; and canceling enactment just before the first enactment cycle is up, thus avoiding cooldown and penalties altogether. But what about the exploit where a revolutionary Interest Group is invited into government, thus removing them from their Political Movement? In one sense, this is working-as-designed; inviting a populist faction to try to execute their politics in a more respectable fashion is a not-infrequently utilized tool for declawing a revolutionary movement. The problem with this in Victoria 3 is that a human player will be in full control of which laws are being enacted, so inviting a group into government doesn't actually give them more power to make change - it only takes away their ability to threaten consequences. Enter Government Petitions.

    Government Petitions


    Petition events commonly appear a few months after a new government has been formed. They can be issued by any of the Interest Groups in government and for any of the law changes they endorse the most.
    The event produces a Journal Entry that you may pursue if you wish, or ignore at your peril. Passing the desired law will of course have the effect of improving the Interest Group's Approval as usual, but it will also improve your Legitimacy for a long time, as you're showing responsive governance. On the other hand, if you don't pass the law on time, or by some other means disenfranchise the petitioning Interest Group, they will become very disappointed with you.
    In effect, this creates a kind of "government agenda" that the player is rewarded for pursuing and penalized for ignoring, further incentivizing building a government constellation of groups whose politics you actually want. For the modders out there, Government Petitions are implemented entirely in script, and can serve as a good example and pattern for Journal Entries that can be more dynamic and responsive to circumstances. Finally, what happens when things go sideways and your population demands something you can't (or won't) give them? In the current live build, a Political Movement with high Radicalism will become Revolutionary, triggering a countdown until they rise up against you, taking one or several of your states with them. In 1.3, these fundamentals remain but the countdown has changed drastically.

    Revolution Clock


    When a Political Movement becomes Revolutionary, a clock will start ticking. Similar to the enactment clock, every time it fills up the Revolution meter will (usually) increase, with a revolution event triggering alongside it. The event frequently provides some options for how to deal with the revolution. All in all there are 40 such new events in 1.3, many of them contextually triggered based on who is supporting the revolution, what law is currently being enacted, and so on.
    With the support of the Rural Folk and a Political Movement led by the Intelligentsia and Trade Unions (all of them individually weak) we're attempting to ban slavery in early game Afghanistan. The reaction from the Landowners was quite severe. Not only did they leave the government in protest (causing Legitimacy to drop to a level where we cannot make progress on the law enactment), but they also started their own movement to preserve Debt Slavery and, on account of their considerable strength, went straight into plotting a revolution against their former Rural Folk co-rulers.
    On the new Political Movement panel, we can get a good overview of where the support is actually coming from and why they are as strong and radical as they are.
    On the Supporting Pops tab in the same panel, you can find out exactly who is providing the most support and radicalism to the Movement. Perhaps you could temper some of these strong feelings by increasing dividends in their industries or providing some targeted reduction in prices of certain luxury goods?
    The Revolution Clock events usually adjust the revolutionary progression up or down, but can also apply other conditions, some which may upset your country's political balance for quite some time. This can of course also impact revolutionary progression indirectly, as Clout heavily impacts the conditions of the movement.
    Revolutionary movements have also been given their own animated map marker, to make it clearer where the revolution is brewing and what territory is likely to go along with it when it erupts. And yes, once again I've had to redact part of the UI to not spoil some surprises we have in store for you!
    That's all for today! As you can see we're putting a lot of focus on making internal politics more dynamic and fun to play with in Update 1.3, and there's much more to come in subsequent dev diaries. Next week Victoria will present new laws we have introduced in the mix, to fill some late-game gaps and enable new early- and mid-game conflicts between your political factions!


    [ 2023-04-06 14:00:16 CET ] [ Original post ]

    Dev Diary #79 - Whats next after 1.2?


    Hello and welcome to the first Victoria 3 dev diary after the release of update 1.2! With this update now out, we feel that its a good time to return to the Post-Release Plans we outlined in Dev Diary #64, check whats already been done and go over what further changes and improvements we have planned for the game in future free updates such as 1.3, 1.4 and beyond. In the Post-Release Plans Dev Diary we outlined three key areas of improvement for the game: Military, Historical Immersion and Diplomacy and these are very much still our main targets, but are now being joined by an Internal Politics section. The Other section is also still there for anything that doesnt fall neatly into one of the four categories. For this dev diary, Ill be aiming to give you an overview of where we stand and where were heading by going through each of these four categories and marking on each one with one of the below statuses:

    • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesnt mean were never going to expand or improve on it in the future, just that its no longer a high priority for us.
    • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but arent yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.3, 1.4 and so on.
    • Not Updated: This is a part of the game where we havent yet released any of our planned changes/improvements in either 1.1 or 1.2 but still plan to do so for future updates.
    • New: This is a planned change or improvement that is newly added, ie wasnt present on the list in Dev Diary #64.
    Just like in the original Post-Release Plans dev diary, we will only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. So then, lets get to the categories and see where we stand! For each point in each category that isnt new to this update there will be a sub-point detailing our progress on the point so far.

    Military


    Done:
    • Adding the ability for countries to set strategic objectives for their generals
    • The ability to designate Strategic Objectives were added to the game in update 1.2
    • Addressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along fronts
    • While there are still rough edges in the military system and we undoubtedly will continue to tweak the precise balancing here, we consider the specific issues with front progression and unit selection for battles largely resolved in update 1.2
    Updated:
    • Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
    • We have made a number of improvements to army visualization in 1.2 and added breakdowns for factors such as battle sizes, but we have more work to do when it comes to giving players a good overview of wars and making multi-front wars easier to manage
    • Increasing the visibility of navies and making admirals easier to work with
    • Some improvements have been made here, such as removing the restriction on naval invasions using Generals from different HQs, but we still consider navies an area of the game in need of improvement from a visibility and usability standpoint
    • Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
    • We have mitigated this issue in update 1.2 by auto-closing small pockets and improving battle province selection but the issue still persists (particularly in wars with a large number of small countries) so further improvements are needed here
    Not Updated:
    • Experimenting with controlled front-splitting for longer fronts
    • Some internal design work has been done on this, but its very tricky to get right without worsening the front splitting issues - its still very much a high priority for us nonetheless!
    New:
    • Adding a system for limited wars to reduce the number of early-game total wars between Great Powers
    • Solving the issue of armies going home after Generals die during a war by adding a system for field promotion

    Historical Immersion


    Done:
    • Ensuring the American Civil War has a decent chance to happen, happens in a way that makes sense (slave states rising up to defend slavery, etc), and isnt easily avoidable by the player.
    • The ACW is now more difficult to avoid, and when sparked over the issue of slavery, should now create a historically plausible CSA (note that there may still be unintended cases of a fake CSA appearing due to a non slavery related landowner revolt, which isnt covered by the above fixes)
    • Working to expose and improve content such as expeditions and journal entries that is currently too difficult for players to find or complete
    • The Journal Entries that we wanted to make easier to complete and/or more visible have been tweaked in the intended way (though we will undoubtedly continue to make minor balance adjustments to them)
    Updated:
    • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
    • Significant improvements have been made to the AIs ability to complete Journal Entries such as Tanzimat, Manifest Destiny and so on, though it still struggles with others like the Meiji Restoration and so further work is needed.
    • Ensuring unifications such as Italy, Germany and Canada doesnt constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
    • The Unifications now occur in a way that is more on schedule, but we still want to change them so that they mechanically behave in a more historically plausible way
    • General AI tweaks to have AI countries play in a more believable, immersive way
    • Significant changes have been made to the diplomatic AI in both 1.1 and 1.2 but this is an area that is going to continue receiving attention from us for some time, particularly when it comes to making the AI less opaque in its reasoning (for example, explaining why they sided against you in a diplomatic play despite good relations)
    New:
    • Adding more country, state and region-specific content to enhance historical flavor of different countries

    Diplomacy


    Done:
    • The ability to expand your primary demands in a diplomatic play beyond just one wargoal (though this has to be done in such a way that theres still a reason for countries to actually back down)
    • Adding additional primary demands was added to the game in update 1.2
    Not Updated:
    • Reverse-swaying, ie the ability to offer to join a side in a play in exchange for something
    • More things to offer in diplomatic plays, like giving away your own land for support
    • Trading (or at least giving away) states
    • Foreign investment and some form of construction in other countries, at least if theyre part of your market
    • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
    New:
    • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

    Internal Politics


    Updated:
    • (Moved from Other) Making it more interesting and competitive but also more challenging to play in a more conservative and autocratic style
    • We have made some changes here, such as locking laws behind regressive distributions of power and changing GDP to not unfairly favor manufacturing economies but this is still an area where we want to do more
    New:
    • Improving the mechanics of law enactment and revolutions to be more engaging for the player to interact with
    • Adding more mechanics for characters and giving the player more reason to care about individual characters in your country:
    • Adding laws that expand on diversity of countries and introduce new ways to play the game

    Other


    Done:
    • Making it easier to get an overview of your Pops and Pop factors such as Needs, Standard of Living and Radicals/Loyalists
    • Update 1.2 added new overviews for Pop Needs and better explanations for the reasons behind radicals and loyalists
    • Experimenting with autonomous private-sector construction and increasing the differences in gameplay between different economic systems (though as Ive said many times, we are never going to take construction entirely out of the hands of the player)
    • Autonomous private-sector construction was added to the game in update 1.2
    • Ironing out some of the kinks with the late-game economy and the AIs ability to develop key resources such as oil and rubbe
    • While the economic AI is definitely going to continue to receive improvements, the specific issue of the AI never developing these key resources should be fixed
    New:
    • Improving Alerts and the Current Situation widget to provide more useful and actionable information.
    Just as last time we shared these plans, the above is not an exhaustive list of everything we want to do, and I cant give an exact timeline for any of the individual points or which precise future update they will be a part of. This list also still only covers changes and additions that will be part of free updates! We are planning to continue releasing dev diaries like this updating you on our progress after each major update to the game. Thats all for todays update, I hope you found it informative! Next week well dive right back into regular dev diaries as we start going over the details of what we have in the works for Update 1.3, though Ill note that we wont be ready to talk about the release date for that update. See you then!


    [ 2023-03-30 14:00:32 CET ] [ Original post ]

    Patch 1.2.7 is now LIVE!

    Top of the morning to you Victorians! We just released patch 1.2.7 to address some issues in the current build of Victoria 3. Please do not use this thread to report any new issues you discover - but rather file any bugreports in the bug reporting forum, thank you! - Fixed buildings getting blocked from hiring if the first hired Pop is a Capitalist/Aristocrat. - Fixed the war panel not opening when clicking the pending peace deal alert. - Fixed heirs being bald. - Fixed paused constructions showing a wildly incorrect estimated weeks to completion. - Fixed a bug where bankroll could be autocancelled without removing expenses. - Fixed AI countries sometimes repeatedly adding and removing the same IG from government. - Fixed a bug that was causing Germany to always have the black-yellow-red flag when formed from the North German Confederation. - Fixed battles where a very small armies could hold off a much larger opposing force for weeks. - Fixed a CTD in CConstructionQueue::CalcNumUnderConstruction.


    [ 2023-03-23 09:15:43 CET ] [ Original post ]

    Victoria 3: 1.2 is now LIVE!

    Hello everyone! It is finally time to release Update 1.2 Hot Cinnamon Spice to the masses! Following a period of Open Beta testing where the invaluable help from you guys we now feel that it is ready for delivery. A huge thank you to everyone that's been participating in the open beta, providing us with feedback and bug reporting! Please do not use this thread to report any new issues you discover - but rather file any bugreports in the bug reporting forum, thank you! We can not give any guarantees that save files from 1.1.x will be working in 1.2 without issues which is why we recommend that you roll back your game to the previous version and finish any ongoing games you want to finish before updating to 1.2. More information on rolling back your game version can be found here! (TL;DR is go to properties in Steam -> Betas -> select the version in the dropdown list). Unfortunately the full changelog is too large to fit into one Steam announcement. Please refer to our recent development diary for the full changelog: Part 1 Part 2 You can also read the full changelog on our official forum! Today we also released the music pack: Melodies for the Masses (included in the Grand Edition)! https://store.steampowered.com/app/2348450/Victoria_3_Melodies_for_the_Masses_Music_Pack/


    [ 2023-03-13 09:05:12 CET ] [ Original post ]

    A look behind the scenes of the sound and music of Victoria 3

    [previewyoutube=Cb-1uYsOtnM;full][/previewyoutube]


    [ 2023-03-10 14:06:43 CET ] [ Original post ]

    Dev Diary #78 - Update 1.2 changelog Part 2


    Part 2 of Dev Diary 78

    • Complete overhaul of the Trade Routes panel, adding several different views and options to filter, sort, and manage them
    • Message Settings control panel can now be used to customize the behavior of notification types, including pausing the game in single player
    • Rebindable hotkeys
    • Individual notification types can now be toggled to automatically pause the game in singleplayer
    • The Population panel now breaks down Pop Consumption and Taxes by strata
    • Loyalists and Radicals tooltips now reports which Professions and Interest Groups they can be found in
    • Convoy balance is now prominently displayed in the top bar (for countries with a coastline)
    • Certain mapmodes now switch with a (configurable) fading animation rather than instantly
    • New layout for map interaction panel with minimal buttonification, permitted easier tooltipping and navigation in each entry
    • New, better performing construction UI element below the time controls to distinguish private from government construction
    • Journal Entry panel can now display its progress as a progress bar, and display all conditional triggers (success/fail/timeout) as well as the effects that would happen
    • There is now an Important Action for when a Decision is available for you to take
    • Map Interaction List layout has been changed to improve tooltip usability
    • Literacy map mode
    • Infamy map mode
    • Global population map mode
    • Goods in specific markets can now be pinned and tracked in the Outliner
    • Lens bar icons will now take up the entire width of the screen depending on resolution, rather than always 15 per row
    • All characters, not just Generals and Admirals, can now be pinned to the Outliner
    • Production Methods now display a short summary of what they do without having to read the tooltip (inspired by the Visual Methods mod by FUN)
    • Morale for each side is now displayed on the Battle list item in the Front panel
    • A more compact variant of the Front map marker is now shown if a side doesn't have any troops there
    • Diplomatic Action map interaction list now shows a column for "Will Accept" / "Will Accept with Obligation". Inspired by "Deal or No Deal? Diplomatic UI Expanded" mod by Luk_Zloty
    • Numerous improvements to notifications such as price reports, mobilization, and declared interests to reduce notification spam
    • Shortcut Ctrl+B now pauses/unpauses the construction queue
    • It is now possible to see a tooltip breakdown of a side in a battle ended up with the number of initial units they did
    • C is now a shortcut for the "Confirm" action, such as default event options
    • Notification Feed items now animate properly and remember their states
    • Heatmap colors and values have been updated to make them easier to read, especially in states with low concentrations of something (Inspired by "Practical Heatmaps" mod by Ronin Szaky)
    • State images now include animated visual effects
    • Control buttons for Main Menu, Vickypedia, Message Settings, and Music Player in the top right corner now have tooltips
    • Diplomatic Action tooltips now list correct values for any potential income transfers involved in the pact
    • Institution tooltips now display their actual, scaled effect due to the investment level, not just the per-level values
    • Buildings under construction are now excluded from Productivity comparisons
    • The Expand Building map interaction list now display the amount of available Peasants and Unemployed in the state
    • The 4 most consumed goods are now displayed in Pop Lists (Inspired by "Visible Pop Needs" mod by Apprehensive-Tank213)
    • Interest Group panel and tooltip now displays their number of Loyalists and Radicals
    • The Pop's number of Loyalists and Radicals are now displayed in Pop Lists
    • Details on the Investment Pool is now displayed in the Buildings / Construction tab
    • The "Map List" is now referred to as "Ledger", and includes a mapmode dropdown
    • Expand Building map list panel now includes information on state Infrastructure and Labor
    • Total Pop Size is now displayed on the Overview tab as well as the Economy tab in the Pop panel
    • Ongoing Naval Battles are now accessible through the War panel
    • Conscript troops are now illustrated by an image suitable for their Production Methods
    • When starting a Naval Invasion, the number of Battalions and current Mobilization level is now displayed for each General
    • The meter on the Battle panel will now more reliably track the progression and predict the outcome of a battle
    • Currently unavailable Diplomatic Plays are now shown on the country panel in a special section, making it easier to determine why they're unavailable
    • Expand Building map list panel now display Taxation Capacity instead of Productivity when building Government Administrations
    • Convoys tooltip now turns into a paged list after 10 items instead of potentially expanding to fill the whole screen
    • Interest Groups will now show their Approval when pinned to the Outliner
    • The names of Battle Conditions are now displayed alongside their icons
    • Clicking the High Tensions alert will now open the Diplomacy interface instead of doing nothing
    • Total population per strata is now shown on the Population panel and Standard of Living tooltip
    • Literacy is now tracked over time and can be displayed in a chart
    • The effects of Turmoil on Construction Efficiency is now more clearly signaled in the Construction Queue
    • Front panel header now provides a navigational link to its Diplomatic Play even if it has not yet become a War
    • Attempting to form a low Legitimacy government now produces a warning confirmation box
    • Demoralized Manpower is now displayed on the Battle panel
    • Standard of Living Factors tooltip now includes impact from Pop Consumption
    • Added the Show More button to see the full breakdown of chart legends on the State Population tab as well
    • Improved explanation for why a state's Market Access is suffering
    • Improved Bureaucracy Usage tooltip on State and Pop levels
    • Notification rebalancing to decrease the frequency of the worst offenders
    • Tooltipping the "Tariffs Paid" value now produces a proper nested tooltip rather than an unlocalized string
    • The endgame screen is now clearer about the fact that it's possible to continue playing past the end-date
    • Goods Consumption factors are now added to the reasons for Radicals/Loyalists tooltip
    • "Involved in conflict" map mode is now switched to be the default only once you have taken a side in a Diplomatic Play
    • Pop Needs tooltip is now more readable
    • Generals and Admirals are now more open about which HQ they belong to
    • Battle tooltips now include Manpower metrics as well as Battalion/Flotilla numbers
    • The Journal Entry and Player Objectives outliner widgets are now more compact
    • The Convoy Cost tooltip on the Trade Route item now produces explanatory information when it is zero
    • Very long player names will now elide properly with a trailing ellipsis in the outliner
    • Goods tooltip "Go To Details" button will now navigate to the relevant detail panel depending on if a state/market context exist or not
    • New game concepts for the terms "Popup", "Feed", and "Toast"
    • Stray newlines are now omitted from Production Method tooltips

    • Overhaul of Construction Queue related code to optimize performance and improve Autonomous Investments
    • Optimized country trends to reduce memory usage
    • Optimized Pop Need caches to reduce memory usage
    • Optimization of Trade Route map interaction code to eliminate lag spikes
    • Reworked the Outliner Construction Queue to be considerably faster when many buildings construct at once
    • Optimized building map markers when constructing buildings in a state with a lot of Turmoil
    • Optimizations to pollution VFX particle counts
    • Improved performance when adding new buildings to the bottom of a very large construction queue
    • Increased the cutoff for what qualifies as a very small pop that should be merged into larger pops for performance reasons

    • Building Power Plants now cause a representative building model to appear in city hubs
    • Whaling Stations now have unique Production Method icons
    • Smoke plumes produced during and after battles have been visually enhanced
    • The presence of a Mass Migration Target in a state will now increase the number of Horse & Carriages on the roads
    • Revised table shader for improved lighting, tweaked transition between table and background
    • Flamethrower VFX is now improved when observing from different camera angles

    • Korean: Fixed placeholder text in Downsize Building tooltip
    • Chinese: Ensures tooltip for Interest Group Pop Attraction works even when a different delimiter than colon is used
    • Polish: typo that caused an unlocalized string to appear is now fixed in REVOLUTIONS_PROGRESS_TOOLTIP
    • Polish: concept_budget_construction_goods no longer generates errors
    • Fixed a reference to unlocalized key concept_promoting in the Interest Group tutorial
    • Fixed a reference to unlocalized key sepoy_mutiny for the war between East India Company and Hindustan
    • English: fixed a typo in DIPLOMATIC_ACCEPTANCE_NO_CUSTOMS_UNION
    • Polish: Fixed a missing space in the date string between the weekday and the month

    • New UI function MakeScope available for all UI types with a corresponding scope type, letting modders add scripted GUIs, access saved variables and modifiers in UI script, etc
    • Journal Entries can now define scripted buttons with custom triggers and effects
    • Diplomatic Plays can now be scripted with unique Relations requirements rather than being contingent on the same define
    • New effect set_ruling_party added
    • AI Strategies now have improved script comment documentation
    • References to unlocalized text in GUI script will now throw errors
    • Building group inheritance has been reworked to ensure overridden settings will always supercede default ones across the hierarchy
    • There is now a "governments" history step after Interest Group/Party setup but before elections that can be used to more precise political setups
    • New on-actions: on_secession_start and on_secession_end
    • Console command "investment_pool" will add money to investment pool
    • was_formed_from = TAG trigger added to check which country definition a new country was originally
    • New flag definition for a potential USA formed by Michigan
    • New script effect set_available_for_autonomous_investment to allow/disallow autonomous investment for certain building types in particular states
    • Diplomatic Plays can now be scripted with settings on whether starting wargoals should generate Infamy
    • Added new defines for fine-tuning of casualties caused by manpower vs casualties caused by Offense/Defense
    • remove_war_goal effect is now allowed to remove the last wargoal from a diplomatic play or war

    • Tariffs are no longer collected for routes between countries with Trade Agreement pacts
    • Fixed an issue where re-mobilization of battalions involved in a naval invasion could cause multiple simultaneous landing battles
    • Countries that cease to exist for unrelated reasons will now be properly removed from wars, ensuring the war will conclude eventually
    • Characters now perish from natural causes at a more natural pace
    • Fixed crash that occasionally happened while removing manpower from combat units (CCombatUnit::RemoveManpower)
    • Countries can now start Diplomatic Plays to Transfer Subject even if their Relations with the subject (rather than the overlord) is too good
    • Fixed an Out-Of-Sync error in multiplayer related to elections
    • Fixes an issue where Britain taking a Treaty Port in Great Qing would not properly end the Opium War
    • States which border each other only by provinces considered Impassable will no longer be treated as adjacent
    • It is no longer possible to queue up multiple levels of a Canal, Skyscraper, or other single-level building while there is a level already in the queue
    • Fixed a bug that caused generals to stand by in some cases rather than assign themselves to the new front after having won a naval invasion landing battle
    • Fixed an Out-Of-Sync error in multiplayer related to Diplomatic Plays
    • Sway interface will no longer pretend the AI will accept an offer they wouldn't when there is another offer they would
    • Winning a battle on an ally's front should no longer result in only capturing a single province
    • Fixed a bug that allowed players to start a Unification Play for a country that had already been formed
    • Fixed a bug that caused wargoals to not invalidate despite their holder or target no longer existing, resulting in wars continuing with no wargoals
    • Fixed a bug where if slavery had already been abolished/expanded before the revolution meter hits 100%, the American Civil War would fail to trigger or revolt with the wrong configuration of states
    • Fixed a bug that caused Generals to go home and Stand By when a front is destroyed but a new one created in the exact same place
    • Become Protectorate proposals will now work even when one party is a junior in a Customs Union, and will supersede that pact
    • The game now pauses correctly on the end date even in multiplayer
    • Fix out-of-bounds charts after switching countries
    • Fix out-of-bounds charts when viewing other countries
    • Fix map graphics and name flickering when the Culture map mode is activated
    • Countries with Slave Trade will now stop importing slaves if there are no available jobs for them to fill
    • The last Interest Group in government will now never spontaneously leave it under any circumstances
    • Enacting an Opium Ban as Great Qing no longer removes buildings other than Opium Plantation from the build queue
    • Highly developed states no longer display GDP incorrectly or with negative values
    • Overseas battalions with reduced Supply can no longer regain Morale in excess of that Supply score
    • Countries currently involved in an Independence War will no longer be annexed due to a (minor) Unification
    • The American Civil War will no longer end with the Union in a never-ending revolutionary state in case of a CSA win
    • Fixed several hundred land provinces incorrectly marked with Ocean terrain
    • Mobilized troops now properly demobilize when abandoning a side in a Diplomatic Play by setting your stance back to Neutral
    • A new ruler assigned via Election will now apply their Traits' country modifiers immediately upon taking office
    • Fixed a crash related to CPdxDynamicTypeArray
    • Fixed a crash that could happen when establishing a new trade route immediately after game start
    • Secessionist radical pops will now properly deradicalize once they have seceded
    • Fixed a bug that caused GUI elements in a certain part of the screen to become unclickable / unresponsive after one party had backed down from a Play
    • It is no longer possible to sway members of Customs Unions with the promise of "independence" from it
    • Fixed a crash related to CPdxRobinHoodTable
    • The East India Company is now annexed upon its formation of India rather than continuing to exist on the map
    • Fixed an Out-Of-Sync error in multiplayer related to queueing a new building as a client hotjoins
    • It should now be possible to gain Achievements available only to particular countries even after having won as a revolution in that country
    • China now causes Diplomatic Incidents in the home regions of all Christian Great Powers as part of the Heavenly Kingdom event chain, rather than the other way around (all Christian Great Powers causing Diplomatic Incidents in China)
    • Annexing a country through unification (e.g. the Hudson Bay Company or Columbia District) will now inherit their claims
    • Overlords that form new nations will now always take any Homelands of the new nation from their Subjects in the process
    • Make Puppet Diplomatic Play can no longer be used on an independent Major Power or higher
    • Fixed a bug where the Discrimination modifier to Political Strength was not properly applied in some cases
    • Buildings panel interface should no longer be a source of crashes

    • It is no longer possible to Humiliate a country twice in the same war
    • A subject gained through the Transfer Subject war goal should no longer come with some of their land permanently occupied
    • Fixed rare crash when validating Production Methods (CBuildingManager::ValidateBuildingProductionMethodsIfNeeded)
    • Fix an issue with land trade routes being invalidated due to shipping lane effectiveness not taking land trade capacity into account
    • Fixed the confusing tooltip and excessive script error spamming for decisions to purchase the Suez or Panama Canal rights
    • A country that has been called into a Diplomatic Play by using an Obligation can no longer decide to abandon the country that called in the Obligation
    • Production Methods validated by Laws will now be set according to the new Laws if the building changes countries
    • Peace Treaty notification should now always contain information about the peace deal
    • Fixed a crash related to country information panels
    • Fixed a crash related to the battle information panel
    • Players rejoining a multiplayer game should no longer experience an Out-Of-Sync error related to trade routes
    • Fixed a bug where war reparations could under some circumstances be applied twice to the same country in the same war
    • Liberating a Subject that is also inside a Customs Union no longer removes them from the Customs Union rather than release them from their overlord
    • Transfer Subject Diplomatic Play can no longer be used on Personal Unions
    • Nation Above Self Journal Entry will now complete if the relevant Interest Groups are either Marginalized or Suppressed, instead of (impossibly) requiring both to be true
    • Tutorial windows triggered from Journal Entries will now close if their associated Journal Entry is invalidated
    • Generals can no longer be selected as both advancer and defenders in two separate battles at the same time due to them breaking out on the same tick
    • Invalid war goals no longer cause war support to freeze at 0
    • Liberating a Subject of a Subject now makes them independent rather than a Subject of their former Overlord's Overlord
    • Should Turkey puppet Egypt, they will not get the Veiled Protectorate Journal Entry as this would cause them to worsen Relations with themselves
    • Fixed a bug that caused Interest Group Approval to go sky-high when close to 0% Clout
    • It is now possible to mobilize a General despite their HQ being partially occupied
    • Fixed a crash that could happen when opening the building tab while the Expand Building map interaction was open
    • Grand Principalities are no longer unfairly excluded from German Unification Journal Entries
    • It is no longer possible to start to incorporate a colonizing state whose colony growth has been temporarily blocked, e.g. due to a Claim
    • Fixed a crash when changing Production Methods or constructing new Urban buildings (CRightClickMenuManager::HandleInput)
    • Fixed crash when rendering some text (NPdxStringUtils::CompareSIMD)
    • Colonize State Journal Entry in Learn the Game objective has been reworked to be less bug-prone
    • Colonization interface should no longer be a source of crashes on Mac/Linux
    • Linux clients should now be able to connect successfully to a multiplayer game hosted on Mac
    • Fixed a bug that prevented completion of the Pops panel tutorial due to layout changes
    • Fixed a crash related to spline network graphics rendering
    • Trigger breakdowns that include an any_scope_state list will no longer assume the scope is always a country
    • Proposals to become a subject will no longer be denied due to the prospective overlord already having subjects
    • The "No Effect" Production Method choice is no longer visible for Vatican City unless monument effects are disabled by a game rule
    • Regaining a sufficient amount of Prestige should now halt the devolution into a lower Power Rank
    • It is no longer possible to change another market's goods' tariff policies through the context menu
    • Several nations with pre-existing colonies at game start now have Interests declared to support the growth of those colonies, where they previously did not
    • Expand the East Indies Administration no longer allows for transferring a State to another Customs Union member's Colony
    • Average annual wage breakdown in building panel now takes impact of discrimination on wages into account
    • Hooked in orphaned event to shatter the East India Company if it breaks free from Great Britain (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Impassable provinces can now never be captured in battles, and are excluded from occupation percentage calculations
    • Several Diplomatic Actions now have proper localized strings rather than unlocalized keys
    • Mass Migration Target tooltips no longer lies about how long they will remain in effect
    • Crash Reporter tool should now work correctly on Linux
    • It is no longer possible to use 'Conquer State' or 'Return State' wargoals on decentralized nations
    • The Confederate States' Interest Groups now correctly lose their "Supporting an Ongoing Revolution" modifiers after the war is over
    • Fixed a bug that caused one country to have multiple entries for Release Subject war goal
    • Requests to join a country's Customs Union are now always passed up the chain to the leader of the Customs Union
    • Fixed a bug where secessions would not increase the Journal Entry counter towards shattering Qing
    • If something happens that causes the country targeted for the Improve Relations tutorial challenge to no longer exist, the challenge will now invalidate and restart with a new country
    • Only slave states will join the CSA in the American Civil War and vice versa (note that unincorporated states such as Florida cannot join a revolution)
    • Interest Group leaders retiring from political life will no longer be accompanied by a notification claiming they've died
    • Japanese heirs created via event will no longer spawn with negative age
    • Taiping Rebellion Diplomatic Play no longer generates Infamy for either side
    • The Goods navigation link in the notification for Significant Trade Route is no longer broken
    • "Improve Market Access by Decree" tutorial challenge now requires you to issue the decree in the specified state in order to complete
    • Legitimacy prediction when forming a new government should now be accurate even when the change involves changing to a new Head of State
    • It is no longer possible to abuse the "Expand the East Indies Administration" Journal Entry to instantly colonize all of Indonesia
    • Fixed an issue where historical tariff settings were cleared during initialization
    • You can no longer become a Protectorate of a country you are opposing in a Diplomatic Play or war
    • The scroll bar no longer overlaps the text in the Diplomatic Play confirmation window
    • Poppydock achievement is now triggered by having a level 8 port instead of 8 different ports as intended
    • Production Methods invalidated by Law changes will now reset immediately upon law enactment
    • Fix an instance of territory remaining painted with occupation flags after the war has ended
    • Fixed a crash related to using hotkeys to open lenses
    • The tooltip for expanding Barracks or Naval Bases will no longer display empty troop allocation change sections
    • Switching government type should no longer cause Market Access to mysteriously drop to zero
    • Front Health prediction no longer displays nonsense information if no Generals are present on the Front at all
    • Land Battle markers should no longer get mixed up for Naval Battle markers and vice versa
    • Metropolitan Police no longer (falsely) claims it needs Turmoil to be exactly 20% to complete
    • Reading Campaign achievement now requires 95% literacy or higher, rather than exactly 95% literacy
    • Power of the Purse naval theory Production Method no longer feature doubled Morale Loss modifiers
    • A garrisoned battalion can no longer be made to defend in two battles on different fronts simultaneously
    • Fixed crash when starting a new game related to AccessPlayableCountry UI function
    • Revolutionary country in the American Civil War will no longer get a generic revolt name instead of their historical name
    • Fixed an instance of endless recursion in the modifier_building_subsistence_output_mult_desc localization key
    • Characters already leading expeditions are now excluded from being chosen to lead another expedition
    • "Manifest Mexico" Achievement is now only possible for Mexico
    • The Treaty Port in Ceylon is no longer scripted to be on impassable terrain
    • Government Type concept tooltip trigger breakdown no longer spews error strings when explaining why the player's current government type is active
    • Recruiting a new commander will no longer display a notification about them moving to the NULL_OBJ HQ
    • Take on Debt Diplomatic Action will no longer erroneously show a country will accept if you offer an Obligation, as this is not a valid option for this action
    • Fixed an error in text of "Slavery and Colonial Labor" that was causing error log spam
    • Issue Decree map list now lists the predicted Authority cost rather than the current cost (which is usually 0)
    • State regions that are homelands for more than one of your country's primary cultures will no longer be listed repeatedly on the Unification panel
    • Fixed a bug where the 'Revoke All Claims' wargoal would immediately invalidate in secessions
    • Oscar Wilde no longer vanishes with the dawning of a new day, as he has now been relegated to the Void for sufficient time for his event to conclude
    • Market map icon and its tooltip no longer flicker when hovering them
    • Goods price tooltip should now show up correctly even in isolated markets (fixes GOODS_PRICE_DESC_IN_ISOLATED_MARKET)
    • Typing space in the console will no longer pause or unpause the game
    • Added missing heir titles for Zaidi Imamate (fixes HEIR_TITLE_DEFAULT)
    • Command Economy no longer has itself as a disallowing law (cosmetic bug only)
    • Momentum now has a proper tooltip
    • Diplomatic Play scope is now passed to on_sway_offer_rejected on-action rather than country scope
    • Investment Pool tutorial Journal Entry is now disabled while using the Autonomous Investment game rule
    • Fixed an issue where the number of battalions on a Front may have an outdated cached value
    • Fixed a UI caching issue where a character's traits may be shown on a different character
    • add_religion_standard_of_living_modifier effect now has a proper effect description rather than an unlocalized string
    • Fixed a cosmetic bug that caused Initial War Support to be listed as 0 instead of 100 in tooltips
    • Expiring Obligations pop-up no longer references yourself instead of the country with the Obligation
    • Total Amount of Flotillas tooltip will no longer show unlocalized DIPLO_PLAY_COUNTRY_WARSHIPS_BREAKDOWN key
    • It should no longer be possible to put Fishing Wharves into a state where no Ownership Production Method is valid
    • Law Enactment checkpoint toasts no longer claims the law has "advanced" if it has made no progress or regressed
    • Treaty Port in Chiapas moved to a province that's actually inside state borders
    • Haitian Independent Payments to France now cease if Haiti no longer exists
    • Total Weekly (Bureaucracy) Cost tooltip will no longer show unlocalized TOTAL_INSTITUTION_INVESTMENT_LEVELS key
    • Event "Do You Hear That Too" can no longer occur in NULL_STATE
    • Fixed a script bug that made it impossible to get the Death from Below Battle Condition
    • Hudson Bay Company no longer loses its Claim on Alberta after a month
    • The Decision to "Cancel the Suez Canal Survey" now becomes unavailable after the survey concludes
    • Hawai'is Ali'i Nui and government type no longer generates error text in tooltips
    • Unlocalized string "ECONOMIC_SYSTEM_LAW_GROUP" across several game concept tooltips has now been corrected
    • Fixed typo in Change to Our Customs Union tooltip
    • Unlocalized string "WARSHIPS_TOTAL" in building tooltips has now been corrected
    • Fixed a few typos in "Expand the Military" tutorial challenge text
    • Fixed naming for FSA to match naming for CSA in triggers, and ensures it is set immediately instead of only after the player has clicked the event
    Phew! We're very happy with how Update 1.2 turned out and hope you will be too! We have our amazing beta testers and passionate community mod creators to thank for a lot of it, this update wouldn't have been nearly as balanced and stable as it is if it weren't for all of you. As always we'd love to continue to hear your feedback and make sure to let us know if you run into any other bugs so we can continue to bang the pipes and tune the gears of the game! After the release of Update 1.2 dev diaries are going to go dark for a couple of weeks or so, but we will be back soon enough with more on what is coming up for Victoria 3 in the near future! Until then!


    [ 2023-03-09 15:01:03 CET ] [ Original post ]

    Dev Diary #78 - Update 1.2 changelog Part 1


    Hello and welcome! Today I will be going through, or perhaps more accurately infodumping, everything that has happened for Update 1.2. Many of you will have already experienced 1.2 in our Open Beta and will recognize many of these new features, improvements, and bug fixes, but there's a substantial number of things in here that were not in any of the three beta releases (or which were too niche for most to notice), so I expect that even beta players will find a few gems in here! The planned release date for the update is Monday March 13th, at 10:00 Central European Time. Our testing shows a promising amount of compatibility with savegames created on 1.1.2, but as usual we cannot guarantee flawless compatibility between versions, so for safety we recommend you start a new campaign on the new build. We will of course backup the old 1.1.2 version as a Steam beta branch which you can rollback to if needed (e.g. for mod compatibility). It is worth noting that this changelog reflects only the changes between 1.1.2 and 1.2.3 (which will be the release version of 1.2), and interim changes between beta releases are omitted to avoid confusion. In practice this means that if you experienced a bug or balance problem in a feature new to the beta build, this document won't explain whether it's been fixed or not. If you're looking for more detail on the biggest changes coming to 1.2, take a look at our previous dev diaries. Now, without further ado

    • Autonomous Investment: when the game rule is enabled, Pops will automatically start new private construction projects based on available funds in Investment Pool
    • Buildings can now have Government Shares, which will pay money (or subtract losses) directly into the treasury relative to building profits and government ownership share
    • The investment pool is now disabled under Command Economy. When Command Economy is enacted, all funds in the investment pool are seized for the treasury and all private construction projects are turned into government construction projects.
    • Added new economic law Cooperative Ownership, which requires Council Republic and now unlocks Workers' Co-ops production methods instead of Council Republic doing so directly
    • Strategic Objectives that can be designated by the player, encouraging Generals to capture specific states
    • Command Economy now makes it so all private sector buildings have only government shares, and only pay out government dividends
    • In-Game Music Player
    • Defeating a Native Uprising no longer instantly annexes them, but instead creates a Colonization Rights pact which speeds up colonization of that country for 5 years
    • New Lens interaction and context menu options to reset the Production Methods of a state, building, or building type to national standards
    • New Journal Entry, Decisions, and events pertaining to Russo-Chinese Border conflicts, the Beijing Treaty, and the Chuguchak Protocol
    • Complete overhaul of the Taiping Rebellion / Heavenly Kingdom event chain, including a new Journal Entry and event, a custom government form, historical characters, unique Interest Groups, new law setup, and plenty of fixes and balance changes
    • Markets now have a Land Trade Capacity, which allows trade routes between adjacent markets to trade a limited number of goods without needing to use convoys

    • Trade Routes now trade using market price, rather than a computed difference between pre- and post-trade prices. Trade routes now cannot be profitable unless the price is lower in the exporting market than in the importing market.
    • Secondary war goals added in a Diplomatic Play can now be locked in at the cost of Infamy and Maneuvers, causing them to be yielded if the target backs down
    • Numerous improvements to battle initiation, including picking which units should be involved and how many units each side can bring
    • It is no longer possible to colonize a state where another country both has a claim and maintains an interest, unless you also have a claim there
    • Several claims have been added to colonizable regions where other powers should not be able to start colonies, such as Hokkaido for Japan
    • Worldwide rebalancing of Arable Land, with land generally reduced in Europe/Asia and generally increased in the Americas
    • When a Native Uprising starts, they now only get conquer wargoals on states in state regions where the Native country owns land, instead of all adjacent states
    • We now print a list of any missing DLC or mods when attempting to load a game, but let you try to load the game anyway
    • Low Legitimacy is now communicated through an Alert (or an Important Action, depending on the severity)
    • Added a Game Rule for whether Investment Pool is autonomously used by pops or directly controlled by the country
    • Interest Groups are now much more likely to spread out across multiple available parties, reducing the risk of ideological incoherence within parties
    • Maintaining additional Convoys in excess of what is needed now provides a bonus to Trade Route Competitiveness
    • Unrecognized Powers now get a special Journal Entry for becoming Recognized during the Hegemon objective
    • Colonial Clash event now triggers considerably less aggressively
    • Notifications can now be dismissed in Observer mode
    • Naval Invasions are no longer limited to using Admirals and Generals from the same HQ, but can use Generals from any HQ with coastal access
    • If a front is resolved, any Generals at that front will now only automatically reassign themselves to a nearby front if it will take at most 30 days to reach it. In case of travel durations longer than that, the General will instead Stand By in their current location
    • Battles currently in progress no longer get manpower reinforcements from newly trained servicemen. Reinforcements will arrive once the battalions leave their current battle.
    • Battle Conditions now have a chance to update after having been active for several days, ensuring the tides can turn during battles
    • The Offense/Defense bonus enjoyed by Colonial Uprisings has been halved
    • You now get to choose to recruit one of 3 (instead of 2) Generals and Admirals
    • Certain Diplomatic Plays such as Annex Subject are no longer blocked by having too good Relations with the target
    • Interest Groups will no longer forget all about slavery as soon as it's abolished, but will retain their former ideals for some time
    • New Alert for when a country does not produce enough construction to fully utilize the money coming into its investment pool
    • Farmers and Shopkeepers now reinvest a small portion of their earned dividends into the Investment Pool
    • Only slave states can now revolt with the Confederate States of America, and only free states with the Free States of America
    • When the American Civil War breaks out, USA now gets claims on all states of the seceding country, and the seceding country gets a Revoke All Claims wargoal
    • Unincorporated states now cost less Infamy and Maneuvers to claim than incorporated ones
    • Reduced Fertilizer production from Intensive Grazing Ranches
    • The most powerful Interest Group in a party is now considered the Party Whip, letting them moderate the impact of ideological incoherence among groups that do not agree with them
    • GDP is now measured by subtracting the cost of input goods used in manufacturing, which is more true to life and doesn't unfairly rewards manufacturing economies over resource economies
    • Buildings will now raise wages only if they have considerable profits and they have employees below minimum expected Standard of Living, or if they have reasonable profits, are trying to compete for labor, and have <50% employment
    • Buildings will now lower wages or lay off employees if they are running a deficit and have <50% cash reserves, or if they have minimal profits and employees have a Standard of Living >33% above the minimum expected standard
    • Generals will now be more aggressive and consistent about pursuing war goals, even when those war goals are far away
    • Improved national dissolution events for China and India
    • Revolutionary or Seceding countries are no longer able to engage in Colonization, as this would cause orphaned colonies upon their destruction
    • Auto-Expand trigger conditions have been altered to ensure very expensive buildings don't block new buildings from being added
    • First Aid Production Method now requires Liquor and Fabric rather than Opium, while Opium is only required by Field Hospitals PM
    • When a country splits due to a revolution, any gold reserves or debt it has will be split between them in accordance with GDP. When one country annexes another in a revolution, gold reserves / debt will be recombined.
    • It is now possible to use the Take Treaty Port wargoal on a treaty port where you already own part of the state even if the holder is of higher or equal power rank
    • Earnings prediction when expanding buildings has been made less confusing by only displaying the earnings of the prospective level and ensuring Economy of Scale is factored in
    • Serfdom now reduces the amount of Infrastructure states get from their population
    • Junior countries in a Customs Union will now get Trade Centers for their own trade routes
    • Investment Pool contribution balance revisions to ensure the pool can be relevant for all countries and to not radicalize investors when they increase their investments
    • Command Economy now requires Autocracy or Oligarchy to enact
    • Postal Savings technology now increases the efficiency of Shopkeeper and Farmer investment
    • Council Republic now increases the Clout of the Trade Unions instead of the Political Strength of Farmers and Machinists
    • If the outcome of a battle would result in a tiny pocket with its own irrelevant front, it will be handed over to the winner instead, reducing the number of fronts created in wars overall
    • Rebalanced employment numbers, trade volume and economy of scale for Trade Routes to work better with market price trading
    • Added a warning for negative productivity trade routes
    • Improved overall profitability of Vineyards
    • Laissez-Faire now disallows any downsizing of private sector buildings
    • Unacceptable legitimacy level now slow down the enactment of laws
    • Righteous legitimacy level now impact enactment speed a bit less
    • Mass migration targets are now selected in two steps, first country then state, increasing the reliability of migration waves to the new world
    • Mass migration targets are now established by culture + country rather than culture only
    • Mass migration should now only occur from states considered homelands for that culture
    • Mass migration target limits based on cultural turmoil removed, replaced by a cooldown per culture + country pair from a specific country
    • Limited emigration to a percentage of the state's population + a percentage of unemployed Pops in the state each week
    • Adjusted some countries' cultural tolerance setup to encourage more new world migration
    • The Competitiveness of a trade route now increases the longer it's been established, making it harder for new routes to compete on limited supply
    • Rebalanced pop growth, including secondary factors like dangerous working conditions, to achieve stronger and more historically accurate compound pop growth
    • War Exhaustion from occupation now scales in a non-linear fashion against the amount of territory occupied, so that occupying just a small portion of a country now does not have much impact but fully occupying them still has a huge impact
    • Provinces are now selected for new battles according to more relevant parameters (e.g. distance to war goal)
    • Particularly severe goods shortages are now signaled to the player as Alerts rather than Important Actions
    • Italian and German flags now look different depending on which country formed them
    • Slower tech progression but with tech boosts from Journal Entries and events (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • It is now possible to take Treaty Ports from Isolationist countries and trade with their market if you hold such a port
    • War Exhaustion from casualties is now scaled off military size rather than population size and increases by the relative amount of battles lost by a country's side of the wa
    • Colonizable Pacific Islands now have the Severe Malaria trait to discourage early colonization
    • Western Australia, New South Wales and Japan now start with Colonial Resettlement
    • Anarchism now requires the Cooperative Ownership economic law to be enacted, and disables all other economic laws
    • Interest Groups with a Slaver leader are now virtually guaranteed to join the Democrat Party while the 'Great Slavery Debate' journal entry is active
    • Interest Groups with an Abolitionist leader are now virtually guaranteed to join the Republican Party while the 'Great Slavery Debate' journal entry is active
    • Missouri Compromise now also gives additional voting power to Aristocrats and Farmers
    • Each level of Trade Route now generates a base number of Trade Center levels, and then one additional Trade Center per level, in order to better balance against sharper decline in per-unit profit from market price trading
    • "Protect Domestic Industry" tariff focus now gives a greater increase in export tariffs
    • "Encourage Exports" tariff focus now gives a greater increase in import tariffs
    • Very unhealthy characters may now die young
    • Industrial Barriers event has been rewritten to be more balanced and engaging
    • Music track now resets when exiting the game to the Main Menu
    • Command Economy no longer enforces mandatory subsidies, since deficits are covered by the treasury due to government shares anyway
    • Buildings will no longer raise wages to attract new employees if no qualifying employees exist
    • Increased radicals from being below minimum Standard of Living (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Poor pops are now more politically engaged at high literacy (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • It is now possible to use "Revoke Claim" war goal to revoke claims that are not on your own states, e.g. colonial claims
    • Workers in unincorporated states are now generally paid lower wages, especially if they are discriminated and/or you have the 'Colonial Exploitation' law
    • Decentralized Nations no longer have Serfdom law active by default
    • "Independence" war goal now only requires you to hold your own capital in order to contest the war goal, rather than having to occupy your former overlord's capital
    • Console command "tweak debugworldpopulation" can now be used to log many interesting annual global statistics as .csv and Elasticsearch data
    • Agrarianism now allows whaling, fishing, logging and rubber plantations to be funded by the investment pool when using Directly Controlled Investment game rule
    • All workforce pops in Worker Co-ops now have an equal ownership share
    • Defeating the Shogunate in a Civil War will now complete the Meiji Restoration
    • Trade Routes will now always increase their size so long as they can maintain at least 10 productivity, and always decrease their size if they are unable to maintain at least 3 productivity
    • Markets are now considered adjacent if they have any land adjacency, not just if their capital areas are adjacent
    • Improved balance for Political Movement start chances
    • High and Very High taxation levels now slightly reduce the Pop attraction of the Interest Groups in power
    • Revolutionary uprisings now select their participating states with more precision
    • Changed completion conditions for the Declare Interest tutorial to lower the barrier for low-Prestige countries
    • Conscript troops and standing armies now have the same statistics when the same Production Methods are active
    • Whaling Stations now have a Simple Whaling Production Method that produces mostly Meat
    • Whaling Stations and Fishing Wharves now have Ownership Production Methods that are better aligned with other Resource industries
    • Arms Industries and Munition Plants now have Automation Production Methods
    • Indus Valley and Good Soil state traits now also include bonuses for Plantations
    • USA gets a claim on Texas from Manifest Destiny (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Construction Industries now have increased Laborer mortality (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Arc Welded Construction is now less efficient (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Rebalanced Radical gain in Subsistence buildings due to Expected Standard of Living
    • It is now much rarer to get an Obligation from Bankrolling a country
    • Russia now starts with Propertied Women law instead of Legal Guardianship
    • Party leader Popularity now has a much lower impact on Election Momentum
    • Decision to convert Japan to Shintoism now requires a less restrictive Church & State Law, and when taken, will instantly convert 40% of pops in the capital + 20% of all Japanese pops nationwide
    • Road Maintenance Decree now provides a boost to "Infrastructure from Population" instead of flat Infrastructure
    • Pops will no longer mass migrate away from a state to such an extent that it completely empties out all non-slave pops
    • Increased casualties generated by Offense/Defense compared to manpower
    • Reduced the throughput penalty Decentralized Nations are subjected to from 30% to 10%
    • If slavery is abolished and a civil war is then launched to restore it, the pro-slavery rebels will now re-enslave discriminated laborers working in agricultural buildings in former slave states instead of just accepting de facto abolition
    • Rebalanced start conditions to ensure several countries no longer start with negative weekly income
    • Subsistence buildings can now have the Government Run Production Method
    • Andrew Jackson now starts the game with Slaver ideology
    • Britain now starts the game with more agriculture and textile industries
    • Russia now starts the game with even more agriculture in Ukraine
    • Calling in a country to a Play by using an Obligation now costs 10 Maneuvers instead of 20
    • Rebalanced number of provinces conquered in battles
    • USA event option that annexes the Indian Territory will no longer be selected by the AI if the Indian Territory is controlled by a human player
    • The Suez and Panama Canal surveys now take less time to complete
    • All releaseable countries (e.g. Sudan, Inca) are now centralized
    • Transcaucasia is now a recognized rather than unrecognized nation
    • Ottomans now start with Line Infantry tech and some barracks with it active (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Ottomans now start with a longer truce with Egypt (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Tanzimat: Army Reform no longer requires expanding the army to 250 units, only 150 (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Germany & Italy now get a bunch of claims on unowned states when formed (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Heavenly Kingdom event will now trigger at Standard of Living <10 instead of <7 (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Bolivian event option that annexes Peru will no longer be selected by the AI if Peru is controlled by a human player
    • Improve Rank tutorial is now adapted to not auto-complete for Unrecognized countries
    • Tanzimat: Literacy requirement reduced from 35% to 20%
    • Very small pops that would otherwise be merged into larger pops will now remain intact if they are likely to have recently arrived to their state via migration
    • Western Australia now has a Claim on New Zealand instead of on New South Wales
    • Clicking on either the Unhealthy Economy or Stockpiling Gold Important Actions will now open the Budget panel
    • FMOD audio middleware updated to 2.02.03
    • Lower effect of Standard of Living on Qing for opium obsession, and higher for having lost opium wars (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Reformed Mughal is now Muslim (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • India doesn't get any Iranian cultures as primary (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Britain now starts with additional Declared Interests
    • "Visitors from Colonies" event now has a longer cooldown before it can reoccur
    • Colonization of a claimed state will not be blocked if the country with the claim can't reach the state
    • English: fixed a broken reference to concept_subsidizing in Trade Route tooltip
    • No more Scottish people in India at game start (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • British Gambia now starts with a Port, ensuring it's not isolated from the British market

    • AI will now never remove the last level of port in a state
    • AI will now refrain from constructing more ports than it could support financially
    • AI "Bravery" is now renamed to "Recklessness"
    • AI will now better balance its forces between defending home HQs and sending troops to overseas fronts
    • Technologies now have scripted AI weights to fine-tune the AI's decision making when selecting new research
    • High Recklessness will now cause the AI to overestimate its military strength in Diplomatic Plays, thereby increasing Confidence
    • AI is better at responding to political movements (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • AI is now less likely to back down in diplomatic plays where there are numerous primary demands arrayed against them, especially if they will be annexed on backing down
    • Tweaked unification AI strategies to make the AI better at using the journal entry systems to absorb minor countries
    • AI will no longer downsize government buildings while in a civil war
    • AI will now hire enough Generals to effectively garrison their HQs (e.g. to repel naval invasions)
    • Ensured wars between AI countries do not stall due to neither side ordering their generals to advance
    • AI is more keen to do reforms to avoid civil war, especially if a subject (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • AI now values institution spending higher and in accordance with its Strategies
    • Improved AI's ability to manage Infrastructure levels across their market
    • Improved AI's ability to reform its government to maintain reasonable Legitimacy levels
    • AI will now handle their Generals better, ensuring they are assigned to advance or defend fronts as is appropriate
    • Adding more primary demands now increases sympathy for opposing side
    • AI now sets tariff policies on goods according to their interests
    • AI should no longer offer or accept a white peace when the odds are overwhelmingly in their favor
    • AI now values the war goal of revoking Treaty Ports more consistently in Diplomatic Plays
    • AI no longer gets stuck in a spiral of low infrastructure due to underemployed railways
    • AI is now better at prioritizing construction and usage of Logging Camps
    • AI will not try to form Germany/Italy until they have nationalism (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • AI, including the Autonomous Investment AI, now correctly assesses the effects of Economy of Scale when determining where to expand a building
    • Countries will now tend to maintain Generals on stand-by in important coastal HQs to protect from naval invasions
    • A revolutionary country that has already won the revolution will now be willing to make a white peace with remaining countries in the war
    • AI is now less likely to take sides in diplomatic plays without a good reason to do so
    • Fixed a bug that was causing DIPLO_PLAY_BOLDNESS_WEAK_ARMY_FACTOR not to be included in the calculations, AI should now be more likely to back down and less likely to intervene in plays if their own army is very weak
    • Reduced the overall aggression levels of the AI, as it was overtuned to compensate for (now fixed) bugs listed below
    • AI is now more aggressive against ideological enemies, and a bit less aggressive against ideological allies
    • AI is now generally better at constructing peace deals that might end up ceding wargoals to both sides
    • AI now has an improved understanding of which wargoals are more important than others to press and not have pressed on themselves
    • AI is now less random about who it has sympathy for in a Diplomatic Play, and more inclined to support allies and subjects
    • Fixes a bug where AI was miscalculating countries that are likely to declare neutrality as potential enemies, causing it to be far too passive with starting plays in regions with a lot of interests
    • AI is now less inclined to overbuild railroads in states that have free infrastructure
    • Fixed a bug where AI Generals were getting stuck on fronts
    • AI should no longer get into a state where it constantly moves generals back and forth between fronts
    • AI is now better at understanding how lucrative Gold Mines are
    • The AI must now wait for a cooldown period before resending an offer the player rejected
    • Fixed a bug that caused AI peace desire from military strength to be reversed
    • Fixed reversed check in achievable wargoals that was causing a country that was winning to peace out too early
    • Fixed a bug where the AI did not understand that potential allies may not be able to join them due to truces and launched potentially suicidal plays as a result
    • Fixed a bug where allies of the initiator could sometimes ignore truces with the target
    • AI now looks at the relative power of the two sides' militaries when deciding how much it wants to make peace
    • AI will now never abandon allies and subjects in diplomatic plays where they're not actually at risk due to very weak enemies, etc
    • AI should now understand Construction Efficiency maluses better and use this knowledge while queueing new constructions
    • AI is now much more interested in using Automation methods, particularly when the cost of the needed goods is low
    • AI should now be unwilling to invest in ports if it already has a lot of free convoys and the port wouldn't connect any new states to its market
    • Fixed an inconsistency in AI memories where sometimes it was tracking time by days and other times months
    • Fixed an issue where Generals standing by in non-home HQs were considered to be garrisoning their home HQ
    • AI now completes expeditions more regularly
    • AI now places higher importance on conquering land-adjacent states
    • AI is now more aggressive against Council Republics if they are themselves not a Council Republic
    • AI is now more aggressive against countries with radical economic laws (Workers Co-ops and Command Economy) if they themselves do not have a radical economic law
    • AI values obligations from irrelevant countries less (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Russia is better at expanding in Central Asia (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • AI should now be better at establishing Electrics Industries in the mid-game
    • AI may now choose event option with AI weight 0 as a fallback if all other options are disabled due to failed trigger
    • AI is now less willing to agree to peace if there are wargoals their side is likely to achieve through capitulation that aren't part of the peace
    • Increase AI's tendency to be neutral in native uprisings
    • "Powerful Protectors" diplomatic approval malus is no longer applied when the powerful protector is the country making the offer
    • USA is now much more keen to map the western frontier (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Italian minors are more aggressive about pursuing unification (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • AI will no longer demand Treaty Ports or Open Market war goals from countries in their own market
    • AI will no longer demand an Open Market if they already have or are demanding a Treaty Port of the country in the same Play
    • AI now considers plentiful gold reserves to be less important for deciding when to peace out
    • Fixed a bug that made the AI reluctant to side against secessions due to risk of spreading when they should actually be reluctant to side with them
    • European Powers will not take full states in China while Fragile Unity is active unless another European Power has already done so (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • British India will not rebel, to avoid being shattered (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
    • Increased Britain's recklessness in the Opium Wars a bit
    Continued in Part 2!


    [ 2023-03-09 15:00:25 CET ] [ Original post ]

    Dev Diary #76 - Performance


    Hello and welcome to this week's Victoria 3 dev diary. This time we will be talking a bit about performance and how the game works under the hood. It will get somewhat detailed along the way and if you are mostly interested in what has improved in 1.2 then you can find that towards the end. For those of you who dont know me, my name is Emil and Ive been at Paradox since 2018. I joined the Victoria 3 team as Tech Lead back in 2020 having previously been working in the same role on other projects.

    What is performance


    Its hard to talk about performance without first having some understanding of what we mean by it. For many games it is mostly about how high fps you can get without having to turn the graphics settings down too far. But with simulation heavy games like the ones we make at PDS another aspect comes into play. Namely tick speed. This metric is not as consistently named across the games industry as fps is, but you might be familiar with the names Ticks Per Second or Updates Per Second from some other games. Here I will instead be using the inverse metric, or how long a tick takes on average to complete in either seconds or milliseconds. Some graphs will be from debug builds and some from release builds, so numbers might not always be directly comparable. What exactly a tick means in terms of in game time varies a bit. In CK3 and EU4 a tick is a single day, while on HOI4 it's just one hour. For Victoria 3 a tick is six hours, or a quarter of a day. Not all ticks are equal though. Some work might not need to happen as often as others, so we divide the ticks into categories. On Victoria 3 we have yearly, monthly, weekly, daily, and (regular) ticks. If you thought 1.1 was slow you should have seen the game a year before release

    Content of a tick


    Victoria 3 is very simulation driven and as such there is a lot of work that needs to happen in the tick. To keep the code organized we have our tick broken down into what we call tick tasks. A tick task is a distinct set of operations to perform on the gamestate along with information on how often it should happen and what other tick tasks it depends on before it is allowed to run. An overview of some of the tick tasks in the game. Available with the console command TickTask.Graph.
    Many of the tick tasks are small things just updating one or a few values. On the other hand some of them are quite massive. Depending on how often they run and what game objects they operate on their impact on the game speed will vary. One of the most expensive things in the game is the employment update, followed by the pop need cache update and the modifier update. Top ten most expensive tick tasks in our nightly tests as of Feb 15. Numbers in seconds averaged from multiple runs using a debug build.
    As you can see from the graph above many of our most expensive tick tasks are run on a weekly basis. This combined with the fact that a weekly tick also includes all daily and tickly tick tasks means it usually ends up taking quite long. So lets dive a bit deeper into whats going on during a weekly tick. To do this we can use a profiler. One of the profilers we use here at PDS is Optick which is an open source profiler targeted mainly at game development. Optick capture of a weekly tick around 1890 in a release build.
    Theres a lot going on in the screenshot above so lets break it down a bit. On the left you see the name of the threads we are looking at. First you have the Network/Session thread which is the main thread for the game logic. Its responsible for running the simulation and acting on player commands. Then we have the primary task threads. The number will vary from machine to machine as the engine will create a different number of task threads depending on how many cores your cpu has. Here I have artificially limited it to eight to make things more readable. Task threads are responsible for doing work that can be parallelized. Then we have the Main Thread. This is the initial thread created by the operating system when the game starts and it is responsible for handling the interface and graphics updates. Then we have the Render Thread which does the actual rendering, and finally we have the secondary task threads. These are similar to the primary ones, but are generally responsible for non game logic things like helping out with the graphics update or with saving the game. All the colored boxes with text in them are different parts of the code that weve deemed interesting enough to have it show up in the profiler. If we want an even more in depth we could instead use a different profiler like Superluminal or VTune which would allow us to look directly at function level or even assembly. The pink bars indicate a thread is waiting for something. For the task threads this usually means they are waiting for more work, while for the session thread it usually means it is blocked from modifying the game state because the interface or graphics updates need to read from it. When looking at tick speed we are mostly interested in the session thread and the primary task threads. Ive expanded the session thread here so we can see what is going on in the weekly tick. There are some things that stand out here. First we have the commonly occurring red CScopedGameStateRelease blocks. These are when we need to take a break from updating to let the interface and graphics read the data it needs in order to keep rendering at as close to 60 fps as possible. This cant happen anywhere though, its limited to in between tick tasks or between certain steps inside the tick tasks. This is in order to guarantee data consistency so the interface doesnt fetch data when say just half the country budget has been updated. The next thing that stands out is again the UpdateEmployment tick task just as seen in the graph above. Here we get a bit more information though. Just at a glance we can see its split into (at least) two parts. One parallel and one serial. Ideally we want all work to be done in parallel because that allows us to better utilize modern cpus. Unfortunately not all of the things going on during employment can be done in parallel because it needs to do global operations like creating and destroying pop objects and executing script. So weve broken out as much as possible into a parallel pre-step to reduce the serial part as much as possible. There is actually a third step in between here that cant be seen because its too quick, but in order to avoid issues with parallel execution order causing out of syncs between game clients in multiplayer games we have a sorting step in between. Closer look at the UpdateEmployment tick task.

    Modifiers are slow


    One concept thats common throughout PDS games is modifiers and Victoria 3 is no exception. Quite the opposite. Compared to CK3 our modifier setup is about an order of magnitude more complex. In order to manage this we use a system similar to Stellaris which we call modifier nodes. In essence its a dependency management system that allows us to flag modifiers as dirty and only recalculate it and the other modifiers that depend on it. This is quite beneficial as recalculating a modifier is somewhat expensive. However, this system used to be very single threaded which meant a large part of our tick was still spent updating modifiers. If you look at the graph at the top of this dev diary you can see that performance improved quite rapidly during early 2022. One of the main contributors to this was the parallelization of the modifier node calculations. Since we know which nodes depend on which we can make sure to divide the nodes into batches where each batch only depends on previous batches. Closer look at the RecalculateModifierNodes tick task.

    Countries come in all sizes


    A lot of the work going on in a tick needs to be done for every country in the world. But with the massive difference in scale between a small country like Luxembourg and a large one like Russia some operations are going to sometimes take more than a hundred times as long for one country compared to another. When you do things serially this doesnt really matter because all the work needs to happen and it doesnt really matter which one you do first. But when we start parallelizing things we can run into an issue where too many of the larger countries end up on the same thread. This means that after all the threads are done with their work we still have to wait for this last thread to finish. In order to get around this we came up with a system where tick tasks can specify a heuristic cost for each part of the update. This then allows us to identify parts that stand out by checking the standard deviation of the expected computation time and schedule them separately. One place where this makes a large difference is the country budget update. Not having say China, Russia, and Great Britain all update on the same thread significantly reduces the time needed for the budget update. (And this is also why the game runs slower during your world conquest playthroughs!) Closer look at the WeeklyCountryBudgetUpdateParallel tick task. Note the Expensive vs Affordable jobs.

    Improvements in 1.2


    Im going to guess that this is the part most of you are interested in. There have been many improvements both large and small. If youve paid attention to the open beta so far you might have noticed some interface changes relating to the construction queue. With how many people play the game the queue can end up quite large. Unfortunately the old interface here was using a widget type that needs to compute the size of all its elements to properly layout them. Including the elements not visible on screen. New construction queue interface.
    To compound this issue even further the queued constructions had a lot of dependencies on each other in order to compute things like time until completion and similar. This too has been addressed and should be available in todays beta build. Side by side comparison of old vs new construction queue.

    One big improvement to tick speed is a consequence of changes weve done to our graphics update. Later in the game updating the map could sometimes end up taking a lot of time which then in turn led to the game logic having to wait a lot for the graphics update. Theres been both engine improvements and changes to our game side code here to reduce the time needed for the graphics update. Some things here include improving the threading of the map name update, optimizing the air entity update, and reducing the work needed to find out where buildings should show up in the city graphics. Graphics update before/after optimization.
    As we talked about above, the employment update has a significant impact on performance. This is very strongly correlated with the number of pops in the game. As in the number of objects, not the total population. Especially in late game you could end up with large amounts of tiny pops which would make the employment update extremely slow. To alleviate this design has tweaked how aggressively the game merges small pops which should improve late game performance. For modders this can be changed with the POP_MERGE_MAX_WORKFORCE and POP_MERGE_MIN_NUM_POPS_SAME_PROFESSION defines. Another improvement weve done for 1.2 is replacing how we do memory allocation in Clausewitz. While weve always had dedicated allocators for special cases (pool allocators, game object databases, etc) there were still a lot of allocations ending up with the default allocator which just deferred to the operating system. And especially on Windows this can be slow. To solve this we now make use of a library called mimalloc. Its a very performant memory allocator library and basically a drop in replacement for the functionality provided by the operating system. Its already being used by other large engines such as Unreal Engine. While not as significant as the two things above, it did make the game run around 4% faster when measured over a year about two thirds into the timeline. And since its an engine improvement you can likely see it in CK3 as well some time in the future. In addition to these larger changes theres also been many small improvements that together add up to a lot. All in all the game should be noticeably faster in 1.2 compared to 1.1 as you can see in the graph below. Unfortunately the 1.1 overnight tests werent as stable as 1.2 so for the sake of clarity I cut the graph off at 1871, but in general the performance improvements in 1.2 are even more noticeable in the late game. Year by year comparison of tick times between 1.1 and 1.2 with 1.2 being much faster. Numbers are yearly averages from multiple nightly tests over several weeks using debug builds.
    Thats all from me for this week. Next week Nik will present the various improvements done to warfare mechanics in 1.2, including the new Strategic Objectives feature.


    [ 2023-02-23 15:00:55 CET ] [ Original post ]

    Victoria 3's Update 1.2 "Hot Cinnamon Spice" OPEN BETA is now available!

    Hello everyone! We have opened up an open beta for Victoria 3 Update 1.2, which after careful consideration by the entire team has been named Hot Cinnamon Spice! Weve been working on this update for a while now and we hope that it will provide a significant improvement to your experience with Victoria 3. Before we unleash it fully wed like for you all to give it a go and provide us with feedback so that it can be the best it can be. The final release date of the full update will be revealed later. How to opt-in to the Open Beta: First of all we'd like to recommend everyone to start a fresh game and not use existing 1.1 save files. To opt-in you right click Victoria 3 in Steam, go to properties, click on the tab that says BETAS and in the dropdown list there you should be able to select the 1.2-beta. Let the game update and you should be ready to go. If you wish to opt-out from the beta you repeat the above process but pick none in the dropdown list. Step by Step Guide 1. Right click Victoria 3 in your Steam library 2. Go to Properties 3. Click "BETAS" on the menu to the left 4. Pick 1.2-beta in the dropdown list 5. Allow for your game to update 6. Start Victoria 3 as you normally would How to report bugs and give feedback: Our primary channel for communications will be the Victoria 3 Discord Server in the OPEN BETA section where you can post feedback and report bugs! You can also file bug reports in the bug report forum (make sure you specify the bug is found in the 1.2 Beta build). PLEASE NOTE THAT WE WILL NOT BE COLLECTING BUG REPORTS ON STEAM - ONLY ON DISCORD AND OUR OFFICIAL FORUM Updates to the build: Well be updating the open beta build on a regular basis and any updates will be communicated on Discord. Please note that updates may render your save file incompatible. THREAD ABOUT KNOWN ISSUES CAN BE FOUND HERE!


    [ 2023-02-17 13:39:45 CET ] [ Original post ]

    Dev Diary #75 - Diplomatic Improvements in 1.2


    Hello and welcome to another Victoria 3 Dev Diary about Update 1.2! By now the Open Beta is of course in full swing, and everything in this post will either already be available to try out or be part of one of the upcoming updates to the Open Beta in the following weeks. However, we still want to take the time to properly outline the changes were making to the game in 1.2 for those who either dont want to opt into the Open Beta or are just interested in more detail and context. Todays Dev Diary will be focusing on changes on the Diplomatic side of the game, both in terms of new functionality and AI. The first improvement were going to go over today is Colonial Claims, which is a change to Colonization that is intended to prevent some of the more ahistorical nonsense we have going on in colonization at the moment, such as countries rushing for Hokkaido before Japan can get it or the United States setting up shop in Tierra del Fuego. Quite simply, what it means is that some countries now start with claims on states owned by Decentralized Nations, and any country which *doesnt* have a claim on that state is blocked from colonizing it so long as the claiming state maintains an Interest there. As an example, the Hudson Bay Company starts with a claim on Alberta in 1.2, while the United States of America does not, which means that the USA cannot start just colonizing into Canada without first forcing the HBC to revoke their claim through the use of a Revoke Claim war goal. Similarly, Chile and Argentina have overlapping claims on some parts of Patagonia and thus are able to race each other for it, but wont have it sniped away from them by a Belgium with grandiose Latin American ambitions. While were on the topic of colonization, I should also mention that something else weve changed to improve how it plays 1.2 is how the Native Uprising diplomatic play works. In 1.1.2, a colonizer that defeats a Native Uprising would annex the entire native Decentralized Nation, which led to some weird pacing and balance issues. This has been changed to instead give the colonizer a special Colonial Rights diplomatic pact with the defeated natives, which lasts for the duration of the truce. During this period, colonization speed is doubled and no further uprisings can occur from that particular Decentralized Nation. It is no longer possible to simply snipe Hokkaido away from the Japanese Shogunate, as they start with a claim on the Ainu-controlled parts of the island
    Next up is a change to Diplomatic Plays that allows countries to expand their Primary Demands in a play. An issue that has been repeatedly identified by players since release is that once they grow strong enough, the AI has a tendency to back down against them in plays, ceding one war goal at a time and setting in place a five-year truce before the next demand can be made. While this does fit with the design principle that there should be a reason to want to back down, the end result could end up unduly frustrating and wasnt just an issue for the player, either, as the AI of the USA struggled to reach the West Coast when it could only take one state off Mexico at a time. To address this in a way that directly tackles the problem while still ensuring that it still isnt simply best to always take your chances with a war, weve changed the concept of Primary Demand (ie the first war goal added, which gets enforced when backing down) to Primary Demands, which will all be enforced when the enemy backs down, and Secondary Demands, which will only be relevant if the play escalates to war. Just as it works right now, the first war goal added on each side is always a Primary Demand, but there are now ways to add more Primary Demands beyond the first. Firstly, any war goal targeting the main opponent (or any of their subjects) that is added by Swaying another country to your side will now automatically be a Primary Demand. In other words, if youre launching a play against France and theyre being supported by Spain, any country you sway to your side with a war goal targeting France will have that war goal added as a Primary Demand, while war goals targeting Spain are Secondary Demands. The AI understands this and will place higher value on Primary Demands, since they are much more likely to actually receive whats promised by the war goal in the end. Secondly, any war goals you yourself add can be made into Primary Demands if they target the main opponent (or any of their subjects). However, doing so is considered less justified than adding Primary war goals through swaying, and so will cost an amount of maneuvers and generate an amount of infamy proportional to the cost of adding the war goal in the first place. This means that while adding more Primary Demands for yourself ensures that you receive them if you end up making them back down, it isnt free, and is done at the expense of adding additional war goals or swaying more countries to your side. The AI is also going to receive some tweaks here to make them less likely to back down if you keep piling on Primary Demands, as at a certain point the unreasonableness of the demands just becomes too much to take without making a fight of it. The cost of expanding your Primary Demands is entirely relative to the cost of the wargoal, so in the case of taking the small and depopulated state of Utah, its quite low
    On the topic of AI, we move on to the final topic for todays dev diary: Peace AI and War Exhaustion mechanics. Both of these have received a bunch of improvements in 1.2, though most of these improvements have not yet made it into the Open Beta. War Exhaustion, of course, is the rate at which a countrys War Support drops towards -100, at which point they are forced to capitulate. In the 1.1.2 version of the game, the main driver of War Exhaustion is occupation of territory, particularly wargoals and the capital, leading to the much-maligned just naval invade Berlin meta. In 1.2, you still get War Exhaustion from occupation, but the amount gained from occupied wargoals/capital is less, and War Exhaustion from occupation of other territory now scales non-linearly, with severity increasing rapidly as the country approaches full occupation: a fully enemy-controlled Modena will still capitulate quickly, while a Russia that has lost control of a few states in the Caucasus is barely going to be affected. Instead, the primary driver of War Exhaustion is now casualties and battles lost. War Exhaustion from Casualties now scale against the total available manpower for the country instead of its Population, so a country with an army of 10,000 is going to be much more affected by 5000 casualties than a country with an army of 100,000, even if the two countries have the same overall population. For available manpower, all regular battalions are counted (whether mobilized or not), but conscripts are only counted once theyre actually called in - so calling up more conscripts can be a way to directly affect your War Exhaustion rate. Furthermore, War Exhaustion from Casualties now scales against the % of battles (proportional to battle size, so a battle of 100 battalions vs 100 battalions counts more than one of 5 vs 1) that your side of the war has lost. What this means is that a country which keeps winning battles can absorb far more losses than one which keeps losing them, and allows for battlefield victory to play much more directly into achieving overall victory in the war. Even though the amount of casualties relative to army size are fairly similar owing to the massive Qing army, the British are losing war support at a much slower rate due to their string of battlefield victories

    The AI for making peace has also received some upgrades. In addition to now just being better at constructing equitable peace deals through a rewrite of the core logic behind AI-made peace deals, the AI has also been made to consider more angles when deciding whether or not a peace deal is acceptable. Firstly, a new factor has been added called achievable wargoal, where the AI looks at whether a war goal is likely to be gained by the side that holds it through the capitulation of the target if a peace deal is not signed. Such wargoals, if held by the AI, will make them far more reluctant to sign peace unless those wargoals are part of the peace, while they are simultaneously more likely to accept the enemy pressing wargoals against them that theyd just lose anyway if the war continued. Secondly, the AI now looks at more additional factors for peace (such as the relative military strength of the two sides) and other factors have been tweaked, for example the size of AI Gold Reserves now has less importance than it used to. Even though the Qing are offering considerable concessions, the British AI will refuse this peace deal because they believe they can get everything they want anyway once Qing is forced to capitulate
    Thats it for today! This is of course not an exhaustive list of everything thats been improved diplomacy-wise in 1.2, and there are a number of improvements still planned for future Open Beta updates, particularly on making the diplomatic AI behave in a more plausible way and be better at sticking by important allies, but details on that will have to wait for another day. Next week, we continue talking about the 1.2 Update as our tech lead Emil will tell you all about the improvements weve made to Performance. See you then!


    [ 2023-02-16 15:00:15 CET ] [ Original post ]

    Dev Diary #74 - UX Improvements


    Hello, my name is Henrik, and I am one of the UX Designers on Victoria 3. For 1.2 I have been fully focused on improving the user experience of the game. Before we go into the details of what has been worked on for this update, I want to give a special thanks to the community, all the modders, and anyone who posted feedback here on the forum, Discord, Reddit, Youtube, or any of our other communication channels. Your feedback, ideas, and discussions have all been instrumental in helping the team prioritize our time and efforts for this update.

    Trade Routes


    One of the first things we started with immediately after 1.1.2 was improving the usability of the Trade Routes panel. In addition to the current view of grouping Trade Routes by Goods, you can now get a sortable list of all Trade Routes in the Market, or get a view where they are grouped by Country. All of these lists can also be filtered to exclude any Routes not owned by you. The Country grouping is especially useful when setting up Embargos or Trade Agreements.

    Message Settings


    Our new Message Settings window lets you decide how you want a specific Notification to be displayed, and if you want the game to automatically pause when it gets triggered. In future updates, we are planning on expanding this to cover more functionality, like the Current Situation panel, Alerts etc.
    Parallel to adding Message Settings, we also made a pass on making sure that the Notifications we post to the player are informative and have a reasonable default setting for how to present them. Among the tweaks we have done are:
    • Make the Interest Activated/Deactivated Notification into a You can now conduct Diplomacy with X Notification that only triggers if the activated/deactivated Interest is the first/last one that overlaps with any of your Interests
    • Moving the Price Report to the Market Panel (turned off by default, can be turned on in the Message Settings panel)
    • Splitting up Trade Routes Notifications into significant and less significant versions (Significant is turned on by default, less significant is not)
    • Only show Mobilization and Declare Neutrality Notifications if you are committed to the Diplomatic Play in question
    • Only show resource related Notifications if they happen in your Market (previously Strategic Regions in which you have an Interest in)
    All of these changes should, according to our benchmarks, reduce the number of Notifications by roughly 50% for most Countries. In addition to this, we have also tweaked the animations for the Notification feed, so the overall user experience of the entire system should be much improved.

    Rebindable Keys


    Our shortcut system has been replaced by a new system that can leverage rebindable keys. When adding this new system also made a pass and added a few more shortcuts, as well as hooked in a few existing ones in more places.

    Pop Needs


    Another fully reworked panel is the Population overview, which now gives you more information about who your Pops are, how many they are, how much money they make, what they spend it on, and how much that goes to increasing/decreasing their Standard of Living (the last one not included in the screenshot, but visible without scrolling when the Taxes and Needs sections are collapsed).
    In addition to creating this new panel, we have exposed more information in the Pop Lists used throughout the game, and improved a few of the Pop Need tooltips. They should now surface more of the relevant information higher up in the information hierarchy.

    Economy


    Martin has already discussed some of the changes regarding Construction in DD #71, and in addition to these changes we have improved the user experience of the gameplay loop by providing better contextual information in several places. For example, we have added Infrastructure, Available Labor, and Qualifications to the Map List that is shown when expanding Buildings. In the screenshot below you can also see that we have restructured the layout of the Map Interaction panel to make it possible to navigate directly to another panel, which in the case of the Construction Interaction is the Building details panel for the specific Building. This layout also allows for more reasonable tooltip positioning, making it easier to navigate into a nested tooltip without accidentally opening another tooltip when moving the cursor towards the tooltip you wanted to dig into the details of.
    The most recent improvement that made it into the game is the Reset Production Methods Map Interaction, a PDT project by our Lead Designer Mikael and myself. It should make it much more efficient to streamline the production in your Country, which is especially useful if you have just acquired a few new States. This is currently somewhat of a work in progress, and we are hoping to expand this to work on Buildings and Building Types in the future.
    One of the most popular mods for the game is currently Visual Methods by FUN, a mod that we liked so much that we decided to make our own, slightly tweaked, version of.
    The Investment Pool is now being more prominently displayed in the Buildings panel.
    The tooltips for Market Access have also been improved to give more detail as to why a State is not fully connected to the National Market.

    Radicals and Loyalists


    We have improved the presentation of why your Pops turn Radical or Loyal, who they are and which Interest Groups they belong to. Information regarding this has been exposed in several tooltips and panels, like the Interest Group panel.

    Convoys


    Your current Convoy balance has been added to the Top Bar, making it much easier to keep track of and access when needed. This item will be hidden for landlocked Countries and unlocked as soon as you gain access to a coastline.

    Map Modes


    We have added three new Map Modes (Literacy, Population and Infamy), and given the transition between two Map Modes a configurable fade in/out to make it smoother. One of the first mods I personally subscribed to at release was Practical Heatmaps by Ronin Szaky, and an ever-so-slightly tweaked version made its way into the base game in 1.2.

    Diplomacy


    For Diplomacy, we have improved how we show AI Acceptance and signal more clearly if offering or using an Obligation would convince them to accept.
    We have also exposed all types of Diplomatic Plays on the Country details panel, not only the ones you can currently start, making it easier to figure out what is blocking you from starting a particular Play.

    Military


    When it comes to the Military system, the focus for the UX improvements in 1.2 has revolved around making it clearer how the Battle systems work. We approached this by exposing more data related to Battles, as well as, improving some of the tooltips presenting breakdowns of the calculations involved. Some effort has also been made to decrease the amount of visual noise from multiple Front Markers.
    Work in Progress tooltip for the breakdown of the initial number of troops each General was able to bring to the Battle.
    We have also surfaced the information regarding which HQ a Commander considers their Home HQ and made some improvements to the information presented in the Naval Invasion user flow.

    Outliner


    The Outliner has gotten some polish, with pinnable Goods and non-Military Characters being the biggest additions. Interest Groups are now showing their Approval value, and States show their Available Labor and Qualifications.


    Tech Tree improvements


    The Tech Tree Improvements discussed in DD #70 also made it for 1.2.

    Closing words


    In addition to all of these changes listed above, we have also made over 100 smaller UX tweaks and bug fixes, which you will either have to wait for the full patch notes to explore, or experience for yourself during the Open Beta. Once again, thanks for all the feedback, it really helps us make the game as great as it deserves to be! Next week, Martin will be showing us diplomacy improvements coming in 1.2!


    [ 2023-02-09 15:00:15 CET ] [ Original post ]

    Dev Diary #73 - Open Beta and Update 1.2 overview

    Hello and welcome! Today we'll be covering several topics relating to Update 1.2:

    • Open 1.2 Beta
    • Feature Overview
    • Anticipated 1.2 Release Date
    As mentioned in our last dev diary, 1.2 is a big update with some far-reaching changes, and we don't want to push it out before we feel it's ready for primetime. We're happy overall with the reception of Update 1.1, but those of you who were with us during its initial release will remember - perhaps fondly, perhaps not - how the Legitimacy mechanics seemed to change from day to day for a while there. While we finally managed to iron out most of the kinks in 1.1.2 (more on that later) this is the kind of scenario we'd like to avoid going forward. With a game as highly interconnected and complex as Victoria 3, the only way to do that is to give the patch enough time in the oven, letting our playtesters really give everything a solid rundown. At the same time, Update 1.2 brings some substantial improvements in several areas that we know are important to you, and we don't want to keep those away from you longer than we absolutely have to. Disentangling specific improvements and bug fixes from the rest of the changes that have already been done to the branch is itself laborious and error-prone. Our assessment is that releasing those in hotfixes would be risky. So how do we marry these two things together - giving you access to upcoming content as soon as possible, while ensuring high quality of the upcoming update? By launching our first Open Beta, of course! In this way you will have a chance to experience all the juicy parts of Update 1.2, but also share your feedback with us in advance, allowing us to improve what we are currently working on. Our planned beta launch date is February 8th at 10:00 CET. At that point a new Steam beta branch 1.2-beta will become available to anyone who owns Victoria 3. A new forum post will be made with step-by-step instructions for how to enable it. Once you've started playing the beta, you can always switch back to the live branch in the same way. As always, your existing save games might not be fully compatible with this new version, and you should definitely not expect saves made in 1.2 to be backwards compatible with 1.1.2. We will also launch a new beta section on our Victoria 3 Discord server where you can discuss the update with other players and report any bugs or balance issues you find. Our moderators will be active on this channel, and so will developers and QA team members as time permits. If you prefer not to use Discord you can also file bugs using our forum bug report tool, even for the beta version. After the initial beta release, we plan on releasing two additional updates on the beta branch on a weekly basis, containing additional bug fixes, performance improvements, etc and also adjustments we've made according to your feedback. The exact release dates and times of these updates are to be confirmed, but we will keep you posted on the Discord channel. To set expectations at the right level, playing the beta build will not be a buttery-smooth experience! Some aspects of the game will be greatly improved, but other things will be in a rougher state, and there will be bugs (if not, we'd just launch it without a beta phase!) Also, some features will be in a less mature state at the beginning of beta than they will be at release. For example, Strategic Objectives will be limited to one per country during the beta, but the intent is to expand this to allow for designating multiple Strategic Objectives. This slimmed-down version is included in the beta to allow you to try it out and feedback on how it feels in general while we continue to work on the full implementation. So do keep in mind that while you'll get a sneak peek at the latest features and will see many improvements, you should expect some speed bumps along the way. And when you do, we want to hear about it! Below you can find a short list of some of the new features and improvements made in 1.2. As always, just because something is not on this list doesn't mean we're not aware of it, and may even have addressed it already! The full changelog will be published closer to the release date.
    New Features
    • Autonomous Investment system
    • Strategic Objectives for planning military campaigns
    • Customizable notification settings
    • In-game music player
    • Key rebinding
    Improvements and bug fixes
    • Performance optimization
    • Improved AI handling of economy and military, including port management
    • Greater differences in economic systems
    • More realistic modeling of trade route profits and GDP
    • Worldwide Arable Land revision and migration balancing
    • Mega-parties limited by tweaks to party formation logic and ideology
    Interface
    • Trade panel overhaul for easier route management
    • More clarity on Pop Needs, Convoys, Radicals and Loyalists
    • Visual upgrades to mapmodes and lenses, such as showing Infrastructure and employable Pops when expanding buildings
    • Outliner enhanced with pinnable market goods and characters
    • Reduced notification spam
    We are going to cover most of these things in dev diaries leading up to the release of 1.2, so details on what exactly these entail may be sparse until then. However, all of these will be in the beta build when we release it (although to reiterate, perhaps not in their final form) so come February 8th you can explore them for yourself! After the third and final beta release, but before the live release of Update 1.2, you can expect the beta build and the beta section on Discord to become unavailable, as we will be channeling all our resources into the release. We will keep you updated on the expected beta shutdown date on Discord as well, of course. Our preliminary release date for Update 1.2, assuming all goes according to plan, is March 13th. For those of you who opt to continue playing 1.1.2 until then you can follow the new features in upcoming dev diaries. For the rest of you, I'll see you on Discord on Feb 8!


    [ 2023-02-02 15:01:39 CET ] [ Original post ]

    Victoria 3 Discord QnA! February 7th!

    Ahoy Victorians! Next week we will be having a Discord QnA with the Developers, February 7th at 14:00 CET! Make sure to join our Discord and we will see you then! https://discord.com/invite/victoriagamepdx


    [ 2023-02-01 14:31:20 CET ] [ Original post ]

    Dev Diary #72 - Economic Law Changes in 1.2


    Hello and welcome to the second Victoria 3 dev diary for 2023! Today were going to continue talking about patch 1.2 for Victoria 3 (release date to be announced), on a topic that is closely related to last weeks dev diary, namely Economic Laws and how they have changed in 1.2. As we mentioned in Dev Diary #64, one of our post-release ambitions is to increase the differences in gameplay between different economic systems. What I mean by that is that there should be deeper mechanical differences between for example Laissez-Faire and Command Economy in terms of how they impact your country and the economic decisions you make. All of the existing Economic Laws have received changes in 1.2 and weve also added a new one, so Im simply going to go through them one by one and explain how they work now. Before I start however, I should mention a change that has happened since last week based on feedback we received on the Autonomous Investment dev diary. Several people pointed out that with a weighting system in place, there wasnt really a need for hard restrictions on what the Investment Pool could fund under Autonomous Investment, and we agree! Thus, Autonomous Investment no longer has any restrictions on what profit-generating buildings can be built, just weighting based on who is investing and what they would want to invest in (as mentioned last week, if youre running Agrarianism, expect a lot of farms). The restrictions still apply under Directly Controlled Investment however (and the tooltips will reflect this based on which setting you are using). Traditionalism: Traditionalism in 1.2 is largely the same as before: A very backwards system that you should generally be trying to get out of. The main difference from 1.1 is that the Investment Pool isnt disabled for Traditionalism, though you take a hefty penalty to investment efficiency (further reduced if you also have Serfdom) and the building types you can construct with the Investment Pool are highly curtailed if you are playing with Directly Controlled Investment.
    Interventionism: The golden middle way of economic laws, Interventionism also isnt extensively changed in 1.2: It provides no particular bonuses or penalties, but gives you the freedom to subsidize any and all building types as well as extensive options for the Investment Pool under Directly Controlled Investment, while providing a balanced allocation between Private and Government Construction Allocation under Autonomous Investment.
    Agrarianism: Agrarianism has received a fairly substantial boost in 1.2, with both the addition of Farmers as an investing Pop Type and a hefty bonus to the efficiency of all rural investments. Capitalists are now also not locked out of investing under Agrarianism, though they do so at a penalty and their building selection is quite limited if youre playing with Directly Controlled Investment.
    Laissez-Faire: The invisible hand of the Free Market made manifest, Laissez-Faire in 1.2 is meant to be the go-to law for the player that wants to get the absolute most out of their Investment Pool when it comes to industrializing. It does come with some significant drawbacks though, as it is no longer possible to downsize non-government buildings under Laissez-Faire.
    Cooperative Ownership: A new Economic Law introduced in 1.2, Cooperative Ownership is now a fully fledged economic system instead of just being unlocked by becoming a Council Republic. Under Cooperative Ownership, all Pops working in a building receive an equal number of shares and Aristocrat/Capitalist jobs are eliminated. While this should lead to higher Standard of Living among the workforce, it also means far less money in the Investment Pool, as Farmers and Shopkeepers invest far less than their wealthier counterparts under other systems.
    Command Economy: Command Economy is the law that has received the largest (and most needed) overhaul under 1.2. Instead of being a frankly weird system where the Bureaucrats own the profits but you are required to subsidize them, Command Economy now makes use of a new system called Government Shares, which is used by the Government Run ownership production method. Just like how Pop Shares entitle Pops to a portion of a buildings dividends, Government Shares ensure that buildings pay some or all of their profits directly into the treasury - though in large economies this is subject to an efficiency modifier, with some of the money being wasted due to the inefficiencies inherent to large, heavily centralized systems. While this is not something we currently have a setup for in the base game, Government Shares can also freely be mixed with Pop Shares, so were looking forward to seeing what modders make with this!
    Another change you might have noticed when looking at the screenshots in this dev diary is that we have tied some economic laws more closely to a countrys Distribution of Power and Government Principles. For one, seizing the means of production is no longer a one-step reform into Council Republic, but rather a multi-step reform that involves first implementing a Council Republic, then Cooperative Ownership, and finally allows you to branch off into Anarchism if you so desire. Command Economy now also requires Autocracy or Oligarchy, as its difficult to pull off a fully centralized economy without the corresponding amount of centralized powers (and with the new Government Shares mechanic should provide more reasons to want to keep a grip on power in the late game). So the question on everyone's mind is, when will you be able to play with these changes and all the other updates and fixes coming in 1.2? Some of these changes are pretty big and we don't want to rush this patch out too early, but at the same time we know you're anxious to get your hands on it. To find the right balance between these we've decided to launch patch 1.2 in open beta, which we will talk more about in next week's dev diary! In there we will also focus a bit more generally on patch 1.2, giving you more of a birds-eye view of what the patch will look like, along with giving you an expected release date.


    [ 2023-01-26 15:00:15 CET ] [ Original post ]

    Dev Diary #71 - Autonomous Investment in 1.2

    Hello and welcome to another Victoria 3 dev diary! Todays diary marks the start of dev diaries about Patch 1.2, which is the next major upcoming patch for Victoria 3 (release date to be announced). As with 1.1, 1.2 will contain a slate of bug fixes, UX improvements, AI improvements and so on, but also some more significant changes to game mechanics, which were going to go over in these dev diaries. The particular changes well be talking about today, as alluded to by the title, is Autonomous Investment, which is something we said we were going to look into for our post-release plans back in Dev Diary #64. What we said back then is that while we are never going to take construction out of the hands of the player entirely, we were open to the idea of non-government entities constructing buildings in a way not directly controlled by the country, and what we came up with is a system where the Investment Pool will be used by private entities to construct different types of buildings depending on your economic laws. Before going over how all this works, I first want to mention that we recognize that the community is somewhat split on the issue of autonomous construction, and as such, weve opted to create a new Game Rule for Autonomous Investment. By default, Autonomous Investment is enabled, which puts the Investment Pool out of the hands of the player, but you can choose to disable it, which puts the Investment Pool back in the players hands and makes it work exactly as it does in the current 1.1.2 version of the game. The Investment Pool Game Rule allows you to enable or disable autonomous construction with Investment Pool funds, depending on your personal preference

    Regardless of whether Autonomous Investment is enabled, the Investment Pool works pretty much the same as it did before: Certain Pop Types with ownership shares in buildings pay part of their dividends into the Investment Pool, the funds in which can then be drawn on for construction. There are, however, a few key differences in 1.2 compared to 1.1. Firstly, the types of Pops that invest have been expanded from just Aristocrats and Capitalists to also include Farmers and Shopkeepers. Capitalists invest the highest percentage of their dividends (20%), followed by Aristocrats at 10%, with Farmers and Shopkeepers investing only 5% each. The rationale here is that it wasnt only the wealthiest in society who invested in new businesses, and this also allows a small degree of investment under laws which strip ownership away from the Capitalists and Aristocrats (but more on that next week). Secondly, the proportion of dividends that are paid into the Investment Pool varies in 1.1 based on your laws, which can have some pretty bizarre effects, such as switching to Laissez-Faire suddenly creating a bunch of Capitalist Radicals because they are now investing more money and thus end with a drop in their Wealth. The proportion of funds that are invested is now a fixed percentage based on pop type, which is then subjected to an efficiency bonus: Capitalists always invest 20% of their dividends, for example, but under Laissez-Faire, this investment is more efficient and ends up contributing more money to the Investment Pool. There is also a general investment efficiency bonus for payments into the Investment Pool in small and mid-sized economies, and a penalty in very large ones, to ensure the Investment Pool is also relevant for mid-sized countries while not growing to such absurd proportions that it cannot possibly be spent in a 10 billion GDP country. These efficiency bonuses are meant to abstract a system of foreign investment, which is something weve also mentioned is on our radar in Dev Diary #64 but is a bigger rework that we are not tackling yet in patch 1.2. Agrarianism gives a hefty bonus to the investments of your Farmers and Aristocrats, but reduces investments from Capitalists and greatly limits the types of buildings they can put their money into.
    So how then, does the Investment Pool funds get turned into buildings when Autonomous Investment is enabled? Well, autonomously, of course! With Autonomous Investment, the Construction Queue is split into Private and Government Constructions, with Government Constructions being anything (regardless of whether its a Government building or not) ordered to be built or auto-expanded by the player or country-level AI, while a Private Construction is anything the Pops themselves are building. The Construction capacity of the country will be split between the Private and Government queues in a proportion based on your economic law, though if there isnt enough constructions queued of one type to use its full allocation, the excess can be used by the other queue instead. In the construction screen, youll be able to see what the next planned Private Construction will be, along with its current funding level. The funding level is a calculated value based on both the total funds available in the Investment Pool as well as the weekly funds coming into it, and can fluctuate based on the Market price of Goods used in construction. Once a project is funded and ready, itll be added to the private Construction Queue the next tick. Private Constructions, unlike Government ones, cannot be reprioritized or canceled - they will always be built in the order they are queued up by the Pops. Though the Government is currently building nothing in France, there are several private constructions in progress, and plans for the expansion of the Alsace-Lorraine iron mines. Note that this UI is highly WIP!
    Pop-ordered constructions use a variant of the standard construction AI which doesnt take into account the country-level AIs strategic objectives and prioritizes the creation of profitable buildings which will create lucrative jobs for the investing Pop types, but they will also take some more strategic factors into account, such as building railroads in low-infrastructure states. Just as with the country-level AI, they also have access to the system of Spending Variables described in Dev Diary #59, which means that they do not operate on a snapshot of the current Market but understand factors such as the impact that already queued buildings (private and government-ordered both) will have on prices once completed and staffed. Since Autonomous Investment does not only affect player countries, you might be wondering how well this system works together with the AI? The answer is that it actually works quite well! Together with a bunch of AI improvements and fixes in 1.2, this has resulted in more stable economic growth for AI countries and especially seems to have given Great Britain a boost, as the private sector doing its own thing means that the economy is usually growing even if the countrys treasury is having issues, at least as long as the Pops investing into private-sector growth are making healthy profits. Theres still some issues, particularly when AI runs out of available workforce late game, that we are hoping to tackle before 1.2 releases to further improve the AIs economic growth. Screenshot from a hands-off game taken in 1908. While theres certainly still room for improvement and some countries like France and Prussia have underperformed due to wars and turmoil (and Austria continues to overperform compared to history), its definitely looking better than in 1.1.2.
    Thats it for today! Join us again next week as we go over more changes to the economy in 1.2, with a particular focus on Economic Laws and the introduction of Government Shares in buildings.


    [ 2023-01-19 15:00:37 CET ] [ Original post ]

    Steam Awards Nomination and Winter Sale!

    Victorians, thank you for nominating us for the Steam Awards for the Best Game You Suck At! Remember to vote for us in-between making the line go up! The Steam Winter Sale starts today too, where you can get Victoria 3 for 10% off!


    [ 2022-12-22 18:02:18 CET ] [ Original post ]

    Victoria 3 - Initial Reactions!

    Almost 2 months after the release of Victoria 3, the game has been picked up by over half a million players worldwide. We hope that you enjoyed the beginning of your journey as much as these people did! [previewyoutube=UC-VSRIrca0;full][/previewyoutube]


    [ 2022-12-21 17:00:28 CET ] [ Original post ]

    Dev Diary #70 - Vicky 3 Feature Game Jam (part 2)


    Welcome to the final Victoria 3 dev diary for 2022! Last week we took a look at some experimental features and prototypes our team worked on during our recent Game Jam. For the background and purpose of this initiative please refer to last week's diary. Something that may not have been clear in that diary is that a regular allotment of Personal Development Time (PDT) is an integrated part of game dev culture at Paradox. Team members may use this time as they wish as long as it is something that hones their craft and makes them grow as developers. The Game Jam initiative is a way of funneling that energy into prototypes for Victoria 3 features, and even if not everything will make it into the game (sorry lizardfolk fans!), pushing against the limits of what we know we can do with the game is important to increase quality and developer skills in the long run. In other words, the Game Jam hasn't taken any scheduled time away from bug fixing, UX and feature improvements, and balance changes. These are and remain our top priority, with patch 1.2 now fully in the works. As always, we are reading your comments and feedback carefully and incorporating many community suggestions in the next free update. That said, let's jump into it, because there's a lot of fun stuff to cover! First up, team Map Graphics Enchantment: ___________________________________________________________________ Hi, my name is Ilya and I am a gameplay programmer on Victoria 3, you might have seen me in the past on Stellaris and HOI4 streams. Ive been mostly focused on implementing gameplay graphics for the last two years on the project and wanted to use the time during game jam to push the immersive living map experience even further. So I gathered a team of three other people (two amazing artists Daniel and Paul and one amazing programmer Viacheslav) who were as excited about enhancing map graphics as me. Here are our results! Pavement upgrades to dirt roads when player researches Paved Roads
    Items along the roads, railroads and sea lanes that could be reflective of time

    Building highlighting on the map, so players feel the connection between buildings growing in the UI and on the map
    Our team actually won the game jam, which I am incredibly proud of :) I wish you all Merry Christmas and Happy New Year from the map graphics enchantment team! ___________________________________________________________________ Adding more contextual detail to the map, making you feel like your country is changing and evolving with the times, is something we'd love to improve! While it's not top of our priority list at the moment, you can fully expect to see such visual details bringing historical, immersive flavor to the game eventually. We're absolutely ecstatic about the building highlighting functionality since it gives you a much closer conceptual connection between the UI and the map. A bit more work is needed here but we are definitely going to try to get this in the game sometime in 2023. Next up, something yours truly (Mikael) worked on. Technically I didn't participate in the Game Jam, but everyone being busy with their own secret skunkworks projects meant I had some time to hunker down and make something I've been thinking about for a while but never had the chance to try out: Government Quick-Select Options for the Reform Government panel.
    With the Legitimacy calculations becoming a bit more complex with patches 1.1.x, it can be pretty hard to predict which combinations of Interest Groups are good together since it depends on the groups that are already there. Victoria 3 isn't really supposed to be a puzzle game, so I figured let's just make the computer do the heavy lifting here. Whenever you click the Reform Government button now, the game runs through every single valid government combination and sorts them by Legitimacy. The top three options are available to you to quick-select at the press of a button. You can even select an option that's almost right and then make tweaks to it before confirming, reducing a lot of the puzzling you previously had to do. This functionality, along with tweaked Ideological Incoherence, Legitimacy balance overhaul, and changes to government composition rules to prevent Legitimacy death spirals, should already be in your hands with patch 1.1.2 when you read this! Next we have a team that worked on a prototype for something very Victorian: [strike]graverobbing[/strike] museums! ___________________________________________________________________ We are team The Mummy Returns, composed of Daniel, Iris, Henrik, Konrad, and Vicka. We spent our game jam week developing a new feature: Museums! Our goal was to represent the 19th and early 20th Century obsession with plundering the world for other peoples priceless cultural treasures as a game mechanic. In your Museum, you can exhibit Artifacts for prestige and propaganda.
    This is Britains Museum - each country can only have one Museum, buildable only in the capital state. Museums have a limited number of Artifact Slots, determined by the Museums Production Methods which are unlocked by society techs - including the new Archaeology tech which also acts as a gateway to archeological expeditions. You can recover Artifacts from expeditions and other gameplay content; they can be anything from priceless treasures from centuries past, to works of art, to modern ideological propaganda. In addition to the Museum and Artifact mechanics, we also experimented with a new type of archeological expedition. Unlike exploratory expeditions, you wont need to worry about Peril as the excavation proceeds. Instead, you must strike a careful balance between progress and Recklessness; Recklessness will speed up your progress, which will allow you to complete the expedition before funding is cut off, but build up too much and you risk damaging the site and being unable to receive the best possible rewards. Here's Vicka to present the outline of that expedition: Hello. My name is Victoria, also known as Vicka. Some of you may know me as AcresOfAsteraceae, or as Pacifica from my work on the TNO mod for HOI4. I am a new content designer on the Victoria 3 team, and the designer of the Valley of the Kings expedition, here to present more details regarding the specifics of the expedition itself.
    This expedition was designed to follow the rough outline of the historical expedition to excavate the tomb of the Pharaoh Tutankhamun, carried out by Howard Carter. Upon researching the new technology for archaeological sciences, and securing ones relationship with Egypt, one can dispatch an expedition to the Valley of the Kings in order to search for valuable historical knowledge - and, of course, staggeringly valuable loot. The imperative to secure other peoples priceless historical treasures is a powerful one - and it is one that the Great Powers of Victoria 3 shall pursue to the fullest in their search for both power and prestige.
    On the site in the Valley, the expedition team will be faced with numerous challenges and decisions. The practical difficulty of excavating a long-forgotten site in a remote area will quickly become apparent - and the dichotomy between getting the expedition done quickly, and getting it done properly will rear its head.
    If one takes too long to complete it, the powers that be in your home nation will pull its funding - but if one rushes ahead too much, catastrophe may well strike, tearing down sections of the tomb and limiting the rewards one may collect.

    Finally, if both fortune and practice align in a manner favorable to your archaeologist, the expedition will return home bearing a treasure trove of artifacts. Well, of course, either that, or the few meager scraps that they could pull out of the rubble that they left behind.

    ___________________________________________________________________ This team's explorations into new types of game content here is really interesting and may be something we delve deeper into in the future! Finally, we have team Incredible Experience, who spent their time on making some lovely enhancements to the tech tree: ___________________________________________________________________ Hi! Im Aron, one of two UX Designers on the Victoria 3 team. During the Game Jam, I teamed up with one of our Programmers (Can), our 2D Art Lead (Kenneth) and our Producer (Daniel), to rework and improve the User Experience of the tech tree in our game, and oh man did we have fun doing so! The tech tree is a beast, both visually and as a code-base, and is a perfect candidate for a face lift. Currently, there is no way of queueing up tech research and no way to see at a glance what a tech unlocks. However, the biggest issue is the readability at the furthest zoom level. The text is way too small to read, but if you are not that far zoomed out you cant really get a good overview of the tree. We tried to tackle all these issues all at once, aiming for the highest cloud. This resulted in a barrage of fixes, big and small. Lets start with the small but impactful changes:

    • Increased text size on all zoom levels.
    • Default camera view set to the furthest zoom and at a better position.
    • Color-coded tabs.
    • New icon representing a group of modifiers.
    Now to the bigger changes. We show all the unlocks of a tech directly on the tech in the tree, not only in the tooltip. They are now grouped by icon and type, and have their own group tooltip


    We made splines highlightable so they can change color depending on context + clearer highlighting of the techs themselves to be able to see at a glance what has been researched and what is currently researching. The splines and the techs share the same color scheme for the 4 different states:
    • Already researched tech has a paper brown look.
    • Researchable techs are green. (not the splines though as it did bloat the screen and mess with the visual hierarchy a bit too much)
    • Currently researching techs are blue.
    • Not researchable techs are dark grey/black.

    Finally, the technology queue. I am still amazed we managed to pull this off in less than a week and even managed to iterate quite a few times on the UX Design for this feature. The core thing here is the ability to queue up which technology will be researched after the current research is completed. We set a few goals ranging from must-have to nice-to-have. [olist]
  • The player should be able to queue the next research. *Queue unlocked research. *Queue several techs. *Queue locked research. *A universal way of clicking on the tech in the tree to queue it up.
  • A visual representation of the queue somewhere on the tech tree screen.
  • Clear visual feedback and distinction between putting a tech in the queue and start researching it.
  • Present the queued up techs time left to finish researching in all essential places. (tooltips and in the visualization of the queue)
  • Remove techs from the queue.
  • Clicking on a tech will clear the queue and start to research that tech instead.
  • Shift + clicking on a tech will put it in the queue.
  • Directly click on a locked tech and automatically queue up the prerequisites in front of this tech in the queue. This will clear the queue first.
  • Shift + click the locked tech and automatically put this tech + prerequisites in the back of the queue. This will not clear the queue first.
  • Alt + click a tech to add it to the top of the queue.
  • Rearrange the order of the queue. [/olist] Believe it or not, but we managed to get to point 9 in this list. Let me show you how it looks. In the below image I have just clicked directly on Flamethrowers far down in the Military tech tree (because Flamethrowers!). This queues up all needed techs for me to get to Flamethrowers in the end. Notice the numbers that display the position in the queue for each tech and the splines highlighting the way. If I were to shift + click Stormtroppers here, it would put that tech + any needed prerequisites at the back of the queue. At the top of the screen you can see the queue nicely queued in the correct order with a max cap of 5 shown tech icons. It is capped at 5 since this screen needs to be responsive for any players that play on 1600x900 or with a higher UI-scaling, which we of course want to support for accessibility reasons. Any additional techs queued above the 5 first can be found under the +X numbered button to the right of the queue. I can remove any specific queued tech by clicking the X-button visible on each queued tech at the top.

    We worked hard on displaying the information correctly to the player in each and every context. As an example of that, you can see in the tooltip in the image below, we added a prompt in the tech tooltip with our normal green formatting for prompts that tells the player to either click this researchable tech (Field Works) to start to research it immediately, or shift + click to queue it up. For any players that will have trouble finding this prompt, we also added a plus button at the top left of each tech to queue up the tech without having to shift + click (not all players read tooltips, believe it or not).
    I cant wait til we actually get this into the game and the actual regular pipeline, and we get to spend some more time polishing it up and in the end get it out to you guys. If you want to read up on the cool dynamic algorithm we use to generate our tech tree, here are a few links: https://en.wikipedia.org/wiki/Layered_graph_drawing https://paginas.fe.up.pt/~ei05067/documentos/bibliografia/Layout.pdf http://www.diva-portal.org/smash/get/diva2:882369/FULLTEXT01.pdf http://www.it.usyd.edu.au/~shhong/fab.pdf ___________________________________________________________________ The tech tree improvements drastically increase usability and are in most respects a finished set of features, so these changes will be coming to version 1.2! In conclusion, this was an incredibly successful Game Jam week for us in the Victoria 3 development team: several finished features were developed that will be coming in the next major patch, we pushed the boundaries of what is possible within the game, and produced a bunch of experimental working prototypes that we can build on for the future. We hope you enjoyed the sneak peek! We will be back with more dev diaries after the winter holidays (sometime mid- to late-January) with more details about what the future for Victoria 3 will hold, particularly for the free 1.2 patch. We hope you have a lot of fun with the game until then. I know we will!


    [ 2022-12-15 15:00:18 CET ] [ Original post ]

  • Victoria 3: Patch 1.1.2 is now LIVE!

    Ahoy Victorians! Today we released a minor patch to correct some issues! Please report any issues in our bug report forum or submit a support ticket. Thank you!
    - Adds quick-select options for the three most Legitimate valid government combinations on the Reform Government panel
    - It is no longer possible to reliably max out Legitimacy by throwing every Interest Group in government together; Legitimacy penalty from conflicting Government ideologies is now calculated by determining, for each law group, the law (unlocked by tech) with the strongest compound feelings for or against it across all Interest Groups in government (even within the same party) ensuring every additional Interest Group potentially increases the total ideological incoherence - Legitimacy penalty from size of government has been reintroduced, but in the form of a number of allowed Interest Groups or Parties in government with no penalty and a flat penalty for each entity in addition to that - Legitimacy balance changes across Laws - Angry Interest Groups can now be invited to the government, and will not leave the government voluntarily unless Insurrectionary - Angry Interest Groups in government can now join Political Movements - Insurrectionary Interest Groups in a government party will now leave the government and party, unless it is the last Interest Group in government - Number of provinces won in smaller theaters with large numbers of defending mobilized Battalions is now reduced, ensuring they will take more battles to wipe out entirely
    - Fixed bug that prevented the AI from sending their mobilized Generals to fronts under certain conditions - Improved AI's ability to make smart investments in its port infrastructure in the mid- and late game - Improved AI's ability to manage their total number of ports across a market region - Increased AI priority for building ports in market areas that lack a port connection
    - Ensured that overseas Generals will not travel to their home HQ if their front is resolved or invalidated. Generals whose front has been resolved or become invalid should now always travel to the closest active front to continue their campaign, even if this front is overseas. If no valid fronts exist, the General should remain on Stand By in the overseas HQ unless manually recalled home. - Fixed a case of Generals skipping travel time and "teleporting" home if their source front's position is unknown - Fixed issue where high Legitimacy Level would increase Radicals instead of Loyalists due to an outdated cache - Fixed out-of-sync related to shipping lanes - Fixed crash when running certain console commands, such as starting events through the console - Fixed issue with flickering map names in culture panel - Fixed missing market interaction texture - Fixed two broken concept tooltips in Japanese localization and one in Polish localization


    [ 2022-12-14 09:01:22 CET ] [ Original post ]

    Dev Diary #69 - Vicky 3 Feature Game Jam (part 1)


    Hello again and happy Thursday! Today I'm going to tell you about a new dev team initiative we ran last week, after we had locked down the final 1.1 build - the Vicky 3 Feature Game Jam! We know from experience that some of the best features and aspects of our games come from passionate developers acting on their own initiative to build what they want to see in the game. Sometimes this is a high-impact tweak to some UI element, other times new game content like new events or building types, or even some under-the-hood improvement to the game engine. For the Game Jam, we challenged devs to join up into cross-disciplinary teams and make the coolest feature they could think of in a week's time, with prizes for the team that could make the highest impact on the game. Here are some of the things they came up with! Please note: only a few of these features will be included in 1.2, and there are no guarantees any of them will ever make it into the game or its future expansions. Some are cool prototypes that would take too much work to implement, while others may need a lot more supporting code or content to work as a standalone feature. Consider this a peek behind the curtain of what our team is experimenting with and what type of things might come in the future. First up, we have team War Never Changes, with a set of experimental enhancements to the military system! ----------- Hi, Im Guilherme, one of the programmers! During this game jam, Nik - one of the designers - and I decided to team up to explore potential improvements for our military system. Because of that, we havent implemented many new things, but we did dig up things that could be potentially improved. For example:

    • Combat units on a front each have a 20% chance of suffering 5% - 15% casualties from attrition each week, an average of 2% casualties per week from attrition alone. This sounds like too much.
    • Generals are currently selected for battles mainly based on their total number of battalions. We should probably check their manpower and morale instead, and/or maybe their traits.
    On the actual implementation side of things, we did a few things we thought would be fun to try out. Such as having simultaneous battles in a front:
    As a game jam hack, I just made it so when battle advancement progress reaches 100% we spawn up to 2 battles in different states, as long as you have at least 2 advancing generals. This is funny and a bit chaotic, but turns out this might introduce other issues as it affects the rhythm of war and also gives the advancing side some advantage: if they win one of those battles they capture a bunch of provinces; if the defending side wins one of those, welp, they just wont lose a bunch of provinces. We also added the ability of locking province captures to the same state as the battle province, which again, is fun as it looks more like a well planned military invasion, but currently has the effect of capturing whole states most of the time.
    All in all, I really appreciate how this game jam gave us the opportunity to explore all sorts of potential improvements for Vicky 3. We certainly can improve many things, but we need to be very careful as our systems are interconnected and small changes in one system can have a big impact in other parts. ----------- Hello, my name is Nik and I am the second half of this Game Jam experiment. As stated above I am a designer on the team. My goal going into this Game Jam was to see what quality of life could be added/explored for the game without needing to rework many systems. Primary goals I had going into this week were:
    • Communicate information to the player more readily
    • Reduce some of the pain points that frustrate myself and other player *War Exhaustion ticking *Attrition *Equipment Modifiers *Generals and Troops selected for Battles
    As stated above by Guilherme, one of the primary goals of this was to experiment with the idea of multiple battles. I personally wanted to experiment with the idea that the length of the front would determine the amount of battles taking place across it and that battles should be spread out and only take place one per state to attempt to avoid player frustration of battles potentially canceling each other out. Another goal was to attempt to increase the information that the player could easily see. First goal was to include the advancement bar of the opposing side to the Front tab so it can be seen there as well.
    Additionally, I wanted the player to have more information on the battle screen. For this we added a demoralized count for units. We noticed it might be confusing for the player to see that they started a battle with 15k troops only to see that they have lost the battle, but only showed that 3k died and 6k were wounded, but at the end of the battle it shows that you have 0 troops remaining.
    I wanted to look at the ticking of war exhaustion as I felt like losing one province could sometimes have a massive impact on the effect of the war exhaustion. There is a lot I would like to do with this system in the future, but for now I focused mainly on lowering the values of these numbers while increasing the impact the loss of men has on a country's war exhaustion. The equipment Adjustment Modifier can be irritating at times, and added to prevent people from just turning their army on and off again, without penalties. I have now made it so the penalty is worse for the primary PM, but all other PMs will now have a smaller one, that will affect you as a whole but should not inflict as much pain as before when switching. Another area I wanted to improve was which generals and troops were selected for certain battles. Often inferior allied troops and their generals would take the battle and tie the front down. There are now additional checks to increase the chances of a General being picked based on his traits, as well as the PMs of the troops under his command. ----------- The changes this team made to various aspects of warfare will be made available in 1.2, but (likely) with multiple battles limited to single states turned off by default. If you'd like to experiment with multiple battles and/or state-limited battles you'll easily be able to change some defines in the script files to do so, or download a mod that does it for you. In the interim we will use this team's work to test and attempt to balance multiple battles per front to see if we can make it a viable feature for the future, without accidentally introducing game-destroying metas like "whoever has the most generals win". Next up, team Cookie Clicker, consisting of our VFX artist, Sean. His addition adds visual effects when you interact with certain parts of the terrain: [previewyoutube=A4tm1ozI-lw;full][/previewyoutube] Improving the interactivity of our map is something we're interested in exploring further, and we will use this as a prototype for future exploration in this area! Next up was some prototype work on more advanced resource potentials: ----------- Hello everyone, Paul here to talk about the project I was working on for the Vicky 3 Feature Game Jam. This project was titled Breaking Ground because it's both related to resources and is an exploratory prototype of what could be done in the future. I took the discoverable/depletable resource system that we utilize for resources like Oil/Rubber/Gold and attempted to apply them to Logging/Mining/Fishing and other normally capped resources in game. Forestry is by far the most fleshed out of the prototypes I built this week, so we will talk about that one. The intention is that forests of the world are all accessible at game start (there is no hidden undiscovered resource) but can suffer from depletion, in this case deforestation. Deforestation is dependent upon a few things, the higher techs you utilize for base production increase the chance of the resource to be depleted. If it is depleted the logging camp is replaced with a clear cut" building which can still produce lumber but at a heavily reduced rate. There is also the intent of adding where this mechanic can be utilized to better represent natural and man-made disasters which have affected resource procurement. Deforestation is shown by clearcut camps which produce resources at a greatly reduced rate
    Now why a separate building instead of a modifier? Well it's a prototype and the system lends itself well to that, since it's what we do with gold fields to gold mines. A different building is also a clearer indication to the player of these events (as opposed to a modifier on the building itself), it also makes it where production methods are available, and the profit calculations are different so that you more easily see the employment changes. Lumber Camps will also have new production methods to manage their extraction, decreasing depletion chances at the cost of throughput, while depleted camps have the ability to enable conservation efforts to try and mitigate the loss of resources that have already occurred. An example of resource management a player can enact to prevent deforestation, or embrace it for much needed throughput bonuses
    On a personal level, I think it adds to the mindset of the time. What do I care about 2 levels of deforestation and their inability to produce? I have 40+ levels of lumber left, this is the price of progress! Seeing the rate of balance between the two buildings shows the cost of advancement or progress of industrialization as you wish to see it. Also it allows us to easily measure deforestation and tie that into events and Interest Group reactions. Theres plenty of places we can go with this, the Conservation Movement of the 18th and 19th centuries, tying industrialization with actual ecological effects that will upset IGs and affect pops. This is not meant to be a complete feature unto itself but a means of making a more realistic narrative to the game. Early industrializers might run afoul of deforestation and poor resource management, and will seek other markets to alleviate this effect, much like we have done historically. Can you keep the balance of man vs nature in effect, or is that even truly your concern when you are facing extreme radicalization and you need to meet the needs of your pops at any cost? An example of the resource management a player can enact on clearings, Do you let nature take its course, get involved, or just keep exploiting what you can?
    What about Whaling/Fishing and Mineral Resources? Here I look to follow the Forestry model where resources are available but can be depleted due to overutilization - as the fisheries of the world were very much subject to the tragedy of the commons. The difference is as tech scales, the effect of fishing scales not only in depletion but in range. I am experimenting with having the actions of a neighboring nation affect the resource potential of its neighbors. Overfishing in Great Britain can cause knock-on effects to the eventual depletion of the Fisheries of Iceland and Canada/US. The scale of these effects are still very much in a prototype stage. This applies to both fish and whaling industries. Where Fishing Industries differ is the potential to maybe do aquaculture back at home. My research is showing that it's slightly out of our historical timescale but it's technically a possibility. The world started ramping up aquaculture in the 1950s to 1960s but that was in response to the decrease in fish population, whos to say if an ahistorical Victorian era that goes hard on world fish supplies might need to invest in these technologies a few decades early? Mineral Resources are primarily focused around discovery over the potential of being depleted. At the start of the game a fair chunk of resources will be available for exploitation, but most will be hidden and require discovery and exploitation to be started. Mines will have the chance to discover new resources as they start excavation down below. These efforts can be expedited by resource exploration PMs, increasing the educated labor force requirement and likely a more modernized set of inputs. In this way, mineral deposits are still greatly important but there is an investment potential in them, the longer you hold and develop a resource - the more you may get to access. For example, you cannot gain all levels of coal in Wales with just hands and picks, some of that is going to require modernization. ----------- Finally, Mike surprised us all by not doing anything at all with trains this time. We're not exactly sure what he's up to, but whatever it is I think it emphasizes the point in the beginning that there are absolutely no guarantees any of this will make it into the game as-is, now or in the future! If any of you have theories of what this might be all about, please give the rest of us a clue in the comments below.


    Next week we will look at the remainder of the Game Jam entries, and that will be the last dev diary of 2022 as most of the team heads out for winter holidays, returning mid-January. Until then!


    [ 2022-12-08 15:00:16 CET ] [ Original post ]

    Patch 1.1.1 is now LIVE!

    Hello Victorians! Today we released a minor patch to correct some issues, and we're planning to follow it up with 1.1.2 next week for some additional adjustments. Please report any issues in our bug report forum or submit a support ticket. Thank you!
    - Fixed a bug where AI breaks off pacts to save Influence even when they're not the ones paying
    - Fixed a few unlocalized Russian custom loc strings (RU_CL...)
    - Fixed a bug where the Capitalists, Shopkeepers and Bureaucrats had no default Interest Group attraction value, causing them to be Politically Inactive unless they worked in a Trade Center - Fixed a bug that caused regressive political movements to be much more common than progressive ones - Fixed a bug that caused Morale Loss to scale negatively with the number of troops in battle - Fixed random crash on startup when reading in game data


    [ 2022-12-08 09:01:07 CET ] [ Original post ]

    Victoria 3: 1.1 "Earl Grey" Update

    Greetings Everyone! The time has come for us to release the first major update for Victoria 3, named "Earl Grey"! As far as we know there shouldn't be any compatibility issues between old saves, with emphasis on shouldn't. This is nothing we can guarantee, so if you want to be safe you can roll back to 1.0.6 and finish off any ongoing saves before updating.
    - Reworked Morale to inflict a base loss for every round of battle, modified by the difference in casualties inflicted between the sides as well as various other modifiers - Reworked Legitimacy to provide bonuses and penalties to countries at different Legitimacy levels - Added a new Legitimacy modifier based on Votes in Government - Replaced Legitimacy Penalty from Government Size with a Legitimacy Penalty from Ideological incoherence - Treaty Ports will no longer function if the owner's Power Rank isn't greater than the market owner's, ensuring Great Powers cannot use them to get access to the markets of other Great Powers
    - Rebalanced Legitimacy across all Laws - Added Authority bonus to High and Very High Government Wages - Added Morale Recovery and Power Projection bonus to High and Very High Military Wages - Added Power Projection penalty to Low and Very Low Military Wages - Lowered Training Rate penalty for Very Low Military Wages - Lowered the positive and negative approval from Government/Military Wages - Buildings will now only raise wages if they are either competing for wages or are below their minimum wage target; the target is based on employees' Expected Standard of Living to prevent too much active radicalization - Building wage targets are lowered in unincorporated states (e.g. colonies) and for discriminated pops - Laws that restrict cultural / religious tolerance now give a decrease to radicals and increase to loyalists from accepted cultures / religions - the more restrictive the law, the higher the effect - Pops in Unincorporated States now have their voting power reduced according to current Incorporation level - Mass migration now only targets incorporated states, to avoid colonies being the main target of mass migration rather than e.g. the New World - Unincorporated states now have a lower expected standard of living than incorporated states - Rebalanced potential Oil and Rubber deposits around the world - Rebalanced Power Plant production method - Reduced the impact of Artillery Commander traits - Rebalanced Port production methods to (generally) increase Convoy production - Rebalanced technology unlocks for potential Port levels to increase sizes over time - Replaced Cape Colony with Persia as a recommendation for the Learn the Game objective - USA no longer immediately starts losing its Interest in the Great Plains on game start - Additional production Rubber Irrigation PM added - Revolutions will now always lose some amount of war support, even when they're out of troops, so they cannot go on forever
    - AI will not begin unifying Canada or Australia until Pan-Nationalism is researched - Australian and Canadian confederation no longer forces the annexation of a player - AI acceptance for white peace now increases over time the longer a war goes on - AI is now less inclined to pursue annexation of subjects with whom they have good relations - AI is now more willing to settle wars that are going nowhere with a white peace - AI now also takes into account bankruptcy when considering peace desire, neutrality and confidence, not just debt level - AI will now properly stop enacting a law to avoid revolution if it calculates this to be in its best interest - AI will now properly use its investment pool when it can cover the entire construction cost, despite being in deficit - Fixed native uprisings not mobilizing due to not being able to calculate their conscripts' power projection - Improve the AI's understanding of when it should produce more military goods of a certain type - Make the AI more interested in switching to more productive PMs, and less interested in switching to less productive ones unless there is a very good reason to do so - Great Powers are much more likely to declare an interest in Arabia while the Ottomans are trying to reclaim Syria - Liberia now begins independent, to discourage US colonization of Africa and to better reflect Liberia's de facto situation - Changed incorrect check in Powerful Protectors that compared army size to country rank instead of army size - Fixed some cases where the AI would use the wrong define for computing heuristics
    - Improves the Pop Details Panel with tabs and Consumed Goods - Added a Good's current Trade Routes to the Goods Panel's Market tab - Added a delay to opening map tooltips. The amount of delay is controlled by a new setting. - Added pop consumption goods needs display to Economy and Consumption pop tabs - Added "show more" button to the Population panel to display all categories, inspired by the "Complete Pop List" mod by Ron Swanson - Make the Construction Queue building list items say their State as well as making the list items smaller, inspired by the "Construction Queue with States" mod by Seppiya - Multiple changes to which notification types display as Toasts (middle of the screen) versus Feed (bottom right) - Show usable manpower involved on each side of a battle in addition to the number of battalions - The volume for Music Stingers and Background Music can now be adjusted independently in the Audio Settings screen - Inactive Treaty Ports are now displayed as such, with a tooltip explaining why - Active Production Methods are now non-clickable and more distinguishable from the rest - Game rules are now visible even before you select a Player Objective in the New Game Interface - Moved the Timed Modifiers higher up in the change Production Method tooltip - The amount of unrealized taxes are now displayed in the country budget tooltip - Transfer of Power information is now displayed better - The outliner now shows the number of currently active unpinned Player Objective challenges and Journal Entries - Update to the construction queues page buttons visuals - Establish Trade Route Map List Panel can now sort markets alphabetically by name - Updated text for convoy raiding order to better represent information to the player - Right-align the Consumption tax cost in the add Consumption tax menu for better readability - Removes decimals from Legitimacy modifier types
    - Added decision to cancel surveys of Panama/Suez - Added event greatly weakening the Shogunate if Japan is forced to open its market - Skyscraper now has a Trade Nexus base PM as an option for Bureaucratic Nexus - Changed the requirement for completing the Reading Campaign to only require 95% literacy. - Made several repeating events fire less often - Fixed various issues in 1848 content - Expanded the name lists for North German, South German, North Italian, South Italian, and Thai cultures - Added some variant unifier flags for Germany and Italy - Germany's default flag is now the Black-Red-Gold tricolor - Italy's default flag is now the Green-White-Red tricolor without the House of Savoy's coat of arms - Conservative IGs such as the Landowners, Devout and Rural Folk now tend to be significantly stronger at the start of the game in most countries - Fixed the large starting unemployment in several Decentralized Countries - Reduced Hokkaido's population to historical levels - Made events that strengthen abolitionism rarer in the USA - Manifest Destiny decision now requires an Interest in the Pacific Coast - Manifest Destiny now provide claims on the colonized split states of Mexico - Alaska Purchase decision now has significantly easier requirements - American West Expedition is now significantly easier to complete - "The Dream" event for gold rushes no longer has one unequivocally better option - Sub-Saharan African states now have more cultural homelands assigned to them - Amended Great Qing flavor text to better fit its historical situation - Reduced the urban center requirements for the Underground Railway Journal Entry from 30 to 20, and made the completion goal valid for cases where the country's capital and the country's market capital are in different states - People's Springtime is now correctly triggered by a powerful Radical IG, not only through insurrection - tanzimat_events.10 now requires Napoleonic Warfare - migration_laws.6 now displays pop names correctly - "A Tale of Hope" event no longer targets a null state - "An Economic Prison" event no longer applies trade route effects to isolationist countries - "Devout Scandal" no longer has a sentence starting with a lowercase letter - "Elevating Our Situation" journal entry has been made less convoluted - "Expand the East Indies Administration" is now visible whenever the Dutch East Indies exists - "Mutually Beneficial" event now applies the correct popularity modifiers. - "The Rogue Imperialist" event can no longer cause a diplomatic incident with yourself - Austrian-formed Germany no longer has the Matter of Hungary Journal Entry - Fixed many issues in cultural_homelands_events - China now re-incorporates the states of the Heavenly Kingdom upon defeating the rebellion. - Commanders can no longer cheat with their own spouses - Defeat in the Opium Wars will now remove opium bans and opium ban Authority cost - Countries with the Free Trade law can now remove trade bans but not add them - Doctrine of Lapse decision for the British East India Company now has a proper cooldown of two years - Elitist ideology now has a stance on theocracy - Ethiopia now requires at least two fully controlled states to form - Poland now requires only 5 Polish states to form rather than 7 - Event "Campaign Financing" now requires active parties to fire - Expand Productive Building tutorial challenge now tests if the player can actually expand the target building an additional level before selecting it as a target building - Italian nations classified as minor powers may now participate in Risoregimento - Efficient Home Affairs modifier is now actually efficient - Made the "Good Word of the Revolution" event less spammy - Mustard Gas no longer permanently applies modifiers to states - North German Federation, South German Federation, and Italy are now formable if all completion requirements are achieved before Nationalism is researched - Numerous law enaction events will now fire properly, and not auto-cancel - Paying for school supplies now costs bureaucracy instead of benefiting it - Philip Sheridan's birth date is now correct - Presidents in Republics now die less frequently - Railway research bonus in the Atmospheric Engine tech event now requires all railway prereqs to be unlocked - Resolved edge case where native_resettlement.4 has no options - Resolved issue with error spam when China was annexed - The Free States of America's name now shows up in its secession event - The Ripper can no longer be a child or toddler - Tooltip for "How to Reform your Government" tutorial will no longer flood the error log - West America expedition now removes event tracking variables properly - Bureaucracy tech no longer uses the same localization key as bureaucracy concept
    - Cleaned up defines to remove unused ones - Renamed some defines to be more precise about what they do - Exposed several parameters of character life expectancy calculation as defines
    - Fixed font atlas not notifying the map system when textures where recycled, leading to garbled map names especially frequent in Chinese, Japanese, and Korean languages - Enabled new logging system that prevents log files from growing too large - Fixed overflows in politics related math that could lead to weird values for political strength of pops, or amount of votes in elections, and other such things - Fixed an issue that led to most characters having a natural lifespan in excess of 90 years - Fixed computation error that made it possible to have two highly profitable routes trading the same good back and forth between two markets - Fixed an issue that made the "force open market" and "ban slavery" wargoals forbid the affected country from changing policy for 60 years instead of 60 months - Fixed an overflow in gold reserves limit - Fixed a bug that would cause garrison units to not recover morale - Ensures that angry IGs always leave the government if able to do so, even when in a party - Fixed an issue where tariffs would incorrectly be paid out to market owner from tariff-exempt trade routes - Revolutionary and seceding countries can no longer engage in colonization until the civil war is over - Discriminated Pops now have their Political Strength reduced by 90% as intended - Pops in Unincorporated States now get a 50% penalty to Political Strength as intended - Battalions are now assigned to battles in order of descending usable manpower (including Morale) - Countries can no longer make progress on colonies in regions without maintaining an active Interest there - Subjects no longer have to ratify a peace deal if their overlord does, even if they have diplomatic autonomy - Expedition leaders are now always properly returned to service upon expedition conclusion - Expeditions no longer automatically fail after turning back on the Niger River - Expedition modifier for expedition taxes now removed upon expedition end - Fixed general travel exploit that would allow to teleport generals by alternating orders towards the same destination - Fixed a general travel duration exploit that was possible when giving several orders targeting different destinations, causing GENERAL_TRAVEL_OVERSEAS_SCALE to sometimes not be applied - Fixed a bug where making a general return to a previous location during travel would sometimes apply GENERAL_TRAVEL_OVERSEAS_SCALE - Military buildings are now unable to provide more Battalions or Flotillas than their level can support - Fixed the bug when Cut Down To Size wargoal would liberate conquered states regardless of when they were acquired - Fixed a bug that would cause only one admiral to be able to defend against naval invasions - Fixed a bug that allowed an admiral to be able to naval invade a state that has no passable coastal provinces controlled by the enemy - Fixed an issue that caused secessionist countries to not being able to be targeted by diplomatic plays even after they win the secession war - Fixed a bug where Treaty Ports could give you access to markets in states outside the same state region - Fixed bug where market access was not updated in states split due to ceding a Treaty Port or gaining independence - Fixed the bug when status of convoy raiding wasn't displayed on the map nodes - Combat unit allocation between commanders is now recomputed if a commander loses their role - Failed or timed out Journal Entries won't be triggered by an Objective again unless marked as repeatable - Fixed an error that caused the building tooltip to display incorrectly and produce error log spam when the building was built in a state with an apostrophe in its name - Fixed commonly occuring crash caused by offscreen GUI VFX not being cleaned up properly - Fixed crash when running out of cloud storage space for save files - Fixed OOS for Elections when hot-joining - Fixed a crash that would happen when the same peace deal is accepted at the same time in multiple wars - Fixed crash when listing saves - Fixed crash arising from cultural_homeland_events.1 - Fixed crash during commander generation - Rebellions/uprisings and civil war countries no longer have rebellions
    - Fixed issue with displaying country names for civil war countries - Ensures the correct number of Battalions are reported for both Regulars and Conscripts on various panels and tooltips - Death notifications no longer fire upon the retirement of a politician - Fixed an issue in prediction tooltips where Peasant goods consumption was incorrectly calculated, causing price predictions to be wrong for certain goods - Fixed an issue where price predictions for pop-consumed goods would get increasingly inaccurate the longer the game went on due to old data not being properly cleared - Fixed flickering map mode in the culture panel - Fixed front map markers not showing up correctly in Observer Mode - Fixed overlapping text of the options in the Sway Country Panel - Fixed overlapping text on the Nation Formation panel to not overlap - Fixed text overlapping and alignment issues on the War Panel - Fixed the Diplomatic Play title text to not overlap the flags when very long - Fixed 'You' label being visible for other players in the War Panel in a Multiplayer game - Fixed invalid diplomatic relations expandable tooltip - Fixed wrong scope provided to on_sway_offer_rejected - Added missing localization for is_direct_subject_of - Fixed a missing texture that would appear in the war tooltip when the initiator of a diplomatic play had obtained all of their declared war goals - Fixed an issue that made it possible to change government or military wage rates when the country wasn't actually paying any government / military wages - Fixed incorrect text that would appear in the war tooltip when either side of a diplomatic play had obtained all of their declared wargoals - Fixed notifications accidentally appearing twice when closed - Fixed typo in Pop Properties tutorial lesson - Fixed missing text for Annex Subject Diplomatic Play Tooltip - Korean officers now wear clothes - Male Academics and Capitalist pops no longer carry parasols - Dinka slave pops are now properly naked - The final fallback for character clothing is now peasant's clothes instead of a birthday suit - The Confederate States of America should now always be called such during the American Civil War - Taiping Rebellion war name is now properly localized - Corrected spelling issues with Australian hubs and Theodore Roosevelt - Commanders-in-Chief now use the correct Character background on their Character Panel - Fixed unlocalized string in the load game button in the multiplayer game over screen - Resolved several typos in the country flavor text for Parma, Modena, and Krakow - Fixed spelling of "Van Diemen's Land", "Concepcin", and "Legazpi" - Return State Goal now utilizes correct infamy define[/spoiler] * A known issue with loading 1.0.6 save games into 1.1 is that the Bureaucracy tech will be "forgotten" and has to be re-researched. If you don't want to do this in-game, you can fix it by running your game with the debug console enabled in the launcher, loading up your save game, opening the console, and typing 'research tech_bureaucracy'.


    [ 2022-12-05 09:04:16 CET ] [ Original post ]

    Dev Diary #68 - Patch 1.1 Changelog (part 4)


    Hello and welcome to the final dev diary on the subject of patch 1.1! The release date for this patch is Monday December 5th, at 10:00 Central European Time. Your existing save games should be compatible* with 1.1, but as usual we will backup the old 1.0.6 version as a Steam beta branch you can rollback to if needed (e.g. for mod compatibility). This is a chonky update so I'm not going to go over the entries in detail, but to get a more in-depth look at a few of the major things that have been added or changed to 1.1, you can take a look at our previous dev diaries. Let's dig into it!
    - Reworked Morale to inflict a base loss for every round of battle, modified by the difference in casualties inflicted between the sides as well as various other modifiers - Reworked Legitimacy to provide bonuses and penalties to countries at different Legitimacy levels - Added a new Legitimacy modifier based on Votes in Government - Replaced Legitimacy Penalty from Government Size with a Legitimacy Penalty from Ideological incoherence - Treaty Ports will no longer function if the owner's Power Rank isn't greater than the market owner's, ensuring Great Powers cannot use them to get access to the markets of other Great Powers
    - Rebalanced Legitimacy across all Laws - Added Authority bonus to High and Very High Government Wages - Added Morale Recovery and Power Projection bonus to High and Very High Military Wages - Added Power Projection penalty to Low and Very Low Military Wages - Lowered Training Rate penalty for Very Low Military Wages - Lowered the positive and negative approval from Government/Military Wages - Buildings will now only raise wages if they are either competing for wages or are below their minimum wage target; the target is based on employees' Expected Standard of Living to prevent too much active radicalization - Building wage targets are lowered in unincorporated states (e.g. colonies) and for discriminated pops - Laws that restrict cultural / religious tolerance now give a decrease to radicals and increase to loyalists from accepted cultures / religions - the more restrictive the law, the higher the effect - Pops in Unincorporated States now have their voting power reduced according to current Incorporation level - Mass migration now only targets incorporated states, to avoid colonies being the main target of mass migration rather than e.g. the New World - Unincorporated states now have a lower expected standard of living than incorporated states - Rebalanced potential Oil and Rubber deposits around the world - Rebalanced Power Plant production method - Reduced the impact of Artillery Commander traits - Rebalanced Port production methods to (generally) increase Convoy production - Rebalanced technology unlocks for potential Port levels to increase sizes over time - Replaced Cape Colony with Persia as a recommendation for the Learn the Game objective - USA no longer immediately starts losing its Interest in the Great Plains on game start
    - AI will not begin unifying Canada or Australia until Pan-Nationalism is researched - Australian and Canadian confederation no longer forces the annexation of a player - AI acceptance for white peace now increases over time the longer a war goes on - AI is now less inclined to pursue annexation of subjects with whom they have good relations - AI is now more willing to settle wars that are going nowhere with a white peace - AI now also takes into account bankruptcy when considering peace desire, neutrality and confidence, not just debt level - AI will now properly stop enacting a law to avoid revolution if it calculates this to be in its best interest - AI will now properly use its investment pool when it can cover the entire construction cost, despite being in deficit - Fixed native uprisings not mobilizing due to not being able to calculate their conscripts' power projection - Improve the AI's understanding of when it should produce more military goods of a certain type - Make the AI more interested in switching to more productive PMs, and less interested in switching to less productive ones unless there is a very good reason to do so - Great Powers are much more likely to declare an interest in Arabia while the Ottomans are trying to reclaim Syria - Liberia now begins independent, to discourage US colonization of Africa and to better reflect Liberia's de facto situation - Changed incorrect check in Powerful Protectors that compared army size to country rank instead of army size - Fixed some cases where the AI would use the wrong define for computing heuristics
    - Improves the Pop Details Panel with tabs and Consumed Goods - Added a Good's current Trade Routes to the Goods Panel's Market tab - Added a delay to opening map tooltips. The amount of delay is controlled by a new setting. - Added pop consumption goods needs display to Economy and Consumption pop tabs - Added "show more" button to the Population panel to display all categories, inspired by the "Complete Pop List" mod by Ron Swanson - Make the Construction Queue building list items say their State as well as making the list items smaller, inspired by the "Construction Queue with States" mod by Seppiya - Multiple changes to which notification types display as Toasts (middle of the screen) versus Feed (bottom right) - Show usable manpower involved on each side of a battle in addition to the number of battalions - The volume for Music Stingers and Background Music can now be adjusted independently in the Audio Settings screen - Inactive Treaty Ports are now displayed as such, with a tooltip explaining why - Active Production Methods are now non-clickable and more distinguishable from the rest - Game rules are now visible even before you select a Player Objective in the New Game Interface - Moved the Timed Modifiers higher up in the change Production Method tooltip - The amount of unrealized taxes are now displayed in the country budget tooltip - Transfer of Power information is now displayed better - The outliner now shows the number of currently active unpinned Player Objective challenges and Journal Entries - Update to the construction queues page buttons visuals - Establish Trade Route Map List Panel can now sort markets alphabetically by name - Updated text for convoy raiding order to better represent information to the player - Right-align the Consumption tax cost in the add Consumption tax menu for better readability - Removes decimals from Legitimacy modifier types
    - Added decision to cancel surveys of Panama/Suez - Added event greatly weakening the Shogunate if Japan is forced to open its market - Skyscraper now has a Trade Nexus base PM as an option for Bureaucratic Nexus - Changed the requirement for completing the Reading Campaign to only require 95% literacy. - Made several repeating events fire less often - Fixed various issues in 1848 content - Expanded the name lists for North German, South German, North Italian, South Italian, and Thai cultures - Added some variant unifier flags for Germany and Italy - Germany's default flag is now the Black-Red-Gold tricolor - Italy's default flag is now the Green-White-Red tricolor without the House of Savoy's coat of arms - Conservative IGs such as the Landowners, Devout and Rural Folk now tend to be significantly stronger at the start of the game in most countries - Fixed the large starting unemployment in several Decentralized Countries - Reduced Hokkaido's population to historical levels - Made events that strengthen abolitionism rarer in the USA - Manifest Destiny decision now requires an Interest in the Pacific Coast - Manifest Destiny now provide claims on the colonized split states of Mexico - Alaska Purchase decision now has significantly easier requirements - American West Expedition is now significantly easier to complete - "The Dream" event for gold rushes no longer has one unequivocally better option - Sub-Saharan African states now have more cultural homelands assigned to them - Amended Great Qing flavor text to better fit its historical situation - Reduced the urban center requirements for the Underground Railway Journal Entry from 30 to 20, and made the completion goal valid for cases where the country's capital and the country's market capital are in different states - People's Springtime is now correctly triggered by a powerful Radical IG, not only through insurrection - tanzimat_events.10 now requires Napoleonic Warfare - migration_laws.6 now displays pop names correctly - "A Tale of Hope" event no longer targets a null state - "An Economic Prison" event no longer applies trade route effects to isolationist countries - "Devout Scandal" no longer has a sentence starting with a lowercase letter - "Elevating Our Situation" journal entry has been made less convoluted - "Expand the East Indies Administration" is now visible whenever the Dutch East Indies exists - "Mutually Beneficial" event now applies the correct popularity modifiers. - "The Rogue Imperialist" event can no longer cause a diplomatic incident with yourself - Austrian-formed Germany no longer has the Matter of Hungary Journal Entry - Fixed many issues in cultural_homelands_events - China now re-incorporates the states of the Heavenly Kingdom upon defeating the rebellion. - Commanders can no longer cheat with their own spouses - Defeat in the Opium Wars will now remove opium bans and opium ban Authority cost - Countries with the Free Trade law can now remove trade bans but not add them - Doctrine of Lapse decision for the British East India Company now has a proper cooldown of two years - Elitist ideology now has a stance on theocracy - Ethiopia now requires at least two fully controlled states to form - Poland now requires only 5 Polish states to form rather than 7 - Event "Campaign Financing" now requires active parties to fire - Expand Productive Building tutorial challenge now tests if the player can actually expand the target building an additional level before selecting it as a target building - Italian nations classified as minor powers may now participate in Risoregimento - Efficient Home Affairs modifier is now actually efficient - Made the "Good Word of the Revolution" event less spammy - Mustard Gas no longer permanently applies modifiers to states - North German Federation, South German Federation, and Italy are now formable if all completion requirements are achieved before Nationalism is researched - Numerous law enaction events will now fire properly, and not auto-cancel - Paying for school supplies now costs bureaucracy instead of benefiting it - Philip Sheridan's birth date is now correct - Presidents in Republics now die less frequently - Railway research bonus in the Atmospheric Engine tech event now requires all railway prereqs to be unlocked - Resolved edge case where native_resettlement.4 has no options - Resolved issue with error spam when China was annexed - The Free States of America's name now shows up in its secession event - The Ripper can no longer be a child or toddler - Tooltip for "How to Reform your Government" tutorial will no longer flood the error log - West America expedition now removes event tracking variables properly - Bureaucracy tech no longer uses the same localization key as bureaucracy concept
    - Cleaned up defines to remove unused ones - Renamed some defines to be more precise about what they do - Exposed several parameters of character life expectancy calculation as defines
    - Fixed font atlas not notifying the map system when textures where recycled, leading to garbled map names especially frequent in Chinese, Japanese, and Korean languages - Enabled new logging system that prevents log files from growing too large - Fixed overflows in politics related math that could lead to weird values for political strength of pops, or amount of votes in elections, and other such things - Fixed an issue that led to most characters having a natural lifespan in excess of 90 years - Fixed computation error that made it possible to have two highly profitable routes trading the same good back and forth between two markets - Fixed an issue that made the "force open market" and "ban slavery" wargoals forbid the affected country from changing policy for 60 years instead of 60 months - Fixed an overflow in gold reserves limit - Fixed a bug that would cause garrison units to not recover morale - Ensures that angry IGs always leave the government if able to do so, even when in a party - Fixed an issue where tariffs would incorrectly be paid out to market owner from tariff-exempt trade routes - Revolutionary and seceding countries can no longer engage in colonization until the civil war is over - Discriminated Pops now have their Political Strength reduced by 90% as intended - Pops in Unincorporated States now get a 50% penalty to Political Strength as intended - Battalions are now assigned to battles in order of descending usable manpower (including Morale) - Countries can no longer make progress on colonies in regions without maintaining an active Interest there - Subjects no longer have to ratify a peace deal if their overlord does, even if they have diplomatic autonomy - Expedition leaders are now always properly returned to service upon expedition conclusion - Expeditions no longer automatically fail after turning back on the Niger River - Expedition modifier for expedition taxes now removed upon expedition end - Fixed general travel exploit that would allow to teleport generals by alternating orders towards the same destination - Fixed a general travel duration exploit that was possible when giving several orders targeting different destinations, causing GENERAL_TRAVEL_OVERSEAS_SCALE to sometimes not be applied - Fixed a bug where making a general return to a previous location during travel would sometimes apply GENERAL_TRAVEL_OVERSEAS_SCALE - Military buildings are now unable to provide more Battalions or Flotillas than their level can support - Fixed the bug when Cut Down To Size wargoal would liberate conquered states regardless of when they were acquired - Fixed a bug that would cause only one admiral to be able to defend against naval invasions - Fixed a bug that allowed an admiral to be able to naval invade a state that has no passable coastal provinces controlled by the enemy - Fixed an issue that caused secessionist countries to not being able to be targeted by diplomatic plays even after they win the secession war - Fixed a bug where Treaty Ports could give you access to markets in states outside the same state region - Fixed bug where market access was not updated in states split due to ceding a Treaty Port or gaining independence - Fixed the bug when status of convoy raiding wasn't displayed on the map nodes - Combat unit allocation between commanders is now recomputed if a commander loses their role - Failed or timed out Journal Entries won't be triggered by an Objective again unless marked as repeatable - Fixed an error that caused the building tooltip to display incorrectly and produce error log spam when the building was built in a state with an apostrophe in its name - Fixed commonly occuring crash caused by offscreen GUI VFX not being cleaned up properly - Fixed crash when running out of cloud storage space for save files - Fixed OOS for Elections when hot-joining - Fixed a crash that would happen when the same peace deal is accepted at the same time in multiple wars - Fixed crash when listing saves - Fixed crash arising from cultural_homeland_events.1 - Fixed crash during commander generation
    - Fixed issue with displaying country names for civil war countries - Ensures the correct number of Battalions are reported for both Regulars and Conscripts on various panels and tooltips - Death notifications no longer fire upon the retirement of a politician - Fixed an issue in prediction tooltips where Peasant goods consumption was incorrectly calculated, causing price predictions to be wrong for certain goods - Fixed an issue where price predictions for pop-consumed goods would get increasingly inaccurate the longer the game went on due to old data not being properly cleared - Fixed flickering map mode in the culture panel - Fixed front map markers not showing up correctly in Observer Mode - Fixed overlapping text of the options in the Sway Country Panel - Fixed overlapping text on the Nation Formation panel to not overlap - Fixed text overlapping and alignment issues on the War Panel - Fixed the Diplomatic Play title text to not overlap the flags when very long - Fixed 'You' label being visible for other players in the War Panel in a Multiplayer game - Fixed invalid diplomatic relations expandable tooltip - Fixed wrong scope provided to on_sway_offer_rejected - Added missing localization for is_direct_subject_of - Fixed a missing texture that would appear in the war tooltip when the initiator of a diplomatic play had obtained all of their declared war goals - Fixed an issue that made it possible to change government or military wage rates when the country wasn't actually paying any government / military wages - Fixed incorrect text that would appear in the war tooltip when either side of a diplomatic play had obtained all of their declared wargoals - Fixed notifications accidentally appearing twice when closed - Fixed typo in Pop Properties tutorial lesson - Fixed missing text for Annex Subject Diplomatic Play Tooltip - Korean officers now wear clothes - Male Academics and Capitalist pops no longer carry parasols - Dinka slave pops are now properly naked - The final fallback for character clothing is now peasant's clothes instead of a birthday suit - The Confederate States of America should now always be called such during the American Civil War - Taiping Rebellion war name is now properly localized - Corrected spelling issues with Australian hubs and Theodore Roosevelt - Commanders-in-Chief now use the correct Character background on their Character Panel - Fixed unlocalized string in the load game button in the multiplayer game over screen - Resolved several typos in the country flavor text for Parma, Modena, and Krakow - Fixed spelling of "Van Diemen's Land", "Concepcin", and "Legazpi" * A known issue with loading 1.0.6 save games into 1.1 is that the Bureaucracy tech will be "forgotten" and has to be re-researched. If you don't want to do this in-game, you can fix it by running your game with the debug console enabled in the launcher, loading up your save game, opening the console, and typing 'research tech_bureaucracy'. We hope you enjoy this update! Please continue to provide your feedback and make sure to let us know if you run into any other bugs so we can continue to improve the game for the next free patch 1.2. We will return to discuss our next plans for the future next Thursday!


    [ 2022-12-01 15:02:52 CET ] [ Original post ]

    Victoria 3 Sold 500 000 Games - and is Nominated in The Game Awards

    Hello Everyone! We would like to start off by thanking everyone for the support and passion you've all shown for the game. It's truly humbling to have such a dedicated and passionate community, thank you! Victoria 3 has now sold over 500k games since the release a little over a month ago, which makes it one of the most successful launches in Paradox history, and it's all thanks to you, our players. To top it all off, Victoria 3 has also been nominated in the "Best Sim / Strategy" category in The Game Awards! We're looking forward to the Victorian journey we are embarking on together with you all. And the first stop would be the release of the 1.1 Update coming in early December - bringing forth a multitude of improvements and fixes that has been requested by the community. The changelog will be shared with you all in tomorrow's Dev Diary. We'd also like to celebrate this occassion by sharing some fascinating stats with you from this first month:


    [ 2022-11-30 15:00:20 CET ] [ Original post ]

    Dev Diary #67 - Patch 1.1 (part 3)


    Happy Thursday! Today we'll talk about some more changes we've introduced in patch 1.1, including how Morale works. For starters, why rework morale? One piece of feedback we heard a lot of post-release was that it was frustrating to watch long, drawn-out battles that tied up the front while your battalions that weren't in that combat perished from attrition. Our goal with these changes is primarily to make battles snappier, ensuring that battles that are all but decided can come to a rapid conclusion so the front can start moving again. Some nice side effects are that your supply, morale recovery rates, and having reinforcements and reserves start to play a greater role than they used to. In the new system, instead of the losers typically being the only side to take morale damage, units on both sides will take a certain amount of morale damage for each round of combat. That morale damage can be modified by various factors, such as technologies and production methods. In addition, the side that has taken the most casualties will suffer an additional multiplier to their loss of morale, ensuring that combat superiority is still what ultimately wins battles. The basis for how much morale units lose each day is determined by the organization or ship class production method groups in Barracks / Conscription Centers and Naval Bases respectively. The more modern the method of warfare, the lower the loss of morale. Also, conscripts now differ from regular Battalions in that they suffer more morale damage. These Ohioan conscripts have a relatively high base morale loss of 15 men per day, but this is reduced due to National Militia. Their morale losses increase somewhat from currently being in a battle where more casualties have been inflicted on them than they have on the enemy. When all remaining men in the unit have been lost to casualties or morale loss, the battalion will detach from the battle. Once fighting has concluded, their commanding General's Experienced Diplomat trait will increase the speed by which their morale recovers. Morale will also recover along with fresh reinforcements from the Conscription Center supporting them.
    Modifiers can affect how much morale your own troops lose, such as good modifiers from First Aid and Field Hospitals, or bad modifiers from battle conditions such as Broken Supply Lines or commander traits like Reckless. But the morale damage you take can also be modified by the enemy's forces, for example via production methods like Siege Artillery or Chemical Weapon Specialists, or character traits like Wrathful. When battles start, units are now deprioritized to enter combat if they are injured or demoralized. What this means is that even if you end up with fewer than your full complement of battalions in a particular fight, the rest of them will make use of this short respite to recover for the next one. Speaking of recovery, we have also made a few changes to the way Wage levels work. Higher military wages than usual now affect how quickly units recover morale when not in combat, letting flush governments push frontlines by gradually overcoming the enemy's fighting spirit - at least as long as you're able and willing to rack up an enormous body count in the process. Recovering Morale faster than the enemy does could be well worth the expense in the long run. It will also give your Officers and Servicemen a better Standard of Living, building Loyalists in your Armed Forces over time. Their increased Wealth will provide them with more Clout to throw around in internal politics as well, of course, so take that into account.
    This isn't the extent of the changes to government and military wages in 1.1. These settings used to be a highly efficient way of directly and immediately altering your Interest Groups' Approval scores, which we have toned down a bit in 1.1 by making the Approval changes limited to -2 / -1 / 0 / +1 / +2 for the five different levels. Of course, the act of raising or lowering wages still has the usual knock-on effects on Approval by increasing or decreasing the purchasing power of the pops that tend to make up those groups, leading to changes in Standard of Living and therefore Radicals and Loyalists. High or low military wages also affect your armed forces' Power Projection, leading to a Prestige impact also during peacetime. Low military wages also affect your buildings' training rate, i.e. how rapidly they can reinforce battalions and flotillas that have become underpowered due to casualties. To round it out, low government wages provide a direct impact on Prestige while higher levels now provide additional Authority. As a final note, an update from our first Patch 1.1 update on Legitimacy levels. One oft-repeated concern with how Legitimacy works currently is that under most democratic systems, having two parties in a coalition government does not provide much of a penalty, even if those parties are vehemently opposed to each other. From one perspective this was working as intended, as it represents a trade-off between Legitimacy (in this case, popular representation) and ability to actually enact any new Laws (since the incoherence between the ideologies in government would make debate and stall outcomes very common). But on the other hand it felt wrong to have the two completely incompatible parties working together in a highly functional government - as long as they didn't try to make any changes, that is. In response, we have changed the Legitimacy penalty from government size to one that actually represents ideological incoherence. Adding a party or Interest Group to government will now cause any conflicting ideologies (as measured by their stances on Laws) outside party boundaries to inflict a Legitimacy penalty. This encourages formation of government groups that are both strong and effective together. We're very interested in hearing how this change feels to you all, once patch 1.1 drops! Despite representing the majority of Clout and Votes in Great Britain, an unholy alliance between Tories and Whigs is just too incoherent to form government together. You could still confirm such a government, but the penalties for doing so would be enormous and no legislation could be passed while Legitimacy is that poor.
    The changes we have discussed in this and the previous two dev diaries represent just a fraction of the changes you will see in the new update. These ones are maybe the most visible, but a number of under-the-hood improvements and bugfixes have been made as well. Next week we will go through the full changelog! Until then!


    [ 2022-11-24 17:00:15 CET ] [ Original post ]

    Dev Diary #66 - Patch 1.1 (part 2)


    Greetings my fellow Victorians, Paul here to talk about some of the things I have been doing for Patch 1.1. As was said in previous dev diaries, this patch (1.1) is going to primarily focus on game polish: bug fixing, balancing, AI improvements and UI/UX work, while the next major free patch (1.2) is going to be more focused towards making progress on the plans weve outlined in our Post-Release Plans DD by iterating on systems like warfare and diplomacy. Hotfix (1.0.6) should be out for you all with performance improvements and some bug fixes in the meantime. So what have I been doing? Balance work, alongside bug fixing, and assisting with some UI work and bettering of the player experience. Im new to the design team and during my onboarding I've been able to utilize one of my special talents: I love spreadsheets and data - so Ive been working on building profitability, production methods, and resource availability. In Patch 1.1 two large changes I have made are to Oil and Rubber and Ive got some cool resource maps to show you the changes. And before you take a look at the images showcasing what changes I have done, a big shoutout to @Licarious who made the tool that I am utilizing here today. This tool is open for you all on the forum in this thread. I have found the tool to be particularly lovely, helping me make quick visualizations of the changes I am considering in the game. It's one thing to balance a spreadsheet but another to take a look at the changes proposed on the map itself. The Worlds discoverable Oil Supply as of 1.0.6
    In the version of the game you are all currently playing, these are the oil reserves that are discoverable in game. They are mostly the historical oil fields that were cultivated over the current knowledge of where Oil is and has been accessible (even if we did not find out about it until later than 1936). As youve no doubt noticed in your later games, Oil is a scarce resource and limits the progress of later game industrialization. While we want Oil to be an important late-game resource, its current bottleneck as an available resource is a little too harsh to the players experience so weve expanded the discoverable oil fields in game. I spent a few days going through various feedback threads on the Discord and forums, alongside as many natural resource distribution maps as I could to give a better estimate of the worlds oil supply and help make the game representative of that. As of now weve doubled the worlds potential oil fields to give rise to a more plentiful supply in the world by both player and AI actions. The Worlds discoverable Oil Supply as of 1.1.0
    I know some of you might be asking, why did we not just increase the production of oil methods and leave the historical oil fields in place? Why have you included [specific] oil fields that were not tapped until ~1950! etc.Those fields represent a usage of either Oil Sands, or some various substrate that would have not been accessible at the time. These are all some valid questions and I will no doubt go into more detail in the thread about choices made, but some quick answers.

    • Oil production methods are already incredibly profitable and buffing them further would help but probably not fully solve the problem.
    • The gating of Oil Fields to only historically extracted areas is always tricky, if Russia and the United States collapse in game, 50%+ of the world's oil supply is locked behind their regression and the world suffers. We want to have historical credibility but also give players multiple avenues to pursue.
    • We dont exactly leave a track record of this field would have been accessible in 1880" etc in our history books when we discover new resources, so best guesstimates have to be used and a balance between historical and semi-balanced gameplay has to be found.
    We are by no means done with Oil, this is my first step in their balancing and it's been sent off to QA to run tests and gather feedback. Ive got plenty of possibilities to look into but I want to make iterative changes instead of altering many things at once and not seeing the full impact. Things I am looking into for the future includes
    • Gating some oil reserve potential behind tech to make it where deposits that were not found until more modern days are harder for the player to get to, but still possible.
    • If Oil Supply is still too short - looking into adding more variation of production methods of balancing of input/output of those factories.
    • Giving the Whale Oil Industry a bit more of a kick into gear in the early stages of the game.
    So keep your feedback on the forums/Discord coming! I might not read and answer them right away but I do collate them for future reference and theyve been incredibly helpful in my efforts. And now onto the worlds rubber supply, which I have also adjusted for Patch 1.1. The Worlds discoverable Rubber Supply as of 1.0.6
    While not as much of a bottleneck as the world oil supply, rubber is found to not be plentiful enough to meet world demand at current. And as we make the AI better at extracting and utilizing resources in game, we no doubt have to increase the rubber supply available to the world. And so here are the changes. The Worlds discoverable Rubber Supply as of 1.1.0
    Notice the differences? Your eyes arent deceiving you, the two maps are the same - and this is not a mistake. The changes to Rubber have been focused on its vertical margins as opposed to the horizontal margins. While I could have upped the world supply of rubber, looking at the later game saves I found it was population issues which were preventing the resource from meeting demands, etc. So, what I did instead was add a new PM to Rubber Plantations, giving them an automatic irrigation system (like that of the other Plantations this building shares relation to in name only) to symbolize later efforts to modernize plantations and not be fully rainfall dependent. This would help increase the productivity of buildings already in game. Rubber Plantations can now double their effective output in the later game, by replacing some employees with machines.
    Items I am looking into for the future include:
    • Adding more Rubber potential to the world if this PM is not enough
    • Potential synthetic rubber in the late game?
    • State traits for the specific areas of the world best suited to its cultivation to help throughput
    These two resource changes have been put into 1.1 among other things and are currently being vetted for balance and functionality by the QA team. I look forward to hearing your thoughts as well but remember that all numbers are currently WIP. If you have thoughts and opinions and can find me a source backing up your claims, please feel free to put them in the thread or on Discord/forums where then can continue to be collated for me. What am I doing while this is being vetted? Why I am breaking ground into future balance changes in 1.2! As stated elsewhere on these forums, I am looking into the arable land balance of the game making changes to them. Since these changes have the potential to upend the world economy, Im getting this branch settled early so we have as much time on our end to iterate on its balance. I will also take feedback from players upon 1.1s upcoming release, then look into tweaking other resources balance and such. There are always a few things to tweak! And thats it for this dev diary, with this little peek behind the curtain of work being done I am now going to return to it and read through the QA feedback. Then do some further balancing as needed and my work for Patch 1.2. Patch 1.1 is planned to release before the end of the year and it's already November so it's not that far away in the grand scheme of things. Next week we will talk about some more of the changes in that patch.


    [ 2022-11-17 17:01:34 CET ] [ Original post ]

    Patch notes for 1.0.6


    - Reduced the number of monthly radicals from political movements to enact and restore
    - Reduced the number of pops in the mid- to late-game by merging very small pops back into the general population - Reduced the number of pops in the mid- to late-game by forcing unemployed pops to switch profession when sufficiently poor - Improved performance of updating trends for political movements - Improved performance of enumerating Liberation war goals
    - Increased AI tendency to stick by its allies and subjects in conflicts - Fixed AI acceptance for 'powerful protectors' factor to appear in virtually any alliance/customs union - Fixed AI confidence and peace desire from gold reserves not being capped to 100% reserves - Fixed AI incorrectly calculating how much an ongoing war or diplomatic play should add to their neutrality, making them abandon allies due to involvement in small conflicts - Fixed AI involvement in a diplomatic play shown as an empty string in their neutrality calculation
    - Fixed settings (such as in-game language) not being saved correctly when path contains non-latin characters - Properly fixed flotillas not recovering morale - Fixes "Pass a Law that enables an Institution" tutorial challenge being impossible to complete or writing to the error log under certain circumstances - Fixed issue where a placated Political Movement might still trigger a revolution - Fixed issue with American Territory Achievement using an incorrect trigger - Fixed issue with not being able to get Berlin Conference Achievement. - Star Swarmed Banner no longer requires exactly 100 states exactly to get the achievement, but rather 100 or more - Fixed issue with placeholder image being used for flamethrower event modifiers - Fixed CTD in CPdxTerrain::CreateEffect - Fixed CTD in CWarGoal::IsAdjacent - Fixed CTD in CBuildingType destructor


    [ 2022-11-14 09:02:57 CET ] [ Original post ]

    Dev Diary #65 - Patch 1.1 (part 1)


    Hello and welcome to the second post-release dev diary for Victoria 3. Today well be talking about the first major post-release patch, which were aiming to get to you before the end of the year. This patch (1.1) is going to primarily focus on game polish: bug fixing, balancing, AI improvements and UI/UX work, while the next major free patch (1.2) is going to be more focused towards making progress on the plans weve outlined in our Post-Release Plans DD by iterating on systems like warfare and diplomacy. With that said, theres a few more significant changes coming in 1.1 as well, which were going to go over in this and next weeks dev diary. The first of these changes is a rework of the interface for individual Pops, with a particular emphasis on improving the visualization of Pop Needs. In addition to the general overview, there are now separate tabs for Economy and Consumption, with Economy showing a more detailed breakdown of the Pops income and expenditure, as well as their top 5 Goods expenditures, and the Consumption tab showing a detailed breakdown of all their Goods expenditures, along with pricing information for the State and Market. We also plan to iterate on Pop Needs further in the future to give you a better idea of what your population needs are country-wide.

    The next significant change in 1.1 is a rework of Legitimacy: some frequent criticisms we have received about the political system in Victoria 3 is that Legitimacy doesnt matter enough and isnt clear enough about its effects, as well as that elections dont have enough of an impact. This rework aims to resolve all those problems by making several changes: First, legitimacy, while still a number from 0 to 100, is now divided into five categories with differing effects, some of which will increase or decrease based on the actual number and not just the threshold:

    • 0-24: Illegitimate Government: This government is considered blatantly illegitimate by most everyone in the country. This legitimacy level reduces the approval of all opposition IGs, makes it impossible to enact laws, and generates a steady stream of radicals in increased numbers the lower Legitimacy is.
    • 25-49: Unacceptable Government: This government is generally not considered acceptable to the people of the country. Laws can be enacted, but opposition IGs will disapprove and radicals will be created over time, though in amounts less than in an Illegitimate Government.
    • 50-74: Contested Government: This government is considered to have somewhat shaky foundations. Opposition IGs will disapprove slightly but otherwise there are no ill or good effects.
    • 75-89: Legitimate Government: This government is considered proper and legitimate. Over time a small number of Loyalists will be generated, with increased numbers the higher Legitimacy is.
    • 90-100: Righteous Government: This governments legitimacy is considered to be unassailable. In addition to generating Loyalists over time, enactment time for new laws is cut in half.
    The way you gain legitimacy has also been altered in democracies, with the share of votes (rather than just clout) represented in Government now having a direct effect on Legitimacy, the degree to which depends on the laws - under more restrictive voting systems, Clout can still be more important than votes, but as more of the population becomes enfranchised votes grow in importance and under Universal Suffrage it should be virtually impossible for a government that doesnt have the voters behind it to be considered legitimate. Despite being the largest party in terms of Clout, the Whigs alone are not considered Legitimate due to only commanding 47% of the votes in the last election.
    Lastly for today, weve also made a balancing change to the Church and State and Citizenship laws - previously, the only balancing consideration for these laws was that less tolerance gave more Authority, which we felt was neither particularly balanced nor really a complete representation of the reasons that a country might want to discriminate against part of their population. To try and address this, weve made it so that by default, slightly more radicals are created by Standard of Living decreases than Loyalists from Standard of Living increases, but offset this with modifiers on the more restrictive laws that increase Loyalist and reduce Radical gain among the accepted parts of the population - the more restrictive your cultural/religious tolerance, the greater the effect on the part of the population that actually falls within it.
    Thats it for today! Next week were going to continue talking about Patch 1.1, which as I said at the beginning of the dev diary is planned to be released before the end of the year. Were also still working on another hotfix (1.0.6) which should hopefully include some late-game performance improvements and other fixes and which we are aiming to release sometime next week.


    [ 2022-11-10 17:00:15 CET ] [ Original post ]

    Patch notes for 1.0.5

    - Changed so that Trade Centers cost 1 infrastructure per 10 levels instead of 1 infrastructure per level


    [ 2022-11-04 09:02:39 CET ] [ Original post ]

    Dev Diary #64 - Post-Release Plans


    Hello and welcome to the first of many post-release Victoria 3 dev diaries! The game may now be out at last (weird, isnt it?) but for us that just means a different phase of work has begun, the work of post-release support. Weve been quite busy collecting feedback, fixing bugs and making balance changes, and are now working on the free patches that will be following the release, the first of which is a hotfix that should already be with you at the time you read this. Our plans are naturally not limited to just hotfixes though, and so the topic of this dev diary is to outline what you can expect us to be focusing on in the first few larger free patches. We will not be focusing on our long-term ambitions for the game today; we certainly have no shortage of cool ideas for where we could take Victoria 3 in the years to come, but right now our focus is post-release support and patches, not expansion plans. However, before I start, I want to share my own personal thoughts on the release. Overall, I consider the release a great success, and have been blown away by the sheer amount of people that have bought and are now playing Victoria 3. Ive had a hand in this project since its earliest design inception, and have been Game Director of Victoria 3 since I left Stellaris in late 2018, and while it certainly hasnt been the easiest game to work on at times, it is by far the most interesting and fulfilling project Ive ever directed. The overarching vision of the game - a society builder that puts internal development, economy and politics in the driving seat - may not have changed much since then, but the mechanics and systems have gone through innumerable iterations (a prominent internal joke in the team is just one more Market Rework, please?) to arrive where we are today, at what I consider to be a great game, one that lives up to our vision - but one that could do with improvement in a few key areas.
    The first of these areas is military: The military system, being very different from the military systems of previous Grand Strategy Games, is one of those systems that has gone through a lot of iterations. While I believe that we have landed on a very solid core of how we want military gameplay in Victoria 3 to function and we have no intention of moving back towards a more tactical system, it is a system that suffers from some interface woes and which could do with selective deepening and increasing player control in specific areas. A few of the things were looking into improving and expanding on for the military system follow here, in no particular order:

    • Addressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along fronts
    • Adding the ability for countries to set strategic objectives for their generals
    • Increasing the visibility of navies and making admirals easier to work with
    • Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
    • Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
    • Experimenting with controlled front-splitting for longer fronts
    The second area is historical immersion: While we have always been upfront with the fact that Victoria 3 is a historical sandbox rather than a strictly historical game, we still want players to feel as though the events unfolding forms a plausible alt-history, and right now there are some expected historical outcomes that are either not happening often enough, or happening in such a way that they become immersion-breaking. Again, in no particular order, some areas targeted for improvement in the short term:
    • Ensuring the American Civil War has a decent chance to happen, happens in a way that makes sense (slave states rising up to defend slavery, etc), and isnt easily avoidable by the player.
    • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
    • Working to expose and improve content such as expeditions and journal entries that is currently too difficult for players to find or complete
    • Ensuring unifications such as Italy, Germany and Canada doesnt constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
    • General AI tweaks to have AI countries play in a more believable, immersive way
    We're balancing cultural/religious tolerance laws by having more restrictive laws increase the loyalty of accepted pops, so there is an actual trade-off involved.
    The third area is diplomacy. While I think what we do have here is quite good and not in need of any significant redesign, this is an area that could do with even more deepening and theres some options we want to add to diplomacy and diplomatic plays:
    • Reverse-swaying, that is the ability to offer to join a side in a play in exchange for something
    • The ability to expand your primary demands in a diplomatic play beyond just one wargoal (though this has to be done in such a way that theres still a reason for countries to actually back down)
    • More things to offer in diplomatic plays, like giving away your own land
    • Trading (or at least giving away) states
    • Foreign investment and some form of construction in other countries, at least if theyre part of your market
    • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
    While those are the major areas targeted for improvement, there are other things that fall outside the scope of either warfare, historical immersion and diplomacy where weve also heard your feedback and want to make improvements, a few examples being:
    • Making it easier to get an overview of your Pops and Pop factors such as Needs, Standard of Living and Radicals/Loyalists
    • Experimenting with autonomous private-sector construction and increasing the differences in gameplay between different economic systems (though as Ive said many times, we are never going to take construction entirely out of the hands of the player)
    • Ironing out some of the kinks with the late-game economy and the AIs ability to develop key resources such as oil and rubber
    • Making it more interesting and competitive but also more challenging to play in a more conservative and autocratic style
    One of the first mechanics we're tweaking is Legitimacy, increasing its impact and making it so the share of votes in government matters far more, especially with more democratic laws.
    The above is of course not even close to being an exhaustive list of everything we want to do, and I cant promise that everything on the list is going to make it into the first few patches, or that our priorities wont change as we continue to read and take in your feedback, only that as it stands these are our plans for the near future. I will also remind once again that everything mentioned above is something we want for our free post-release patches. At some point we will start talking about our plans for expansions, but that is definitely not anytime soon! What I can promise you though, is that were going to strive to keep you informed and do our best to give you insight into the post-release development process with dev diaries, videos and streams, just like we did before the game was released. Ill return next week as we start covering the details of the work were doing for our first post-release patch. See you then!


    [ 2022-11-03 17:00:18 CET ] [ Original post ]

    Patch notes for 1.0.4

    ################### # Game Balance ################### # Economy - Petit-Bourgeoisie now also care about government wages - Slashing government wages will now reduce prestige - Slashing military wages will now reduce training rate - Debt slavery can now enslave pops up to wealth level 9, in reduced numbers for each point of wealth - Reduce the max number of pops enslaved each week by debt slavery from 5% to 0.5% of state population - Debt slavery will no longer enslave additional pops when slaves is 20% or more of the state population - Tweak subsistence production in decentralized nations so African pops don't start at starvation levels # Politics - Increased the chance of progressive political movements appearing over the course of the game - Movements to Preserve now have a larger effect on the chance for a law to stall, making it harder to pass laws opposed by powerful groups - Political Movements for or against changes in Slavery and Government principles laws will now be more radical - Reduced base effect of Propagandists Intelligentsia trait from 50% to 25% - Reduced effect of guaranteed liberties on loyalists and radicals growth # Colonization - Native Uprisings now get a significant bonus to their combat capabilities, mainly on the defensive - Reduced the chance of Native Uprisings occuring when provinces are colonized ################### # AI ################### # Diplomacy - AI is now a bit less likely to back down in diplomatic plays - AI is now a bit more likely to get involved in diplomatic plays - Make the AI more keen on swaying countries to its side if outmatched in a diplomatic play # War - AI is now a lot more focused on taking land-adjacent states and conquering contiguous land areas in general - Increase AI aggression against Unrecognized countries after unlocking Civilizing Mission # Colonization - Increased AI tendency to get involved in Native Uprisings slightly ################### # Interface ################### # Tooltips - Improve revenue predictions when constructing buildings to show more accurate and useful data ################### # Bugfixes ################### - Flotillas now regain Morale as intended after naval battles - Fixed a bug where capitulating in one war could cause your generals in another war to standby - Added additional check to prevent monuments from being targeted in tutorial - Added a check to the Declare Interest Tutorial that was miscounting the maximum amount of Declared Interests possible. - Fix issue where Investment Pool could be used for disallowed building types - Fix issue where predicted price for goods after goods substitution would sometimes show the wrong value - Political movements can now start organizing a revolution at 50 radicalism rather than 100 (100 is needed for the revolution to actually begin though) - Fixed typos in several defines - Fix pop attraction reasons tooltip CTD in Asian languages - Fixed a CTD caused by trying to create a shipping lane between two market areas with at least one of them being only nominally coastal due to the entire coast being impassable - Fixed a CTD that could be triggered when clicking on the "mobilize all" button" - Fixed late game CTD when transferring troops - Fix CTD when hovering sell orders after having country join your market (__chkstk (chkstk.asm: 109)) - Fix CTD in NPdxParticle2Internal::SParticlePool ::GetActive - Fix CTD in CJominiSplineNetworkGraphics::GetStripLengthInternal


    [ 2022-11-02 09:11:10 CET ] [ Original post ]

    Player Resources


    Greetings Victorians! This post has been created to gather useful information for players. Tutorials, Links, and various other resources that both new and old players can use to make their experience easier and more enjoyable. Read it here! https://forum.paradoxplaza.com/forum/threads/player-resources.1549501/


    [ 2022-10-27 11:30:26 CET ] [ Original post ]

    Where to find the Victoria 3 and Victoria 2 Remastered Soundtracks


    Good Day Victorians! With the release of Victoria 3, you have been listening to the soundtracks of Victoria 3 and Victoria 2 Remastered in-game! You may be excited to learn that you can access the soundtracks of Victoria 3 and Victoria 2 (if you pre-ordered) in the game files to listen to as you like outside the game! You can find the files by following the paths below: Path to Victoria 3 Soundtrack MP3/FLAC: "\game\soundtrack\original_game_soundtrack" Path to Victoria 2 Remastered Soundtrack MP3/FLAC: "\game\dlc\dlc001_preorder\Victoria 2 Remastered Soundtrack"


    [ 2022-10-25 16:11:45 CET ] [ Original post ]

    Victoria 3 Release Trailer

    [previewyoutube=eOI-RJGHJxc;full][/previewyoutube] Lead your nation through social, political and industrial change. The Victorians promised a Grand Tomorrow, you can play it today! Get Victoria 3 here! https://pdxint.at/3FahyVv


    [ 2022-10-25 16:06:38 CET ] [ Original post ]

    Victoria 3: LoFi VicHop - tracks to chill or industrialise to

    Leading your country into the world stage can be daunting, so relax and let the orchestra revolutionise your industrialising experience. [previewyoutube=hkbyzbKkrxc;full][/previewyoutube] Tracklist: 00:00 A Prospering Country 03:07 Rule The World 08:44 Adagio For Four Strings 13:02 At The Country Manor 15:19 Benedicte 19:30 England 1850 23:50 Moonlight Waltz 27:08 Our New Residence 30:15 Over the Calm Ocean 33:37 Quite Noble Festivities 35:39 Remembering Prince Albert 40:04 Sunrise Over London 44:56 Sunset Over Windsor Castle. 50:00 Tea Time 52:50 The Queen Is Actually Amused 53:53 To Build A Factory 56:51 Asset Gathering 01: 02:04 British Soil 01: 08:12 Death March 01: 13:09 Glory to the Queen


    [ 2022-10-22 12:30:51 CET ] [ Original post ]

    Victoria 3 | How to Play - Warfare

    We talk about Warfare today! Learn how it works, how to affect it and how to make peace: [previewyoutube=MLNtCGbSiFo;full][/previewyoutube]


    [ 2022-10-21 14:00:51 CET ] [ Original post ]

    Dev Diary #63 - Audio

    Intro


    Hi! My name is Franco Freda, and Im Head of Audio at Paradox Interactive. Today Im excited to talk to you about Victoria 3 and some of the work weve been doing for the soundscape of our most anticipated title yet! As you all know, a video game takes a long time to be made, and it goes through multiple development stages, from pre-production all the way to release. Depending on the scope of the project, it will involve dozens of different disciplines through its pre-release life cycle: Game Design, Programming, 3D Art, 2D Art, QA, and UI/UX just to name a few. Theres a general misconception that Audio comes last, and while this is typically at least partly true, (when it certainly needs to wait for some other assets to be done to add sound to them for instance, or when it comes to the final mix) a project as big and ambitious as Victoria 3 has had several internal last stages where systems and content have been considered done, only to be refined and polished, several times before you get to see it on your game libraries. For us in the Audio team, this means that we have been constantly evolving our way of approaching all the different aspects of the game several times in the last few years, every time thinking that we had it! Only to realize we could do it better. This amount of iteration and passion has made it possible to bring you an experience we truly hope youll enjoy as much as we have while building it.

    Soundtrack


    Paradox Games always have had great soundtracks. We know how much our fans love it, and how much of a central part of setting the right atmosphere they play. For Victoria 3 we teamed up with some of our most trusted partners to come up with a soundtrack that truly captures the style and feel of the era. Im talking about Hkan Glnte, Audinity (Yannick Su and Robin Birner), and our own Andreas Waldetoft. The result is over 2 hours of music that will help you feel right in the middle of the 19th century. Some of this music you can already listen to by searching for it on all major digital streaming platforms, such as Spotify, Apple Music, or Youtube. The rest includes a complete remaster, with new live performance recordings for the Victoria 2 Soundtrack, which will be given for free to all pre-orders as a bonus. Last but not least and for the first time ever, we are bringing forward a new concept for our Music Manager handling that we call the Music Density System. The result of this system is a delicate balance between 3 components:
    • Moods or underscore, will carry the music feeling for extended periods of time in a more adaptive fashion, with random and unpredictable sections that connect seamlessly and extend the duration of a piece in a less distracting way.
    • Waits or silence segments, for the world map to shine through and facilitate focus and concentration while you're strategizing what to do next, and, of course
    • Themes, the most memorable and recognizable music pieces that will accompany you throughout your play-throughs and act as the musical banner for Victoria 3.
    Music System Cycle

    Event Pictures


    Many scenarios that Victoria 3 will offer you to take action on are going to be presented in the form of Event Pictures. Art has done an amazing job in portraying them more alive than ever, with a super cool parallax effect, that gave us an incredible opportunity for sound design. For these scenarios, we wanted to shift the players attention to this little window to the world as much as possible, and this of course starts with the mix, making the rest of the soundscape dynamically reduce their presence, as they are welcomed by a Music Stinger (a short musical segment) that precedes a combination of sounds that are related to the images portrayed within. Diegetic and Extradiegetic sound elements are combined to give the correct feedback according to the type of event youre presented with, and set up the stage for decision-making! Anatomy of an Event Picture Audio Trigger

    UI/UX


    The first consideration to be had when building the UI sounds for a game such as this one is to make sure to approach it from a systemic perspective. This way, all sounds that are produced by the interface should convey certain information to the player as soon as they are heard and hopefully provide some guidance on what to do about them. The most important aspects are urgency, type, and importance. Another aspect we considered for Victoria 3s UI mix is Balance, which means positioning the sound based on the area of the screen to which the sounds are being connected. Another aspect of the UI that has been enhanced via Audio has to do with the several VFX elements that are visible on the screen directly on the Map. This also acts as positional audio that captures the player's attention.

    Master Ambient System


    One of the most significant areas of development for Audio regarding Victoria 3 has to do with our new Master Ambient System. This, in a nutshell, is a scanner system connected to the camera that translates the province data visible below and translates this information into parameters before feeding it to our audio middleware FMOD, so that it can mix the sounds of the terrain in real-time and give the most accurate representation of ambient sounds possible. This system works in the horizontal axis as well as the vertical axis, blending airy, windy tones when the camera is far away from the ground, as well as ocean sounds, forests, deserts, tundra, etc. when the opposite is true. The fact that this system is driven in real-time means that should the province data change for whatever reason by the players interaction or anything, in particular, this new information will automatically be translated to the system and reflected with accurate sound. Logically, the system also recognizes hubs and other layers of information that will, instead of creating an ambient bed, place 3d sound emitters on top of cities, industry hubs, and military structures.

    Audio Profiles


    One more thing surrounding the games mix and also for the first time ever! As a player, youll be given the option to fine-tune the mix before the audios endpoint, with a few profiles specifically designed by us for the most common scenarios: Headphones, TV, and Night Mode, among others.

    Final Words


    This project has been an incredibly fun ride leading up to release and involved many sound designers, audio leads and directors, composers, and producers, who all contributed with their best ideas and skills to create a sound atmosphere that would be worthy of the kind of project this is. Countless work hours, recording, editing and planning, implementing, debugging, and testing. People and locations across multiple countries all coming together to make this all for you, our fans. We want to thank you for your support and look forward to hearing your thoughts!


    [ 2022-10-20 16:01:27 CET ] [ Original post ]

    Victoria 3 | How to Play - Diplomacy

    Diplomacy is the action of conversing with and influencing other nations, watch to see how your plays and actions change the world! [previewyoutube=5QQ2w2gVxs4;full][/previewyoutube]


    [ 2022-10-20 14:00:36 CET ] [ Original post ]

    Victoria 3 | How to Play - Politics

    Politics are the governing principles of the nation. Through laws and how you use them, you affect your nations path. [previewyoutube=NtHoeZdNxCM;full][/previewyoutube]


    [ 2022-10-19 14:04:39 CET ] [ Original post ]

    Victoria 3 | How to Play - Interest Groups

    Todays subject is Interest Groups; what they are, what they do and how to affect them. Watch it here: [previewyoutube=lwfXCNqRiFw;full][/previewyoutube]


    [ 2022-10-18 14:01:15 CET ] [ Original post ]

    Victoria 3 | How to Play - Needs

    Every pop has needs, what they are and how you fulfil them can be seen today in this How to Play! [previewyoutube=mX8e5Fy6skE;full][/previewyoutube]


    [ 2022-10-17 14:00:51 CET ] [ Original post ]

    Victoria 3 | How to Play - Income

    Income, vital to keeping the nation running. What shall we learn about it today? [previewyoutube=sFboIELDmq0;full][/previewyoutube]


    [ 2022-10-16 14:00:42 CET ] [ Original post ]

    Victoria 3 | How to Play - Trade & Markets

    Trade & Markets, how will you fare in this mercantile tutorial?: [previewyoutube=zi311ZiyhQc;full][/previewyoutube]


    [ 2022-10-15 14:01:14 CET ] [ Original post ]

    Victoria 3 | How to Play - Buildings

    A tutorial a day shows us how Buildings play! [previewyoutube=5-NHuVrx9Ag;full][/previewyoutube]


    [ 2022-10-14 14:01:38 CET ] [ Original post ]

    Dev Diary #62 - QA on Victoria 3


    Introduction


    I lied! Were not talking about Audio this week, were talking about Quality Assurance, otherwise just known as QA! Excuse the dust as we teardown and set up this new development diary a little earlier than planned. We will eventually have an Audio Dev Diary (looks hopefully at Community) but for now youve all locked in here with me again about a subject I know all too well: how it is to QA Victoria 3. Though this is honestly a great introduction to what it's like to QA Victoria 3, or how it is to be a QA in general. As we are at the end of the pipeline we must be the most adaptable members of the team. Broken builds, delays, reworks, and merge errors - these are an everyday occurrence in our profession. Even when things go perfectly, QA is still a race against time or more specifically a race of timeboxing: what is the most important thing to test now and what can be put aside to when there is either time or it is more complete - do we suspect another Market Rework is coming or are we at the final implementation at last? A regular QA posting, usually among ourselves.
    Not everything can get tested, it's a sad fact. Paradox games are unique in their complexity of interlocking mechanics and systems that to test the full functionality of the game and all of its iterations for every change is impossible. An infinite number of QA with an infinite budget and time could still not deliver a near perfect quality product. Why is that? Well because in that scenario the bottleneck of quality would not be the QA but the developers on the other side of the bug fixes - it's their bandwidth that would then be the limiting factor. The Job of QA is to test and test appropriately balancing the time for technical feedback and gameplay balance based on the development timeline of the game. And before we get too far, the comment that I expect to get the most to this diary: Why dont you use [insert specific development/testing process], it will solve all your problems! I wish this were true, but there is no silver bullet for development. Each model of development and testing mitigates risk in a separate way, but there is still inherently some risk especially because we are talking about the potential for human error: missing connections or building on top of a system that was not originally written with such a perspective multiple iterations ago. The most lock-tight development model that does not allow for any bugs also does not allow for any creativity on the part of the developers. Video games may be a product to be sold but they are also inherently an art, which makes QAing and solving their problems a much more subjective experience at best. The trick is to find a system that creates as many safeguards as possible without fully boxing in the creativity of the team. I digress and will stop there before I get into a longer wided sidenote. Throughout this diary I will go into more detail about what I mean.

    The People, The Process, The Timeline, and Going Forward


    As weve moved through the more public side of the development process, my role in QA has shifted while the meme of me as a QA Lead has remained the same. Ive gotten a lot of questions about what exactly a QA Lead does and how my role as Manager/Director was different so I thought I would take some time to flesh this out for you all with at least a basic explanation. The People - QA Team Breakdown: QA Director: Represents the QA teams interests on the studio leadership level, ensuring that all plans of release and development are taking into consideration the bandwidth and requirements of their team. QA Manager: Professionally manages the QA Team, less involved in the day to day and more involved in the growth and development of the QA Team as individuals and overseeing staffing. QA Lead: Represents the QA teams interests on the project leadership level, manages day to day prioritization and coordination of testers. QA Tester (Embedded): Employee of Paradox Development Studio, who lead the charge in testing development, verifying fixes, and giving feedback. QA Tester (Outsourced): Employee of our Outsourcing Partners (such as QLOC) who works with the internal team and assists in testing development, verifying fixes, and giving feedback. Community/Beta Tester: Paradox Community Member who under NDA gets access to an in-progress build to give feedback and partial bug reports on - which the QA will later collate and verify. Overall QA are an interesting bunch of people. It takes a very dedicated individual to look at an unfinished project and happily get to work, to not only document the flaws but to peer behind the curtain and see the intent of the finished product and give feedback on that. The QA, as an individual, is able to look a developer in the eye, tell them they love a feature and then send them 20+ jiras about all the problems with it with no cognitive dissonance. Sometimes we will throw in a few feedback jiras about how we think it would be cool to tie it into other features as well. Checking if the issues are actually fixed is always an adventure - you never know which new issues you're gonna find
    Our need to be critical and take the player perspective also leads to us being very blunt and forward when asked our opinions. In our profession, sugar coating concerns only lead to problems down the line. The trick that I will share on the forums is this - it's possible to be blunt and not a jerk. Browbeating a developer as a QA may get the problem solved but it comes at the cost of the working relationship. I have been many types of QA in my career and if I may be so bold to reflect upon it - it is the QA that is blunt yet respectful that gets more achieved in influencing the game then the one who screams the loudest. As developers are people too, they have feelings and can react emotionally especially if you act emotionally (especially angry) towards them. I ask that you please remember this as we move towards post launch and live support, but I will get into that more later in this dev diary. We were once told that we should go about things in a more positive perspective. That request did not stick for long.
    Ive joked on stream that I saw the QA team laughing during multiplayer testing and thats either a sign that everythings working or everything is broken. Our profession comes with a strange sense of humor, or maybe it's just the type of people who enjoy our work - after 8 years Im still not sure.

    The Process


    Im going to talk more about the general process of QA and try to avoid going into too much detail here, otherwise it is a rabbit hole I will never escape. What I will say is this, I am talking high level processes of the QA department as a whole in relation to the project, QAs interfacing with each other department: Code, Design, Narrative Content, VFX, Audio, UI/UX, Environment Art, Tech Art, 2D Art and the various subcategories Ive forgotten - each of these have a separate process work a bit differently. This is because they are all developed differently and implemented at different times of the game and so the standard QA has for one team is different from another depending upon the state of development. QA has two types of general process testing, Milestone and Feature. Milestone testing is the one most people outside of the industry understand as it translates to the words we use - Proof of Concept, Alpha, Beta, Release Candidate, etc. These are all milestones that we use in the development process. The intention is that there is a significant difference between them, the status of its features and even more importantly its gameplay loops and engagement. Milestone encompasses the game as a whole and is generally used in the statements such as its as you would expect for alpha etc. Even while testing the features for milestones. QA, just like the rest of the team finds a way to add a little humor into the documentation.
    Feature testing is a bit different, here at Paradox we usually refer to it as development support testing it's where QA is doing more piecemeal testing of individual implementation of the various pieces of the game. This is where we are ensuring that things merged correctly, that coders did not accidentally overwrite each other and we are caring more that things are working from the technical perspective then the full gameplay perspective. When a game is in its early stages of development to its alpha milestones - feature testing supersedes milestone testing. Thats not to say we do not do alpha milestones but a large part of our testing is in the technical ends of the game as opposed to playing for balance purposes. The reason behind this is that while the game is still actively being developed and is not yet towards the milestone where features are less likely to change, testing balance is inefficient effort. QA has a limited amount of time and a never ending series of tasks to tackle, so we have to be as smart as we can. Early on the fact the game is less polished has to be accepted by the QA team. We find unique ways to cope with this fact.
    In case you were wondering, this is what that smile looks like today.
    As we get further along our milestones, towards beta and release candidates - the inverse is true: milestone testing supersedes feature testing as the main means of gathering data. In beta QA may still dive into features and test them from a technical perspective depending upon the number of changes made by a developer but more often than not they will focus on how these features interact with each other and do they make for meaningful and fun gameplay. Our difficulty in doing this? We need to figure out how to answer this question with some form of certainty as quickly as possible. As the games development progresses so too does QAs standard processes on what is worth bugging and what is an acceptable fyi issue. Technical concerns have priority in early stages of milestone development while in release candidate papercuts with poor UI or incorrect information given to the player are treated as the same severity as broken functionality outright. Because it doesnt matter if it technically works if the player cannot understand it.

    The Timeline Going Forward (and Farewell)


    A QAs role adapts as the project progresses. In the beginnings of the project were very technically minded and working on ensuring the structure of the game is there. As development progresses we focus more on the features and how they feel and the overarching scope of the game. As we get further along the milestones QA becomes the representative experts of their game. Designers can tell you how it's supposed to work, QA tells you how it does currently and because of this knowledge we work regularly with community, beta testers and influencers in teaching them how things work early on and getting their feedback. Community is very much our comrades in arms in this endeavor, anything reported to Community Team on our forums or discord is brought to QAs attention to ensure weve got it Jirad and the rest of the team is aware. Soon release will be upon us, an exciting time for us all. You all will finally get a hold of the game and the development team will sit here anxiously waiting to hear your feedback and see the shenanigans you all get up to. The QA team itself is going to sit here wondering what last minute changes we made broke what and how that slipped through the cracks of our testing. At release and going forward we will have a bug forum where any issues found by you all that you think we do not know about, you can let us know. And even if we do know about it, you can help judge priority of fixing but more information will come in regards to that from the QA Team Lead around release so keep your eyes peeled. And well, thats a summary of high level QA processes, instead of talking about the nitty gritty of testing X features or how many jiras weve written I hope you enjoy the peak behind the curtain to our sense of humor splattered throughout the dev diary. I guess this dev diary also marks the end of my responsibilities as QA on the team. I now go off to the other side of the merge requests ready to take on a different kind of responsibility. Be kind to my QA Team in the coming weeks. You have no idea how much effort they have put into this game over its development - especially in the past year. I certainly do, and Im very proud of them. The project is in good hands. Hopefully next week well have our Audio Development Diary with Franco, sorry Ive got no classy segway this time.


    [ 2022-10-13 16:00:28 CET ] [ Original post ]

    Victoria 3 | How to Play - Resources

    Victorians! Learn about the game in our series of tutorial videos! Today we look into resources: [previewyoutube=7sZNeu-ALWA;full]https://youtu.be/7sZNeu-ALWA[/previewyoutube]


    [ 2022-10-13 14:20:54 CET ] [ Original post ]

    Victoria 3 | Economics with Paul Depre

    Why not sit back, relax and let Paul talk about the economy of Victoria 3: [previewyoutube=eDFHJx4XWGU;full][/previewyoutube]


    [ 2022-10-12 16:01:25 CET ] [ Original post ]

    Victoria 3 Soundtrack Release


    Prepare for the release of Victoria 3 by dreaming of a better tomorrow while listening to the game's Official Soundtrack. Let the songs of an era of transformation and revolution be the background music of your everyday life, and imagine yourself the builder of a mighty mercantile empire. The Victoria 3 Official Soundtrack will be available on most music platforms. Find a link to your favorite in the list below.: Spotify Youtube Music Deezer Anghami Amazon 7 digital Apple Music


    [ 2022-10-07 16:00:20 CET ] [ Original post ]

    Dev Diary #61 - Data Visualization


    Hello all, today we are going to talk about some of the data visualization in Victoria 3, how we on the team have iterated on it since our UX dev diary and what we think through when talking about such iterations. Aron is very busy doing what last bits of polish can be done before we lock down the game for release certification, so I have been asked to write this dev diary for you in their stead. Im not officially a UX Designer but I do have my qualifications in user experience as QA and I also am quite opinionated about pie charts and other forms of data visualization as many of you in the community are no doubt aware of. I regularly get to be Aron and Henriks rubber duck as we talk through solutions to problems on the UX side and it's part of my job that I thoroughly enjoy. (In fact the first draft of this diary was a full thesis on why pie charts are bad, but I was encouraged to tone down the rhetoric a little, so I will conclude they are aesthetically pretty but are horrible for conveying data.) Just how angry is Paul? Even with the visualization you would still be guessing
    Now most of the time when we talk about Data Visualization in games, especially Paradox Games, the first thing that comes to mind is either line graphs or charts of some kind - giving a visual representation of data instead of just a pure numerical representation on the screen. This is not wrong, but data visualization is not solely about making some form of visual representation of abstract data. It is also about increasing the inherent cognitive understanding of the player by using known trends and patterns that are well established. An easy example is the capacities, they are color-coded. When things are positive: it's green, when it's bad: it's red. We have a human tendency to impact meaning to color and thus it's a general rule of UX to never use Green and Red unless you are representing Good and Bad. A quick glance at the capacities bar tells you all you need to know for the moment by color alone, and when you get its tooltip it continues such color coded summarization:
    Have any of you whove seen streams or images noticed that this dynamic changes in regards to income? When your nation is in a deficit the balance can show either as white (neutral) or red (bad) in the capacity summary and there is an inherent reason for that? We do not show a negative income balance as red until it reflects an unhealthy economy, but what do we mean by this? Nations run deficits all the time, but not all deficits are bad, especially those which are investments into the country such as construction. Construction is classified as a temporary national expenditure as opposed to a fixed one, meaning that we calculate your fixed revenue vs expenditure to be positive once the construction is finished, and we keep the income balance showing a neutral tone because of it. This is to reflect that your money is going down, but the fundamentals are fine. What this allows you to notice is when this fundamental changes and turns red, signaling a larger issue of your economic fundamentals being out of balance that could cause future problems. We may be losing money now but the fundamentals of the economy are okay if we ever stop building new factories
    This is a lot of what we have been trying to iterate on in Victoria 3 at this point in its development: we dont want to just show you the static image of whats going on just that moment but we want you to know the dynamic trends of where the data is going. What do I mean by this? Well let me give you an example: see our buildings list (to make it clearer about what I am talking about I have gone with the minimized mode - didnt know there was a minimized mode? Now you do!) Behold the glorious minimized building menu and color-coded gold reserve bars. (Bars are color coded on regular view as well)
    Before cash reserves were only golden, and you would have to physically watch the bar tick along and hopefully notice the trend of your reserves. The data was still informative but you were only able to easily glance if your business had cash reserves (meaning it could afford a price disruption or could help supplement the investment pool). Now we use the historical data we would normally use to fill out a line graph to color the bar and add trend markers to show if the cash reserves is going up or down, coloring it green or red respectively. Now at a quick glance you not only see how your economy is doing, but where it is going and you would be amazed at how significant such a small change can be. This is combined with our usage of red, white, and green to symbolize whether productivity is good or bad - to give you further depth of information: sugar industries in this picture are not failing but soon will be if you do not do something about it. Meanwhile the arms industry has stalled outright. A lot of these data visualization changes, you might never see or notice, because when they work well their understanding becomes second nature, but heres another one I want to call out: we recoloured the market summary tab: Behold the new Market Panel, with corrected colors and balance bars to show the magnitude of the effect.
    The older Market Panel, serviceable but flawed with its data presentation.
    Okay we changed like 3 things, I hear you say - but why is that so damn important? Im glad you asked that community strawman heres why. We removed the Red/Green visualization of the balance and by doing that we helped make our understanding of the market system clearer to the player. Remember, this is Victoria 3, imbalances are not inherently bad. Sometimes maintaining a shortage of a good can be done intentionally to prop up an industry or ensure the wealth of specific pops. (I went into the logic of why for this in my talk at PDXCON and if we are lucky at some point in the future I will get a copy of that up on the forums as well). We found that when we colored the items green/red we were inherently having players react in ways that they themselves found was not always good or what they wanted. In this case, this mostly meant players reacting to red numbers being bad and trying to make the number go green. We also added balance bars, to help show you the magnitude of what those numbers mean in the scope of its total buy/sell volume and price scale. Can you tell from the old version above what the relative difference to your economy the liquor and sugar shortages are?). By giving more perspective on these offsets from equilibrium we help you better understand the cause and effect of your actions or most importantly; opportunity cost. If merely looking at high prices you might find yourself focusing on furniture or paper, but technically getting food prices lower is shown to have a larger impact on your economy, which is illustrated by the bars below the Balance values. The more blue or gold that bar is, the higher impact that Goods imbalance has on your market. This impact may differ greatly per Good if it is good or bad, but thats up to you to determine. Thats just a few examples in the game of where we are iterating on data visualization. Mostly because these are the ones I can easily remember and chat about. We are by no means done, Henrik, Aron and myself will continue in the trenches experimenting and iterating on such workflows throughout the game. We look forward to reading your feedback on release and use that to help us prioritize our backlog of ideas. If you thought this dev diary was a sight to behold, just wait till you hear about the next one, which is the Audio of Victoria 3 which will be written by Franco Freda, our Head of Audio.


    [ 2022-10-06 16:00:26 CET ] [ Original post ]

    Dev Diary #60 - Modding


    Hi folks! I'm Mike, one of the Game Designers who specializes in content for V3, and today we're going to talk about the delights of modding. Modding is a whole world of things in Paradox games. Some mods are total overhauls, some are just simple little tweaks. I've seen sweet little mods that just add a person's pet as a graphic, or even one that I spotted on Hearts of Iron's workshop page as I wrote this that added in a dearly-departed office cat as a replacement for Joseph Stalin. There's all sorts of mods out there! And, hopefully, by the time you've finished reading this dev diary, you'll know how to create the start of your own mod for Victoria 3, too.

    Starting with the launcher


    First thing's first: the way the innards of Victoria 3 operate is similar, but not exactly the same as, Crusader Kings 3 and Imperator, since they're all derived from the Jomini engine we also use. If you know how those games tick scripting-wise, you're 90% of the way to knowing how to make a V3 mod. If not, I will happily let Crusader Kings 3 explain a bit about how scripting in Jomini works. If that stuff still leaves you a little baffled, don't worry about it! We're gonna walk through the basics of making a whole mod, from the first point of creation to actually running the darn thing. So! Let's start from the top. When you fire up Victoria 3, you'll be greeted by the game's launcher. If you look in the upper-left of the launcher, you'll see four little options: Home, DLC, Mods, and Game settings. Click the Mods one. Go on. You know you want to.
    From the Mods menu, you'll be greeted with three buttons. If you click "Mod tools" in the middle, you'll be greeted with a prompt to create a new mod if you haven't got any yet, otherwise you'll have to find the button on the menu and click it to bring up the Create new mod prompt. Let's make something simple, shall we? How's about we make a country out of Ohio. Yeah, let's just make one country and make it show up in-game, that'll be a good test of all this stuff.
    Slam that create button, and the launcher will create a new directory in your mod folder wherever your savegames and such are stored. In my case, and in most of your cases, that'll be in some place like
    Found the directory? Good. Inside that directly, you're gonna find a folder named ".metadata", with a single file inside that, called "metadata.json". That folder and file is where all the data is stored that the launcher reads when checking out the mod, including the mod's name, version number if you wanna be fancy, and so forth. If you want to tinker with that stuff later, go on ahead, but we're not gonna touch it for this. Go back to the main directory, so that you're looking at "[...]\Paradox Interactive\Victoria 3\mod\It's Ohio!"

    Mucking with files


    Let's start defining Ohio. The key thing with how to set up a mod is that you have to essentially copy the paths used in the main game, so the game reads everything right. In V3, country definitions are stored at "Victoria 3\game\common\country_definitions", so in our "It's Ohio!" directory we're going to make a "common" folder, and then a "country_definitions" folder within that. This mimics the path of the base game (that "Victoria 3\game" bit), so when the game reads this mod and tries to figure out how it interacts with the base game, it doesn't scream and die. Inside our mod's "common\country_definitions" folder, we're going to make a little file I've arbitrarily called "ohio.txt". Open it up, and we'll paste text like this bad boy into it:
    Wow! We've defined Ohio. Now let's tinker with history files so Ohio appears in-game. Country control of a state is defined in a couple history files, found in the following directories:
    • common\history\buildings
    • common\history\pops
    • common\history\states
    All three of these will need the base game files copied over- we sadly can't just add a new entry in a new file, because we also need to remove/replace the USA-related data in these as well. Make sure you duplicate these folder paths in the It's Ohio! mod folder, like you did with common\country_definitions. Starting with the buildings directory, what we do is find "STATE_OHIO" among the buildings files- turns out it's in 05_north_america.txt. Copy that file and plop it into your mod's history\buildings folder, open it up there, then search for STATE_OHIO. You'll find a section that starts off with
    and goes on from there. What's happening there is that we've declared that within the state region of Ohio (that is, "s:STATE_OHIO"), there should be a state controlled by the USA ("region_state:USA") that constitutes American Ohio. But we're making an independent Ohio, so all the data referring to American Ohio is useless and will confuse the game. All we're going to do is change that "region_state:USA={ " line to "region_state:OSU={ " so the same section now reads
    Now, instead of telling the game that within the state region of Ohio we want to create a state controlled by the USA filled with the following buildings, we've told the game to create a state in Ohio that is just Ohio, and that should be filled with the following buildings. The same thing applies for common\history\pops. There's a 05_north_america.txt file we're gonna copy over, and we're going to find the STATE_OHIO entry, and change USA control to OSU. State history is all saved in a single file, so in common\history\states\ you're just going to copy over the entire 00_states.txt file into your mod directory, and again crack open the file and search for STATE_OHIO. There, you'll find this entry:
    A state is created out of provinces, which are all just x + whatever the hex code (a color expressed as six characters) for their province color is in the province map we used to create the whole map. In places like Ohio, there's only one state created per state region, but in places like Germany this section looks far more chaotic, as it is possible to create multiple states within a single state region. Don't think about Germany though, think about Ohio. Hopefully you've picked up on the pattern of changes we've been doing- here again, we're just going to change that "country = c:USA" bit to "country = c:OSU", so that the whole STATE_OHIO section becomes
    Exciting! I wonder what happens if we start up the game now?

    Checking our work



    First, we need to get the darn thing enabled in the launcher. Open up the launcher, add a new playset, and call it "ohio!" or the name of your choice.
    The launcher's going to say that the playset looks empty, so click the "ADD MODS" button that appears, so you can add mods, and then add It's Ohio! Make sure the playset is enabled, and then let's play the game and see what happens.
    Hold on something feels wrong here. Let's quit out of the game, right-click on Vicky 3 in Steam, open up properties, and change the launch settings by plugging in "-debug_mode".
    This enables the error log to appear in game. Let's see what happens when we load up the game now.
    We have errors! We'll open up the error log, which can be found at "...\Paradox Interactive\Victoria 3\logs\error.log", and let's take a look at the error messages. Any time you're working on a mod, I cannot emphasize enough how useful it is to run the game with debug mode on and do your best to resolve any issues reported in the error log. Please read the error log and fix errors reported there. I'm not even talking to just potential V3 modders now. Please, I beg you read the error logs and fix the errors reported there. Anyways! In our case, there's four sources to these errors:
    • By removing Ohio from the USA, we've reduced wine consumption enough that a scripted trade route that the USA starts with needs to be changed or removed. Easy enough, I'll copy the trade route history file over and remove that entry outright so I don't have to think about it anymore.
    • I didn't localize the Ohio tag (OSU)! I'll get around to localization after fixing the next two items.
    • I've completely forgotten to add country history, so Ohio's technological know-how hasn't been defined at all.
    • Starting pop prosperity, located in a separate "populations" file, hasn't been defined for Ohio.
    Country histories cover technology and politics. To make this easy on myself and avoid scripting everything from scratch, I'm going to copy the country history of Ohio's natural counterpart at vanilla game start: Belgium. All I'm going to do is get to "common\history\countries\bel - belgium.txt" in the base game, copy that file over to the same path in the mod, rename it to "osu - ohio.txt", and open it up real quick. Inside, the file has a whole section enclosed within "c:BEL". That section contains several effects that set the starting laws and ruling interest groups of the country. I'm just gonna change that c:BEL there to c:OSU, so all those effects regarding politics and technology now apply to our OSU tag, then I'm gonna save the file and close out there. The other history file I need to add is a population file. The population file contains some scripted effects which distribute health and literacy rates among a country's starting pops. We're going to find the Belgian one at "common\history\population\bel - belgium.txt". Like with the country history stuff, we're going to rename our copy to "osu - ohio.txt" (as long as it's named anything other than an existing history file, it won't accidentally overwrite anything, but keeping the same naming convention in place is useful for organization), and inside that file change the scope from c:BEL to c:OSU so the effects of the population file actually apply to Ohioans. Speaking of "Ohioans", let's get that localization sorted. Base game localization is stored at "Victoria 3\game\localization" and further divided into the various languages the game is available in. I'm an Anglophone, so I'm going to default to English for this stuff. We're going to recreate the whole English-language localization folder path in our mod (so "It's Ohio!\localization\english"), then we're going to create our own little loc file to throw in there- let's call it ohio_l_english.yml just to stick to the theme. Now, all we need to add in that file is
    And now our country should have a name and an adjective! Some of you folks with modding experience may have noticed that existing localization in our games tends to have a number after the colon in these localization entries (like 'FRA:0 "France" ', for example). Those numbers are just there to help us and our translators keep track of when entries are changed and require revised translations- they have no functional purpose beyond that, and if you're just modding in one language and don't intend to translate your mod with the same tools we use, there's no need for you to include that number bit after the colon. With those errors hopefully fixed, let's start up V3 again.
    Ladies and gentlemen, we have Ohio. It still doesn't have a scripted flag- you can read more about how those work and are scripted here - but it's a country that functions. You could select Ohio and play as Ohio now, if you wanted, or you could elaborate further, and start writing events and journal entries. You could script up individual characters, or replace all Yankee pops in Ohio with your own bespoke Ohioan culture where everyone has names like "Bud" and "Janet". Explore the game itself, and the insides that make it all work! In our Dev Diary next week, Paul will be talking about Data Visualization!


    [ 2022-09-29 16:01:15 CET ] [ Original post ]

    Victoria 3 Discord Q&A

    Mark your calendars for the 29th of September! We will be having a developer Q&A session, so get your questions ready! Join our Discord server here: https://discord.com/invite/victoriagamePDX


    [ 2022-09-23 14:00:14 CET ] [ Original post ]

    Dev Diary #59 - AI


    Hello and welcome to the 59th Victoria 3 development diary! With the release of the game just a little more than a month away (which honestly feels surreal), one of the last remaining things for us to do alongside bug fixing is to put the final polishing touches on the AI for release. As such, this feels like a good time to talk about the AI of Victoria 3 - how its designed, how it operates, and what tools modders have available to tweak it. However, I wont really be talking about which exact amount of difficulty the AI provides or which level skill it plays at. Firstly, because perception of AI performance is highly subjective and what is a good AI means something different to just about every player, and second because theres still a few issues to be ironed out before release, one example being AI-controlled countries too frequently experiencing revolutions (something that should hopefully be greatly improved now, but which has yet to be verified by QA). So then, how does the AI in Victoria 3 work? Well, just as in our other Grand Strategy Games, the AI plays the same game you do. It uses all the same features, faces all the same restrictions, and does not receive the advantage of any cheats (with some exceptions if you use certain Game Rules, but more on that later in this dev diary). In addition to this, there are four design principles that guides how the AI should act in Victoria 3: [olist]

  • Roleplaying, not min-maxing: The AI in Victoria 3 should roleplay rather than try to play optimally or play like a player. AIs should not exploit the game and should be acting according to their internally set goals - as an example, its perfectly okay for a small German state controlled by the AI to want to be absorbed into a unified Germany, even though being annexed is clearly not the optimal way to play Victoria 3.
  • Transparency and clarity: The AIs gameplay strategy and decision-making should be comprehensive to a player - if an AI dislikes the player or wont go along with a players proposal, the player should be able to understand why, and the internal strategies that the AI follows according to the roleplaying principle should be clearly shown to the player.
  • Moddability, within reason: The AI should be as moddable as it is possible to make it without ruining the performance of the game. While it will likely never be possible (at least with current-gen hardware) to actually expose the AIs core decision-making loop to modders, anywhere where we can allow modders to hook into its decisions through triggers, defines or scripted values, we should do so.
  • Not too random, not too deterministic: The AI should generally make decisions based on something I like to refer to as semi-randomness: What this means is that an AI looks at the choices it can make, assigns a score to each, and then throws a set amount of randomness into the mix based on how unpredictable we want it to be for that particular type of decision. For example, if the AI is choosing between two different choices that have base scores 50 and 100, and the randomness factor (R) for this decision is 1.0, this means that the actual score ranges for each of the two is between (X / ( 1 + R ) ) to ( X * ( 1 + R ) ) - ie, between 0.5x to 2x the base score, or 25-100 vs 50-200 in this particular example. In other words, while the AI is far more likely to pick the option scored at 100, its not guaranteed to do so - the option worth 50 could end up scoring higher after randomization. However, if the AI was picking between two options scored 100 and 10 instead, it would always pick the 100-value option with a randomness of 1 as the randomness simply cant beat out the gap in base scores. This is a type of weighting we use in all our games that lets the AI make sensible decisions without being completely deterministic. [/olist] But enough preamble, lets dig into the actual AI mechanics in the game! The most central mechanic to the AI in Victoria 3 is the AI Strategies, which follows from all three of these principles. Every AI country in the game is at all times governed by three AI Strategies - one Administrative, one Political and one Diplomatic. Generally speaking, the Administrative strategy decides how the AI develops its economy (for example, should it focus on building plantations for cash crops or try to Industrialize?) and balances its budget, the Political strategy determines which IGs and political reforms the AI favors, and how boldly its willing to pursue those political reforms, while the Diplomatic strategy determines what geopolitical direction the AI wants to go in (for instance, does it want to pursue colonization or maintain a stance of well-armed isolationism?). Which AI strategies an AI country picks is semi-randomly determined from a set of weights - as an example, countries with a powerful Intelligentsia Interest Group are more likely to pursue a Progressive Political strategy, but never guaranteed to do so. Qing at the start of the game tends to have extremely conservative strategies - their goal is solely to maintain internal stability and defend what they already have
    The AI strategy system is much more than just broad-strokes AI guidance though: It contains all sorts of values that can be tweaked and hooked into different strategies. Every AI has a hidden default strategy which sets values such as how much it values an Obligation from another country, which Wargoals its interested in, how aggressive it should be (and against who) and what its baseline Neutrality is in Diplomatic Plays (more on that later). These default values can then be overridden or added onto by the active AI strategies. For example, the AI has a default scoring for the Conquer State war goal against any country against which it has the Conquest strategic desire, based on the GDP and population of the state, whether the AI can reach it, whether its adjacent, whether it has a port if its not adjacent, and so on. Then, if this AI country has the Unify Germany diplomatic strategy, this strategy will add an additional value for every North and South German culture state. Some of the scripted logic that goes into AI evaluation of how much an Obligation is worth, something Im certain modders are going to tinker with!
    I mentioned Strategic Desires - this is something like a mini-strategy, which each AI country can have against every other Diplomatically Relevant (ie, country they can diplomatically interact with based on Interests, neighbor status and so on) country. Strategic Desires are semi-randomly determined, with weighting for each set in the AI strategies - for example, an AI country with the Acquire Colonies AI strategy is more likely to want to conquer or subjugate Unrecognized countries than one that has Maintain Power Balance as its AI strategy. A major upside of this whole system is that it makes it much easier when we want the AI to pursue specific objectives, such as completing Journal Entries - instead of having to write specialized code for behaviors such as Britain seizing a treaty port from China in the Opium Wars, we simply set the appropriate weights in the AI strategies and the rest handles itself. The Ottomans have a Belligerent attitude towards Egypt because of their very low attitude score combined with their Conquer Strategic Desire
    AI strategies and Strategic Desires are of course not static across the entire campaign. Some are set in the history files, while others are allowed to be semi-randomly determined as mentioned above, but over time you can expect them to change. This change can be sped along by certain events - each individual AI Strategy and Strategic Desire has a change points meter that causes it to be re-rolled when that meter hits 100, and there are a number of things that can happen to a country which immediately adds a bunch of change points and may trigger a re-roll. For example, if a country declares bankruptcy, all other AI countries will receive a number of change points on their Strategic Desire towards the country that declared the bankruptcy and will be more likely to roll a non-friendly desire, as bankrupt countries are seen as unworthy allies and easy pickings. Another, less dramatic example is that whenever a country successfully enacts a new law, a number of change points are added to its Political strategy. Hitting 100 change points doesnt necessarily mean a countrys Strategy or Strategic Desire will change though - it is entirely possible that the outcome of the re-roll is to simply pick the same old thing over and over again, especially if the AIs scripted preference for that strategy is high. Now that weve talked about how the AI functions on a strategic level, lets switch gears and talk about how it operates in another area, namely the economy. The economic management of Victoria 3 can be quite complex, and as such, making AI for it is no trivial task either. Theres a lot of factors to consider, even for the most straightforward-seeming action: As an example, lets say the AI is considering whether to build a Tobacco plantation. Simple, right? We just look at the estimated labor costs involved versus the current market price of Tobacco and make a determination on whether itll turn a profit? Well, no. For one, that market price is going to change as soon as the new building is complete and starts adding more Sell Orders of Tobacco to the Market. Whats more, goods substitution also comes into play here: The increased supply of Tobacco will, over time, lead to Pops buying more Tobacco as part of their Intoxicants need, increasing the demand for Tobacco while lowering it for other goods such as liquor (which then in turn would influence the AIs decision making regarding any buildings with production methods that produce liquor). So then, how do you account for all these factors without crashing performance every time the AI wants to build something? The solution is a system called Spending Variables, which is a rather unassuming name for how the AI predicts and charts the course of its economy and market. Each AI countrys Spending Variables tracks values such as the Buy Orders and Sell Orders that are going to be generated by buildings which are currently in the construction queue or in the process of hiring employees. This means that if the AI is facing a shortage of Tools, and starts building a Tooling Workshop, it can now understand that once the Tooling Workshop is completed, the shortage of Tools will be resolved, and thus doesnt start constructing a second or third Tooling Workshop - and can, for example, queue up a construction after the Tooling Workshop that is going to use Tools as an input, even though that would clearly be a terrible idea under the current market conditions. The Spending Variables of course track a whole lot more data than just buy and sell orders, particularly any complex calculation that doesnt need to be made all the time - such as determining whether the AI feels that its under a heightened military threat and thus should prioritize military spending. Spending Variables are tracked and recorded even for player countries, where they are used for the purposes of prediction - in the shown example, you can tell that expanding the Wheat Farms in Peloponnese is actually going to result in reduced profits for the building due to the price impact on Grain, which means the AI knows this too!
    When it comes to making spending decisions based on these variables, the AI actually uses a system that was actually inspired by the development process for Victoria 3 and the issue tracker that we use (JIRA). The AI collects a list of all changes to the government spending it could do, in both directions. For example, subsidizing a particular building, constructing Barracks in a particular state, or reducing the size of its Government Administration in another state. It then assigns each of these actions a Priority and a Score. Priorities are a tag that determines the general circumstances under which the AI will consider increasing or decreasing their spending on this particular item. When increasing spending, the AI will always pick an item of higher priority over an item of lower priority, with the reverse being true when decreasing spending - low-priority items are cut first. Its quite common for the same item (for example, the same building type in the same state) to have a different priority when it comes to increasing vs decreasing spending, as the AI should generally be reluctant to downsize a building it spent a bunch of money to construct unless it absolutely has to. The priorities are as follows: Must-Have: This is something that the AI considers so critical itd rather go bankrupt than be without it. The AI will always increase spending on a Must-Have, and never decrease spending. Must-Have is used sparingly, with an example being that the AI will never consider downsizing Government Administration buildings when in a Bureaucracy deficit, as lacking Bureaucracy decreases tax revenue and thus would likely just worsen the situation. Should-Have: This is something that the AI believes is very important and should be acquired as soon as they have a small surplus. The AI is only willing to cut spending on a Should-Have if theyre in debt and cant find any other way to balance the budget. Wants-to-Have: This is something the AI considers fairly important and will be willing to increase spending on if they have a modest surplus, but isnt willing to go into debt for and will cut spending on if they have a budget deficit (not counting temporary expenses, of course) and arent sitting on a large pile of gold reserves. Nice-to-Have: This is something the AI considers low priority and will only be willing to increase spending on if they have a large surplus and nothing better to do with their money. They will cut spending on nice-to-haves the moment their surplus isnt looking so good. Should-not-Have: This is something the AI has determined it doesnt want at all. It will not increase spending on this item under any circumstances and will cut spending on it as soon as possible. Score is a numerical value that is semi-randomly determined and serves as a tie-breaker between two items of the same priority. So for instance, the Belgian AI might consider Barracks in either Wallonia or Flanders and a Naval Base in Flanders to all be Should-Have, but which of the three it actually ends up increasing spending on is determined by the score of each after randomness is factored in. Together, these two allow the AI to make decisions in a way that should neither be too deterministic nor too random, and makes it easier to handle special cases than a purely score-based system would. AI spending data isnt shown in the interface as we consider that to be *too much* transparency, but can be gleaned using the console. Here, you can see that Prussia thinks it has a good surplus of Bureaucracy and doesnt see any pressing need for more Government Administration buildings
    Moving on from the economy, lets talk about how the AI behaves in Diplomatic Plays, as this is an area where a bunch of things have happened quite recently. If youve been following the official streams and various developer AARs, you may be familiar with the way that the alpha implementation AI used to decide which side to back in a Diplomatic Play: It would assign a score to each side, then add the value of a sway offer on top of that to determine if it was willing to be swayed (and sometimes join a side it strongly preferred even without being swayed). This system has now been enhanced with a few new values that govern AI behavior in Diplomatic Plays: Neutrality, Sympathy, Confidence and Boldness. Well go through each one in turn and explain how they influence AI decision-making when taking part in a Diplomatic Play. Neutrality: This is a calculated value that determines how much an AI country wants to stay out of a particular Diplomatic Play, and is based on factors such as which Strategy the AI is pursuing, whether theyre in debt, the shape of their army, and whether they consider the conflict to even be worth caring about at all. In order for an AI to take a side or allow themselves to be swayed, the score of joining one side must now beat out both the score of the other side and their Neutrality Score - so if Austria and Prussia are opposing each other in a play, and Russia gives Austria a score of 30 and Prussia a score of -10 while their Neutrality Score is 50, they will be unwilling to join the play on their own accord and will demand a sway from Austria worth at least 21, while for Prussia the sway offer would need to be worth at least 61. Sympathy: This is a value that is semi-randomly determined for each non-leader participant towards the two leaders, and which is added directly to their willingness to join that side in the play. Countries tend to have higher sympathy for the defender, lower sympathy for enemies of their allies, and higher sympathy for countries that are facing off against an enemy with high infamy. Sympathy will also change over the course of the play: Any side which adds additional wargoals will generate sympathy for the opposing side based on the Infamy of the wargoal added, and similarly any side which receives support from an uncommitted country will generate sympathy for the other side based on how powerful that new backer is in relation to the other countries involved in the play (conversely, losing a backer increases sympathy for the side that now finds itself with less support). With nothing more in it for them than a little-valued Obligation, Great Britain has no interest in getting involved in this West African dispute as their Neutrality is simply too high
    Confidence: This is a calculated value that only applies to the leader of each side of the Diplomatic Play, and determines how they feel about their chances to come out on top if the Play should escalate to war. This is primarily determined by the relative strength and mobilization level of the two sides militaries, but also by factors such as how well they can bear the cost of a war, how internally divided they are and how capable they think their own national forces are to fend off incursions into their territory. The lower the AIs confidence, the more willing they are to back down, and the more keen they will be to try and secure additional support from uncommitted participants. Boldness: This is a hidden value that is semi-randomly determined for each participant in the Diplomatic Play. Countries with certain Strategies, higher-ranking countries, countries with strong militaries, and countries that are facing annexation in the Play tend to have higher Boldness. Boldness plays a role in multiple different AI decisions such as how early it mobilizes, how willing it is to join plays without being offered anything, but the main role of Boldness is to be compared against Confidence to determine whether the AI is willing to back down rather than let the play go to war. For this, Confidence and Boldness are added together and the lower the result, the more likely the AI is to back down. Theres some other factors to this as well, such as how much the AI stands to lose from additional wargoals that could be pressed if the Play escalated to war, but Boldness serves as a way to provide predictable randomness - that is, an AI Modena facing off against Austria alone would have such a bottomed-out Confidence score that it would need an very high random roll for Boldness to let the play escalate to war, even if theyre facing annexation. Facing the prospect of war with both Prussia and Russia, there is a chance here that Austria is going to back down here if they cant secure more support - though they might also decide that Bohemia must be defended at all costs given its integral status in the Empire
    AI is a personal passion of mine (I actually started out as an AI programmer for Paradox back in 2013, almost 10 years ago now!) and I could probably keep talking about it forever, but this dev diary is getting awfully long, so to wrap it up I just want to cover the AI Game Rules that are available in Victoria 3, since theyre a bit different from the usual difficulty settings you might be used to. Because of the complex and interconnected nature of Victoria 3s economy, and our general commitment to simulation, we didnt want to simply have High Difficulty mean that all of the AIs start producing more goods or have a bunch of income created out of nothing, or Low Difficulty mean the same for the player. Instead we decided to focus on how the AI interacts with the player and the rest of the world on a geopolitical level. Following this philosophy, the two AI Game Rules weve added are called AI Behavior towards Players and AI Aggression. AI Aggression goes Low - Standard - High and is relatively straightforward: the higher this is, the more aggressively the AI will act in general towards all other countries. It affects which Strategic Desires they tend to prefer, how likely they are to start Diplomatic Plays to carry out those desires and how willing they are to take on Infamy. AI Behavior towards Players, on the other hand goes Lenient - Standard - Harsh and affects only how the AI views player-controlled countries and is the closest thing to a Difficulty setting that we have. With the regular setting of Standard, the AI treats the Player the same as if they were another AI country, with no special considerations. However, you can also set it to Lenient if you want a friendlier experience - this will make the AI more likely to have friendly Strategic Desires towards player countries, make them more likely to support the player in Diplomatic Plays, and will make them unwilling to conquer the players Homelands unless they have a claim on it. Conversely, if youre an experienced hand at the game and want the AI to treat you like the agent of chaos that you are, you can put this setting to Harsh - this makes the AI far more suspicious of the players intentions, less willing to support them in Diplomatic Plays unless they have something to very clearly gain from it, and more willing to knock the player down a peg or two should a good opportunity to do so arise. I call this combination of AI Game Rules the Metternich Mode
    Alright then! Thats it for this dev diary - I hope you find it enlightening, and I hope you find the AI in Victoria 3 fun and interesting to play with and against when the game releases. We still have some things to fix before then, and were of course going to continue improving, polishing and increasing the moddability of the AI post-release as we do with all our games. Im particularly interested in hearing about any additional ideas for post-release AI Game Rules that the community may have, as I think that allowing players to tailor their individual AI experience is a great way to deal with some of that subjectivity I mentioned at the start of this dev diary. For now though, farewell and join us again next week as Michael introduces us to Modding in Victoria 3!


    [ 2022-09-22 16:00:13 CET ] [ Original post ]

  • Dev Diary #58 - Interest Revisions


    Hello and welcome to yet another Victoria 3 development diary. Today is going to be a fairly brief dev diary discussing some design changes in diplomacy that happened as a result of internal playtesting and feedback, specifically to the mechanics of Interests and their significance in the game. Interests, as you may recall from Dev Diary #19, are essentially a country having a diplomatic presence in a particular Strategic Region, either as a result of owning territory there, having a subject that owns territory there, or through a Declared Interest. Back then, Interests merely limited where you start Diplomatic Plays and Establish Colonies, and acted as a guide for the AI in terms of which countries it needed to care about With so many Great Powers maintaining Interests there, Europe is a perilous place to start a Diplomatic Play in
    So, what has changed between then and now? Well, basically, playtesting revealed two principal issues with Interests in the game. The first was that they simply didnt feel significant enough, because they only tied directly into colonization and diplomatic plays. The second was that the number of declared Interests a country had available to them was based solely on rank, which meant that Austria with its miniscule navy was able to maintain almost as global a presence as the British with their, well, definitely not so miniscule navy. To solve the first problem, we decided to do a little experiment - what if instead of just limiting colonization and diplomatic plays, Interests were required for all forms of diplomacy, up to and including trade? This was an idea wed kicked around previously, but the concern was that itd simply be too limiting, particularly where trade was concerned, because as mentioned, the only way to get more Interests was to increase your country rank, and once you were a Great Power, well that was it. No more trade partners, at least not of your own choosing. The solution to the second problem, then, turned out to also be the key to the first one: tying the navy directly into declared Interests. The number of declared Interests from rank were reduced, and instead, Naval Bases now produce declared Interests, with one declared Interest provided per 10 flotillas that a country has. In other words, while Austria can now maintain a handful of declared Interests around Europe to look out for its national interests (pun intended), the size of Britains fleet allows it to poke its nose into the business of just about any corner of the world that it wants to. Spains navy may not be what it once was, but its still large enough to allow the Spanish a greater diplomatic reach than their Major Power rank would otherwise allow
    With this change made, our experiment truly came together, and allowed us to greatly expand the scope of the Interest mechanic. Instead of just being a requirement for taking over land, Interests now signify a formal diplomatic presence in a region without which you simply do not have the ability to interact with that region at all - no French diplomats in Southeast Asia means no French diplomacy in Southeast Asia. In no particular order, here are all the mechanics that now tie into Interests:

    • Diplomatic Plays & Colonization: As before, a country must have an Interest in a region to start a Diplomatic Play or begin colonizing there.
    • Diplomatic Actions: To conduct diplomacy with a country, you must now have at least one overlapping Interest - meaning they must have an Interest in any strategic region where you also have an Interest. For example, Texas can conduct diplomacy with Britain if Britain maintains an Interest in the Dixie Region, even if Texas has no Interests outside the Dixie region.
    • Trade: To establish a trade route between two markets, one of the two market owners has to have an Interest in any region where the other market is present. For example, if the USA maintains an Interest in La Plata where the Argentine market is present, then Argentina and the USA can trade with each other, even if Argentina doesnt have an Interest anywhere in North America.
    • Notifications: You will only be informed about diplomatic going-ons between countries with which you have an overlapping Interest, and in states where you have an Interest in the region.
    As much as the Sikh Empire might desire European allies against Britain, their landlocked position limits their options - without a coast they will have to wait for one of those powers to take an interest in North India
    Ultimately, the result of these changes were threefold: It made Interests a far more central mechanic to the game, it increased the need for maintaining a large fleet-in-being for empires with global ambitions, and it increased immersion by having who you could and could not deal with simply make more sense. An isolated Bhutan in the Himalayas now truly feels isolated, rather than inexplicably being able to send embassies to Paraguay at a whim. Thats it for today! Ill be back next week with another Dev Diary on a hotly anticipated topic: The AI of Victoria 3.


    [ 2022-09-15 16:00:14 CET ] [ Original post ]

    Dev Diary #57 - The Journey So Far


    Hello all! Now that we know the Victoria 3 release date and have seen a bit of actual, live gameplay, I thought it would be a good idea to recap what the game is and tell you a bit about how we got here. Today I'm going to focus less on abstract principles and pillars and more on concrete game mechanics, the play experience and the process by which we arrived at the current version of the game. It took us a while, but we built a world!
    Let's start with simply: What is Victoria 3? We call it a society builder grand strategy game, where the focus is to mold and shape your chosen country's population, economy, and laws to navigate the power struggles, revolutions, and devastating wars of the 19th and early 20th centuries. In practice this means you will be making many difficult decisions about how to construct your economy, which political factions to empower, and which other countries to befriend and rival. Everything in Victoria begins and ends with Pops, a.k.a. your population. Pops and their living conditions determine what sorts of economies you are able to run. An agrarian economy may be great at feeding itself and could sustain itself for a long time, but lacks access to manufactured goods to increase living standards. Manufacturing-based industry is more centralized, creating urban centers with wider wealth gaps, but the resulting increase in domestic demand can provide a stable economic foundation for your market. Laissez-faire could make sense for countries whose population demands a wide variety of products while specializing in highly effective production of specific goods, while a command economy may be desirable to counteract foreign influence and steer your population with more precision. Your people, the bedrock of the simulation and the enduring feature of Victoria games.
    Your economy is based around a web of industries (a.k.a. "buildings") that produce and/or consume goods, and the consumption demands of the Pops themselves. Buildings do nothing on their own but must be staffed by Pops, who in return are (hopefully!) provided with wages sufficient to purchase goods and services to improve their living conditions. Privately owned buildings have owner Pops who collect the profits, which they may reinvest or conspicuously spend on lavish luxuries, driving up demand for exotic imports like Fruit or new inventions like Automobiles. As the spirit of your nation, you decide which buildings to construct, where they should be situated, and whether they should be state-subsidized or not. Each such decision will have long-term implications for your country's future. Buildings are your main tool for nation building, as you determine what your population should be occupying their time with and how. During development, more and more gameplay features were implemented using buildings and their production methods.
    Pops are "real people", they don't suddenly appear just because there's work to be done. This begs the question, what would Pops be doing before suitable workplaces have been constructed for them? In Victoria 2, Pops not employed in factories or in special roles like Capitalists contributed towards "Resource Gathering Operations" (RGOs) which created all raw resources in the game. In V3, we wanted resource industries to be among the viable, active choices you could focus your efforts on, but we also didn't want the majority of the population to work on high-yield modern farms at game start. The solution we came up with was subsistence farming, where all unused arable land in a state could be used by Pops of the Peasant Profession to sustain themselves and produce a very small amount of excess goods for the market. These subsistence farms will gradually disappear as modern, industrialized farms and organized plantations are constructed in their place. As there is no guarantee that proper resource industries will pay lower-class Pops a better wage than the living standard Peasants could achieve by simply working the land, depending on when and how this transition is done it may lead to increased wealth disparity even while it's certainly better for your market economy. Each Pop has an amount of Political Strength derived primarily from their size and wealth, modified by the country's laws. This influence is distributed across the various Interest Groups the Pop supports, empowering them to steer the country's political direction. For example, a wealthy plantation-owning Aristocrat might put most of their gravitas behind the Landowners, espousing a kind of patronizing conservatism. A nation of Farmers might champion the Rural Folk and their simple, honest, and non-expansionist way of life. Meanwhile, a group of coal mining Machinists might join the Trade Unions to push for both workplace safety regulations and more egalitarian expansion of the voting franchise. Over time you will start to recognize the patterns in how your economy has developed over the decades, and how this results in altered power distributions and the emergence of different political movements demanding change. Interest Groups are new to Victoria 3 and act as the people's voice in their interactions with you. Just like everything else in the game they ultimately only function due to the Pops that lend them support, so impacting the Pops directly will also affect the Interest Groups.
    In the earliest playable iteration of Victoria 3, Interest Groups were very dynamic and always organized into parties or factions. Interest Groups could suddenly appear in a country or change their beliefs based on triggered conditions. They had opinions on everything from reforms to what buildings should be constructed to which wars should be waged. This turned out to be extremely confusing, as players never really got a handle on what their country was all about or the outside limits of what might happen if they performed an action. To combat this we created eight Interest Group "templates" which were the same for all countries, with individual variations on those templates for different countries. Rather than popping into existence or fading away as there were causes to champion, we split off a new type of organization - Political Movements - from Interest Groups, so the latter would always have their own identity and ideology while the former could be used to push issues. Rather than changing Interest Groups' opinions based on triggered conditions, we introduced Interest Group Leaders which could modify an Interest Group's ideologies. Finally, we removed the Party/Faction layer altogether, only to reintroduce Parties much later in development as a more comprehensible political layer active only in democracies that still puts Interest Groups front and center. The set of laws available for a player to try to change has evolved during development, with different tax laws merging into a single category, trade policy being split from the economic system, and the various army model laws being introduced.
    The laws themselves, and the institutions they sometimes enable, tie back into the economy through the Pops. Changes to your taxation system might require you to course-correct your economy to both keep your people fed and your treasury in the black. Different army models might permit you to maintain a well-trained, professional army, or require you to rely on raising part of your population as conscripts during times of war which could disrupt your industry. Universal pensions will raise your overall standard of living and decrease poverty rates and turmoil, but can be costly to maintain. And without an education system, you will have a hard time developing the qualifications your Pops need to take advanced professions in cutting-edge factories, academic, and financial institutions. Our initial model for how Interest Groups should support one Laws over another was based on a kind of 3D political compass, or maybe something akin to Stellaris' Ethics system. But it did not take long for us to realize just how inadequate this method was for describing all the different political positions people in the 19th century could take. For example, is "colonization" a progressive or conservative policy? The answer is that it entirely depends on the context, culture, and whatever intellectual arguments had been voiced by one philosopher or another within the prior decade. So rather than trying to create a brand new theory of Political Science, we abandoned this matrix-model for a much more bespoke system of many dozens of ideologies that each have their own set of stances on specific laws. An enduring question during early development was, how much should government employees be paid? A fixed amount seemed particularly wrong, but so did a fully configurable amount. We settled on a continually updating national Normal Wage value - a weighted average of wages paid by private industry across incorporated states - and letting the player set wages in steps around this norm, with bonuses or penalties applying for paying more or less.
    If you want to run a competitive nation, you cannot rely exclusively on private industry - the bureaucratic machine has to function, taxes must be collected, trains and ships have to depart on time, and the army and navy has to be fully staffed and on alert. These government functions are also represented via buildings, with the Pops who work there paid directly by the treasury. Every individual in your country is represented by Pops, who perform all the functions that make your nation what it is. Originally Institutions was just another type of Law that you could invest Bureaucracy into. Splitting them out into their own entities whose nature can be changed by Laws made them come alive in a totally new way, and lets you more clearly see how your country's becoming more capable and complex over time.
    One design challenge we had to tackle early on in development was how we would represent institutions: as concrete buildings on a local level, or more abstractly on a national level? We really wanted Pops to be responsible for staffing the public sector, so as to not pretend that things like healthcare, education, and policing just happen from legislating their existence. But on the other hand we didn't want to have to saddle the player with having to micromanage constructing the exact right number of hospitals, jailhouses, employment offices, tax collectors, etc etc in every state. In a fit of insanity we briefly flirted with the idea of non-local buildings, where Pops would live in one place but work in an indeterminate "cloud-based" workplace that provides benefits to the entire population, but this started looking like the kind of weird hacky solution that would come back to haunt us later in development and we thankfully abandoned it quite quickly. After consulting a programmer with much fresher eyes on this issue than the design team at this point, we decided to make a building that creates a currency (Bureaucracy) that institutions would consume, just to see how that felt. This proved an excellent trade-off, letting players customize which parts of their country their administration was centered in while ensuring that legislated promises of access to services were distributed correctly across the country in different proportions without excessive micromanagement. With a well-oiled market supported by appropriate laws you can turn your eye to the economies abroad. Not all goods your people demand can be acquired locally, so which countries do you want to trade with? Importing another country's products could be exactly the kickstart your economy needs, but will also enrich the exporting nation and make you dependent on their economy. Exporting consumer goods will benefit those of your Pops who own the factories the most, while it will come to the detriment of Pops consuming those goods. Each decision made will impact different segments of your population, both economically and politically. In the original trade system, the amount of goods your routes moved was quite open-ended and required trade center management on both ends. It was micromanagement heavy, complex to understand, and easy for both player and AI to abuse.
    Trade has gone through a number of iterations, as it works very differently from both Victoria 2 and most other strategy games. We knew very early on that we wanted market-to-market trade of specific goods, and our supply-and-demand system works well out of the box for creating incentives to trade. The first trade system was serviceable - you would earn trade routes from building Trade Centers and would spend them to move a certain number of goods between two markets. It made sense and was simple to understand, but turned out quite micro-intensive as you had to babysit routes to move just the right amount. It was also much too easy to destroy foreign economies by simply stealing all their supply of a crucial good or oversaturating a market, which was nominally fun to do to the AI but less fun when the AI did it to you. In the new system, only the country establishing the route gets a trade center to manage it, and the quantity of goods is dependent on what is actually profitable to trade. You can still fine-tune who your trading partners are and how large the routes can grow by using tariffs and embargoes, but the level of interactivity is much more even.
    The trade system currently in the game instead creates and expands Trade Centers to manage trade as needed, earning money for the Pops who work it based on the marginal price difference between the two markets. This way you simply establish a route between two markets, and if that good is in high demand in one and in high supply in the other, it will grow until there's no money in trading a larger quantity. That also meant we could implement a tariff system where a player can both earn money off trade and deter other players (or the AI) from importing or exporting particular goods. Crucially though, we needed to see the first, simpler system in action before figuring out what the problems with it would be. Your nation's prestigiousness, determined by the size and power of its economy, military, culture, and other aspects, sets its position on the global power ranking ladder. Are you but a Minor Power, barely involved in local affairs involving your neighbors? Or a Major Power, a regional powerhouse or up-and-coming global player? Or one of the few Great Powers, whose tendrils reach all over the world, constantly trying to one-up each other so none get too far ahead? This ranking sets the amount of Influence you receive, which can be used to establish and maintain Diplomatic Pacts with other nations. Trade Agreements simplify trade between your countries, Alliances permit you to come to one another's aid, Customs Unions merge several markets, and numerous types of Subject relationships can be either demanded or requested - by either party, since enjoying the protection of a Great Power may be worth the loss of freedom it entails. Pacts can only be established if countries have overlapping strategic interests, a limited resource forcing you to pick and choose between the parts of the world that matters to you. Interests have always been core to the design principles of Victoria 3 but have gone through a number of revisions as well, some of which will be covered by Martin next week! Rather than fabricating claims or war justifications, in Victoria 3 you can be as bold and brash with your demands as you wish - for as long as you can afford the Infamy and don't endanger the wrong Great Powers. Finding a balance between the ability to strategically pre-plan your Plays and still having to navigate uncertain outcomes is key to making Diplomatic Plays feel satisfying, and a lot of iteration on both mechanics and AI has gone into finding it.
    Demands between nations can also be asserted as Diplomatic Plays, where every country with a stated interest in a region may weigh in on the issue by supporting one of the sides. With enough military strength supporting your claims, even a territorial dispute may be resolved without a single shot being fired. But this is much less a negotiation and more a game of chicken, where in a best-case scenario at most one side walks away with what they want. If that would be you, are you prepared to press this issue even to the point of war, knowing the tremendous loss of money and lives that would bring? Or should you make a concession now and start planning your revenge? Diplomatic Plays is in many ways an evolution of the Crisis system from Victoria 2: Heart of Darkness, where a "flashpoint" somewhere on the globe could spark an international crisis involving several Great Powers picking sides. The mechanic works well to emphasize the importance of international "policing" of world conflict in the era. Instead of it arising from a flashpoint, issuing a Diplomatic Play in Victoria 3 causes an incident which adversely affects the country initiating it. It can also involve a lot more countries than just Great Powers, as regional or local players might also become involved or recruited. The point of going to war is to press your war goals and sign a peace deal as soon as possible. Nothing is worse for the economy than a forever-war (unless the foundation of your economy is arms manufacturing, that is)
    Should war become inevitable, you have many further choices to make. What proportion of your population do you conscript into service, and which parts of the country do you leave to keep the economy running? Which of your generals do you mobilize, and which do you retain in reserve? Which troops do you send where? Do you keep your navy back to defend your shorelines, send them out to protect your trade routes, or try to sabotage enemy trade and supply lines? As generals and admirals have different ranks, skill traits, and force allocations from supporting barracks and naval bases, which resource you utilize where can make a big difference in the outcome of the war. Since generals and admirals also support their own Interest Groups, their performance against the enemy can also cause political shifts that persist even after the war. After having allocated your resources and issued orders, your generals and admirals perform their duties to their best abilities, letting you focus on managing the home front - expanding or subsidizing industries necessary for the war effort, establishing trade routes, managing your taxes, and dealing with dissidents and radicals that use the chaos of war to further their own causes. The outcome of the war is to a large extent determined by if you can keep your population's spirits high - even if your frontlines are gaining ground, it won't help a people demoralized from lack of bread (or furniture, or coffee, or). Such a population may insist you sign a peace deal as quickly and favorably as possible, whatever your long-term plans were. As you might imagine, the warfare mechanics have gone through extensive iteration to hit the design goals. Moving stacks of variable-sized armies between small provinces and having fights break out when they overlap is a tried and true mechanic that works great in many strategy games, not just Paradox GSGs. But for Victoria 3 it didn't feel right - the pacing felt off compared to the management/society building gameplay, handling multiple simultaneous wars (or multiple fronts) as a global Great Power was a pain, and the element of "tactics cheese" where a human could use trickery to devastate an AI with a superior army actively harmed the dynamics of Diplomatic Plays where armies are measured against each other by statistics. Of course, new systems come with new sets of challenges. If you are forced to manage 20 generals and their orders, it's no less work than managing 5 stacks and their locations. Giving the player a sense of presence and an overview of their forces when you can't give a precise location for an army or fleet is a challenge, especially when they're moving to or from something. And most of all, even though we want to reward foresight and strategic thinking, having the outcome of a war virtually predetermined the moment someone starts a Play against you is no fun at all. We're happy with the way it works now, but it has required a lot of experimentation, testing, compromises, and particularly UX work and visual polish. The true enemy of Victoria 3 is often found inside your borders.
    Fail to keep your population content and you may have a revolution or even a cultural secession on your hands. As a populace grows more literate they become class-conscious and politically active, starting or supporting movements to change the nation's laws or demand autonomy. Such situations can be dealt with in several different ways, ranging from the classic bread-and-circus approach of ensuring everyone is so materially satisfied they have no reason to complain, through granting other popular concessions such as welfare programs or a somewhat expanded voting franchise, to suppressing the rowdy Interest Groups and cracking down on protesters with a national guard or secret police. Managing such uprisings before they break out is important even if you have a strong military, since other countries may take advantage of your internal strife and support the revolutionaries in exchange for making you a future puppet state. One system we thought we'd knocked out of the park on the first attempt was the algorithm for determining which states would rise up against you in case of a revolution. The number would be largely based on the total Political Strength share of the revolting Interest Groups, so if 25% of the Political Strength was against you and your country had eight states, two of them would revolt. Furthermore they would tend to revolt in a cluster, so you wouldn't be fighting on a number of fronts against individual states but as a unified force. The state with the highest proportion of revolutionary Political Strength would be selected as the epicenter, with states neighboring the epicenter likely to follow them. That worked quite well for large, terrestrial countries like for example France, USA, Brazil, and Russia. But for some reason, every progressive reform in Sweden would result in Gotland - a small sheep-farming island between Sweden and the Baltic states - rising up in lone protest. Can you guess why? The very small population of Gotland consists of only politically apathetic Peasants, and those few Aristocrats who own the land. Therefore, the conservative Landowners held the most dominant position there - relatively speaking - by far. And, in order to be guaranteed more than 1 rebellious state out of Sweden's 5, the Landowners would need to hold 40%+ of the Political Strength. The current algorithm is substantially less elegant but a lot more nuanced, producing results that don't require launching naval invasions against angry shepherds with every social reform you make! This is of course just scratching the surface of all the systems and dynamics that emerge within Victoria 3's simulation of the modern era. I didn't even get into technology, colonization, infrastructure, slavery, literacy and qualifications, enactment of laws, population growth and migration, national unifications, and all the journal entries and events that shake the game up and keep it eventful throughout the century-long campaign. You can look back at previous dev diaries to get more details on all of these, or wait a mere 8 weeks to see for yourself! As mentioned, next week Martin will return to discuss the revisions we have made to the Interests mechanics. Tomorrow the team will head out to PDXCON to see several hundreds of you play the game for the very first time, help moderate a massive Victoria megagame, and run panels about the game and its development. We'll be back to continue polishing the brass and tweaking the knobs on Monday, getting everything just right for when you get your hands on the game on October 25th! Victoria 3 is now available for pre-order: https://pdxint.at/3KlLWgf


    [ 2022-09-01 16:00:22 CET ] [ Original post ]

    Victoria 3 - The Grand Edition

    The Grand Edition includes the whole Expansion Pass package... on top of the remastered Victoria 2 soundtrack awarded to everyone pre-ordering the game! Available here: https://pdxint.at/3KlLWgf


    [ 2022-09-01 11:00:08 CET ] [ Original post ]

    Victoria 3 Pre-Order Trailer

    [previewyoutube=ZZhUadmaP8M;full][/previewyoutube] Claim your place in the sun in Victoria 3! The Victorians promised a grand tomorrow based on science and industry. Now you get to build it. Watch the trailer: https://pdxint.at/3wD0QZD Pre-order now and get Victoria 2 remastered soundtrack as a bonus: https://pdxint.at/3KlLWgf


    [ 2022-08-30 14:04:48 CET ] [ Original post ]

    Dev Diary #56 - Cultures and Religions


    Hello there! My name is Alex and Im part of the QA team working on Victoria 3! Im a relatively recent addition to the team, having only joined around March this year. Despite that, it has already been an incredible ride to see the game progress since then! Enough of that though, because today the topic at hand is something you likely have heard a lot about in previous dev diaries but that still deserves its own introduction: Cultures and Religions. As you probably already know from one of our very first dev diaries, pops have a series of aspects that define and group them. These include where the pops live, what profession they have and what building they work in. On top of that, pops are also defined by their cultural and religious background. When hovering a culture you get all kinds of data you might find useful, like in this example of the Japanese Pop culture (not to be confused with Japanese pop culture which would much later take the world by storm) tooltip
    Cultures and religions in Victoria 3 are closely related and a central concept of what makes the game work. At their core, both of them work by having a set of traits that define how closely-related different cultures and religions are. These traits are what determine if a culture or religion will be accepted or discriminated against based on the different laws you might have in your country. As an example, both Catholicism and Protestantism have the Christian trait, meaning that they accept each other under the Freedom of Conscience law which requires a shared trait between the religions - but not under the State Religion law a law under which only pops of the state religion are accepted. The last alternative is of course the Total Separation law which accepts all religions no matter what traits they have.. The world has many cultures and traditions to get to know and learn more about.
    Cultures work slightly differently. For one, you have descriptive traits such as which language a culture generally speaks, i.e. lusophone or hispanophone. You also have a special kind of trait called heritage which generally describes very broadly where a certain culture originated from geographically. Some laws specifically require cultures to share a heritage with the primary cultures for them to be accepted, such as National Supremacy and Racial Segregation. Theres also Cultural Exclusion which requires at least a single trait to be shared for the culture to be accepted. Finally, Multiculturalism accepts all cultures regardless of traits. Maybe your ideal run is to achieve prosperity as an independent Greenland where the Inuit culture gets to decide its own destiny.
    Closely tied to cultures and religions are the concepts of taboos and obsessions. Both of these affect, either negatively or positively, how much Pops are willing to pay for and consume certain goods. As such, both taboos and obsessions only apply to consumer goods as opposed to military or industrial goods (so no tank obsessions, sorry). Obsessions are tied to cultures, for instance the French culture being obsessed with wine or the Nepali with tea. As you might have guessed, taboos on the other hand are tied to religions. Importantly though, they still manifest themselves culturally. Every culture has a religion tied to it and inherits the taboos from that religion. This means that a catholic turkish pop will still have a taboo against wine and liquor for instance. The Nepali know Tea is the superior hot drink and not that bitter bean juice people call coffee.
    Another difference between obsessions and taboos is that while taboos dont change throughout the game, obsessions are more fleeting and can emerge organically or be removed in case something significant happens, like the Opium Crisis for instance. If a certain good is abundantly available in a market, the Pops in that market have a small chance of becoming obsessed with it. A prominent leader of the Comanche, Puhihwitsikwasu, or Iron Jacket for the uncultured Europeans, gets some impressive culturally defined clothes and headdress.
    Cultures and religions touch on most of the games mechanics in one way or another as can be seen from previous dev diaries. From mechanics related to secessions, migrations and unifications all the way to discrimination, political strength and conversion/assimilation. Cultures are also tied to visual changes such as the appearance of characters. When playing Victoria 3, you will often be thinking about cultures in one way or another. On top of all that, it might interest some of you that cultures and religions are very easily moddable to do what you want. Below you can find a quick Blorg culture mod I made with some details like localization files omitted. All in all a very simple process! Im fully expecting someone to make a Blorg invasion from Outer Space total conversion alt history mod now.
    As you can see, the modding itself is very simple, even though I glossed over a few details like localization files and properly defining cultural traits as well as actually creating a Pop with the Blorg culture, but all of that is very straight forward.

    Thats all for me folks! Exciting times are ahead of us and Im looking forward to having you all play the game when its finally time. Until then maybe Ill see you at our first upcoming stream next week or maybe even at PDXCON? Either way, next time Mikael will tell you a bit more about The Journey so Far!


    [ 2022-08-25 16:00:18 CET ] [ Original post ]

    Dev Diary #55 - Achievements


    Hello and welcome to yet another Victoria 3 development diary. Today were going to be talking about Achievements, and since I think absolutely everyone reading this already knows what an Achievement is, Im not going to do the usual what-is-this-feature preface. But before I get to listing all the achievements that Victoria 3 will be releasing with, we do have something to announce in regards to achievements which will differ in Victoria 3 compared to earlier Paradox Grand Strategy Games, namely that Ironman and an unmodified checksum will no longer be required to unlock achievements. That is to say, no matter what mods you have installed and whether youre playing ironman or not, all of these achievements will be unlockable. There are a few game rules that disallow achievements, but since you could simply mod away that requirement if you wanted, not even this is a particularly hard rule. The reason for this change is simply that after quite a bit of discussion among the designers, weve decided that for Victoria 3 we want to emphasize access to achievements for everyone, even if that may end devaluing the achievements in the eyes of some players. Now then, with that out of the way and without further ado, I will get to listing, in no particular order, the 50 achievements that will be available in the release version of Victoria 3! Peccavi: Starting as the British India Company, fully own the states of Sindh and Punjab.
    Perkeletankki: Starting as Finland, produce at least 100 units of tanks every week.
    Luxurious Luxemburg: Starting as Luxembourg, be the leading producer of Luxury Clothes, Luxury Furniture, and Porcelain.
    Anarchy in the UK: Starting as Great Britain, have an Anarchist form of government.
    Mohammed Alis Ambition: Starting as Egypt, form Arabia and own Thrace.
    An Empire Under the Pun: Starting as the Sikh Empire, subjugate Great Britain.
    I didnt vote for Pedro: Starting as Brazil, change government to Republic and implement Universal Suffrage.
    Go West, Young Man: Starting as the USA, own California, Oregon and Washington with 250k or more population in each.
    The Western Protectorate: Starting as Great Qing, have a treaty port in France, Germany, the British Isles, Iberia and Italy.
    The Paris Commune: Starting as France, become a Council Republic and have a Command Economy.
    Barbarys Back: Starting as Algeria, retake Algiers and become a Major Power.
    Miners and Minors: Starting as Lanfang, incorporate all states in Borneo and have the 'Compulsory Primary School' law.
    Healthy Man of Europe: Starting as the Ottomans, be the Greatest Power while having max level Public Health Insurance.
    Habsburg Resurgence: Starting as Austria, own Silesia and Prussia must be Minor Power or lower rank.
    The Great Game: Starting as Russia, own the entire Central Asia region.
    Bourbon for Everyone: Starting as Spain, have an average standard of living of at least 20 while remaining a monarchy.
    Manifest Mexico: Starting as Mexico, own the Pacific Coast & Great Plains, and have a higher Power Rank than the USA.
    American Territory: Starting as the Indian Territory, have the USA as a subject with no more than three states.
    Broken Promises: As Italy, join a diplomatic play against 2 or more of your allies.
    The Berlin Conference: Starting as Prussia, form Germany and fully own at least 10 states in Africa.
    Star-Swarmed Banner: As the United States, have 100 incorporated states represented on your flag.
    Belle poque: Starting as France, have the highest GDP per capita and Innovation generation in the world.
    Deeds, Not Words: Pass the Women's Suffrage law.
    First Flight: Be the first nation in the world to fly aeroplanes.
    Victorian Century: Play a full campaign from 1836 to 1936.
    Poor, Huddled Masses: Have a cultural migration target in one of your states.
    Billionaire: Have a national GDP of at least 1 billion.
    Serfs Up: Starting as a nation with Serfdom, enact Workers Protections Labour Rights Law.
    Risorgimento: Form the nation of Italy.
    Three Hurrahs: Form the nation of Germany.
    Solomons Quest: Form the nation of Ethiopia.
    I am a Scandinavian: Form the nation of Scandinavia.
    Enlightened Despot: Have electrical street lights in all states while being an Autocracy.
    Mightier than the Sword: Have the other side back down in a diplomatic play.
    Revolutionary: Switch sides to the revolutionaries in a civil war and win the ensuing conflict.
    Reading Campaign: Starting as a nation with less than 20% literacy, get to 100% literacy.
    We Are Not Amused: Starting as Great Britain, Expel Diplomats of a Great Power with Cordial or better relations.
    Institutional: Have an institution at maximum investment level.
    Poppydock: Have at least a level 8 port and export at least 2500 units of Opium to foreign markets.
    Grander Colombia: Form Grand Colombia and own all land in the Gran Colombia, Andes, and La Plata strategic regions.
    Inventive: Research all technologies across all three categories.
    Educated: Complete the 'Learn the Game' objective.
    Tycoon: Complete the 'Economic Dominance' objective.
    Hegemon: Complete the 'Hegemon' objective.
    Caretaker: Complete the 'Egalitarian Society' objective.
    Thats all of them, and thats all for today! Join us again next week as Alex goes into more depth about Cultures and Religions!


    [ 2022-08-18 16:00:25 CET ] [ Original post ]

    30th August Stream Country Poll

    Good day Victorians! Join our discord server to vote for the country played in the stream on the 30th! The poll will be up from 17:00 CEST today until 17:00 CEST on the 23rd of August! Discord Server: https://discord.com/invite/victoriagamePDX


    [ 2022-08-16 14:09:16 CET ] [ Original post ]

    Dev Diary #54 - Trade Revisions

    Hello and welcome to another Victoria 3 development diary. Today is going to be a slightly different diary, as instead of bringing up a system we havent previously covered well be talking about a whole bunch of changes that have happened to Trade, which was previously talked about in Dev Diary #38. As is fairly common knowledge, we are constantly iterating on our systems, and even when something has been written about in a dev diary that doesnt mean were a hundred percent happy with it or arent looking to tweak it in some way. For Trade specifically, there were two main issues that were brought up repeatedly from internal testing and feedback, but which we hadnt had figured out the solution for yet by the time the Trade dev diary was written. These issues were that first, managing the precise level of your trade routes was far too micro-intensive, and second, that Tariffs didnt function as an effective trade barrier. These werent the *only* issues mind, but they were the two big ones that we needed to design some sort of solution for. Well, design and implement a solution we did, so here I am to tell you all about it. So then, what has changed about trade? Well first of all, lets go over what hasnt changed. Namely, that trade routes are still established by a nation, from their market to another market, and can be either an import route (which creates buy orders in the foreign market and sell orders in your own market) or an export route (which does the opposite). Trade Routes also still require Convoys to transport goods along sea routes, and still create Trade Centers whose employees manage and profit from those routes. Trade Routes are created from the Trade Lens, where you will get both a map and list overview of the most suitable markets to trade with
    As to what has changed, probably the single most important difference is that you no longer directly manage the level of your trade routes. Instead, all newly established trade routes start at level 1, and will grow (or shrink) on a weekly basis based on market conditions. So if youre playing as Britain and looking to import Wood from Brazil, instead of setting the exact level of Wood imports that makes sense for your needs right away, you simply establish the route and it will grow towards those needs over time. Its also worth noting in this context that we have removed the national limit on the number of trade routes you can have, and replaced it with a fixed bureaucracy cost per route (which does not increase with route level) instead, to encourage countries to have fewer, more impactful trade routes. So what are the market conditions that affect whether trade routes grow, shrink, or stay unchanged? Well, the single most important factor is profitability. A trade route makes money by buying goods that are cheap in the exporting market and selling them at a higher price in the importing market, but it isnt as simple as just looking at the current market price. Instead, each trade route has a purchase price and sale price which are calculated based on the difference between the pre-trade and post-trade price of the goods in the two markets. To maintain naval trade routes, you will need convoys. If your supply network is under strain due to lack of convoy production or attacks on your shipping lanes, your trade routes will start shrinking over time.
    Confused yet? To try and explain, Ill use the Wood import route to Britain from Brazil as an example. To get the purchase price in the exporting (Brazilian) market, we first calculate what the price of Wood would be in that market if it had no trade routes exporting or importing wood, i.e. if it was set only from local supply and demand. Lets make up a number and say that the pre-trade price of Wood in Brazil is 10 (quite a low price) and the post-trade price of Wood in Brazil is 20 (a very average price). To get the purchase price, we simply calculate the midpoint between these two prices, aka 15. This means that we assume that our trade route is paying, on average, 15 for each unit of Wood they are exporting. The same calculation is then done in the British market to get the sale price, which Im just going to arbitrarily set at 25. From here on, the math should be simple enough - each unit of Wood imported to Britain from Brazil generates 10 in profits for the Trade Center. Theres a lot of factors that go into whether or a trade route will grow or shrink, but fortunately you dont have to know them all by heart, since the level prediction tooltip will break them down for you!
    Well, it would be that simple if it werent for Tariffs. Tariffs are collected on both ends of the trade route, with the exporting market collecting Export tariffs and the importing market collecting Import tariffs. Under the new system, Tariffs can be a highly effective trade barrier because they are calculated against the base price of the goods rather than the market price. What this means is that if the Import tariff on Wood is 25%, that Import tariff is always going to be 5. If you have a degree in economics or youre just surprisingly good at following along with my overcomplicated explanations, you may already have picked up on the reason that setting against the base price makes Tariffs a more effective trade barrier. Namely, that it disproportionately affects high-volume, low-revenue-per-unit routes. For our example Wood route above, a tariff of 5 means a full 50% reduction in profits, and as the route grows and the difference between the purchase and sale price shrinks, tariffs will take away more and more of that profit until its simply more profitable for the Pops in the Trade Center to stop growing the trade route level, and indeed may end up reducing the level in order to make more money for themselves. Its worth noting that Trade Routes can never shrink below level 1, and so will always trade a small number of goods even if doing so at a loss, so that for instance you can always import a small quantity of weapons or ships needed to kickstart your military or merchant marine - assuming that youre willing to subsidize the Trade Center if it doesnt have other, more profitable routes to make up for the losses. So then, is creating trade routes and letting them do their own thing the only way you interact with trade now? Well, no. Since weve taken away the need to adjust routes manually, this means that we can now put emphasis on other, more indirect ways to manipulate the flow of goods between markets. These include strengthening Trade Agreements (which now remove both bureaucracy cost and tariffs from all trade routes between the two countries) and adding the ability to place Embargoes on countries you want to keep out of your market. Mexico decides that it has had enough of American meddling in their market - its Embargo time!
    However, probably the single most important tool weve added for controlling trade is Market Good Policies. There are 3 such policies, which you can set separately for each individual good in your market:

    • Protect Domestic Supply: This market good policy removes import tariffs and increases export tariffs, encouraging countries to supply more of this good to your market and discourages them from exporting it away from you, which might be useful if you for instance want to keep the price of Clippers low so that youll pay less to maintain your ports.
    • Encourage Exports: As the name pretty much explicitly states, this market good policy removes export tariffs and increases import tariffs, which is highly useful if you for instance want to drive up the price of Furniture so that your Furniture Industries will see increased profits.
    • No Priority: This is the default market good policy, which sets both Import and Export Tariffs at the baseline determined by your Trade laws. To give you a couple examples of what this baseline could be, under Mercantilism you have overall lower export tariffs and higher import tariffs, while Free Trade removes all tariffs altogether.
    Well, thats about all there is to say about the changes to Trade. Overall, were quite happy with the changes weve made and how much better it feels to play with compared to the old 100% manual system. Join us again next week, where I will cover Achievements!


    [ 2022-08-11 16:00:40 CET ] [ Original post ]

    Dev Diary #53 - Characters


    Welcome back! With the traditional Swedish summer vacations over, the Victoria 3 team is back to work and that means the resumption of dev diaries. Today were going to take a look at Characters and their various facets, including Leader Ideologies, Traits, Popularity, and more. His Imperial and Royal Apostolic Majesty, By the Grace of God Emperor of Austria, King of Hungary and Bohemia, Dalmatia, Croatia, Slavonia, Galicia, Lodomeria and Illyria; King of Jerusalem, etc.; Archduke of Austria; Grand Duke of Tuscany and Cracow; Duke of Lorraine, Salzburg, Styria, Carintia, Carniola and Bukovina; Grand Prince of Transylvania, Margrave of Moravia; Duke of Upper and Lower Silesia, of Modena, Parma, Piacenza and Guastalla, of Auschwitz and Zator, of Teschen, Friaul, Ragusa and Zara; Princely Count of Habsburg and Tyrol, of Kyburg, Gorizia and Gradisca; Prince of Trento and Brixen; Margrave of Upper and Lower Lusatia and in Istria; Count of Hohenems, Feldkirch, Bregenz, Sonnenberg etc.; Lord of Trieste, of Cattaro and on the Windic March; Grand Voivode of the Voivodeship of Serbia etc., etc.
    Interest Group Ideologies, such as Liberal for the Intelligentsia and Jingoist for the Armed Forces, are for the most part set in stone outside of some special instances. Interest Groups represent broad class interests rather than the prevailing political zeitgeist, so weve taken care to ensure that their Ideologies align with those interests. The Rural Folks Particularist Ideology, for instance, opposes Serfdom, Debt Slavery, and Peasant Levies - and its difficult to imagine them changing their stance on such matters. Market Liberals can appear after researching Stock Exchange, and may well decide that they want to shake up your tightly controlled or agrarian economy.
    The Ideologies of your Interest Group Leaders, however, do represent the prevailing political zeitgeist within their own section of society. Every character comes with their own personal Ideology, determined by a wide variety of factors reflecting the material and political conditions of your nation. Ill list a few examples of these factors:

    • Fascist leaders are more likely to emerge in countries that are paying War Reparations after losing a war.
    • Radical leaders are more likely to emerge in absolute monarchies with high turmoil in incorporated states.
    • Communist leaders are more likely to emerge in countries with large urban centers and low living standards for the lower strata.
    • Social Democrats are less likely to emerge from content Interest Groups - angry IGs will turn towards more radical forms of socialism.
    • Theocrats are more likely to emerge when your country has the State Religion law and the Devout Interest Group is powerful.
    • Market Liberals are more likely to emerge in countries with large Urban Centers and less modern economic laws like Traditionalism and Mercantilism.
    Mr Marx here is one of several historical figures who has been lovingly sculpted by our artists. He can show up in your country shortly after researching Socialism, and may become the Interest Group Leader for the Trade Unions.
    Some characters have a specially defined historical appearance, such as Mr Marx here or the Kaiser above. Well have a limited number of these on release, but we expect to continue adding more historical DNA to both characters present in the start date and characters who can emerge later in the game. Likewise, many countries (especially those we expect to be popular among players) have an historical set of starting Interest Group Leaders and Commanders but not all. Once again we expect to flesh this out further as we deep-dive into particular regions post-release. Where historical characters havent been defined, the game will generate a character with an appropriate Ideology based on the factors described above. A variety of historical figures can emerge as the game progresses beyond 1836. We can define everything youd expect about a character like their religion, ethnicity, and traits, but theres also a little more we can do here. Taking US President Abraham Lincoln as an example, weve set the earliest date that he can become an Interest Group leader to 1847 (when he first entered the House of Representatives, joining the national political stage). We can set both country-level and Interest Group-level triggers on when its appropriate for a character to emerge - Lincoln can emerge only in the USA, and he can join either the Intelligentsia or Rural Folk if they are not Marginalized. We can also determine the chance that a politician will emerge every time a suitable Interest Group selects a new leader. Santa Annas political and military career is as long as it is fascinating. The day he was captured by the Texan army however was not one of his best days - should this happen in Victoria 3, Mexico will be forced to capitulate and recognize Texan independence.
    Every character has one or more Roles that determine their impact on your nation. Characters can sometimes have multiple roles, for instance it is possible to Grant Command to your monarchs and dictators give them the ability to command your armed forces personally. Characters can have the following Roles:
    • Rulers. The King, the President, the Pope, the head honcho of the nation. Who rules your country is determined by your Governance Principles law.
    • Heirs. Heirs exist only in monarchies, and primarily spend their time waiting for mummy or daddy to pop off so they can have their turn on the throne.
    • Politicians. These are Interest Group Leaders, whose ideologies are a huge determining factor for the laws you can pass and the Political Movements that will emerge.
    • Commanders. Your Generals and Admirals, heroically (or not so heroically) leading your forces into battle.
    A Charismatic Interest Group Leader can provide a very large boost to their IGs Pop Attraction, which if you want to empower that IG can be a powerful advantage in realizing your ambitions. If the Charismatic leader is a member of an IG you are not so keen on however, they may become a painful thorn in your side.
    Each character also has Character Traits. Traits have a variety of effects, and these effects can differ depending on the Characters Role(s). Lets take the Cruel Trait as an example. All Cruel characters take a very substantial hit to their Popularity (more on that in just a bit), but the other effects are applied depending on the characters role. A Cruel commander will encourage his forces to cause more casualties to the enemy and more devastation in the course of the war. When an IG has a Cruel leader, they will gain more approval for being included in the government. Finally, a Cruel Ruler enjoys cheaper Decrees (Violent Suppression might be a favorite), but opposition IGs will more readily disapprove of the government and all pops in the nation will have reduced standard of living. Other Traits include Ambitious, Pillager, Innovative, and of course Opium Addict. A characters virtues and vices may impact their Popularity - Mr Pretorius here has many fine qualities, but his relationship with cocaine has caused his otherwise stellar reputation to take a hit.
    Popularity is a measure of a Characters reputation among the people of the nation. It comes primarily from their Traits, but many Events will cause Characters to rise and fall in the arena of public opinion. Like Traits, the effects of a Characters Popularity depends on their Role(s). For the Ruler, Popularity adds Legitimacy to their government. The Popularity of Interest Group Leaders affects the attractiveness of their IG to pops and is a contributing factor to Momentum in Elections. Finally, combat units will regain their morale faster (or slower!) depending on the Popularity of their Commander. Characters play an important role in Victoria 3. They rule nations, dominate internal politics, and command armies. Through their Ideologies, new and old ideas clash in the arena of government and public opinion, while their Traits will help or hinder their goals as well as yours. And that is all for today! Next week, Martin will unveil the revisions to the trade mechanics since we last covered them.


    [ 2022-08-04 16:01:16 CET ] [ Original post ]

    PDXCON 2022


    Victorians! PDXCON returns to Stockholm this September! Meet the developers, join a massive board game session, attend Paradox games orchestra & play our games! Victoria 3 will be the guest of honour this year, including; Q&A sessions with the developers, a talk about the economy in Victoria 3, live gameplay sessions, a live demo introduced by the team and for a lucky select few, the unique opportunity to participate in workshops with the design team about the future of the game! Get the tickets while supplies last! https://paradoxinteractive.com/pdxcon


    [ 2022-08-03 12:03:44 CET ] [ Original post ]

    Victoria 3 | Monthly Update #13 | July

    Within this monthly update, we shall enthrall you with a tale weaving through: the Graphics of Victoria 3, our Living Map, the Tutorial and Player Objectives & Agency! 00:00 - Intro 00:25 - Graphics Overview 04:17 - Living Map 08:14 - Tutorial 11:44 - Player Objectives & Agency [previewyoutube=jrLMQTDpuaA;full][/previewyoutube]


    [ 2022-07-19 16:31:00 CET ] [ Original post ]

    Dev Diary #52 - Player Objectives


    Hello everyone, and welcome to Victoria 3s 52nd Dev Diary. My name is Nik or Paradoxical Nikname and I am here to tell you about Player Objectives in the game.
    Objectives screen You might have already seen this screen from the last Dev Diary, but I will go through it again quickly. Here we give you the player a choice on what you would like to do in your game. You have the tutorial, three different objectives and the Sandbox. If you missed the last Dev Diary and would like to know more about the Tutorial (click here). Then you have the three Objectives to choose from, well go into those in a bit. Finally, we have a sandbox for those of you who want a completely unguided campaign. What are Objectives There are multiple goals we are trying to achieve with objectives. First and foremost we wanted to present the player with some suggested accomplishments to try and achieve before the end of the game. How the player chooses to complete the tasks in the end is up to them. Another one of our goals is to make an extra challenge for players who have dipped their toes into the tutorial and now want to try and take that knowledge and see if they can carry themselves without the extra help from the tutorial. Also we see it as a way of giving the player an idea of what to play. Say that you are in that, I wanna play (insert Paradox Title) mood, but you don't know what you want to do or who to play as. Now we have a mission for you to complete either as a specific nation or a random one. One thing I would like to make clear to you is, these are not an extra set of tutorials. These are their own challenges available as an additional option. There are no How and Why tutorial lessons that guide you towards completing the tasks. It is entirely up to you to solve and complete the task at hand. Player Agency and Direction Much like the Journal system walks a tightrope between historical accuracy and the player's ability to create their own alt-history, the Objectives system has to balance agency and direction. Too much direction and you feel railroaded or puppeteered, too little direction and the goal just becomes noise competing for your attention instead of something to strive towards. In early playtests we found that many players were intrigued by all the systems and how they fit together but didn't know why to perform certain actions in the game, because nobody was pushing them in a particular direction. This was particularly true for strategy players new to Victoria, while those with prior experience could more easily formulate goals for their campaigns before they started: "I want to liberalize Tsarist Russia" or "I want to form Poland as Krakow" or "I want to make Qing the globally dominant economic force". The Objectives system helps with this in two ways: [olist]

  • By having the player tell the game what kind of game they want to play, the game can suggest suitable countries and provide relevant challenges
  • By having the player decide on a campaign goal ahead of time, they have at least an initial direction for their first steps [/olist] Objective pacing and modding As mentioned briefly in the Tutorial dev diary, the Objective system includes a pacing mechanism that hands out appropriate Journal Entries to players at the appropriate time. This system is invisible during play, but can be utilized by modders to make their own Objectives - or even more tightly scripted long-term event chains or campaigns, if desired. Each Objective has a series of subgoals, with trigger conditions that can include previous subgoals and effects that happen when they trigger. This means subgoals can become eligible to fire only when a certain subgoal is marked complete, or for as long as a different subgoal isn't complete, or when any of a named set of subgoals are complete. The typical effect when a subgoal triggers is to grant a Journal Entry, but it can also perform any number of other things - setting up preconditions, firing notifications, changing AI parameters, and so on. Combined with the capabilities of Journal Entries, this technically lets an enterprising modder make entire branching narratives that can change based on the conditions of the player and the rest of the world when the subgoal was triggered. In practice we're much more open-ended in how we use it for the Objectives that will be in the game at launch, since we only use it to provide some player-selected direction for their campaign. Recommended starts Each Objective will have its own recommended nations to play as that can be easier or more difficult to complete the Objective as. It is also entirely up to the player if you wish to play as one of these recommended nations or if you instead wish to select your own nation to play with objectives on. These countries are selected because they are interesting nations to pursue the stated objective with, and may have their own unique quirks to overcome or leverage as they progress through the challenges.
    Starting a game with an objective enabled At game start, similar to tutorial, you will get a notification letting you know that you are playing a certain objective. After letting the game tick for a few days you will get your first task, simply complete the task and move on to the next one.


    Progressing through the objective As stated earlier above, Objectives work like a chain of Journal Entries. Unlike the Tutorial however, there arent special triggers that are needed for them to fire after completing the previous entry. Most will appear immediately after you complete the previous Journal Entry. These tasks are meant as a helping hand, you will need to complete them to get to the final Objective, but you will be free to complete the objectives any way you want. One of these objectives can be as simple as making sure that a good in your home market is not too expensive. Another could simply be a requirement to pass a certain law.
    The Final Objective After completing the secondary objectives, you will receive your Final Objective. This objective, which is named after the full Objective, will take much more time and effort to complete. The tasks before were meant to help you along the way and prepare you for the final task. Upon completion of the Final Objective, you will receive an associated Achievement. Economic Dominance Objective
    For those of you who love pie charts or want to put your economics degree to the test, we have the Economic Dominance Objective. For this Objective we want to present the player with a host of tasks that relate to improving your economic power base, with the overall goal being to control a large part of the Global GDP within your market. Hegemony Objective These flags are not all correct (yet)! The technical reason for this is that the game hasn't actually started yet, the dynamic flag system can't kick in and alter the flags appropriately for the start conditions, so it falls back on a default flag. We're looking into it :)
    For all you map painters out there we have the Hegemony objective. In this objective you will aim to have a large portion of the global population within your, or your Subjects', borders. Subjugations and aggressive expansion may both be part of your strategy, but ensuring your population growth is on par with the rest of the world is also crucial. Egalitarian Society Objective
    If you aren't particularly into the big number go up or expansionist game, we have a Nation builder objective for you as well. In Egalitarian Society your task will be to make the most equal society you can. You will need to expand your institutions as well as passing more progressive laws to achieve your goal. Once you have established this equality of (legal) opportunity, the final challenge will be to also develop a very high average Standard of Living and education rate among all your Pops. Ending That's all from me today. As many of you know most of Paradox goes on vacation next month so there will be no Dev Diaries in July, but we will be back in August with more!


    [ 2022-06-30 16:00:27 CET ] [ Original post ]

  • Dev Diary #51 - Tutorial

    Hi, Im Aron, UX Designer on Victoria 3. I'm here to tell you all about our latest attempt to teach you how to play a Paradox game (God help me).

    Another Paradox Tutorial?


    As you have probably figured out by now, Victoria 3 is by far our most complex and deep economic experience to date. Many of our mechanics and terms can be found in a real world economy, and we have to take into account that the player might not intuitively know what Tariffs, Loan Principal, or Subsidies mean. But such specialized terminology is also the best way to describe the mechanics - "Trade Tax" is just awkward and imprecise compared to "Tariff". We also have to keep in mind that many of you have your own interpretation of these terms (Like our QA Manager, Paul, who conveniently has an Economics Degree). Down the same line of thought, the optimal way of learning a game is unique to every player. Do you want to be handheld and led through the game bit by bit, or do you simply want to explore the full game yourself and learn from your mistakes as you go? Do you want to know every little detail why you should do something before you do it, or do you want to just do it and learn the effects of your actions as they appear? In the end, this made us ask ourselves, is there a way we can make a solid Tutorial that caters to as many players as possible? This remains to be fully answered, but we are confident that we have given it our best shot.

    Learn the Game your way


    In Victoria 3, the Tutorial works as its own Player Objective named Learn the Game. A Player Objective is something you as a player can add on top of the normal sandbox experience provided by our GSG titles. Our Game Designer Nik will tell us more details about Player Objectives next week. 4 Player Objectives + Sandbox (no objective).
    When you choose the Learn the Game Objective in Vicky, you do not sacrifice your first game of Victoria 3 to a handheld Tutorial experience of the game. The game will start off and work in mostly* the same manner as if you started it with any other Objective (or without an Objective). You may pick whatever country you want, though we do provide a couple of recommended countries that can be considered potentially easier starting countries in regards to typical gameplay and amount of things to manage. Like all historical Paradox grand strategy games, countries start off in very different positions and playing your first game with a landlocked single-province vassal state with nothing but subsistence farmers might not be the ideal learning experience - though we won't prevent you from trying! Currently, we recommend Sweden or the United States of America when you Learn the Game. Although these recommendations are a work in progress, some countries might be removed and some might be added.
    If you start your very first game of Victoria 3 as America with Learn the Game as your Player Objective, you are greeted by an optional introductory popup that will walk you through the basic UI controls, main UI elements, and how to unpause the game (youd be surprised how many first time Paradox players that do not find out how you unpause our games). After that, the reactive Journal System takes over and handles most of the Tutorial as you move through the game. The first step in the intro Tutorial lesson. Aimed to set the mood and expectation, but nothing too grand, the grandness we let the game handle itself.

    Reactive Journal system


    As I hinted at above, there are two major components to the tutorial experience, the reactive Journal Entries complemented by short popup tutorial lessons. The first is a set of challenges for you to accomplish, that will be delivered via the Journal system (see Dev Diary #31 - Journal Entries). Completing (or, sometimes, failing!) these challenges "proves" to the game that you have learned the fundamentals of the mechanic we're trying to teach you, and permits you to proceed in the tutorial. Early challenges are in the form of "Expand a Farm" and teach you basic UI navigation and the surface layer of the construction mechanics. Later challenges could be "Increase GDP by 10%" or "Elevate your Power Rank", which require more long-term commitment and integration of many skills you've learned so far. To the greatest extent possible we attempt to cater these challenges to your situation. For example, if you play the tutorial as Sweden, you will be tasked to expand a Rye Farm as your first challenge, while if you play it as Sokoto it will be a Millet Farm. Another country might be tasked to expand a Livestock Ranch instead, if that is deemed to be a more suitable building type. Similarly, when you're asked to improve relations with a certain country, we try to select a country where your efforts won't be wasted. Our aim here is to not just have you go through the motions, but actually benefit from the challenges you complete. This is also how we can adapt the tutorial challenges to work with virtually every playable country on the map. The Journal with a bunch of active Tutorial Journal Entries
    Tutorial challenges aren't completely linear but do spawn in a logical sequence. For example, you won't be given the challenge to increase the investment into an Institution until you have actually enacted a Law that enables an Institution. In some cases a previous challenge sets up the preconditions for completing a subsequent challenge, and in other cases later challenges build on concepts you have learned about in prior challenges. This is handled by a kind of pacing system that underlies the Objectives mechanic, which we will also learn more about next week. * I previously mentioned that Learn the Game will work "mostly" the same as any regular sandbox game, with the addition of the learning challenges. There are some subtle differences, such as the AI being reluctant to start Diplomatic Plays against you before you prove you have a handle on the basic economic and political aspects of the game. Setting an Objective can also apply a set of default Game Rules which can override core game parameters. For the Learn the Game Objective this includes lowered AI aggressiveness by default, though you can always choose to ignore this default and increase it before starting your campaign if you prefer. Perhaps you learn best through repeated failure?

    How and Why


    The second aspect of the tutorial are popup walkthroughs that deliver explanatory information or guide you through the user interface. This will be highly reminiscent of the classic linear tutorial experience, where the next bit of information or instruction is unlocked by you navigating to and clicking a specific highlighted button in the interface, or just pondering the text for a while and clicking "Next" when you feel you've understood. The difference between the classic linear tutorial and our approach is that these lessons are short, modular, and usually player-triggered. Each tutorial Journal Entry has up to 2 popup tutorials called Tell me How and Tell me Why. The How will guide you through the interface to show you which buttons to press to complete the task, for simpler challenges, or show you where you can find the information to solve the problem, for more complex ones. The Why will tell you the often crucial bit of information of why you would want to do a certain thing and what effects this might have. Here is step 9/10 in the Tell me Why lesson for Expanding a basic Building. Note that we also use illustrations to convey how things work.
    You can trigger any of these, in any order you like, or not. In many cases, especially if you're well-versed with Paradox games or strategy games in general, you might want to solve the simpler challenges with no guidance at all just by clicking through the menus and figuring it out. For some players, this kind of self-guided problem-solving is less tedious and leads to a more comprehensive understanding of the game, though it may take longer. If you get stuck, you can always click Tell me How and follow the instructions. Many players might want to click Tell me Why to get a more in-depth explanation of every feature as they first engage with them, but you can also skip past it and read up on it later in our in-game Vickypedia or online wiki. The first step of the Tell me How lesson to Fixing a Capacity Deficit still gives you a short premise of why one way of doing it is better than another, but not nearly as extensive as the Tell me Why lesson does.
    A lesson telling you why expanding a basic Building is a safe investment.
    Popup walkthroughs are not only associated with tutorial Journal Entries. Some are triggered at key points in the tutorial, such as when you complete a challenge and in the very beginning of the Learn the Game objective, just to teach you the basics of moving the map around, clicking buttons, and the main HUD. They are also wired up to a few key Concepts. If you encounter such a Concept in-game that you'd like to learn about more in-depth and hands-on, you can trigger a tutorial right from the Concept tooltip anytime - whether you're in the Learn the Game Objective mode or not. The Interest Group game concept with a button to get a UI walkthrough of what Interest Groups are.
    You dont have to start the game with the Learn the Game objective to be able to get this lesson, its available in all objectives and sandbox mode, whenever you might need it.

    Final Thoughts


    When we designed the tutorial system we had three main goals:
    • It should cater to as many unique learning styles and degrees of prior experience as possible
    • It should be integrated with the regular gameplay experience, not be a separate mode players have to go through to "get to the game"
    • It should be modular and future-proof, so we don't have to rewrite the flow of the whole thing when we add or change mechanics
    Based on our own experiences as avid strategy gamers, games that force the player to make an initial self-selection of "Novice / Intermediate / Expert" player profile to funnel them into the appropriate tutorial "track" often end up off-base, with players assessing themselves incorrectly or more advanced tracks leaving critical knowledge gaps. Instead we figured, why don't we ask the player what type of information they want in the context of whatever they're trying to learn, and put them in charge of their own learning? Similarly, while a tightly scripted and funneled tutorial with perfectly controlled variables might be easier to craft a novice learning experience around, we didn't want players to skip the tutorial because they wouldn't be able to play the campaign they wanted to, or cancel it halfway through and restart because they felt they'd learned enough. So we thought, if we get the player to tell us they want to "Learn the Game" as an Objective, we can serve up suitable dynamic challenges with optional guides, and everything else is simply pure gameplay. Finally, with this approach we can add or change individual challenges and tutorials along with updates to mechanics, without having to worry about shoehorning learning about this new mechanic somewhere in the middle of a linear tutorial, rebalancing this tutorial, and perhaps most importantly, forcing existing players to replay the tutorial to learn about the new stuff. Crusader Kings 3 was the first PDX game to implement a Reactive Tutorial, which triggers an informational window when the player first encounters a new mechanic. This may sound straightforward but was a big step forward for us in terms of proactive explanation of new game mechanics in our highly interconnected and evolving games. In Victoria 3, we have taken this concept and expanded it such that we can embed entire tutorial flows into new game concepts that lead the player through the interface of a new mechanic in depth and on-demand. In addition, we can add more challenges and tutorial flows into the existing Learn the Game Objective, and even add new Objectives that incorporate challenges to teach major new features. But we will learn more about that next week, when our Game Designer Nik tells us about how Objectives work.


    [ 2022-06-23 16:00:56 CET ] [ Original post ]

    Dev Diary #50 - Living Map


    Hello again everyone! This week, as promised, Ill be showing you a lot more of the visual elements of the map and how it evolves over the course of time and through your influence. The Living Map has many different elements to it that adds both a bit of flavor and life in the world of Victoria 3, Ill be going over some of the main elements in their current state to give you all some insight. Hub Expansion The most important and noticeable aspect that the world is progressing are your Hubs, as you reach certain thresholds of buildings (both production, government and residential ones) your cities will expand with the corresponding buildings. When it comes to the residential buildings they all have three different tiers of wealth within each culture set, the higher tiers are automatically activated upon reaching a higher Standard Of Living for the Pops of that Hub. To further amplify this change of SOL and to provide some more motion around hubs we have an effect that indicates either an increase or decrease with a construction hammer and anvil that either hardens or breaks. Small Hubs

    Large Hubs

    Decrease in SOL
    Increase in SOL
    Vehicles Traversing the roads, seas and even skies of the game we have made quite a few vehicles that breathe life into the world. These are unlocked by research, adjusting your Production Methods and building specific buildings. The most fundamental one being a horse carriage that traverses the dirt roads of connected Hubs, with specific research you can instead have cars putter along the roads! If regular roads are too simple for you there are also a bunch of different trains for when youve researched railroads, old locomotives can turn into electric ones and steel railway cars can also be applied. Well get there, eventually
    Traveling in style
    Old locomotive

    Electric trains


    But land is not the only place where vehicles make an appearance, in the seas and along the shipping lanes youll be able to see cargo ships traveling! These range from simple clippers to steamships, depending on what youve researched and what sort of Production Methods youre utilizing. Trade ships


    Last but not least we look to the skies where youll be able to see Zeppelins soaring through the air when skyscrapers have been built and act as anchoring points for the massive airships. Soaring through the skies
    Military and War When conflict inevitably brews and wars break out there are lots of ways we show those effects on your Hubs and surrounding terrain. When gearing up for war your troops will be determined by what youve researched and the Production Methods of your Barracks. You can look at what troops you have in your Garrison at any time, but upon entering a battle they (the most advanced unit) will be visible on the map where battle takes place, facing off against the opponents troops. Depending on what weapons youve equipped your units with, different effects will show, so even a Mobile Artillery unit has different kinds of shots. Beautiful illustrations for your troops
    Bunker fire
    Flamethrowers!
    Let's play battleship!
    When a region has been ravaged by war and a lot of battles you will start to see the effect of that on the region where it has happened through Devastation. The dynamic Devastation affects a variety of parameters for the region, its trade, Pops and Hubs. It also visually shows, not just by tearing up the surrounding terrain but also muddles rivers and burns buildings, the extent of this increases the more battles are fought in the same region. Devastation (sped up)
    Devastation at a Hub
    Also, if you really need additional troops you can activate your conscription centers (if youve got access to them) which forces a lot of people to sign up. We make sure to show this as well, through an effect on your Hubs where conscripts are being drafted. Production and Pops In addition to expanding your city Hubs, youll also be able to affect the world with mining, farming and forestry Hubs. Trees will be cut down in close proximity to your forestry Hubs, farms will cultivate the earth and ground will be excavated close to your mines, leaving visible impact on the terrain. Forestry Hubs and their effect
    Farm Hubs and their growth
    Mining Hubs effect on the world
    With increased production and industrialization within your country and Hubs we are also giving you a purely visual reminder that the world will be affected by that as well. The visual Pollution will see more smokestacks rising from your hubs as well as the surrounding terrain becoming tarnished. All for the sake of progress right? Smokestacks coming from a Hub
    Pollution affecting a larger area
    However, if your people don't like the way things are progressing they will show their displeasure through turmoil, and if you dont correctly address their concerns you might find yourself with a revolution on your hands. Turmoil will just be a bit of anger brewing in the form of puffs of displeasure while revolution will have flags of opposition being raised in your hubs. Let the flags of revolution rise!
    Buildings As previously mentioned, youll get zeppelins traversing the skies upon building skyscrapers, and while these behemoths of buildings will tower over the rest in your city Hubs there are still Monuments like the Eiffel Tower that will be even stronger indicators that your cities are growing beyond the point of the regular buildings. The different skyscrapers for each culture set



    They also blink!
    That should give you all a glimpse into the life of the world map! There are things we would love to explore more in the future but I feel weve got a great foundation going that wed love to hear ideas on how to take further. Join us next week, where Aron will be covering the tutorial!


    [ 2022-06-16 16:00:33 CET ] [ Original post ]

    Victoria 3 | Monthly Update #12 | June

    A new video for Victoria 3! Today, we will learn about internal politics, assimilation and unification! 00:00 - Intro 00:24 - Elections 02:19 - Parties 03:39 - Conversion and Assimilation 06:46 - Unification [previewyoutube=V2M2q7ijU3Q;full][/previewyoutube]


    [ 2022-06-14 16:02:27 CET ] [ Original post ]

    Victoria 3 Gameplay Trailer

    Victorians! We are excited to share our gameplay trailer, with the game coming in 2022! [previewyoutube=5ftmdd1g4hE;full][/previewyoutube]


    [ 2022-06-13 16:33:01 CET ] [ Original post ]

    Dev Diary #49 - Graphics Overview


    Hey everyone! Im Max, Art Director of Victoria 3, here to go over the different visual elements of the game and give you some insight into our process. The games visual pillars center around Elegance, Hopefulness and some of the older visual elements of the Victorian era, this will be present within each visual category and discipline. To start off, a lot of things have happened visually over the last year, even in these last few weeks a lot of tweaks and improvements have been made thanks to the team! To go over some of these improvements Ill be giving a brief overview, starting with: Interface The lead of the 2D art team, Kenneth Lim, talked a lot about our interface visuals in Dev Diary #30 so make sure to check that out! The components of the interface have not changed drastically since then, but have rather been refined and more illustrations have been incorporated into menus that are very text heavy or where a bit more flavor helps. In general the interface direction wants to provide visuals that are elegant and ornate but not too heavy, with a palette that compliments the visuals of the map and illustrations, making icons and button interactions pop out from it. Working closely with the UX designers we aim to put the visual emphasis and focus where your important decisions can be made, ensuring that interactable objectives and buttons are clear and have an order of importance. Interface for the politics, showing various different elements
    Buildings and lots of icons
    Outliner for the market UI
    Illustrations As illustrations are being incorporated more frequently in the game we want to ensure they have a consistent style, a style that is something of a mix between modern digital art and some older 19th century style and technique with clear brush strokes. We also try to ensure that they all have a hopeful (though some quite grim) feel to them that gives flavor to your decisions and the Events that do occur while still not discouraging you. The illustrations for Events are quite vast, and with so many different possible events occurring one thing we have tried to ensure is that all different cultures of the game are represented within Events. The downside of this decision is that some of our events will look pretty specific to a culture while applicable to almost everyone, this is something we will look to improve in the future! Event Illustration within the interface
    Character background illustrations
    Illustrations for the different Institutions
    Map The map of the world is something weve put a lot of effort into making sure looks both very interesting yet soothing enough not to compete in complexity with the interface and the actions you take, steering clear of too much clutter and maintaining the visual pillars that gives the player satisfaction of seeing their course of the world progress. We also try to ensure a visual hierarchy of what is important to look at by balancing the complexity of assets as well as their scale. During next weeks DD Ill be talking more about the elements that help make the map feel alive and how we visually change the world as the game progresses. But aside from that the papermap, the zoomed out version of the 3d map, also has a lot of visual detail put into it, lots of small illustrations and details that make it more interesting to look at alongside the scene with the table and objects surrounding it to contextualize that this is you overlooking the world as a whole. Other elements present on the map are the buildings of different cultures that make up the Hubs that range from small farms to huge monuments, in addition theres also a vast assortment of military 3d units that appear when battles take place. Trade in the Dardanelles Strait
    Rome and the Vatican
    Asian building set
    Papermap and the surrounding scene
    Characters The characters of Victoria 3 aim to be visually representative not only of the stratas they inhabit but also of their profession and its characteristics. Butchers sporting cleavers, farmers have pitchforks and servicemen have rifles, all this in combination with various different appearances for different cultures, a large age spectrum as well as a plethora of different outfits ranging from farmer rags to exquisite dresses gives a really varied appearance of the game's characters. While our visual pillars still stand even for the characters, ensuring that their appearance is a bit softer and filled with a bit of hope, they also show when they are not doing well, giving starving Pops altered idle animations where they look displeased and hunched forward. We are still finding new ways of increasing the personalities of characters and their overall visuals and look forward to giving them even more life in the future! Farmers in Burma
    French heir
    Now thats a fancy outfit
    Aristocrats in Harar
    Growing old
    VFX The visual effects that we have in game range from emphasizing certain button presses to atmospheric weather effects like rain, sand and snowstorms but where its most prevalent is through wars and battles where units fire devastating cannon shots or even flamethrowers, really emphasizing the situation! The games VFX also helps provide a sense of whats happening on the map, visualizing things like buildings being built and completed, turmoil, revolutions and celebrations among many. It does snow a lot between Sweden and Norway
    Sandstorms can be daunting
    Fire!
    Technical Solutions For a lot of the neat details and dynamic elements of the game we have Technical Art providing smart solutions to things like waves around shorelines, the clouds that provide depth and fog of war to the map as well as how country borders and occupied territories look. Smart shader work makes waves not take up too much performance
    Clouds and Contested Territories
    That should give you some insight into how we work on the visual side of Victoria 3! As mentioned before, next week will have another Developer Diary from yours truly with a more in-depth look at the Living Map and how things change through the course of the game. We are still making a lot of nifty changes to things and cant wait for you all to experience Victoria 3 in all its glory!


    [ 2022-06-09 16:01:07 CET ] [ Original post ]

    Dev Diary #48 - Unification


    Hello and welcome to yet another Dev Diary for Victoria 3! Todays topic will be Unification, aka the process of turning one nation into another, greater nation, such as the historical example of the Kingdom of Prussia turning into the German Empire in 1871. When talking about Unification, theres two distinct types of Unifications - regular Unifications and Major Unifications, the latter of which have some special mechanics associated with them. Well go over the former first. The Unifications youre able to form range from small one-region nations like Baluchistan to vast ones like India.
    A Regular Unification is, plain and simple, a particular country that can be formed by other countries. These may be countries that have existed in the past (such as Poland), came into being after 1836 (such as Italy), are alt-history countries that we have deemed plausible or interesting enough to include (such as Arabia) or may even be countries that already exist on the map in 1836 but can be re-formed if they were to break up or be conquered (such as the United Provinces of Central America). In order for one country to become another, theres a few conditions that must be met:

    • The forming country must share at least one Primary Culture with the Unification country. For example, any country with either South German or North German Primary Culture can form Germany, which has both.
    • The forming country must have a lower country tier than the Unification country. Country tier is an inherent status assigned to each country based on how it was historically perceived, and gives Prestige based on how high the tier is. For example, a country that was historically regarded as a Kingdom gets a bit more Prestige than one that was a mere County. This is a fairly weak effect, as the idea that some countries/titles are simply more inherently prestigious than others was falling out of fashion in the games era, but serves as a useful way to determine which countries would realistically strive to change their identities, as its quite unlikely that Poland would want to turn itself into just Galicia-Volhynia, while Krakow might jump at that opportunity. There is one exception to this rule - a country may form a Major Unification of the same tier, if they are themselves not already a country that counts as a Major Unification. For example, the Empire of Austria can become the Empire of Germany despite not increasing their tier in the process.
    • The forming country must own or be the suzerain of the owner of a sufficient number of the integral State Regions of the Unification Country. Usually, what a Unification country considers to be its integral State Regions maps directly to the Cultural Homelands of its Primary Cultures - so the integral State Regions of Italy is any State Region that is considered to be the Cultural Homeland of either North Italian or South Italian culture.
    • Certain Unifications may require you to research technologies such as Nationalism or Pan-Nationalism to be available.
    Once these conditions are achieved, unification is as simple as the press of a button. Once that button is pressed, the forming country will immediately turn into the Unification country, annexing any subjects of theirs that share a primary culture with the Unification country and own land in its integral State Regions in the process. For this reason, it isnt necessarily required (or even desirable) to outright conquer other countries that are standing in the way of your unification dreams - subjugating them lets you count their land towards the required goal, and allows you to integrate them into your unified country with less Infamy than you would otherwise get. With seven of the nine integral Australian State Regions under their control, New South Wales are ready to proclaim themselves as the united Dominion of Australia
    Thats about all there is to know about regular Unifications. So then, how do Major Unifications differ? Quite a bit, actually! Major Unifications are countries such as Germany and Italy, which historically had strong nationalist movements agitating for their creation from the disparate polities they were divided into. At the start of the game, these differ little from regular Unifications, but once any country sharing a primary culture with the Unification Country researches the Nationalism Society tech, new mechanics called Unification Candidates and Unification Diplomatic Plays come into effect. Unification Candidates are, quite simply, countries that aspire to unify the aforementioned disparate polities under a single flag, the clear historical example here being the Kingdom of Prussias ambition to unify Germany. In order for a country to be a Unification Candidate, the country must be at least a Major Power. However, if there are other (potential or current) Unification Candidates that are Great Powers, then Major Powers are not considered to be valid Unification Candidates as they are simply seen as too weak by comparison. There can be up to 3 Unification Candidates at any given time, and if there are more potential candidates than this, then the 3 with the highest Prestige are chosen. It is also possible for there to simply be no Unification Candidates at all if no potential formant is at least a Major Power. As power rankings change, so do the candidates - any candidate which falls below the rank threshold ceases being a candidate, and any potential candidate that achieves it becomes a candidate (assuming there is a free slot or they can beat out an existing candidate in raw prestige). Prussia and Austria each have a handful of supporters for their bid to unify Germany, but most of the minor German countries remain uncommitted.
    So then, now that Ive told you all about how to become a Unification Candidate, what do you do once you actually are one? Well, most importantly, you can now begin to receive the support of non-candidate countries sharing a primary culture with the Unification Country - aka, any country which has the potential to be a candidate but doesnt make the cut. These countries can instead choose to throw their weight behind one of the existing Candidates, effectively telling the world that they would like to become part of something greater than themselves. For the purposes of holding the necessary number of integral State Regions, any Unification Candidate gets to hold the land held by countries supporting them, so if both the Mecklenburgian Duchies back Prussias candidacy, this means that Prussia gets to count Mecklenburg towards the number of North/South German State Regions they need. Furthermore, Unification Candidates get access to two special Diplomatic Plays, which can be launched from the Nation Formation panel. These are called National Leadership and Unification, and are modelled largely on the historical process by which Germany came into being. National Leadership is only relevant if there are multiple Unification Candidates, and is effectively one candidate challenging another for supremacy, as happened in the Austro-Prussian War of 1866. This play always targets another Unification Candidate with both sides having as a primary wargoal to force the other to renounce their candidacy. Supporters come into play here, as any country pledged to support one candidate or the other will automatically back them in the play, and fight on their side should things escalate into war. Having amassed a large number of supporters, Prussia is poised to challenge Austria for German Leadership and become the sole Unification Candidate remaining
    When a Leadership wargoal is enforced, the defeated party will become permanently disqualified as a Unification Candidate, which also lowers the maximum number of candidates for that Unification Country by 1 (to ensure that there is not simply an endless number of new candidates rising up to challenge the dominant candidate). In other words, if Prussia defeats Austria as happened historically, then Austria will no longer be a Unification candidate, and unless another German country such as Bavaria has been able to rise to Great Power status, Prussia will be left as the sole candidate standing. Its important to note that Austria being disqualified from candidacy for Germany, does not actually prevent them from ever forming Germany, but it does mean they can no longer use the tools available to candidates and so would have to rely on brute force to achieve that end. When there is only one Candidate (either because there was only one to begin with, or all others have been defeated), the Unification play can be used. This is a special play that involves every non-Great Power country that shares a primary culture with the Unification Country and owns land in its integral State Regions. As before, any of these countries that support the candidate will automatically be on their side in the play, while all others (regardless of who they might have supported or not supported in the past) will be on the opposing side, with the strongest among them as war leader. Just as with any other Diplomatic Play (including National Leadership) any country with an interest in the region where its taking place may butt in. In a Unification Play, the attacker is angling for no less than the full annexation of all other (non Great Power) countries on the potential target list, including their own supporters (who may end up fighting to be annexed). As such, it may seem like there is little reason for a player country who isnt a Unification candidate themselves to support a candidate, but (assuming your goal isn't annexation of your own country) there is one valid reason to do so: To play for time. Supporting a unification candidate is very likely to make them friendlier towards you, which means that if youre playing as Anhalt, surrounded on all sides by Prussia, it can be a valid strategy to throw your support behind them to avoid an intervention in your country, and abandon that support once youve secured some strong allies. With Austria now out of the contest, German unification seems within Prussias grasp if they can find a way to avoid or overcome French and Russian intervention
    Thats all for today! Join us next week as we turn to the topic of Characters with another dev diary by our lead content designer and AAR aficionado, neondt.


    [ 2022-05-26 16:00:53 CET ] [ Original post ]

    Dev Diary #47 - Conversion and Assimilation

    Happy Thursday! Today our topic returns to Pop mechanics, with a discussion around some of the finer details on how Pops may change their religion and culture over time depending on your nations legal system. The mechanics themselves are quite straightforward, but as always in Victoria 3, the applications of them can have quite different outcomes in different situations. Lets begin by reviewing the mechanics around Discrimination, since this will be important later in the discussion. Weve already talked about most of this in other dev diaries but some details here may be new.
    Discriminated Pops have barely any Political Strength and cannot vote. This means the only way they can impact your countrys politics is by agitating for change through Political Movements, or by starting a civil war for self-rule through a Cultural Secession. In addition to being hamstrung politically, they also get paid substantially less than their non-discriminated counterparts, have a harder time developing Qualifications for certain Professions, and their presence in your country is a potential source of radicalism and Turmoil. Whether a Pop is discriminated against or accepted depends on who they are, the national identity of the country they live in, and the laws of that country. Both culture and religion are potential reasons for discrimination, and these are controlled by different laws. Your Citizenship laws determine which Pops are discriminated against on the basis of their culture, while your Church and State laws determine which forms of worship are considered acceptable in your country. To be considered non-discriminated by these laws, Pops must pass a more or less stringent selection criteria based on how much they differ from the primary culture(s) and state religion in the country. For example, under the Racial Segregation Citizenship law, only Pops whose cultures heritage trait matches that of their primary cultures heritage trait will be accepted. The heritage trait indicates which region of the world the culture originates from (e.g. European, African, Indigenous American), and under this law that is the only thing that matters - whether the Pops speak the same language, or are both transplants in the New World, is unimportant in determining their status. By contrast, under Cultural Exclusion, any similarity between a Pops culture and one of the primary ones qualifies them as equal under the law. The total set of options are: Ethnostate: only Pops of primary cultures are accepted National Supremacy: Pops whose cultures share both heritage and another trait are accepted Racial Segregation: Pops of the same heritage are accepted Cultural Exclusion: Pops whose cultures share any similarities are accepted Multiculturalism: no cultures are discriminated against State Religion: only Pops who adhere to the state religion are accepted Freedom of Conscience: Pops who adhere to a religion in the same family as the state religion are accepted (e.g. any branch of Christianity, any form of Buddhist) Total Separation: no religions are discriminated against
    The practical impact of these laws therefore depends on what the state religion and primary cultures of your country are, as well as who actually lives in your country. An Ethnostate operates no differently in practice than a Multicultural state if only Pops of primary cultures live there. Since Pops are unlikely to mass migrate to your country if theyd be oppressed there once they arrived, until you expand your borders and populace by force you may not see a practical difference (except for a curious lack of immigrants). But if you were to form a Customs Union with a poorer neighbor, resulting in a lot of economic migration within the market to your country, you might have to deal with substantial political strife until you take steps to loosen up your Citizenship laws. If the option exists for you, as an alternative you might consider attempting to unify your nations instead (which well learn more about next week) in order to accept both cultures as primary. Alright, now that weve cleared up how countries can adapt to the Pops, we will consider how Pops might adapt to their country.
    First lets tackle Religious Conversion. Pops who are discriminated against on the basis of their religion will always be in the process of converting to an accepted religion. The religion they convert to is not necessarily the state religion, though - it could be any accepted religion that is dominant in the state where they live. An Indigenous American following an Animist religion in a United States with Freedom of Conscience instead of Total Separation is eventually going to convert to some form of Christianity to avoid religious persecution, but if they live in a Nebraska that has been settled by predominantly Catholic rather than Protestant Pops, they would convert to Catholicism even though Protestantism is the dominant religion in the nation as a whole. Pops convert at a percentage-based rate, currently set to a base of 0.2% / month (as usual, numbers such as these are subject to balancing and change before release, and are always moddable). A percentage-based conversion rate naturally means a diminishing number of actual converts over time, so at this rate it would take almost 30 years for of your discriminated population to convert. If you find this rate too ponderous for your strategic goals, you have two primary tools at your disposal to speed it up. The Religious School System law + institution combination increases this rate by +20% per investment level, up to a potential maximum of +100% (i.e. twice the speed). It also increases the Education Access of Pops overall and increases the Clout of the Devout Interest Group. The other method is the Promote National Values decree. Like all decrees, it is issued in a certain state and costs Authority for each state it is issued in, so in a larger country you will have to focus your efforts. Promote National Values doubles the rate of both conversion and assimilation.
    Using a combination of both methods, you could speed up religious conversion such that of a minority population can be converted to an accepted religion within the span of a 10 years. Of course, your school system only extends to incorporated states, so if youre trying to mass convert Pops in conquered land or colonies you will have to do so by decree - or embark on the often lengthy and painstaking process of incorporating a part of the world thats culturally alien to your country. This leads us to cultural assimilation. The conditions for assimilation are a little more complex than conversion, and in some ways operate by the reverse logic. In order to start assimilating, a Pop must already be culturally accepted. After all, if they cant get citizenship, cant vote, cant participate in politics, cant get paid a fair wage on the basis of who they are, there simply is no way for them to assimilate - by which we mean, integrate themselves into a primary culture such that they are both accepted as such by others and genuinely consider themselves part of that culture. Renouncing ones religious beliefs and practices can be a very practical and concrete choice, but adopting and being adopted by a different culture is not a utilitarian decision. In addition, Pops will never change culture if they live in a state they consider their Homeland. A Franco-Canadian in Ontario might over time adopt the ways and tongue of their Anglo-Canadian neighbors, but a Franco-Canadian who resides in Quebec?! Plutt mourir! (And of course, if a confederated Canada has been created with both Anglo- and Franco-Canadian as primary cultures, none of those types of Pops would be changing cultures in the first place.) If a Pop should be assimilating, the culture they will be assimilating into will always be a primary culture. This is because, again, this is not a practical decision thats just up to the Pop in question, but a two-way-street of assimilation into the dominant national identity. In the case of countries with multiple primary cultures, the one selected will be the Homeland of the state the Pop lives in, or in case none or several apply, the dominant one among Pops who already live there. A Czech Pop living in a unified Germany (North + South German) in the state of Silesia (North German and Polish Homelands) will assimilate into the North German culture; if they lived in Bavaria they would be assimilating into the South German culture; and if they lived in Bohemia they would not assimilate at all, since Bohemia is a not only a South German but also a Czech Homeland. If this Pop instead lived in Transylvania (with both Hungarian and Romanian primary cultures and Homelands), they would be assimilating into whichever of those cultures is more dominant in the part of Transylvania where they live. The rate of assimilation is the same as for religion, 0.2% per month. As mentioned, the Promote National Values decree can be used to double this rate on a per-state basis. In addition, a Public School System will provide an increased assimilation rate of +12.5% per investment level, representing perhaps a less overt approach to indoctrination than their religious counterparts. With maximum effort, this means you can assimilate half of a minority population in about 18 years.
    Ill end on a small design note. While our primary motivation while developing these mechanics was to provide a logical and believable simulation, a nice side effect of the asymmetry between conversion and assimilation is that theres no way to benefit from both without an asymmetry in your laws as well. An inclusive, accepting, discrimination-free society wont also become religiously homogeneous over time, nor will an oppressive, xenophobic country be able to assimilate their cultural minorities just by waiting them out while throwing resources at integrating them. Culture-wise, Pops need to be either accepted or harshly dealt with, now or in the future. Being accepting of all faiths today means there will be problems if you backtrack in the future. There is no one-size-fits-all strategy for dealing with heterogeneous populations. There are of course a few good examples of countries that already start out with asymmetrical Citizenship and Church and State laws. The Ottoman Empire, home to a lot of cultural and religious minorities, has fairly lenient Citizenship Laws but zero separation of Church and State. As a result they will initially have a lot of both assimilation and conversion, and increasing the rate of those further might be one way for them to try to minimize Turmoil due to discrimination long-term. Meanwhile, the United States has total separation of Church and State (zero religious conversion, but no religious discrimination either) but Racial Segregation laws that cause considerable population segments to be discriminated against, particularly Indigenous- and African-American. Since none of these populations will ever be assimilating unless the Citizenship policy changes, this problem will not just go away on its own. Either the United States changes course legally, or they will have to continue dealing with trouble caused by the oppression of these minorities for the following century. Thats all for this week! Like I hinted above, next week Martin will get into how Unifications work in Victoria 3, which I for one am very excited about!


    [ 2022-05-19 16:01:25 CET ] [ Original post ]

    Dev Diary #46 - Political Parties


    Good evening! Today we are finally ready to talk in detail about Political Parties. This has been a much-requested feature for Victoria 3, and indeed the political world would feel a little empty without the Whigs and Tories going at each others throats. Weve listened, and some months ago we revealed that we were indeed working on implementing this feature. Today we are ready to talk about how Parties will factor into the political landscape of the game. In Victoria 3, a Political Party is an alliance between Interest Groups. They appear in countries that have Elections, and are absent in countries without them, differentiating the experience and mechanics of democracies from autocracies. Interest Groups must be added or removed from government as a single bloc, which means that youll need to make strategic decisions about the makeup of your government and deal with the consequences. The Liberal Party may for instance contain both the Intelligentsia and the Industrialists, who will both back your plans to move toward a free market economy but diverge on the issue of child labor. Sometimes an opposition Interest Group might decide that it wants to join a Party currently in government (or vice versa) - in this circumstance, the Interest Group will leave their old Party and be marked as wanting to join their new party. This wont force any Interest Group into or out of government, but if you decide to reform your government under these circumstances you must treat that Interest Group as being a member of the new Party, bringing them into or out of government as a single bloc. The Republican Party in the USA is made up of an alliance between the Industrialists and the Intelligentsia, primarily opposing the ruling Democratic Party which is constituted by the Southern Planters and Petite Bourgeoisie.
    Just as Parties ally together when you form your government, they also share their Momentum in Elections, which determines their votes. If for instance the fascist leader of the Petite Bourgeoisie joins the Conservative Party and is caught up in a political scandal, the whole Party suffers the electoral consequences. On the other hand, as the Landowners begin to lose their political relevance in an increasingly industrialized economy they might cling to relevance by attaching themselves to the rising Fascist Party, who may bring them Political Power from the votes the whole Party gains in the Election. The Whig Party, consisting of a large number of opposition IGs, has landed themselves in a corruption scandal. Rowland Hill, leader of the Armed Forces and prominent Reformer, may have seriously harmed the entire blocs election campaign.
    During the Election Campaign period (which as youll recall lasts 6 months before the final votes are cast), youre likely to get events relating to the various Partys campaign efforts that can have a major impact on Momentum. These events are inspired by the campaigns and scandals of the period, such as Gladstones Midlothian campaign and the whistle-stop tours that became popular in the USA. There are 11 potential Political Parties that your Interest Groups can join. At any given time, any combination of these parties might exist or not exist. Parties emerge and disband dynamically, so the political landscape can be very different between countries and playthroughs. The following Parties can emerge throughout the course of the game:

    • The Agrarian Party
    • The Anarchist Society
    • The Communist Party
    • The Conservative Party
    • The Fascist Party
    • The Free Trade Party
    • The Liberal Party
    • The Military Party
    • The Radical Party
    • The Religious Party
    • The Social Democratic Party
    Many of these parties are aligned primarily around a particular Interest Groups core ideologies, which other IGs may join under the right circumstances. The Liberal Party for instance is the natural home of the Intelligentsia due to their Liberal Ideology, but they may be swayed towards other Parties under various circumstances. Other Parties are aligned more strongly with Leader Ideologies that emerge throughout the game, such as the Communist Party and the Radical Party. Each of these Parties has a variety of dynamic names based on national, cultural, and religious factors - for instance in Great Britain the Conservative Party is localized as the Tories, while in the USA they are known as the Democratic Party. Interest Groups (IGs) may join a Political Party if they are not Marginalized and if their country has any of the Laws that allow Elections. Which Political Party an Interest Group will join is determined by a wide variety of factors, some of which Ill list here:
    • IGs with the Republican, Reformer, Market Liberal, or Reformer Ideologies are much more likely to join the Liberal Party
    • The Industrialists are more likely to be drawn towards the Conservative Party if the country has public healthcare or schools, or when voting laws allow the lower strata to vote.
    • Weaker IGs might join the Agrarian Party alongside the Rural Folk in a push to abolish Serfdom. Scandinavian countries are much more likely to develop an Agrarian Party.
    • In a Council Republic, IGs led by Anarchist leaders might leave the Communist Party if the countrys ruler is a Vanguardist.
    • When an IG with a Fascist leader becomes powerful, weaker conservative IGs might join the Fascist Party in a bid to retain their political relevance.
    • If a powerful IG has a Social Democratic leader, weaker leftist IGs may fall in line behind their more moderate cousins. Likewise, weaker Social Democrats might join a stronger Communist Party.
    To summarize: in Victoria 3, Interest Groups band together into Political Parties for the purposes of elections and forming governments. There are many dynamic names and conditions that work to create plausible and flavourful Parties no matter which direction you choose to guide your country. Thats all for today! Join us next week when Mikael will talk about the mechanics behind Religious Conversion and Cultural Assimilation.


    [ 2022-05-12 16:04:31 CET ] [ Original post ]

    Victoria 3 | Monthly Update #11 | May


    Welcome to another video for Victoria 3! This time we will talk about countries in a state of internal turmoil. Topics covered, in order by timestamp:

    • 00:00 - Intro
    • 00:25 - Revolutions
    • 03:38 - Cultural Secessions
    • 06:03 - American Civil War
    • 07:23 - Battles
    [previewyoutube=k_RN2iDutr0;full][/previewyoutube]


    [ 2022-05-10 16:01:15 CET ] [ Original post ]

    Dev Diary #45 - Elections


    Good evening and welcome once again to a Victoria 3 Development Diary! Todays topic is elections. Well be covering the various laws that enable and affect voting, as well as the progression of Election Campaigns and how they affect political power in your country. We'll briefly be mentioning Political Parties in this dev diary, but theyre not the focus of this week - more on that next time! For now, Ill just say that Political Parties in Victoria 3 exist in democracies and are made up of alliances of Interest Groups. A country has Elections if it has any of the Distribution of Power laws that enable voting:

    • Landed Voting: Aristocrats, Capitalists, Clergymen, and Officers hold essentially all voting power, gaining a huge bonus to the Political Strength they contribute to their Interest Groups.
    • Wealth Voting: There is a Wealth Threshold that determines a pops eligibility to vote. Pops that can vote have more Political Strength.
    • Census Suffrage: The Wealth Threshold is significantly lower than in Wealth Voting. Literate pops contribute much more Political Strength to their Interest Groups.
    • Universal Suffrage: There is no Wealth Threshold for voting. Pop type and literacy do not grant additional Political Strength. Though of course a pops wealth will continue to contribute to their Political Strength, and Literacy will make pops more politically engaged.
    Under the Wealth Voting Law, political power is held by the pops (and their Interest Groups) who can accumulate the most wealth, and largely denied entirely to the destitute. This naturally favors Aristocrats and the Landowners in more agricultural economies, while favoring Capitalists and the Industrialists in more industrialized economies.
    All of these laws are compatible with any of the Governance Principles laws. A country with the Monarchy law for instance could be an absolute monarchy with no voting system at all, or it could have Universal Suffrage - likewise a Republic might very well be a presidential dictatorship. If you are so inclined, you could even create a Council Republic or Theocracy that uses Wealth Voting (though it would be bound to create some political conflict, to put it lightly). There are three factors that, when applicable, will prevent pops from voting entirely: [olist]
  • Discrimination. Discriminated pops cannot vote in Elections.
  • Living in an Unincorporated State. Only pops living in Incorporated States can participate in Elections. Pops living in, for example, a growing colony cannot vote.
  • Politically Inactive pops do not vote, regardless of whether they are legally eligible. These pops are not part of any Interest Group, and tend to have low Literacy and/or Standard of Living. Peasants working in Subsistence Farms, for instance, are almost always Politically Inactive. [/olist] In 1913, suffragette Emily Davison was killed by the kings horse during a race. A passionate believer in her cause, she had been arrested repeatedly by the British government and force-fed while on hunger strikes.
    This is a good opportunity to talk about the womens suffrage movement. In Victoria 3, passing the Womens Suffrage Law will greatly increase both your Workforce Ratio and your Dependent Enfranchisement. This means that a greater proportion of pops will be eligible to work in Buildings, and a much greater proportion of Dependents will now count towards the voting power of their pop. There will be very little support among Interest Groups to pass this Law in 1836 however. After researching Feminism (or having the technology spread to your country), politicians will begin to appear with the Feminist ideology, which causes them to strongly approve of Womens Suffrage and disapprove of less egalitarian laws. Once you research Political Agitation, the suffrage movement will begin in full force. The Votes for Women Journal Entry will appear, and events will trigger from it that will give you the opportunity to grow or suppress the Political Movement. You can complete the Journal Entry by passing the Law and having your first Election Campaign with women eligible to vote; alternatively you can ignore or suppress the movement until it loses its momentum and withers away. Why, you ask, would you want to suppress the suffrage movement? If youre striving for an egalitarian society you certainly wouldnt. But if instead youre trying to preserve the aristocracy and maintain a conservative nation then not only will your ruling Interest Groups strongly disapprove of Womens Suffrage but it will also be very harmful to their political power. Greater Dependent Enfranchisement inherently benefits larger pops more than smaller pops (especially under more egalitarian Laws like Universal Suffrage where wealth counts for less), and it is inevitable that there are vastly more Laborers, Machinists, and Farmers than there ever will be Aristocrats or Capitalists. Pops may begin to wonder why the Lower Strata, the largest class, does not simply eat the other two. The Whigs took a catastrophic hit in the polls after I repeatedly fired a negative election event to test the system.
    Elections happen every 4 years in countries with voting laws. An Election Campaign begins 6 months prior to a countrys Election date. Each Political Party is assigned a Momentum value at the beginning of the Campaign, which is a measure of the success of their campaign and is a major factor in determining how many Votes they will garner on election day. During this campaign, Momentum will fluctuate for each of the running Political Parties and impact the final result. Since Parties, Leaders, and many other aspects of the political scene in your country are likely to have changed in the years since the previous election, the Momentum from previous elections does not carry over and is reset. Momentum can be affected by chance, events, and the Popularity of Interest Group Leaders. The Tories success in the last election empowered the Landed Gentry, though the sheer wealth of their aristocratic supporters is still the largest contributor to their Political Strength under Great Britains Wealth Voting law.
    When the Election Campaign ends, the votes are in and the results are set in place until the next election. Interest Groups receive additional Political Strength from their partys Votes, which will be a major factor determining your Legitimacy and therefore the effectiveness of your government. The actual makeup of your government is still up to you; just like the electoral systems of most modern countries, winning the popular vote does not automatically mean that a certain party or coalition of parties gets to form a government. But the post-election strength of your Interest Groups and their Party affiliations should be a major consideration, especially if youre forming a minority government. In Victoria 3, Elections can be a powerful force for political change but also a source of volatility. Dealing with (and if youre so inclined, manipulating) Election results will be a major consideration when you form your governments. In this dev diary Ive mentioned Political Parties, and we know youre eager to hear more about them since the last time we communicated on the topic. Youll be pleased to discover that in next weeks dev diary well be covering our design for Political Parties in more detail, so watch this space!


    [ 2022-05-05 16:00:30 CET ] [ Original post ]

  • Dev Diary #44 - Battles


    Ave and welcome to another Dev Diary! Today I will be talking about how Battles work and what their consequences are. If you haven't already, I suggest you first read through the dev diary on Fronts and get acquainted with the concepts explained there. Let's start off with a somewhat updated version of the Front panel. Do note that this is all still very much WIP and not all values are hooked in, balanced or polished. For example at the moment there are a lot more deaths in battles than there should be. Who couldve seen this war coming?
    In order for a battle to happen one side must have at least one General with an Advance order. Once this happens an advancement meter will slowly start to fill up and once its full a new battle will be launched. Various factors can increase or decrease the time it takes. When the battle is created a sequence of actions unfolds before the fighting begins. All of these are in script and can be tweaked by mods as desired.

    • The attacker picks their leading General
    • The defender picks their leading General
    • The battle province is determined along the frontline
    • The attacker determines the number of units they can bring
    • The defender determines the number of units they can bring
    • Both sides selects their units
    While there can be several Generals on the Front, only one is selected for each side in a Battle. They are not limited to selecting their own units and so may borrow additional ones from other Generals or the local Garrisons. In addition each side randomizes a Battle Condition which provides bonuses (or penalties) to their units similar to Combat Tactics in Hearts of Iron 4. Unlike HOI4 though these are fixed for the duration of the battle. For example a General with the Engineer trait has a higher chance of selecting the Dug In Battle Condition which provides defensive modifiers. Kniggrtz anyone?
    Now the shooting (and dying) finally starts! The battle takes place over a number of rounds and will continue until one side is either wiped out or retreats. The round sequence is roughly as follows:
    • Each side determines how many fighting-capable men it still has
    • Each side inflicts casualties on the other side
    • Each side attempts to recover wounded casualties
    • Each side also suffers morale damage according to casualties
    • If one side is wiped or retreats, the battle ends
    Units have two primary combat values: Offense is used when attacking and Defense is used when defending. It is wise to plan ahead and specialize your armies for the war you are planning to fight. There are of course a whole bunch of additional modifiers used in conjunction with battles. Crack open the fortress of Lige!
    Casualties are determined by both sheer numbers and the relative combat stats between the two sides. For example a numerically inferior force equipped with more modern weapons may still emerge victorious against a larger foe. When a side takes casualties it is randomly distributed amongst its units with some caveats. Each unit has a majority culture depending on the pops in its barracks and casualties are applied roughly in proportion to unit culture. So with 4 French/1 Flemish units fighting on the same side the French will take roughly 80% of the casualties. Not all pops who take casualties will end up dead though. A portion of these may instead end up as Dependents of other pops. After a long bloody war a nation may thus end up with a large number of wounded war-veterans who need to be supported by the rest of the population. In the long term this may be a cause of unrest and financial strain on the economy. Morale damage is inflicted in proportion to the casualties and will slowly recover over time outside of battles presuming the units are in good supply. One step closer to Unification
    After the battle is over two things will happen: A number of provinces are Captured depending on how decisive the victory was, unit characteristics, Generals, etc. This will alter the frontline and the winner will occupy those provinces until retaken or the end of the war. A victorious defender will only take back land that was previously lost to the enemy while a victorious attacker will push into enemy land and take control of more provinces owing to their aggressive posture. Devastation is also inflicted on the State in which the battle was fought. Large, brutal battles waged with modern weaponry will increase the devastation caused. It reduces infrastructure and building throughput, increases mortality and causes emigration. These effects persist after the war and will take quite some time to recover. Thats it for this week! Next week we switch over to the political battlefield and discuss Elections! *ducks back into the trenches*


    [ 2022-04-28 16:02:16 CET ] [ Original post ]

    Dev Diary #43 - American Civil War


    Hello folks, welcome to another dev diary for Victoria 3! This week we're going to talk about the American Civil War, a dark period in the history of the United States. Turmoil had been building under the surface of the United States for decades prior to the outbreak of the Civil War, with tension growing increasingly violent particularly in the 1850s. In 1861, several states voted to secede from the Union, and established the Confederate States of America. The Union and the Confederacy fought for four years, to 1865. After the surrender of the CSA, the Union reincorporated the states of the former Confederacy and initiated an era generally known as Reconstruction, a period of ambition, domestic unrest, and, ultimately, a failure to complete some of the most significant social reforms instigated in the wake of the CSA's defeat. The efforts and failures of Reconstruction resulted in Jim Crow laws and the promise of racial equality becoming a generations-long struggle that has carried on well past the end of the Victorian era. Let's get something established first before we dive into the game: Slavery is central to the Civil War. The authors of secession did not dance around this point. The institution of slavery was singled out time and time again by the people seceding from the Union in their reasons for secession, during their debates over secession, and then throughout the Civil War itself. After the war, rhetoric shifted as the Lost Cause myth developed, but before and during the war slavery was declared as a central element in the rebellion time and time again. This interpretation of history is built on solid foundations with ample evidence. Victoria 3 uses this approach as its basis for the American Civil War. Antebellum America's unrest is centered around slavery.
    The United States of America begins the game with a Journal Entry already underway. In the first years of the game, and historically, the 1830s were already rife with national debate over the issue of slavery, although violence was only just beginning to escalate. At this point on the national level, all the United States can try to do is balance the pressures of abolitionists and pro-slavery advocates, and either limit escalation or come down firmly on the side of one camp or another. Even a policy of appeasement and reconciliation will not stop rising tensions entirely. Some events will ratchet up tensions regardless of whatever option is chosen; the main difference in choices is determining who will become more mad and who will be more mollified by ensuing government actions. Iowa has become the front line in the fight over slavery, and will be struck with unrest regardless of the choice picked.
    As tensions rise, violence will rise, and events will become more and more polarizing. Early events may talk about a single senator's words, or a single death in a city, but as the issue festers, things will just get worse and worse until something gives way. Newspaper debates will turn into arguments on the floor of the Senate, then those arguments will turn into canings, and people will stop campaigning with pamphlets and start campaigning with paramilitaries. Attempts to ban slavery are more likely to create a reactionary movement in the United States.
    The most straightforward way to end the debate over slavery may be to just end it, but this carries enormous risks - political movements may emerge in reaction to the potential passage of these laws. Of course, not banning slavery may also lead to a movement emerging explicitly agitating for the abolition of slavery, and that has its own set of challenges. Triggering the Civil War early caused a slightly different set of states to secede. Florida simply didn't have enough pro-slavery supporters here to join the pre-war movement that formed the basis of the CSA.
    This is where we've decided to engage with our own revolution mechanics in order to create a more dynamic American Civil War. If the Slavery Debate Journal Entry is active when a revolution over slavery erupts, the revolutionary government will turn into a secessionist government. Secession is determined by what states join the radicalized movements for preserving slavery or banning slavery, which means the strength of the secessionist government will vary depending on which IGs align themselves with the radicalized movement prior to the outbreak of revolution. If pro-slavery Interest Groups had been empowered again and again prior to their radicalization and revolution, then secessionists will control a large number of states, but if those same Interest Groups had been suppressed and their influence limited time and time again, then their government will be far smaller when war breaks out. Of course there's a train-centered event.
    The war itself has its own incidents that can complicate the pursuit of victory or give some unique opportunities. Raiders will jump back and forth across the border, causing chaos, while Unionist sympathizers in secessionist-held areas and secessionist sympathizers in Union-held areas will challenge the authority of local governments as long as the war still burns. If the secessionists are pro-slavery but the Union has not finished enacting abolition yet, the country will have a special change to radically hasten the change in law through a certain proclamation. The war itself plays out the same way If the secessionists win, then the secessionists win, and a new country is established in North America. A Union victory, however, will lead to Reconstruction. Reconstruction varies depending on how the Civil War went.
    Reconstruction is a long and varied process. Depending on who fought, what laws were passed, and the general shape of the United States at war's end, different journal entries will spawn. Establishing the Freedmen's Bureau and pursuing the cause of equality only makes sense if you fought against slavery. Reconciling the South only makes sense if the South was the part of the country that rebelled. Conversely, it's possible to end up with multiple goals for Reconstruction that end up conflicting. Escalating violence is still a threat, even after the Civil War comes and goes.
    Reconstruction will be ugly. Historically, it wasn't a clean and smooth process, and in the game it's not a clean and smooth process. There was a struggle to balance the ambitions of Reconstruction against the resistance of a reactionary coalition that sought to restore their antebellum political power and impose a vision of racial supremacy upon society. Pursuing egalitarian measures will alienate these people and related groups, which may make governance more difficult and more expensive, while currying favor with them will undercut the foundations of Reconstruction and create another alienated population that will have to be contended with for the rest of the game. Every step is fraught with challenges to the government and to the welfare of the people; Reconstruction will be rough. Frontier justice is a tricky thing.
    Not all postwar turmoil will be right where the fighting happened. Knock-on effects of the Civil War will be felt across the nation, from the very center of government to the furthest tendrils of the frontier. It's up to you, the player, to decide how the country will face all these myriad challenges. What kind of America do you want to create? How's that for something to stew on for a week? Next time, we're going to talk more about how you can fight battles, both in the American Civil War and with wars in general, with the one and only KaiserJohan!


    [ 2022-04-21 16:00:40 CET ] [ Original post ]

    Dev Diary #42 - Cultural Secessions


    Welcome back to another chapter in this rundown of features that might tear your lovely nation apart! Last week we discussed Revolutions, which is where politically engaged members of your society rise up to change your country in favor of a certain Law. Today we will discuss another type of Civil War: Cultural Secessions, which is where Pops in your nation of a certain culture demand their right to self-determination and carve out their own country from yours. These types of Civil Wars have some similarity in mechanics but ultimately serve two very different purposes. Just like revolutions can be seen as a failure to balance the economic and political needs of different classes against each other, secessions can be seen as a failure to see to the needs of Pops of certain cultures within your borders. Often this can come about as the result of aggressive expansion or systematic oppression of Pops of certain cultures (or indeed, the religions commonly associated with those cultures). Just like revolutions there are several paths to go down in order to deal with the problems secessionists might cause. Back in the Migration dev diary we briefly mentioned a mechanic called Turmoil. Turmoil is the effect of having too many Radicals in your country, and has effects both on the state level and on entire cultures worldwide. To understand cultural secessions we have to understand Turmoil a bit better first. Turmoil measures social friction and conflicts between Pops. This can include crime, violence, angry protests, and more. When a substantial part of a states total population are made up of Radicals, Turmoil is created and negative effects start to be applied: theres a certain amount of Tax Waste, modeling all the different costs of the types of unrest Turmoil represents; and the states migration attraction decreases substantially, because nobody wants to move to an area where trouble is brewing. Louisiana appears to be going through some difficulties. Could that be a slave revolt brewing?
    As you might recall from the Political Movements dev diary, Radicals can originate from a number of sources, including drops in material wealth, being below the minimum expected Standard of Living, or supporting a movement thats not being listened to. But one additional major cause of radicalism tends to be Discrimination - particular discrimination of literate Pops. Which begs the question, if discrimination creates radicals, and radicals lead to turmoil, and turmoil hurts your economy - why would any country discriminate against parts of their population in the first place? First, discrimination is governed by Laws, and most countries start out with Laws that would cause certain cultures or religions to be discriminated against - even if such Pops arent even present in the country at game starts. You dont pick and choose which cultures or religions to discriminate against, its all based on your Laws and how similar other cultures and religions are to your countrys primary culture(s) and religion. These Laws are supported by Interest Groups, so while you can try to put an end to your discriminatory practices by changing your Citizenship and Church & State Laws, certain groups might not be pleased with you if you do. Second, discriminated Pops get paid less than their non-discriminated peers. This in turn makes ownership shareholders - and potentially all non-discriminated Pops in states where discriminated Pops live - richer, as they get a larger piece of the productivity pie. Therefore, putting an end to discrimination would hurt their personal finances, which causes them to Radicalize - and they have more Political Strength to hurt you with than the discriminated Pops do. Third, discriminated Pops have considerably less Political Strength than their peers. If youre worried about potential uprisings, getting rid of discriminatory practices could certainly help you in the long-term, but in the short-term it will empower the formerly discriminated to make stronger demands. It might be tempting to retain the status quo unless youre prepared to take the fight with both the conservative elements of your society and the newly equal citizens who might want to see a few changes. But since discrimination occurs on a cultural basis (and if not cultural then often religious, which often maps back to a certain cultures anyway), this means that even if Pops of a certain culture represents a small proportion of the population in your country, the proportion of Pops within that culture that are Radical could be very large indeed. So in addition to measuring Turmoil on the state level, we also measure it on a culture level, and on a culture-in-country level. The Maghrebi culture might not have very high Turmoil overall because most of them live in Tunis and Morocco where they arent discriminated against, but within France the Turmoil among Maghrebi Pops could reach higher levels.
    As we know from the Migration diary, if a whole culture has high Turmoil, this can result in the emergence of Mass Migration targets - states across the globe that temporarily gain the ability for Pops of those cultures to mass migrate there. This is the peaceful resolution to Discrimination - eventually, Pops who suffer systematic discrimination and see no improvement to their material conditions to compensate will simply pack up and move to someplace where theyre accepted. But if Pops in a country suffer high Turmoil and live on one of their Cultural Homelands, they may instead start a Secession Movement. This could be the case for the Maghrebi population of Algiers, for example: theyre not only being oppressed, but theyre being oppressed on land they feel is theirs by right, and the obvious solution is to kick the French out of there. However, an Algerian that moves to Nice after their homeland was colonized and introduced to the French market will not try to start a secession movement for a Maghrebian sovereign state in southern France. A Secession Movement functions a lot like a Revolutionary movement. It will gradually escalate in intensity until it reaches a threshold, after which point one or several states will break off from the country to form their own, then launch a Diplomatic Play. Much like Revolutionary and Political movements, you can deal with these by trying to fix the underlying issues - whether the discrimination or the lack of material comforts - or by suppressing the troublemakers using decrees or the Home Affairs institution. If you can get the situation back under control you can dodge the secession for this time, but the movement might of course return if conditions worsen. You can also deal with it more permanently by simply ceding the land to secessionists. In this case you would release a nation, including all Homelands of that culture in your possession. One benefit of this approach is that you can release the nation as a Subject, permitting you to still meddle in their affairs and exploit their economy even while you grant them at least some degree of self-determination. With no Homelands now left in your possession, the secessionist movement will vanish immediately. Another option when releasing a nation is to play as them, which immediately puts you in charge of that country instead!
    But if you do not do any of these things, the secession will take place. This launches a Diplomatic Play where the country seceded from automatically gains the Crush the Uprising war goal, which if enforced will return the seceded states to their possession. The secessionists on the other hand only need to defend themselves! Unlike with Revolutions, a secession can (sort of by definition) result in a white peace where the seceding country is simply left to exist. Just like in Revolutionary Plays, other countries with Interests or certain Pacts are able to intervene on behalf of either country. Most importantly, if the culture seceding is already a Primary Culture in another country - for Maghrebi, that would be Tunis - that country is automatically invited to join the Play on the defenders side. Should they succeed to beat France, the seceding states would then become part of Tunis. In addition, as soon as such a Secession Play has commenced, there is a chance that secessionist movements for this culture will break out in other countries, even if they dont meet the Turmoil threshold! The classic example for this is Poland. Polish Pops live on Homelands across Prussia, Austria, and Russia. If any one of these countries mistreat the Poles to the point where they break away and form Poland, Polish pan-nationalist movements might break out in the other two countries as well. This potentially means having to fight all three countries for their independence! Will the three Great Powers unite in crushing the Polish nationalist movement? Or perhaps one will graciously give up their parcel of land to Poland and start bankrolling them instead, hoping to weaken their rivals and maybe gain a new puppet state in the process?
    Cultural Secession and Turmoil is a pretty classic take on anti-blobbing mechanics - if you aggressively expand too quickly your new subjects will get angry, will become more of a liability than an asset to you, and may even try to take their land back. But with Victorias thematic focus on nation-states and pan-nationalism, these interact with the core mechanics of Pops, Cultures, Homelands, Radicals, Turmoil, and Diplomatic Plays to give you more tools to influence the situation than just pacing your conquests. Perhaps you will be a benevolent imperialist conqueror, who abhors Discrimination and Incorporates every new state to extend the benefit of your Institutions to them, convincing the newly conquered that theyre better off under your rule? Or perhaps you will exploit their natural resources but release them as a Subject nation integrated into your market as soon as they get rowdy? Or you build good relations with a neighboring power who's also oppressing this population so you have a natural ally in case you need to put down a rebellion together? Or you stay in your own lane while putting Interests all around you, so you can get involved in these conflicts when they happen to others in order to create buffer states aligned with you? Thats all for me for a little while! Next week Ofaloaf will give us a peek at how we handle a very special butterfly of a civil war thats not really a revolution, not really a cultural secession, but that includes elements from both: the American Civil War.


    [ 2022-04-14 16:02:39 CET ] [ Original post ]

    Victoria 3 | Monthly Update #10 | April


    Another month, another update video, Victorians! In this video, the team talks about the building blocks of society: trade, overseas shipping, markets, and more. Topics covered, in order by timestamp:

    • 00:00 - Intro
    • 00:26 - Construction
    • 02:39 - Market Expansion
    • 05:46 - Trade Routes & Tariffs
    • 08:09 - Shipping Lanes
    • 10:14 - Opium Wars
    [previewyoutube=vAcg-G2nALQ;full][/previewyoutube]


    [ 2022-04-12 16:01:18 CET ] [ Original post ]

    Dev Diary #41 - Revolutions


    A glorious Thursday to you! Today we will finally get into details of what fate befalls the state that fails to deliver what its people demand - revolution! Revolutions in Victoria 3 can be seen as a result of failure in the games economic and political core loops. When this happens it means you have failed to balance the material and ideological desires of the different segments of your population, resulting in one or several groups deciding to take matters in their own hands. The result is a tremendous upheaval which could go very wrong for you - but play your cards right, and theres a chance you might bounce back from this crisis even stronger than before. A design goal we have kept front and center is that outright armed uprisings should be rare but still feel threatening. There is a lot of foreshadowing and opportunity to course-correct or compensate if you want to avoid a revolution. Not all movements will actually be powerful or angry enough to pose a real threat to you, and if they arent, they wont drag you into a pointless war with an obvious outcome but bide their time until they become relevant. A revolution always starts with a Political Movement demanding some kind of change to the countrys Laws. The demand might be to enact something novel (perhaps Universal Suffrage or Workplace Safety), preserve something youre about to change (maybe the Monarchy youve been trying to abolish), or restore something you used to have (Free Markets? Outlawed Dissent?). Any of these could end in a violent uprising if the movement is radical enough and you fail to meet its demands. Political Movements have two major attributes to keep an eye on: their Support and their Radicalism. A movements Support affects how much help they would lend to enacting their desired change if you choose to go along with them, or how much resistance they put up in case of a movement to preserve a law youre trying to change. It also determines how powerful a revolution they can muster, should it come down to that. Meanwhile, Radicalism measures how likely they are to revolt if they dont get their way. A movement with strong Support and high Radicalism is of course very dangerous. A movement with strong Support but low Radicalism can be a nuisance but is relatively harmless: theyll work within the system, maybe raise a placard or two, but wont take up arms. Finally, a movement with low Support but high Radicalism might not stand much of a chance to overthrow the government on their own, but the instability caused by their ideological fervor could be damaging to your country in the short-term and might even create geopolitical opportunities for your neighbors. The movement to restore the Republic is not the most powerful one, but those who do support it care a great deal - and may even be willing to lay down their lives for it. It is supported by both the Armed Forces and the Intelligentsia - not the most likely of bedfellows typically, but united in this case for this particular cause.
    A movements Radicalism originates from two sources: the number of Radicals among the Pops that support the movement, and the Clout of supporting Interest Groups with Approval low enough to be Angry. Since an Interest Groups Approval originates both from the Laws of your country and also how Loyal vs Radical its supporters are, Radical Pops can potentially double their impact on a movements Radicalism. The major difference between these two factors is that when Pops act through their Interest Groups their impact is through Clout (the national share of their Political Strength) while direct Pop support makes a difference through sheer numbers. This means populist uprisings are possible even though the affected Pops dont have any real representation in the halls of power, assuming theyre angry enough about their living conditions. While a movements demands remain unmet, any Pops that belong to them will gradually gain Radicals. Once the Radicalism of a movement has exceeded a certain threshold it will begin organizing an armed uprising. You can monitor this progression in your outliner to see both how rapidly youre moving along the road to revolution and how far you have already gone, both determined by Radicalism. This means you can have a direct impact on revolutionary progression. Of course you can cave to the movements demands, which will placate them and eventually cause them to disband. But you can also address the problem by identifying the troublemakers and deal with them directly: either deradicalize them by improving their living conditions, or suppressing their contrarian ways by other means. The ability to deal with insurgents by issuing Decrees to suppress Radicals can be a helpful tool in more authoritarian countries with concentrated populations, or where the insurgency is very localized. This is much more difficult in case of broadly supported populist movements in a large country.
    If you manage to get the movements Radicalism under control, you can make the revolution fizzle out on its own without giving an inch. Another way of keeping revolutions in check is by establishing a Home Affairs Institution. By sinking Bureaucracy into Home Affairs you can more easily keep your troublesome elements in check, giving you more room to maneuver politically. As usual such an Institution can take several forms depending on what Law establishes it. A National Guard can require you to take more overt, proactive steps to keep law and order, while a Secret Police is able to operate more effectively in the background. A minimal Home Affairs Institution under the Secret Police Law.
    When radical movements are met with obstacles to their revolution for a long time, theres an increasing chance that its revolutionary fervor burns out and the movement disbands. But lets say you dont manage to placate or obstruct the political movement and the revolutionary progression boils over a required threshold. In this case an armed uprising will take a number of your states, proportional to the strength of the movement and localized roughly where its supporters are, to form a new revolutionary country. This country has the same technology as you but with some differences in laws, to reflect the ideological desires of the political movements leadership. Furthermore, the Interest Groups in this new country will become marginalized if they do not support the revolution, while the opposite is true in the loyalist part of the country. Obviously, characters supporting revolutionary Interest Groups will join the revolution. This includes not only Interest Group leaders, but also those Generals and Admirals you may have carefully nurtured over many military campaigns and who may by now be in charge of most of your forces. Even if you win against them, they wont be making it back to your country - alive, at least. All other properties of this new country are dependent on the states they won over. If the revolution takes all your Barracks and Arms Industries, you might be in big trouble; if the revolutionary states consist mostly of Paper Mills and Art Academies, maybe youre not so worried (until your Government Administrations start grinding to a halt and your aristocracy get mad about the lack of culture workers to patronize, that is). And of course, the loyalist part of the country retains all their hard-won diplomatic pacts and treaties, while the pretender has to start from scratch. What follows is a Revolutionary [Diplomatic] Play where the stakes are very simple: the loyalist part of the country tries to crush the rebellion, while the revolutionary country tries to swarm the loyalists. Other countries with an Interest in the region can participate in this Play as usual. It is not uncommon for countries with good relations to the country before the revolution to support the loyalists in restoring order. It is also possible for a country whose government supports the ideals of the revolutionaries to back their side. As such, a revolution might not only result in you having to fight and kill your own people, but your nation might even become the ideological battleground of Great Powers. A revolution in South Germany might prove a perfect opportunity for some old rivals to weaken each other and perhaps woo a potential Subject nation without having to take on any Infamy of their own.
    If the prospect of winning against the revolutionaries doesnt look good, like in all Diplomatic Plays you have the option of giving up. But rather than simply backing down and letting the revolutionaries have their way (which, to be frank, you could and should have done a long time ago if that was your intention), in Revolutionary Plays you only have an option to switch sides and take over the revolutionary part of the country in its fight against the loyalists. A daring player might decide to manufacture a powerful revolution on purpose in order to push some highly contentious laws through, though this strategy definitely straddles the line between brilliance and madness. Its important to note that there is no potential for a white peace in a revolution. Either side can capitulate, of course, but a peace cannot be signed without one party pressing their war goal and annexing the other side. By the end of the revolution, only one country will be left standing. Needless to say, while all wars are expensive, civil wars are doubly so. A quick and decisive victory with minimal casualties is the best you can hope for - a long, drawn-out war amassing casualties and devastation on both sides might result in a country so broken it will take decades to rebuild. But once the war is over, the Interest Groups that lost the power struggle are defeated, for a time. Perhaps during this golden age you will have the opportunity to effect some much-needed political change and rise from the ashes? Losing a revolutionary war means your country loses all its territory and Pops, in other words Game Over. This is something weve gone back and forth on during development, because while we do want you to be able to drastically transform your country through revolution, we dont want to encourage you to just give up if things are looking bleak because resisting means a prolonged conflict leading to a more war-torn country in the end. So pick your side, but do it carefully! Should you end up losing after all, just like in any Game Over situation you can choose to continue playing as a different country, including the political faction that just took over yours. But to be clear, we still havent fully made our mind up on this and might well change our mind again! What do you think? Feel free to let us know in the comments! Next week Ill return with part two of civil wars: cultural secessions. Until then!


    [ 2022-04-07 16:00:20 CET ] [ Original post ]

    Dev Diary #40 - Opium Wars


    Good evening, and welcome to this weeks instalment of the Victoria 3 Dev Diaries! To cap off this months theme of trade, Ill be talking about the Opium Wars and introducing the concepts of Cultural Obsessions and Religious Taboos. In the 1830s China was ravaged by opium addiction. The impact was severe and broad in its effects, with myriad social, economic and even military consequences. Despite attempts by the Qing government to restrict imports, British merchants continued to illegally flood the market. The situation came to a head when Qing officials ordered the seizure and destruction of opium in Canton, to which the British responded with force - the First Opium War resulted in crushing defeats for the Qing government and began an era of unfavourable and humiliating treaties with the Western powers. In Victoria 3 we represent the Opium Wars through Journal Entries and Events. Qing China begins in the midst of this crisis, but it is also possible for other unrecognised countries to experience this content if the in-game conditions are appropriate. The Opium Crisis event applies harsh negative modifiers to Standard of Living throughout your country, to your Mortality Rate, and to the effectiveness of your military forces.
    This is a good time to talk a little more about Cultural Obsessions. A culture can become obsessed with a specific Good - Pops of that Culture, regardless of where they are in the world, will spend significantly more on Goods they are obsessed with compared to other goods in the same Pop Needs category. So in the case of Opium in China, Han pops will spend a lot more of their wealth buying Opium than they do on Liquor or Tobacco. This naturally drives up demand for Opium, and therefore makes it more expensive within the Chinese market. The foreign powers selling Opium to China are making a killing exploiting this demand and feeding the addiction. Cultures can develop new Obsessions over time, and youll need to react to changes in pop demands as a result. On a mechanically related note (though unrelated to the Opium Wars), Religions have Taboos against certain goods. For instance Muslim faiths have a Taboo against the consumption of Liquor and Wine. This has the opposite effect from a Cultural Obsession - pops following these religions will spend much less on purchasing that Good compared to other Goods in that category. So Muslims will typically buy Tobacco and Opium instead of Liquor, and they will buy Tea or Coffee instead of Wine. Just as in real life, not everybody completely adheres to the tenets of their faith, and so these act as powerful modifiers on purchasing decisions rather than total bans on consumption. Unlike Obsessions, Taboos are static throughout the game. Beijing is one of the most populated States in the world in 1836. Besides its 19 million people, it is also home to the Forbidden City Monument, a massive Government Administration sector, as well as a large section of the now defunct Great Wall.
    Back to the Opium Wars! If China (or whichever country is the target, but well keep things simple and refer to China from here on out) chooses to confront the issue head on, the Opium Crisis Journal Entry will describe the conditions for successfully resolving the issue, as well as the conditions that will cause immediate failure. China must avoid at all costs enacting the Free Trade law as well as resist the attempts of the Great Powers to establish a Treaty Port - both of these are potential war goals which the AI will strongly prioritize when starting Diplomatic Plays against China. While resisting the Western powers, China must maintain a total ban on the Opium trade. Playing as Great Britain (or any major opium exporter), you'll have the opportunity to thwart the opium ban through all the usual diplomatic and coercive means at your disposal. It could even be an opportunity to make inroads into China.
    Chinas attempts to halt the flow of opium will not go unchallenged. All Great and Major powers exporting Opium to China will receive an event prompting them to decide their stance on the matter - though there is some chance that they will let the issue slide, it is much more likely that they will take an opposing stance. This will add the Opium Wars Journal Entry to that country, in which their success conditions match the failure conditions for China. Opium-trading countries must either force China to adopt the Free Trade law, or else acquire a Treaty Port in that nation that allows them to bypass goods bans. Rather than immediately creating a Diplomatic Play with predefined war goals, the AI (and indeed the player!) is strongly encouraged to start a Play with wargoals that would complete the Journal Entry. Free from the ravages of opium addiction and the interference of froeign powers, the strengthened Qing dynasty might avoid or avert the crises that would historically bring them to ruin.
    If China succeeds in suppressing the flow of opium while withstanding the onslaught of the Great Powers, the course of history is altered and the addiction crisis will be resolved. All its primary cultures will lose their Opium Obsession, and the negative modifiers representing the effects of widespread addiction will be removed. With foreign powers repulsed, China has not been forced into the unequal treaties that would lead to further conflict and turmoil. Fragile Unity is the broadest Journal Entry in Victoria 3, encompassing content that can emerge at all stages of the game - for instance while the stage is already set for the Opium Wars in 1836, the Boxer Rebellion will not happen until later in the game when a stronger sense of Han nationalism has appeared.
    Failure, however, may have dire consequences. The government will lose Legitimacy, Radicals will rise across the nation, and Turmoil will engulf your states. But that is not the worst of it; failing the Opium Wars Journal Entry increases your fragmentation, tracked by the Fragile Unity Journal Entry. If your fragmentation rises to 100%, it will herald the end of a unified China, with the nation breaking up into a dozen warlord states. Failing the Opium Wars Journal Entry will indirectly lead to an influx of missionaries into China which may spark radical uprisings on a scale never seen before. And if exploitative foreign presence in China continues into the era of Han nationalism, the peoples demands for sovereignty will shake the foundations of the state and threaten the survival of the Qing Dynasty. One great failure can lead to a chain reaction of disaster. Thats all for today! Next week well be moving on from trade to a month of focus on the theme of strife. Join us next week where Mikael Andersson will introduce Victoria 3s Revolutions.


    [ 2022-03-31 16:00:06 CET ] [ Original post ]

    Dev Diary #39 - Shipping Lanes


    Ave and welcome to another Dev Diary! I am Johan (No, the other Johan) a tech lead on Victoria 3 and today I will be talking about Shipping Lanes. It is an interesting addition to maritime empires in that there is now a cost to overseas possessions and sending a military expedition halfway across the globe is no longer as straightforward as in some older Paradox titles. But first we have to talk about Convoys which are an essential part in maintaining shipping lanes. They are produced from Ports, a government building which requires Clippers (or their era-equivalents) and possibly other goods. Each country has a set number of required convoys and not having enough will incur penalties on all shipping lanes. This may for example occur due to an overstretched colonial empire or hostile convoy raiders. Ports also fulfill an important role in connecting your overseas territories but more on that later. Aha! I told you the Clipper factory was a good investment!
    Shipping Lanes represents port-to-port connections and are established for three different reasons:

    • Trade Routes to an overseas market
    • Supply Routes for an overseas General
    • Port Connections to link states in a market
    Each shipping lane must have its own origin and destination port. Once established it will span across a number of sea nodes and have its own individual cost in convoys which adds up to the countrys total convoy requirement. It also tracks its own Effectiveness score which is based on the overall Supply Network strength (more on that later) and may be reduced by any local convoy damage done along the route. While India provides Great Britain numerous benefits such as raw materials and population it is clear that the Crown Jewel of the British Empire is by no means cheap. A massive civilian and military naval industry is required to maintain it and keep it safe and thus it is by no means obvious whether such overseas possessions are always worth it. Note that UI and values are very much WIP.
    Trade Routes between two markets which do not share a common land border must be done overseas and will necessitate a shipping lane. Land adjacency is determined from where the two market capitals are located. The convoy cost is influenced by the number of sea nodes, quantity of goods and any goods-specific modifier (if any). The effectiveness affects the trade route competitiveness and by extension the quantity of goods shipped. It will use the two closest ports in the respective market capitals region. If either country lacks ports no overseas trade routes can be established. Supply Routes are required when a general is sent to a front that is not reachable by land. It will use a friendly port connected by land to the generals headquarters and trace to the closest friendly port reachable from the front. The convoy cost is based on the number of sea nodes, battalions supplied and any general traits. Low effectiveness reduces supply status of the general and his troops. If a front is landlocked no generals can be sent there. Supplying troops over great distances is quite an enterprise. Rather than sending an expeditionary force from England all the way around the Cape to reach India perhaps Britain should consider building a standing army using either colonial settlers or locals?
    Lastly, Port Connections are a bit more complicated. In order for a state to access the goods within the market it needs to be able to trace a path back to the market capital. If this path requires it to go via the sea (meaning it is overseas) a shipping lane must be established to the market capital. This must be done for every state within the market including foreign ones. Rather than a single state having its own shipping lane a group of adjacent overseas states can form a cluster with a single exit port to the market capital - such as Bombay in the case of British India. This assumes such a port exists however. If the connection is severed from either end then the overseas states cannot access the market and thus forms its own isolated enclave. Likewise if the shipping lane effectiveness is strained it will lower the accessibility of goods to and from the overseas states. Reflect back on previous dev diaries and consider the cascading consequences that were to occur if a maritime empire reliant on its overseas possessions were to suddenly lose control of its shipping lanes. It is the market owner which must establish and pay for the port connections to all overseas market states. To somewhat compensate for this its subjects must share a portion of their convoys with their overlord. Subjects are still required to pay for their own trade and supply routes however. The convoy cost of a port connection is influenced by the number of sea nodes and the overseas infrastructure usage. By extracting your raw materials from overseas colonial plantations and mines, while the high-Infrastructure manufacturing industries producing finished goods are located near the market capital, you can keep your Port Connection cost down - though at the expense of the development and wealth of your colonies. Connecting India to the British market means it has to go all the way around the Cape to reach the British Isles which significantly impacts costs. But what if Britain somehow managed to discover a shortcut?
    And lastly when combining all the shipping lanes of a country we get its overall Supply Network. As outlined early on we derive its Strength score from the costs of all individual shipping lanes compared to the country's total supply. That is all for today! Hope you enjoyed this dev diary and in the words of Admiral John Fischer you may sleep easy in your beds. In next week's Dev Diary, Daniel will be back to tell us about how the Opium Wars are represented in the game.


    [ 2022-03-24 16:59:52 CET ] [ Original post ]

    Dev Diary #38 Trade Routes & Tariffs


    If money is the sinews of war, then trade is the lifeblood of nations and in no period is this truer than the Victorian Era. Victoria 3 takes place in a period of time where the nations of the world pushed this concept further than before, through a period of industrialization and growing interconnectivity of first homelands and colonies and then among nation-states themselves. The trade routes on the map connecting our nations became the fabric that underpins many of the understandings of our modern world today. But what is trade? It may seem obvious to some but to better understand the systems we need to make sure we understand the foundations they are built upon. Thus, trade is understood to be the movement of goods between two markets as a means of commercial transaction so that the other party is effectively paid for their services. Trade is not conducted between businesses and/or nations but is instead conducted through their national markets and by proxy their trade centers. While this may not seem a meaningful distinction, the market and economy of a nation is not synonymous with its national government; while that government may attempt to influence the economy it does not always have an absolute degree of control over it. Thus the trade that goes on in your market is something that you can influence and encourage (or discourage if you like) but never fully control (unless you are the only nation in existence I guess?). While trade takes place between national markets at the behest of players and AI, it is conducted in the trade centers of those respective countries. Trade centers function similarly to urban centers, talked about in a previous dev diary. These are not buildings that are constructed manually but develop as a result of their engaging in trade routes as they are representative of the many gray areas of industry that necessitate the collection and movement of goods. If you were to create an import route of goods for your industries, a resulting level of trade centers would develop within your nation. While urban centers tend to develop where you have placed many industrial buildings, trade centers develop in the market capitals and the ports of your nation. While you cannot paint the placement of trace centers outright, you can influence their development by creating ports in states that are naturally suited to such, where infrastructure and pops are readily available to staff them. Where there is a port and people, there is likely to be trade, and hopefully profit!
    Yes, trade centers must be staffed. Goods do not just appear in one nation from the next but require the maintenance of bureaucrats, laborers, clerks, and the like to offload and onload cargo, take account of it, tax it, and move it forward. These are for the most part privately owned enterprises that normally have capitalists in charge, instead of government run services. Without pops staffing your trade centers you will find yourself unable to conduct trade in accordance with your aspirations but that shouldnt be too hard to manage as trade centers have also been historically known to be centers of migration, the first stop of migrants both domestic and international seeking a better life and sometimes finding it. All the goods moving to and from New York means it's easier for Pops to hitch a ride.
    Trade centers collect revenue on both sides of the routes they manage, in relation to how many goods are moved and how much the routes affect the prices in their respective markets. This revenue is allocated to the employees and taxed by the same logic as any industry, so who makes money off your trade is related to your domestic policies in the same way as the rest of your economy. While trade is something every nation can take a part of, how they affect trade in relation to conducting it efficiently, preventing it when it hurts them, or profiting off of it when they can is dependent upon its trade policies, which are in turn dictate how a nation can set its policies of embargoes and tariffs. Yes thats right, I said tariffs, cue historical excitement of the fanbase. Where at first there was one law category, now there are two!
    Weve done a little restructuring of the economic laws in Victoria 3 since we wrote the Law dev diary, where originally your economic system affected both your domestic and international situations. It has been broken into economic systems which now cover the domestic economy, and trade policy which covers your international endeavors. As such trade policy governs how you interact with a customs union, your ability to set embargoes and tariffs, as well as the general efficiency of your conducted trade. The Trade Policy laws are broken down into the four categories of ideology relative to the time period which interact with each of the economic systems you can put into place domestically.
    Embargos represent the ability of a national government to extend its influence in protecting its national market and subsequent interests. Most, if not all nations can engage in embargoing a good but their effectiveness of doing such is dependent upon the trade policy the national government is centered around. A government centered around the ideas of protectionism has an easier time implementing a more efficient embargo on goods vs those that are committed to a more mercantilism or free trade policy. Notice I said influence, not authority there? While it costs authority to enact taxes domestically it costs influence to place embargos as whether or not they are able to be enforced is dependent upon your ability to influence other nations to respect them. Refusing to make fair trade deals will strain your diplomatic corp. Protectionism means that not only are embargoes easier to maintain, they are also more efficient.
    And now for the potentially more controversial statement, embargoes are not absolute. Sure you may embargo trade of a specific good into your country but thats not going to stop it outright, only hinder the ease of its trade. Another nation might try and continue to push goods into your country but it will certainly require more of an effort to facilitate such, it all depends. In history theres certainly something we can agree upon, embargoing something, making it illegal, or hindering its trade reduces the flow of the good but does not stop it outright if there is a vested interest by another nation and a profit to be made. Tariffs are the means where a national government extends its influence as an intermediary in the trade between national markets, if not for the means of protecting its national interests, to at the very least ensure it gets its fair share of the profits that such entails. Tariffs are set on both exports and imports leaving the national economy because yes the government is interested in its fair share and if it cannot get the revenue by means of a consumption tax it will find other means. The ratio of this tariff level is dependent on the trade policy set. A more mercantilist trade policy would seek to ensure exports exceed imports so tariffs on imports will undoubtedly be lower. Protectionism is equal in its ratio as it seeks to shelter the domestic economy from booming or busting on either side of the equation. Free Trade, well free trade cares not for tariffs and seeks to profit through other means. While the laws set the tariff ratio of import/exports these can be customized further in the budget screen by setting their tax levels. Tax levels dont just bring in revenues but offer incentives to your economic actors, your pops. Lower tariffs encourage trade while higher tariffs will hinder their efficiency because well if the nation is getting a bigger cut, how motivated can you expect the pop to be in engaging in such trade? A higher tariff means minimizing the profit to be had by business and disincentivizing trade.
    So how do treaty ports play into these systems, as they certainly existed during the time period? Treaty ports are a means to ensure that you have access to a national market despite such embargoes and tariffs. They are a wedge in the barriers to trade another nation may put up so the goods may be funneled out of the market. Treaty ports have the special function that they permit the bypassing of embargoes and tariffs set in land adjacent markets through trading. They are a more permanent means of opening the market to your access but in the same vein also require a more permanent investment. Since treaty ports are first and foremost ports they will certainly become trade centers and will require the infrastructure and staffing to function. As you invest in this profitable endeavor, be aware that you will need to protect such from the eyes of other imperialist nations who might seek to take it away from you. At game start Portugal finds itself holding the Treaty Port of Macao, a very profitable trade endeavor, but will such profits attract the attention of greater powers?
    How do Customs unions come into play here? If you recall from the previous developer diary, customs unions are an agreement between one or more nations where one nation agrees to subject itself to another's national market. By agreeing to subject your national market to another nation you are agreeing to take on the structure set into place by their economic system and policies. While you are still able to enact trade between that national market and another you lose the ability to set embargoes on specific goods and tariff policies across the market, though you do receive your contributing share of the profit of such tariffs. Sometimes this development can be beneficial, sometimes it can majorly hurt your national sources of income, as the previous dev diary goes to great length to summarize it depends. And that's a bit about trade, tariffs, and more! I may not have succeeded in delivering a concise explanation this time but it's certainly a shorter one. Next week is going to be the Kaiser himself (Johan Jons) to talk about Shipping Lanes. Ill let the fanbase craft their own conspiracy theories about whether or not we are being literal with that one.


    [ 2022-03-17 17:00:54 CET ] [ Original post ]

    Victoria 3 | Monthly Update #9 | March


    We have a new Monthly Update for you, Victorians! In this video, the team talks about discovering the world and building marvelous monuments. Topics covered, in order by time stamp:

    • 00:00 - Intro
    • 00:27 - Colonization
    • 02:34 - Decentralized Nations
    • 04:32 - Canals & Monuments
    • 05:55 - Decisions & Expeditions
    [previewyoutube=o-llPObMuIo;full][/previewyoutube]


    [ 2022-03-15 17:01:15 CET ] [ Original post ]

    Dev Diary #37 - Market Expansion


    Hi Im Paul PDJR_Alastorn Depre - member of the QA team on Victoria 3. Ive been asked to write about market expansion in Victoria 3 and how that can be done through the mechanics of a customs union. Apparently my credentials speak for themselves: Have you ever had that day where multiple coworkers message you simultaneously to let you know youve become a meme by way of the Victoria 3 fanbase?[Twitter Link to greater Meme]
    So as you have no doubt seen in screenshots, dev diaries, after action reports, and the like, in Victoria 3 we have introduced the concept of a customs union but weve yet to truly go into detail about what they actually entail as a means of market expansion. [See Previous Dev Diaries]. Thats why I am here today, in no small part because I find the customs union one of the more interesting mechanics of Victoria 3 compared to its previous iterations such as Spheres of Influence, which after saying that I hope it doesnt set your expectations too high but I guess it's on me to try and explain why I feel that way. Alright, no pressure then. So, what exactly is a customs union and how does it relate to market expansion? Before I explain it mechanically, I would like to define the concept both conceptually and historically so we are all starting with a similar frame of reference. Promise me you will continue reading till the mechanical explanation before you make assumptions based on obscure historical examples? Good, then let's go forth. A customs union, and I am literally pulling the definition from Wikipedia here folks, is generally understood to be a trade bloc or arrangement among nations. It is most commonly known as a free trade area with a common external tariff, or common external tariff policy. The bonds of a custom union are at the very least economical, they exist for the purposes of increasing trade, economic co-dependence, and mutual benefit that comes from such and can lead to closer political and cultural ties between countries. They do not necessitate a political union though they are certainly seen through history as the stepping stones towards such. One of the more well known, at least to the Vicky fanbase, is the Zollverein which helped further facilitate the unification of Germany but by no means was the sole deciding factor of that movement. The European Union, it can be argued, started off as merely the European Coal and Steel Community, which was a more restricted definition of a customs union but certainly counts in my eyes. Whether or not the North American Free Trade Agreement counts as a customs union is up for debate. While trade agreements regularly cover similar topics of tariff and economic co-dependence they are usually of a smaller scope and scale. Ultimately the economics of it is tricky, because it involves politics and what defines a union vs an agreement is not always a coherent 1:1 and before I get into explaining all the counterarguments of historical note, let's actually talk about the game some now, shall we? The Zollverein represented at game start.
    Within the scope of Victoria 3, a customs union is a bilateral agreement between two nations where one nation agrees to subject its national market to another and to be absorbed into an economic union. This means that its a diplomatic action, a.k.a. something another nation has to agree to as a customs union alone is not something that is normally able to be forced upon another nation. A customs union is not limited to only two partners, other nations may make themselves subject to the senior partner alongside other participant junior nations but a customs union can have only one senior member in control of the union. A peaceful endeavor of France to assist Sardinia-Piedmont, not at all the beginnings of Hegemony in Italy.
    Slight variance to the above statement is possible, custom unions can be forced through by utilizing obligations by the previously owed country. This will only allow the diplomatic action to take place despite the nations disposition to say no, it should not be able to supersede any other limitations possible in the game. Thus it's entirely possible as a larger power to go, you want me to pay off your debt? Sure, Ill do it for a favor and then force the unsuspecting debtor country into its market. Always be aware of the small text written into your diplomatic dealings! Customs unions themselves cannot be forced through war but they can be forced as a result of other diplomatic entanglements. Certain subject relationships come with the implicit expectations of joining the shared market of their overlord but they also come with other strings attached. [See Subjects Dev Diary] What allows a customs union to exist? That is dependent upon the trade policy of the participant nations, not all domestic laws allow for a nation to partake in a customs union (though most will alongside various other trade changes). Trade will be coming with a future dev diary so I will not be going into detail about that here, apologies. But assuming that two nations both have trade policies that would allow them to do so, thats all thats needed to form a customs union? Well no, economic unions of such are not simple agreements to be engaged in and reneged upon on a whim with anyone in particular. They have some more base level requirements. The two nations (or more specifically the junior partner in question and the senior partner overseeing the market) must have neutral or positive relations to conduct this action. A nation who sees you in an antagonistic light as you are attempting to wipe them off the map isnt going to give you access to its market willingly. Two nations that are trying to wipe each other off the map can both be junior partners in the same customs union led by another nation, just expect all the market disruption that would come with such chaotic developments if it's your frustration to handle as the overseeing power. A senior member of a customs union must not be a subject of the junior partner or be a junior partner in another customs union. I'm not sure how the more lowly powers might feel about the matter, but the national prestige of this great power will not be subject to any Bavarian market. They must bow to Lubeck or there is no deal! AI considerations such as the requirements of port connection to facilitate market access, comparative GDP, rank, infamy and other diplomatic considerations are taken into account when accepting or proposing this relationship. You are given the breakdown as to why the AI may not be so willing to join your Customs Union. And you can seek to overcome these differences peacefully.
    As well, this relationship is not a one and done, it must be maintained and this is seen both in an influence upkeep by the senior partner per junior member (as they hold the prestige of it being their market and policies which take priority) but a relations upkeep by all partners and the senior member lest they be booted from the union. When a Customs Union can no longer be maintained (due to a variety of reasons) you will get a notification update that you can click for more information.
    In the end what does subjecting themselves to the senior partners market mean? For all intents and purposes it means that the national market of the junior partner no longer exists - they are part of the senior partners market, so all goods produced, bought and sold are done so within the confines of that new national market. This can mean many things and depending on the relative disparities of your previously independent markets, prices can shift towards a new equilibrium as supply and demand internally change to reflect this. Businesses will revisit their input costs and subsequently adjust their labor cost if necessary. You may see some industries boom and others start running on their reserves, hoping for trends to change before they shut their doors entirely, unable to compete with those industrialists in the far off city. Any trade routes you might have had as a junior partner may be disrupted, you are not barred from trading outright as a junior member of the union but since it's no longer your national market you will have to engage in a few extra steps to take part in such.This is something we will go into more detail with in a future dev diary so it will be simple statements at the moment, apologies again. For internal trade, market access will now be calculated based on infrastructure usage in the recipient state and whether it has a connection to the market capital of the senior member. If you cannot connect the routes by land then ports will need to be staffed and supplied to provide such connections. If you are the senior partner and youve found with the addition of new members they are struggling to connect to your market capital, you can always consider shifting the center of your market elsewhere to better accommodate all members. Lower Canada has difficulty connecting to the British Market due to the shipping requirements for such connections to the Market Capital back in London.
    Domestically you will still be able to tax and encourage specific goods and services and their consumption, but your ability to embargo or take tariffs on goods coming into the market will depend on your relationship within the customs union but I am getting ahead of myself - more on that in a future development diary so please be patient on that front. So what are the benefits of expanding your market by customs union? Why not just gobble up the territory by forcing someone to be your vassal or taking them under your direct authority? If you were to take the territory, well you might have to do so militarily if the nation is unwilling to come along willingly. If that is the case then it's going to be a national expenditure to mobilize and supply your armed forces, youre certainly going to take some infamy on the world stage, you might even lose the conflict depending on who gets involved. What if you need to concede part of the market to another nation to assist you - what if it's the resources you really wanted yourself. Even in the winning scenario you end up with a bunch of pops in a devastated landscape, radicalizing and potentially discriminated against in your larger empire - all you wanted was some coal, was that cost worth it? Sometimes it is, sometimes it isnt. All of these factors affecting the state are related to each other. Devastation of a war means not only turmoil for the pops but that infrastructure is getting damaged which means goods are not flowing to and from the market efficiently and standard of living is suffering as a result.
    The benefits of the customs union are many but they can also be a double edged sword - it's not guaranteed to be beneficial and it's much more in the lines of choosing which problems you wish to face as is much of the way with Victoria 3. A benefit of a customs union is that it decreases relative transportation costs compared to sticking to trading more manually among markets. You may not need to keep trade routes active though you may still need to utilize convoys for market connections. Instead of moving a more limited amount of goods between two markets you have the sum total of to markets buy orders and sell orders interacting. This may be very welcoming to some as it means less intensive micromanagement of their national economy and allows them to more natural growth of their industries. This also means the potential degradation if not dismissal of your transportation industry that fuels the trade sector of your economy, which also has implications. Which one is more beneficial to you ultimately depends on what you are trying to do, the size of your nation, and what you can afford. A customs union means both increased goods accessibility and sales accessibility - for example you can trade with Prussia for your much needed coal as Lubeck (as youve seen me do in previous AARs) but trade is fickle, subject to changing winds of national priority, diplomatic scuffles, and possibly embargoes. Embedding yourself into the national economy of another gives you more concrete access to those goods and sales potential, but it also means they have access to your national economy with relatively less barriers. In the Lubeck AAR we turned the competitive advantage of our national industry focused on tools and shipping to further turn a profit in the larger Prussian market at the cost of less productive industries. Because we were able to keep the standard of living high and a Prussia devastated by revolt did not look as appealing (as it's never one single factor that determines these things) we profited further both monetarily and through migration. Shipyard profits which were flagging within Lubeck see growth (and hopefully future profit) when being sold on the greater Prussian Market.
    As Greece (the most recent AAR) we joined the British Market with neither a stable standard of living nor a competitive advantage in any particular industry to carve our niche, thus our prices fell drastically and wages inflated as pops moved elsewhere to greener lands in the far British Empire. Could we have been successful as Greece? Certainly, the problems there are not guaranteed but we clearly moved into that market too soon with no clear plan to take advantage of it and thus we were the ones being taken advantage of. Greece, after joining the British Market sees its pops migrate to sunnier shores, well at least more economically thriving shores.
    The price and standard of living differences across customs unions can have an effect on your (and other partners) populations and whether or not they choose to migrate. There is a clear advantage here if you are a relatively prosperous nation either with a good standard of living or just the law of large numbers on your side that you will see a population growth due expanding a market with a customs union. More pops is usually good, but let me make the argument that in some cases having migration away from your country can also be good in the case of a customs union. Let's say you are a multiethnic empire, and some of your pops are a little uppity with the ideas of nationalism and their own independence, thoughts that dont really sit well with your own as they jeopardize the stability of the empire as a whole. You can discriminate, repress, put in police and security forces to try and keep things under control - but thats expensive. It's even harder to maintain when there is the homeland state these pops yearn to join on their border. What What if you brought that neighboring country (through agreement or force) into your customs union? Sure your hinterlands may have a population migration to their homeland but you no longer have an insurrectionary problem to deal with. As opposed to them just mass migrating away to another country and/or market, you can have them stay within your economic borders if not exactly your national borders, thus keeping all the production and consumption benefits of the pops with relatively less insurrectionary costs. Now that is a very cherry-picked example, but ultimately not all migration seen through a customs union is bad - even as a small nation willingly allowing migration of your poorer population within can allow you to refocus your economy (economic policies willing) and potentially attract them back post reform. A custom union allows such plays to be ones where you dont have an immediate zero-sum loss and can pull such pops or new ones back to your nation. And before I digress into every other mechanics I would like to cover the most important why would I allow myself to be subjected as a minor nation within a customs union, when it's clearly not advantageous to me scenario. Well it certainly beats the alternative of getting wiped off the map or subjected further doesnt it? Thinking in a realpolitik sense, if you are a small or middling state and you don't want to have your domestic resources gobbled up by a larger power, but you dont have a way to protect yourself without submitting to another power, the only way to succeed is to submit partially. Now you could take the diplomatic route and step under the larger power as a suzerain in some way, some of these may necessitate a customs union regardless. They also can necessitate a loss of your diplomatic potential as an independent entity, that might not be a prefered option on your end. Submitting to a customs union willingly might not be the most advantageous of your choices, but tying your economy to theirs might be a way to maintain some distance from an inevitable political union. Potentially you could turn this to your advantage and maintain a separate diplomatic policy because of such integration. In the AAR as Lubeck we submitted to the Prussian customs union because it was a way to guarantee the AI would not easily turn towards us as a means of expansion and hopefully if we tied our economies close enough together they would not seek to interfere in our affairs, lest we bring the institutions to a halt. And in closing, thats a smattering of the potential that market expansion through a customs union can have. I could probably no doubt talk on this point further, until release potentially but I sadly have some forum limit or another about how long this post can be. I look forward to hearing your ideas and feedback on this topic in the various channels. Even more, I look forward to seeing how you all take this feature and play with it in the future when the game releases. And with that I would like to take a moment to address the elephant economics degree in the room. Never did I think that uttering those words before my introduction would come to be the meme it is today, but regardless of that, I would like to all correct you that the phrase did you know Paul Depre the QA Lead on Victoria 3 has a degree in economics? is no longer technically correct and has not been for some time as I have taken over the role of QA Manager on PDS Red. I am still heavily involved with Victoria 3, assisting in the onboarding of the new QA lead, giving input and the such. Just now I am making sure that not only does the game have a good level of quality, but that the QA team has what it needs to ensure that for release and onwards. The team celebrated this news in the best way they knew how - the loading text was updated almost immediately to be more correct so I could not ask for it to be removed as a bug.
    And next week is it me again with Trade Routes and Tariffs? Crap I better start writing. Wish me luck in trying to nail a concise explanation the second time around.


    [ 2022-03-10 17:00:33 CET ] [ Original post ]

    Dev Diary #36 - Construction


    Hello and welcome to another Victoria 3 development diary! Today well be returning to more mechanics-oriented dev diaries, starting out with a very important mechanic for the economic development of your 19th century nation - the construction of new Buildings. Construction in Strategy games tends to follow a pretty typical formula: you save up money, order a construction and pay a lump-sum cost, wait some time, and the new building pops into existence. As mentioned in Dev Diary 12, however, the vast majority of expenses in Victoria 3 are not lump-sum costs but applied over time as part of your national budget. So how does it work instead? To answer that, theres a few concepts we need to cover, namely Construction Capacity, the Construction Sector and the Construction Queue. Lets start then with Construction Capacity - which is actually just named Construction in-game, but were calling it Construction Capacity here to differentiate it from the overall concept of building things. This is a country-wide value of your nations overall ability to make progress on new buildings in a single week. For example, if your country produces a total of 100 Construction and a new Textile Mill costs 300 Construction, youd expect to be able to build that Textile Mill in a total of 3 weeks. However, its a little more complicated than that, as well see below when we explain the Construction Queue. With Construction Sectors present in Lower Egypt, Matruh, Sinah and Palestine, the Egypt in this screenshot generates a respectable amount of Construction for the early game, though their finances may struggle a bit to fund it all.
    So, how do you produce Construction? This is where the Construction Sector comes in. All countries get a tiny amount of free Construction Capacity to ensure that you never get stuck in a situation where you need Construction Capacity to expand your Construction Sector but need a Construction Sector to get Construction Capacity. This amount is woefully small though, and wholly insufficient even for a small nation, so if youre not planning to run a subsistence economy long-term you will definitely need to invest in a proper Construction Sector by building more Construction Sector buildings in your states. Mechanically speaking, the Construction Sector is a type of government building which employs people and uses goods to output Construction Capacity with a variety of different Production Methods, ranging from simple Wooden Buildings to modern arc-welded Steel and Glass structures. It does work a little bit differently though, in that the amount of Goods used by the Construction Sector each week depends on the actual need for Construction Capacity - if your Country is producing a total of 500 Construction Capacity, but will only need 250 for ongoing projects that week, the total usage of Goods in the Construction Sector is cut by half - though you still have to pay the wages of all the Pops employed there. More advanced methods of construction are expensive and require complex goods - but you will find it difficult to build up a true industrialized economy without them.
    Ultimately, what this means is that how fast you can build things depends entirely on how much money, goods and research youre willing to throw into your Construction Sector - having only a handful of Construction Sector buildings using only Wood and Fabric will certainly be cheaper and easier than building up a sprawling Construction Sector using Steel-Frame Buildings, but will naturally limit your ability to industrialize your nation. So then, how does Construction Capacity actually turn into finished buildings? This is where the Construction Queue comes in. Each country has a nation-wide Construction Queue, with each project in the Queue corresponding to building a single level of a Building in a specific State. For example, a Construction Queue in Sweden might look like this (all numbers are examples): [olist]

  • Expand Government Administration in Svealand (250/300 Construction Capacity remaining)
  • Expand Fishing Wharves in Norrland (155/180 Construction Capacity remaining)
  • Expand Fishing Wharves in Norrland (180/180 Construction Capacity remaining)
  • Expand Rye Farms in Svealand (180/180 Construction Capacity remaining)
  • Expand Port in Gtaland (240/240 Construction Capacity remaining)[/olist] Each week, your produced Construction Capacity is allocated to projects in the Queue in order of priority, with a maximum speed at which projects can proceed (so its never possible to, say, build the Panama Canal in a single week). Using the above construction queue as an example, lets say the maximum progress that can be made each week is 50, and Sweden is producing 112 Construction Capacity. This would mean that projects 1 and 2 would both be allocated 50 Construction Capacity, while project 3 would get the left-over 12 and projects 4 and 5 would not progress at all in that week. It would take 5 weeks for entry 1 to finish at that pace, but after only 3 weeks, project 2 will be down to only 5 progress needed, and so most of the Construction Capacity allocated to it will be freed up for other projects. This also means that project 2 will actually finish before project 1, which is perfectly normal, as different buildings require different amounts of Construction Capacity to complete - its easier to build a Rye Farm than a Shipyard. With just above 40 construction output and the help of some local Construction Efficiency bonuses, this country is able to make rapid progress on the Wheat Farms and Iron Mines at the top of the queue and even get a bit of weekly extra progress on the Logging Camps.
    If all this seems confusing, dont worry! All you really need to understand is that the more Construction Capacity you have, the faster things go - but a large Construction Sector will need to be kept busy with multiple projects at once if you want to use its entire output. There is one more important factor to Construction, which is a modifier called State Construction Efficiency that governs how effective each point of Construction Capacity you put into building Buildings in a State is. For example, a state with a +50% bonus to State Construction Efficiency means that every Construction Capacity allocated to projects in that State actually results in 1.5 progress on said projects, while a malus of -50% would reduce it to 0.5 actual progress. A few factors that will increase or decrease State Construction Efficiency are:
    • Terrain-based State Traits, such as mountains or jungle, tends to reduce State Construction Efficiency
    • Building a Construction Sector in a State increases the local State Construction Efficiency
    • Low Market Access reduces State Construction Efficiency
    Industrializing the Amazon Rainforest is neither easy nor cheap.
    Thats it for today! Join us again next week as we continue talking mechanics, on the topic of Market Expansion!


    [ 2022-03-03 17:11:44 CET ] [ Original post ]

  • Dev Diary #35 - Decisions & Expeditions


    Good evening and welcome back to another Victoria 3 development diary! Today we will talk about two topics that are intrinsically connected: Expeditions and Decisions. The Victorian age was also the age of exploration. Campaigns were sent to explore the farther territories of the world and discover their hidden mysteries. Scholars turned their attention to uncharted territories and promises of glory and fortune; numerous papers and conferences were produced on behalf of science and this era set the foundations for modern studies. But these expeditions were not without peril - many failed, and not all of them returned. This, we also wanted to represent. In Victoria 3, you will be able to take a Decision to go on an Expedition if you fulfill the requisites for it: namely having an interest in the region and, sometimes, a special technology. For instance, exploring the African rivers without protection against malaria may not be the greatest idea. Apart from that, any country can decide to embark on this adventurous enterprise. Dr. Livingstone, I presume?
    But what is a Decision? A Decision is a specific option that you can take when you meet the requirements, thus triggering an important or special event. They don't require any completion conditions because you'll only be able to take them when you already meet those. Some Decisions will allow you to go on an Expedition, like in this case, but many others trigger historical events, like the Grand Exhibition or the Decision to build the Canals that we saw last week. Some, but not all, Decisions will also add a Journal Entry so you can track how the event is going, like the surveillance of the canals. Others just fire an immediate event because it's not an ongoing circumstance, so you get to see the immediate results. The decision to trigger the Grand Exhibition will give you a Journal Entry and a countdown to make it as great as you can. You can do so by special exhibition events, going on expeditions to retrieve important artifacts or by researching new technologies that you can showcase to the world. Of course, we also take into consideration everything you've achieved up to that point, so you can still trigger the exhibition after having completed all expeditions and your findings will be taken into account and displayed.
    Once you take an Expedition Decision, a starting event will trigger setting up the preparations for the journey. If you decide to go on with it, you'll be asked to choose a leader and a budget, then a Journal Entry will be added to your game with a progress bar that indicates, well, the progress of the expedition. Also, bear in mind that the leader's skills and traits may also play a part in the success of the group and how they face the events they encounter. A drunkard leader may delay your expedition while entering a nervous breakdown because they miss their addiction - or they could even lose their vice. The expedition Journal Entry will keep track of your advances with a progress bar, and will trigger different ending events depending on your results. A high progress means a successful expedition, while getting a high peril before reaching the end means a more grim completion event, regardless of your progress.

    Expeditions use two main variables: progress and peril. When you reach a high enough progress the expedition will complete successfully; however, a high peril will mean that the expedition may be lost or even die. You'll be able to control how these variables progress through your decisions during the expedition events: every month you'll receive an update on how your expedition is doing where you'll act as their leader and choose how they should proceed. Sometimes, however, the expedition will go on peacefully and you'll receive a progress event instead that increases both your progress and peril by one point. You'll also get an updated map location on where your expedition is at the moment, so you can see them advance (or not). If an expedition fails you can repeat it as many times as needed, and you may even encounter a lost leader or find out about the fate of the last group. However, once you complete one, you cannot go on the same expedition again. Will you choose the safer option and risk staying behind or will you venture into the white fog and accept its perils?
    Some expeditions have special mechanics. For example, in the Antarctica Expedition you'll want to reach the Pole before your competitors, so you may feel inclined to take riskier options to ensure that you get there soon. You may also find traces of previous lost expeditions, and you can always take advantage of the resources left behind. There's also the possibility of finding a previous expedition that you had already sent and that failed to come back - not only in Antarctica. However, the state in which you find them may vary. There's a limited amount of available expeditions that we have added to the game, all of them inspired by the most famous campaigns of the Victorian age: the African rivers, the North American Trails and Antarctica. Surviving always has a high price, especially in the most dangerous latitudes.
    And here we have an example of a special event that gives you something for your exhibition, at the cost of delaying your expedition, since the first option gives you no progress: During your travels, you may find animals you've never seen before and, with the adequate technology, you'll be able to photograph or even film them.
    Of course, completing a successful expedition will give your nation a prestigious reputation, and will definitely help its leader's popularity - but, as you can see here, there are many other benefits of going around and exploring the world, like getting brand new material for your exhibitions. So remember to choose carefully your expedition and its leader, and keep an eye out for peril while trying to not get left behind! And that was all for today! We'll see you again next week with another Development Diary, this time on Construction, by our GD Martin Anward :)


    [ 2022-02-24 16:59:55 CET ] [ Original post ]

    Dev Diary #34 - Canals & Monuments


    Good evening and welcome to this weeks Victoria 3 development diary! Todays topic is Canals & Monuments, unique buildings with special inputs, outputs, and effects. The Vatican City is the seat of the Catholic Church and a great asset to the Papal States in Victoria 3. As Europe developed and industrialized, the power of religious authority in national politics declined steeply but never lost its relevance. Can you change the course of history and renew the temporal power of the Pope?
    Monuments are unique buildings only available in specific states, each with its own 3D model on the map. They make use of some of the more interesting aspects of the production methods system; just as buildings can output Goods, they can also output both national and local modifiers, Capacities, and effects on the pops working there. The Vatican City for instance outputs the Influence capacity as well as greatly increasing the political strength of the Devout Interest Group. Meanwhile the White House adds a multiplier to your national Bureaucracy output as well as increasing the amount of political strength Pops gain from votes. Not all Monuments are present at the start date. Some, like the Eiffel Tower, must be constructed, and Monuments are significantly more costly and time-consuming to construct than standard buildings. Monuments are subsidized by government funding, so if you decide that a Monument is unaffordable or that you arent interested in its effects (for instance if you as communist Italy no longer want to Church to wield so much power) you can simply defund them. On release we intend to have eleven different Monuments in total. The Panama Canal links the Atlantic and Pacific Oceans. Finally completed in 1914 after decades of planning and construction, ships no longer had to take the long and treacherous route around South America to travel between the East and West. Yes, we can see the trees and houses in the Canal - well fix it!
    Like Monuments, Canals are unique buildings with a special set of inputs and outputs. But the true allure of constructing a Canal is that it allows you to create new connections between sea nodes, allowing ships to travel through the isthmuses of Panama and Suez. This significantly reduces the Convoy costs for trading and supplying armies across vast ocean distances, as well as your vulnerability to unscrupulous rivals trying to disrupt your supply lines. We use the Journal Entry system to track the progress of your canal survey. Behind the scenes a variable is increased every month until the goal is reached, which triggers the completion event. The Journal Entry also acts as a reminder that you are spending a lot of Bureaucracy on this project, and that it will eventually be made available again once the survey is complete.
    Constructing a Canal is far from trivial. Before any work can begin, an extensive survey of the region needs to be conducted, costing a hefty chunk of Bureaucracy for the surveyor for around 3 years. Either the owner of the state or a Great Power with an Interest in the region can conduct a survey. Any number of countries can potentially conduct their own surveys and compete to build the Canal themselves. Weve made the conscious decision to avoid starting wars or Diplomatic Plays through scripted content wherever possible, instead offering incentives for the player to start their own Plays and encouraging the AI to pursue Journal Entry goals. In this case, the player has the option to either gain a Claim on Sinai or to improve relations with the owner country, helping you along your chosen path but not locking you into a particular course of action.
    Once youve completed your survey, the path diverges depending on whether you own the appropriate land. If you already own either a Treaty Port or the whole state region you can simply begin constructing the canal, but if not youll need to find a way to acquire it, either through monetary or coercive means. A Decision becomes available allowing you to purchase a Treaty Port in the appropriate State Region in exchange for a series of very large weekly payments, assuming you can convince the local rulers to part with the port. You might however decide that youd rather keep your money and start a Diplomatic Play for a Treaty Port or the entire State Region (the former will cost you a lot less Infamy), which might lead either to a peaceful concession to your demands or to war. And thats all for today! Next week Ill be handing you over to one of our Content Designers to talk about Expeditions and Decisions.


    [ 2022-02-17 17:00:03 CET ] [ Original post ]

    Victoria 3 | Monthly Update #8 | February


    Its time for another Monthly Update, Victorians! In this video, we take a moment to get an overview of the look and feel of the game. Topics covered, in order by time stamp:

    • 00:00 - Intro
    • 00:28 - User Experience Overview
    • 03:05 - User Interface Overview
    • 08:47 - Journal Entries
    [previewyoutube=kSiUUDwGvGg;full][/previewyoutube]


    [ 2022-02-15 17:00:57 CET ] [ Original post ]

    Dev Diary #33 - Decentralized Nations


    Hello folks, I'm Ofaloaf, one of the content designers on Victoria 3, and I'm here today to talk about decentralized nations. What are they? Why are they there? To start with, let's talk about what came before - let's take a quick look at what Victoria (well, Victoria: Revolutions) and Victoria II did when it came to regions outside of traditional imperial homelands. Africa in Victoria: Revolutions
    Above is Africa as it was represented in Victoria: Revolutions. Most of the continent is open territory for any Great Power to colonize. There's people living there, but they don't do anything. Outside of a few limited cases, like Sokoto, they're represented by nothing. They do not do anything on their own, and when added to a colonizing power, they just immediately become pawns in the imperial game and don't really care for independence or their own homeland. Africa in Victoria 2: Heart of Darkness
    The same is broadly true in Victoria II. Regions historically colonized by imperial powers, such as most of Africa and parts of the Americas, are represented as unclaimed swathes of land just waiting for an empire to come by and colonize them. The people who live there do not care who marches in, and will just be members of one empire or another forevermore after they are colonized. It's a model that could use some improvement. It didn't do justice to the people who historically lived there, and, frankly, it made colonial gameplay kind of boring. Africa as it currently stands in Victoria 3
    In Victoria 3, decentralized nations exist to address both the issues of gameplay and better representation of indigenous peoples. No matter where an empire tries to colonize, someone already lives there. They're organized, although they don't have the same level of international recognition and administrative organization as, say, Congress of Vienna attendees. No formal declaration of war needs to be made in order to make an incursion into the territories of decentralized nations and start colonizing, although the deeper you colonize into a decentralized nation's lands, the more likely it is a diplomatic play will kick off where the decentralized nation starts a real war of resistance against you. Even if a colony is successfully established, the people living there aren't just pawns - they'll remember that they weren't always colonized subjects, and just like any other part of an empire they'll agitate for independence if conditions are right. Mapping these nations has been a challenge. We essentially started with the Victoria II map as a base to build off of, which meant we had a lot of work to do just gathering information for peoples across the globe. Records of who lived where, and how many people lived there, have been difficult to obtain for some regions. Gameplay considerations have also driven some design choices - let's look at North America for an example of that process. Behold the snippet of a beautiful draft image used when presenting the original proposal.
    This is part of one drafted proposal for the implementation of decentralized nations in North America. There's already some compromises in this version - peoples have been consolidated into some larger polities, and some state borders have been followed largely because having just one or two provinces on the other side of a state line can create regions too small to provide anything or anybody - 400 pops living in State X aren't able to provide enough men to contribute a single battalion to a native uprising, among other things. This design isnt just for the decentralized nations - it is something we also do elsewhere in the world when trying to balance historical accuracy with gameplay, although we of course try to avoid steering too far away from actual history. North America after the revised proposal was implemented.
    Even with these considerations, we still ended up pursuing a modified version of that proposal that did more to preserve the borders of larger imperial borders - we didn't want too many avenues for the United States to colonize its way into historical Canadian territories, or for Mexico to colonize its way into Minnesota. I do miss the Council of Three Fires and hope I can get it back in, but that depends on getting a design hammered out that works with the considerations and limitations we just went over above. Other regions have had design considerations made in their implementation, too. (from Wikipedia)
    I'm gonna be real with you, there was no way we were going to accurately and sufficiently map out all the peoples of New Guinea. That's one region where I think we've probably done the most consolidation, but I think it was necessary in order to provide anything like the combined strength needed in order to give the indigenous peoples of New Guinea a decent punch in case of a native uprising. West Africa in Victoria 3.
    West Africa had many design decisions made since it was first mapped out for V3; as mentioned above, the original map built off of was Victoria 2's, so the first thing done was just getting some entity everywhere on the map. This early draft has been revised and revised and revised again, and probably will still be subject to further revisions. Countries that were first marked as decentralized have been centralized, such as the Ashanti Empire, and tag additions and renamings are a thing that's happened already and will happen again, as we continue to invest time in research and listen to feedback from our fans. Decentralized nations give life to regions that have been treated as blank slates up 'til now. Mapping them out, getting them right, and balancing the challenges of precision and gameplay are a constant struggle, one which we are constantly tackling and working through. The result of all this, though, is a world that feels much more alive, one that I hope you'll be happily exploring at Victoria 3's release. I'm terrible at transitions so let me just say that next week is Daniel Tolman's dev diary, and we're going to ship some monumental information there! And by that I mean it's on canals and monuments.


    [ 2022-02-10 17:02:05 CET ] [ Original post ]

    Dev Diary #32 - Colonization


    Good evening and welcome to this weeks dev diary! Todays topic is colonization, which in Victoria 3 terms means the process of establishing and expanding colonial states in regions owned by Decentralized nations. The pith helmet became popular among British forces following the Anglo-Sikh wars, being widely adopted in tropical regions. The helmet has become synonymous with 19th and 20th Century colonial conquests and expeditions.
    To establish colonies, you must have researched the Colonization technology, a tier 1 technology common to many recognized powers at game start. This unlocks Colonization laws as well as the Colonial Affairs Institution, which affects how quickly your colonies will grow. In 1884 the Berlin Conference initiated the Scramble for Africa. Hungry for new resources and global dominance, the great powers divided the continent between themselves and began a relentless campaign of conquest and colonization, establishing colonial governments to oversee their new domains.
    You can establish colonies in strategic regions where you have declared an Interest, and within those strategic regions you can colonize a state region in which at least one state is controlled by a Decentralized nation. Once youve selected a location, one of the provinces in that state region will be the starting point for your colony. Having a colony in a state region does not give you a monopoly on it; other colonial powers can create competing colonies, resulting in split states and messy borders that are sure to generate diplomatic tensions in the future. Colonial States are a special kind of state that is created by establishing a colony in a Decentralized nation or conquering territory from an Unrecognized power. A Colonial State that borders a non-colonial state belonging to the same country will lose its colonial status and become a regular unincorporated state. Colonial States have a bonus to migration attraction and are affected by certain modifiers from colonial laws and the Colonial Affairs institution. Since Colonial States cannot be incorporated, your institutions do not apply there, and pops living in these states cannot be taxed and will have very little political power to contribute to Interest Groups. Now, why would you want a colony? Primarily, youd want colonies to gain access to more natural resources that you may be lacking at home, especially goods required for more advanced manufacturing Production Methods like rubber and dye. Once your colony expands enough that its the largest State in its State Region, it will become part of your National Market, giving you direct access to the goods it produces assuming that you ensure market access. Many European powers have little opportunity for aggressive expansion in their homelands, as wars there could become very unpredictable and destructive. And of course, any territory you dont colonize yourself may fall into the hands of your rivals! A handy progress bar lets you know how soon your colony will expand, with the corresponding tooltip and nested tooltip breaking down in increasing detail exactly why it is growing (or not growing!) at the current rate.

    The rate of Colonial Growth is determined by your incorporated population, and modified by your Colony Growth Generation Speed (primarily affected by your investment in Colonial Affairs) as well as by local conditions in the State Region.The more colonies you have growing at once, the less quickly each colony will develop, though you can selectively pause and resume Colonial Growth in a state. Once a colony grows, it will expand into neighboring provinces owned by a Decentralized nation within its state region. Early in the game, the colonization of most regions will be a very long and painful process due to the prevalence of malaria and other hostile conditions. The technology of the time did not allow the European colonial powers to penetrate far into Africa, but with the development of quinine and malaria prevention techniques this would cease to be the obstacle it once was. In Victoria 3, you will need to develop your medical technology and invest in your institutions to overcome harsh penalties to colonial growth in the most inhospitable regions. Now of course you cant expect to claim and exploit vast swathes of land without some resistance from the people who live there. While a colony is growing, it has a chance to generate Tension with neighbouring Decentralized nations. If Tension rises too high, the Decentralized nation will begin a Native Uprising - a kind of Diplomatic Play - against you to retake their homeland and expel the invaders. Tension will slowly decay, but on average you can expect the factors advancing Tension to eventually outweigh its decay rate. Though it is very likely that the native inhabitants will be technologically outmatched by a colonial power, there are some factors that give them a fighting chance. Firstly, the colonial power needs to manage the logistics of transporting an army to the region while the Decentralized nation has the home advantage. Secondly, other nations with an Interest in the region can join the Diplomatic Play on either side. If France, for instance, has their own designs for dominance over West Africa they might decide to support Kaabu in their struggle against British encroachment. Colonial laws are typically supported by the Armed Forces due to their Jingoist ideology, which causes them to advocate for an aggressive and expansionist foreign policy. The Industrialists, ever seeking new sources of profit, especially favor Colonial Exploitation, while the Rural Folk fear for their livelihoods if their agricultural jobs are replaced by cheap colonial labor.
    One of the most important factors affecting Tension decay is your colonial policy. Colonial powers can choose between Colonial Resettlement, which encourages migration to colonies, and Colonial Exploitation, which improves building throughput in colonial states at the expense of reduced Tension decay and Standard of Living for pops in those states. Lets sum this up: once you have the appropriate technology and laws, you can start a colony in a Decentralized nation and it will slowly expand over time. The rate of growth is determined largely by your level of investment in Colonial Affairs and the population of your incorporated states. As your colonies grow, they generate Tension with nearby Decentralized nations which can eventually lead to a Native Uprising. Next week Ill be handing you over to Ofaloaf of Monthly Update video fame, who will talk in more detail about the Decentralized nations of Victoria 3s world map.


    [ 2022-02-03 17:01:02 CET ] [ Original post ]

    Dev Diary #31 - Journal Entries


    Hello and welcome to this weeks Victoria 3 development diary! My name is Daniel and Im the Content Design Lead for the project. Today well be taking a first look at Journal Entries. Upon the death of King William IV, the personal union between Great Britain and Hanover ended due to different laws of succession. Queen Victoria ascended the British throne, while Hanover was ruled by Williams brother Ernest Augustus. This Journal Entry highlights the imminent end of the union.
    Compared to Victoria 2 weve shifted the focus of scripted content away from random event popups and towards the Journal system. Journal Entries fulfill a variety of narrative and mechanical purposes in Victoria 3 - they can be optional goals the player can pursue, imminent disasters, anchors for ongoing situations, and much more. You can think of the Journal as items on the governments agenda, situations that you can engage with (or not) to whatever extent best fits your goals and situation. In 1836 Canada was administered by several colonial governments, including Upper Canada (modern Ontario), Lower Canada (modern Quebec), and the Hudsons Bay Company. By the end of our period they were consolidated into a single Canadian nation.
    Here we can see some potential entries in the British Journal. Inactive Journal Entries serve to announce potential goals you might want to pursue or disasters you might want to avoid, depending on what youre aiming to do with your country. Many Journal Entries have an effect upon activation, usually an event presenting the situation to the player both narratively and mechanically, and sometimes offering different approaches to the issue. The Confederate Canada Journal Entry leads you as a colonial overlord down the path of consolidating your Canadian subjects into a single nation. To begin this process youll need to research Nationalism, but there are also hidden triggers that determine whether this should appear in your Journal as a possibility at all. In this case the Journal Entry is potentially available for any country that has Canadian subjects; this means that this content is not exclusive to Great Britain, but available to any country that fits the bill. This is reflective of our goals for historical content in Victoria 3. We want to avoid arbitrary historical events that occur for specific countries even when they dont make sense in relation to whats happening in the game. We also want to avoid writing content that only happens for particular state actors under hyper-specific conditions, making it all but invisible. So historical content should be both emergent and visible to the greatest extent possible. The Ottoman Empire was in a period of steep decline by 1836. Despite attempts to modernize the country, it was not able to retain its dominance and fell to the wayside of history, eventually collapsing to nationalist movements and the machinations of the great powers. In Victoria 3, you have the opportunity to steer history in a different direction. How would an Ottoman resurgence affect the world?
    Though we certainly do have nation-specific content. Above we can see that the Ottomans are dealing with The Sick Man of Europe Journal Entry series. There are quite a few features a Journal Entry can have. Progress bars can track completion (or failure!) of Journal Entries based on specific variables. Journal Entries can also have a timeout, which might have an effect when it expires, in this case a very negative consequence for failing to reform the country. In other Journal Entries we use timeouts to create limited-time opportunities you can take advantage of if youre willing to commit to a goal. Additionally, there are pulses that can be added to Journal Entries that have effects on a monthly/weekly/yearly basis, and we can use these to, for example, measure that a set of objectives has been true for a certain amount of time. All of this is entirely written in our scripting language and is therefore extremely moddable. Following the end of the Sakoku era and Shogunate rule, Japan modernized rapidly. A major transformation of society and the economy proceeded, and the great powers watched with interest. Will you be able to guide Japan towards a prosperous future, striking the balance between modernization and sovereignty?
    While a Journal Entry is active, various events might occur in your nation. Here for instance a modernizing Japan considers an offer of American military consultancy. Active Journal Entries might also unlock Decisions - one-time actions a country can opt to take - or have a multitude of effects and modifiers while they remain in play. The Great Molasses Flood of 1919 saw the city of Boston inundated with treacle due to a burst storage tank. Investing in the safety of your industries is important if you wish to avoid such accidents becoming commonplace.
    On the topic of events, there are now extremely few pop-up events that immediately demand the players attention. Events now appear both in the outliner and on the map itself, and can be opened and minimized at your convenience. Journal Entries are a dynamic and versatile system used to represent a wide variety of era-inspired situations and historical content, and to make the game world feel narratively alive. The possibilities for this system are practically limitless and I expect well continue to innovate with it for a long time to come - and with its incredible degree of moddability I look forward to seeing the communitys own creations as well. That is all for today! Next month well be donning our pith helmets and centering our development diaries on the theme of colonization and exploration.


    [ 2022-01-27 17:01:47 CET ] [ Original post ]

    Dev Diary #30 User Interface Overview


    Hello all! My name is Kenneth and I am the 2D Art Lead on Victoria 3. Working on the games user interface (UI in short) with my team is a big part of what I do on the game. From here on, whenever the word UI is mentioned, it refers to an overview of these 3 categories (Panels, Buttons and Icons) which make up the UI of the game! The majority of the information and the decisions a player makes happens in the UI. There is a huge opportunity to engage and immerse the player into the world of Victoria 3 through the UI. As mentioned in the previous Dev Diary, the UX teams focus is to make this massive amount of information approachable and accessible. Us, in the UI team, work extremely closely with them, to display all that information in a visually appealing way.

    Art Pillars and how it ties with UI


    We have 3 core pillars for Victoria 3s art style. These pillars guide the overall art direction and capture the feelings we want to convey in the game which includes of course, the UI! Prestigious - The UI is inspired by the extravagance and luxuries of the upper class in the Victorian era. It should feel elegant and exquisite. Vintage and Idyllic -Vintage here means something from the past that is of high quality. The Romanticism Art movement is a source of inspiration for the art direction. It seems fitting given that it originated in the 1800s and the idealisation of the idyllic past and nature fits in nicely with the Vintage feel that we want to incorporate in the UI. Detailed yet Approachable - High level of detail with intricate elements but used sparingly so it does not become cluttered and overwhelming.

    UI panel


    UI panels form the base or background of every single UI menu (be it, fullscreen, popups, or on the sides) in the game. If its not on the map, it's on an UI panel. We chose to incorporate Art Nouveau elements into the panels. Art Nouveau is primarily inspired by nature and the natural forms and curves of plants and flowers. This aligns with the Art pillar Vintage and idyllic. The style is also prominent in the architecture of the upper echelons of society in the 1800s. Its intricate details evoke a feeling of extravagance and elegance which aligns with the other two art pillars. We need to be careful not to put in too many detailed patterns as this will distract the main function of an UI: which is to display information to the player! Hence, we focus the rich details on frames and borders of the panels as well as headers where the title of the menu resides. This is an UI panel. Elaborate patterns with a touch of gold and faded fabric textures adds that extra layer of prestige and vintage feel prominent in the Victorian era.

    Buttons


    Buttons are the main elements in the game and UI that the player interacts directly with. From the UX point of view, players would need to identify the buttons almost instantaneously. Buttons should be identified either as Navigation buttons (buttons that lead you to another UI screen) or Action buttons (buttons that perform an action that affects the game world). With that in mind, we sought to create a template for the games buttons while aligning it with our core art pillars. We use wood as a texture for the buttons for the aged, vintage feel. All buttons have an emerald colour with two different shades to differentiate between Action and Navigation buttons. Different shades of emerald for the buttons. Action buttons also have a thin gold border to differentiate them further while still having both types recognised as buttons.
    There would be some UI screens that would have multiple buttons on them. How can we draw attention to higher priority buttons (if any)? Our solution: Give them a more prestigious look, by adding Art Nouveau elements around the borders and corners of the button!

    Icons


    Icons are a major part of the UI of Paradox games and of course, this is no different in Victoria 3. Icons in the game come in a wide variety of shapes, sizes, styles and colours, and we use them to represent a host of different things, mechanics, statistics and attributes in the game. I will break down some of the different ways in which we use the icons and hopefully yall will gain a better insight into our design process.

    Buildings and Goods


    This group of icons are by far, the most visual and detailed in the game. They are representations of actual things in the game world. These icons are akin to mini illustrations and their primary purpose is to enhance immersion and fuel the imagination of our players.

    Events, Technologies and Pop groups


    Academia and Dynamite are both technologies that a player can research but one seems to be a little abstract while Dynamite is an actual object in real life. How then, do we approach such icons as a group? For technology and event icons, we decided to use objects from the real world or several objects to represent them. Since most of these icons are going to be pretty big (for an icon), we decided to go for a highly detailed and realistic rendering to enhance immersion. It is pretty straightforward for a technology like Dynamite. For Protest events, we use something a little more symbolic like a hand holding a loudhailer.
    Pop groups are represented by our amazing character models and icons. Since the character models will be a tad hard to see when scaled down, we use icons to support them. The same guidelines apply when designing Pop icons. For example, Machinists are represented by a wrench.
    The final group of icons I am going to talk about is a broad group which represents game mechanics, their categories, attributes and stats. These icons tend to show up in multiple different UI screens and are not very big (for an icon). They may need to appear in different sizes as well. Many of them would need to be recognisable when they are small. Therefore, we reduce the amount of details on these icons drastically and instead focus on a few choice colours and the silhouettes. Battalions appear in many different UI screens and in a variety of sizes.

    We can also use colour coding on these icons to make them more recognisable. For example, we can have positive condition icons being green and negative condition icons being red.
    Interest Groups (IG) icons are a more complex example of colour coding. Players may not immediately remember and understand all the colour coding within each sub category of icons but our hope is that this will get more familiar and identifiable over time. Other examples of this are the Lens category icons.

    Tutorial


    In the previous Dev Diary, Aron and Henrik have briefly mentioned the tutorial. I am going to talk a little about the art that goes into helping players understand our incredibly deep and complex mechanics better. We believe that the combination of tooltips, text explanations and infographics will help visualise the game mechanics better. Most infographics you find online (go ahead, do a Google search) have a clean, stylised and very modern look. We see an opportunity here to make it fit with the Victorian era better. This can definitely be an area where immersion is enriched and of course, strengthen our art pillars. We took inspiration from newspaper illustrations and blueprint illustrations of the Victorian era and adopted it for our infographics. And as icing on the cake, we overlaid the drawings on top of an aged paper background.
    Thats all from me! I hope you have enjoyed the brief overview of the UI of Victoria 3! Join us next week as Daniel, our Content Design Lead will talk about Journal Entries!


    [ 2022-01-20 17:02:26 CET ] [ Original post ]

    Victoria 3 | Monthly Update #7 | January


    Welcome to a brand new year with Victoria 3! Our first video for 2022 looks to the future, towards peace and progress. Topics covered, in order by time stamp:

    • 00:00 - Intro
    • 00:25 - Peace Deals
    • 02:51 - Technology
    • 07:35 - Flags
    [previewyoutube=DVX-1FKcq1A;full][/previewyoutube]


    [ 2022-01-18 17:04:05 CET ] [ Original post ]

    Dev Diary #29 - User Experience


    Hello, my name is Henrik and I am a UX Designer on PDS. I have been a part of the Victoria 3 team for almost the entirety of the project, and since I am about to take a few months of parental leave I wanted to leave you with a brief summary and overview of the thoughts and ideas that form the foundation of the User Experience (UX) design in our game. Also, say hello to Aron whom I have written this dev diary in cooperation with. Aron has been my UX padawan for the past year and will be shouldering the UX while I am gone. First and foremost, why do we do what we do? Basically, our end goal is to make the game more approachable and accessible, so that we can make it even deeper and more complex. Complexity should not come from not knowing where to find something and why something happened, but from the deep simulation and game mechanics at the core of our game. The more accessible the information and interactions can be, the more complex we can make that information and those interactions. In order to get there, we have three UX Pillars [olist]

  • The right information at the right time
  • Clear feedback about cause and effect
  • Clearly separate Actions from Information[/olist] What tools do we have at our disposal to provide a user experience that satisfies these lofty goals? In this Dev Diary we will walk you through some of our main tools and approaches.

    Nested tooltip, as made famous by Crusader Kings 3


    There is one piece of technology we can not see this game without: Nested Tooltips. We use it both for Game Concepts, and for getting more detailed breakdowns of numbers, and boy do we have numbers! This allows us to achieve parts of the first UX Pillar, The Right information at the right time. Instead of having to explain every single detail and anecdote in a single humongous tooltip, we can focus on the most essential and important information for the current context and leave any information that might not be directly tied to this context for the nested tooltips to cover. This is crucial in Victoria 3 where every single thing affects a whole bunch of other things, some very important and others simply knock on effects.

    Of course Nested Tooltips come with their own set of challenges. This is where we are happy to allow for a lot of customization and tweaking. For example, how do you want the tooltip to lock? Mouse Tendency, Timer Lock, or Action Lock? If you choose the Timer Lock, how long do you want that timer to be? Etc.
    Another thing we show in these tooltips is the next thing on the agenda and what yall been waiting for - graphs!

    Data visualization


    One of the more challenging areas is to clearly give feedback of a values change over time. In a game with as many interlocking systems as Victoria, giving feedback on how something has changed over time becomes an essential part of the game-loop. How can we take several values and show you exactly how it has changed over time? You guessed it, line graphs.
    We would never make a Victoria game without the proper amount of graphs and charts! (Yes, you can switch to show pie charts for the Victoria 2 purists.)

    Numbers that update in real time and Predictions


    In most cases in our previous games, you have to tick the game in order to see the effects of things. In Victoria, we try to make all the immediate effects of your actions available the second you take them. When taking actions that have consequences spreading far and wide throughout the game's systems, it can be really hard to parse if this is a good idea or not without excessive use of spreadsheet software. So we predict things for you. (With a nested tooltip breakdown of that prediction value of course!) The Building panel provides you with all the raw building data you could ever need, for you to analyze however you like. For whatever action you may desire, we provide our warmest support in your calculating endeavors with predictions such as the Weekly Balance when changing Production Method and predicted Earnings of the building if you were to expand it.


    Focus on the Map


    Our map is gorgeous and we want to put more emphasis on it. For example, all Events in the game have a location on the Map, and if you hover over a State name in any text, that State will be highlighted on the Map. This makes it easier to connect the names of things with their representation on the map, giving context to the text and the map. However, one of the coolest contextual information we are creating are Map Modes. We have Map Modes connected to most of our information panels, triggering when you open each panel which gives you the right contextual information at the right time. With the use of icons, numbers, and different heatmaps, we enable you to see several layers of contextual information at the same time without things getting too cluttered and without you having to scroll through a big sheet of data. Albeit, all Map Modes also exist in list form, making it possible to sort the information that is shown on the map, not entirely unlike a visual Ledger.

    The Lenses


    Every action you can take on the map, you can take from the five Lenses. Production Lens, Political Lens, Diplomatic Lens, Military Lens, and Trade Lens - each Lens comes with its own Map Mode! Basically, it is like viewing your country from a specific point of view.

    Right-Click menus


    The Map Interactions in the Lenses are our take on the Macro Builder, that is when you know what action you want to take and then you select what type of entity to perform that action on. On the other side of the coin, we use Right-Click menus for when you know what entity you want to perform an action on and then select an action from a list of potential actions. We have this for States, Markets, Characters, Buildings, Interest Groups and Goods. So any time you see any of those in the game, you can right-click on them to get a list of actions you can perform.

    Empty States


    Often forgotten, but extremely important. This is the feedback of dead ends, such as looking at the Urban Buildings tab of a State with no Urban Buildings. A useful empty state will let the player know whats happening, why its happening, and what to do about it. In a State with no Urban Buildings we should of course tell this to the player, but also include the potential Urban Buildings which the player can build in that State. This is only one of many examples and youd be surprised how often this simple yet important UX design aspect is forgotten. The empty state tells the player what that screen could be populated with and what the player can do about it.

    Should you get an economics degree before you play V3?


    Far be it from us to ever discourage anyone from getting an economics degree! Yet, despite Victoria 3's immense depth and complexity, our intention is still to allow you to learn even the most advanced concepts the game is based on as you play. One aspect of this is the tutorial, which we are putting more focus onto than ever before and will cover in detail in a future Dev Diary. Another aspect is through tooltippable Game Concepts, which work much like an integrated dictionary or rule book. Whenever you see such a Concept in text, such as Pops, Dividends Taxes, or Market Price, you can tooltip it to get an explanation of what it means and references to related concepts and mechanics. This powerful tool together with the Nested Tooltips allows us to design and explain anything in the game without writing a novel in each tooltip, and as a player, you can choose to deep dive into any peculiarities as you see fit.

    Accessibility features


    Last but not least, we can not talk about UX without mentioning Accessibility and boy are we happy to have something never before seen in any PDS game - Colorblindness mode for text! We have it on our roadmap to make this feature work with more things in the game as well. We have also worked hard to get to a point where the UI scaling should work even better out of the box than previous releases. Default mode, Tritanopia mode, and Protanopia/Deuteranopia mode
    Thats all for the first dev diary of 2022 folks. What an exciting year we have in front of us with so many tooltips to design and improve on! Well be back next week where Kenneth, our 2D Art Lead, will guide you through a closer look at the UI design of Victoria 3. See you then! //Aron & Henrik


    [ 2022-01-13 17:01:02 CET ] [ Original post ]

  • Q&A Roundup


    Earlier this month we held an exclusive Q&A session on the Official Victoria Discord for our newsletter subscribers. We have now gathered some of our top questions and answers in this article, for your reading pleasure! Enjoy. Winged: Will some cultures have areas they specialise in? For example Nepali could be better soldiers while Norwegians could be better fishermen Michael "Ofaloaf" Kundak-Cowall: The main problem I have with that is the unfortunate implications of saying people are just innately better at one thing or another- a Norwegian who moves to central Iowa isn't going to be a terribly good fisherman, and a Nepali who has never experienced war in his or her lifetime isn't going to have much experience at combat. General_WCJ: what is the most common degree held by team members working on v3, history, game development, game design, computer science or something else Paul Depre: If I had to guess its most likely some form of computer science and or game development for those who were able to go to school for such. We also have quite a few individuals who have the non-standard degrees in various forms of sciences, history, language, and me - the token economist. Never done a survey among the studio though, might be an interesting thing to do. The results will not be in a pie chart, that I can assure you. SenatorSnowBear: Will we see models of trains move around the railways on the map? Will they go 'choo choo' if we zoom in close enough? The latter question is very important to me. Michael "Ofaloaf" Kundak-Cowall: The trains do indeed travel around on the map and go choo choo! In fact, the trains even go chugga chugga. Gimokes: How does the government form affect how laws pass? Does an Absolute Monarchy like Prussia have a easier way to pass unpopular laws by many interest groups than a Constitutional Monarchy like Great Britain? Daniel Tolman: More authoritarian laws will help you pass laws faster; so an autocratic monarchy that suppresses opposition interest groups can pass laws quickly and with less resistance than a democracy with a strong opposition. Of course, that has its own downsides. Dr. Njitram: Are there any mechanics youre not fully fleshing out, awaiting feedback from the larger player base/QA? Paul Depre: There are plenty of things not solid - all to various levels. That's part of the reason we do dev diaries and feedback sessions, hold UR tests, and let QA tinker on the regular. Some more structural mechanics are locked in, but we are always looking to and reacting to your feedback. If we do not act upon it right away its usually because doing such is risk based on the timeline and then we look for when we can address it in the future. In future dev diaries you may in fact see such changes detailed. Kings: Can democracies influence what interest groups are in their governments? Aron Nisbel: Yes! As a Democracy you will be able to Reform your Government by adding and removing Parties and Interest Groups. However, Government constellations will vary on how Legitimate they are. KaiserPiplup: What is the feature you are most excited about personally and to see what players will do with? Martin Anward: Definitely Diplomatic Plays! I want to see what kind of crazy upsets players manage to pull through clever diplomacy, and also what unintended consequences they end up with. Not to mention the multiplayer shenanigans... EnzoF: What is the most interesting aspect/consequence of something you've already talked about that you were not able to place onto a dev diary? Mikael Andersson: I don't actually recall if we've discussed Urbanization in detail yet, but one aspect I find fascinating is how building up your industrial states automatically create a parallel service industry which booms if the Pops' Wealth increases but fails if it doesn't, so creating an exploitative, extractive industrial sector will decrease the price of the industrial output goods in the market but not benefit any sector of Pops in that state. al-Khalidi: Will it be possible for Austria to unify Germany? Daniel Tolman: yes, but only if they don't become Austria-Hungary! Katakras: Can interest groups be banned in authoritarian countries? Paul Depre: More authoritarian countries have an easier time influencing their IGs to irrelevance. That being said its not as easy as simple to "ban" an IG - if they have the clout they will attempt to fight back instead of heading off meekly into irrelevance. Softload3r: Will there be a tutorial like in CK3? Vic 3 will be the first game in the Vic Series I'm playing, so a tutorial like in CK3 would be a huge help and much appreciated! Aron Nisbel: Yes! We're working hard on the Tutorial and the format will have similarities to CK3, but we're of course aiming to improve on it and have made many of our own changes to fit it more to our game and take it further. One change we've been aiming for is that you will be able to play the tutorial as any country, but we're not going into any specific details on that yet! As a UX designer, the Tutorial is close to my UX heart since it is one of the most important features especially for a new player's experience. Hopefully, our Tutorial will make the game very enjoyable even for anyone without an economics degree. Grovar: Are we going to have game rules we can change before we start a new campaign like we have in other pdx titles? Martin Anward: Yes, game rules are going to be in! For example, there will be a game rule to decide whether you want 'silly' nations like Byzantium and Jan Mayen to be able to appear or not. Jboy2000000: How will the blimp reward from sighing up to the newsletter be implemented in game? Mikael Andersson: Airships are one of the many things in the game that makes the map more alive. The one you get for signing up for the newsletter will be making an appearance in place of the standard model from time to time. SolarCola: Is colourblindness considered in the design of the UI? Paul Depre: Yes! I can say we have been working towards addressing some color-blindness issues with our game particularly because it is more numbers heavy than others. We've been working on a dynamic setting that should allow for us to expand its coverage and hopefully (don't confirm quote me here) allow for modding as well to help cover all the various possibilities. Maybe we can do a dev diary on it in the future. Simply John?: What are some of the biggest quality of life changes that are planned or that have been made? Martin Anward: There's a lot, but just to take one example we have implemented prediction functions when you change a production method or expand a building for how profitable the method/building will be. This in itself isn't new, but what is new about it is that the prediction takes into account factors such as how prices are going to change not just from that particular building/method but also from every other building currently in your construction queue, pop goods substitution (so you can see if there is potential for a good to be consumed even if it's not currently consumed) and so on. These predictions are actually also used by the AI to be able to far more accurately plan out its economic decisions than in our other games. Goodluck: Will there be reasons to keep the upper class happy on the cost of the lower and middle class, even though the upper class is just a fraction of your nations population? Daniel Tolman: Absolutely. Firstly, if you're deliberately playing as an autocratic reactionary country, you of course want to favor the old guard power groups. But also, remember that wealth and certain laws boost the political power of pops - and if you try to pass laws that favor the poor, the rich will push back. Golden: although events arent going to be railroaded, will we still see history play out roughly as we would expect? (As long as the player doesnt interfere, that is ) Mikael Andersson: That depends on your expectations! We are not taking the approach that there is one "Platonic" way that history played out and if you don't poke at it, it will repeat itself. Rather, historical progression is the emergent consequence of millions of interacting events based on material conditions. What this means in practice is that while a lot of things will progress roughly as you might expect - countries are more likely to fight over shared Homelands, technologically advanced countries are more likely to do well financially, a country with a lot of colonies are likely to dominate the seas and vice versa - there will also be plenty of "butterfly effects" where e.g. a mass migration from China to Argentina will change the power dynamics in South America which might cause the US to reconsider their Interests there, etc. Our aim here is that some events should be recognizable while the remainder should be justifiable, and as few events as possible should feel inconceivable. SL128: Which types of countries tend to be the most beginner friendly or hostile? Daniel Tolman: Personally I think Japan is very beginner friendly. But to a great extent how "difficult" a country is largely depends on what your goals are. An_Oxygen_Consumer: can we play as rebels in some events? Martin Anward: Yes, there's a variety of both events and mechanics where you can choose to be the rebels and fight against 'your own' country. To give one example, if the Sepoy Rebellion happens it's possible to switch and fight for Indian freedom. RatherHolistic: are there any alt-history formables? Daniel Tolman: We certainly have some, and we'd like to add more before release. Scandinavia and Gran Colombia are some examples. Happy Doggu: When do big nations like France, Prussia, and Austria actually get in on diplomatic plays? How does the game determine that? Martin Anward: I'm assuming this is about when the AI decides to join a play rather than when it's possible for them to do so. The gist of it is that to join a side, an AI has to either want strongly either to back a side, or be tempted with something that it wants enough (what it wants depends on which AI strategies is governing it at the moment) to overcome both their desire to support the opposing side and their desire to stay neutral. I'll go more into this in AI dev diaries in the future. Mr.Erik: how will taxes affect purchasing power and so standard of living? I want to know if i can build a small government for less militancy for less returns(money/soldiers) Paul Depre: Without going into extravagant detail about the various disagreements among the economic schools of the relative effectiveness of taxes on consumption, etc. Im on a character limit and I cannot digress. In short any money taken by taxes will reduce the purchasing power of the pop and make where their consumption basket is relatively more expensive (out of their remaining income) thus they will have to reprioritize and might possibly consume less. More wealth in their pocket would mean a gradual want of the more quality goods, a nicer standard of living, even something extravagant. But depending on how those taxes are spent - maybe by building industries that stimulate domestic production of the consumed goods you've been importing (thus keeping the relative wealth within your domestic economy) this loss in purchasing power from one strata of society can be overcome by subsidizing the welfare of another. I said I wouldn't go into extravagant detail and here I am with the answer of "it depends" michael III: Will there be an observer mode(if you want to just watch the AI)? Aron Nisbel: Yes! Goodluck: Is it possible to stay competetive as an agricultural focused nation, or will you have to industralize if you want to keep up with the great powers? Paul Depre: What determines staying competitive here may differ from player to player: you can stay as a primarily agricultural based economy and meet the relevant standard of livings for your pops. Of course to expand that past your domestic restrictions without industrializing would require finding markets for such goods, etc. Its a challenge to meet the needs of your pops if they start asking for goods you choose to not produce. Nothing in the economic situation and focus is inherently impossible, it just presents a different set of challenges to you to maintain. Goodluck: Is there advantages to both tall and wide play; like will it be advantages to focus on one big city or building up many different Urban areas? Paul Depre: In short: yes. Playing tall has its advantages and disadvantages as does wide - its more a question of which problems you want to confront. Playing tall can allow for the benefits and throughput of industrialization to be seen faster. Wider means more accessible resources domestically across your economy but multiple urban centres will require an infrastructure network to maintain a connection between them and the movement of goods but a single industrial capital might become dirty overtime and see an increase in mortality. Aquos: What are you most excited for in terms of new modding capabilities? Mikael Andersson: I've seen some absolutely next-level overhauls just focused on replacing buildings, production methods, and goods made by members of the team on their "free project" time, and I think this is where we will see the most amount of modding. Having said that we aim to make nearly everything we put in the game moddable, so undoubtedly we will see new laws, institutions, tech trees, diplomatic actions, subject types, military behaviors, and even AI mods. There's also another major feature we use to support the event system which we'll cover in a dev diary in January, that I am also positive will see some really amazing mods written for it. Theo: Will we be able to zoom out fully and see the whole world? Aron Nisbel: Yes, and we put a keyboard shortcut in for you to instantly zoom out and then you can click the map + release the shortcut to instantly zoom in there. Jagriel: Can we expect more pie charts and graphs in the release state of the game? Mikael Andersson: We'll have more charts and graphs than you can shake a stick at. We recently rewrote our trends backend system to be able to support a ridiculous amount of data sampling, just so we can give you more charts. Cilantro: Will we be able to outfit arctic expeditions like the Franklin expedition to find the Northwest Passage? Michael Ofaloaf Kundaw-Cowall: There are expeditions- hang tight and we'll go into detail about them in the future! Eze agha: will their be flavor events to spice up gameplay inbetween diplomatic plays? Michael Ofaloaf Kundaw-Cowall: Yes! They even let me write some of them, somehow. uzo70: Will the "Tooltips in Tooltips" system from CK3, make its way into Vicky 3? Aron Nisbel: Yes! And there we have it, a short roundup of the newsletter subscriber exclusive Discord Q&A. To to stay in the know on all things Victoria 3, make sure to subscribe to our newsletter and well keep you updated!


    [ 2021-12-17 17:00:13 CET ] [ Original post ]

    Dev Diary #28 - Flags


    Hi folks, welcome to another dev diary, and get hyped for what I know you're longing for: flags. I'm Ofaloaf, one of the designers on the game, and somehow they let me write a dev diary. Let's go! Let's start at the beginning. What is a flag? A flag is a thing of beauty.
    A flag is a decorative design on a bit of fabric, often used to communicate something, such as a message or identity, to the viewer. In Victoria 3, all flags are flags associated with countries. They're neat designs that serve as visual shorthand for a state, and they just look pretty too, most of the time.
    In the Victorian era, what counts as the flag of a country was a bit vague, depending on who you were asking. Some countries, like the United States and France, very clearly had a single flag that served as the national flag that everybody knew them by, but others weren't so clear. Look - here's some period examples of what people considered Russia's flag to be: Selection from 'The maritime flags of all nations', 1832, as seen on Wikimedia Commons
    Selection from 'Pavillons et cocardes des principales puissances du globe d'apres des documens officials', 1850, as seen in the David Rumsey Map Collection.
    First thing that's noticeable is that it's not just one flag. The tricolor that is used as the Russian Federation's flag now was just one of several in use in the 19th century up through to the 1850s, as a merchant flag or civil ensign used to identify civilian ships in foreign ports. The Romanov dynasty's emblem is also used as a Russian flag, and then there's two naval jacks - the flags with the blue saltires or diagonal crosses stretching across them- which are also widely recognized. Eventually, the Russian government started trying to consolidate everything and issued a decree on June 23rd, 1858, proclaiming a single "state flag", a black-gold-white tricolor. In 1883, the white-blue-red "merchant" flag was officially accepted as a national flag to be used on special occasions, and in 1896 it wholly replaced the black-gold-white tricolor as Russia's state flag. Man, ain't that a doozy of flags to pick from! How are we supposed to pick which one to use in Victoria 3? Well, good news there - we can use more than one flag! We got dynamic flags triggered by script!
    Any trigger which is valid for a country, like checking if a specific state is owned by the player or if a war is happening, can be used to trigger a different flag in the game. We've used that to spice up flag varieties in different situations - for example, a united Scandinavian monarchy has a different flag depending on whether the Danes are in charge or not:
    Spicy! And that's on top of just using the usual checks like governments, the number of states in a country, and so forth - right, yes, you probably want to see the stars in the American flag, don't you? I know I do. They do change based on the number of states in the Union. I can taste the freedom.
    There's even some unique flags for when one country becomes the puppet of another. In some cases, a generic "oh no I am a puppet now" design is used for the puppeted country's flag with the "master" country's flag inserted as a canton in the upper-left corner of the puppeted country's flag, while in other cases a wholly unique flag is made for a particular combination of puppeteer and puppet.
    There's also a sort of fallback system, to provide flags for every polity even if we can't really settle on one particular design, or if they're feisty dynamic rebels, or what-have-you. Flags can be randomly generated, with particular triggers set so some flag elements only appear if a tag is of a particular culture, religion, or ideology, among other things.
    And, for the modders out there, it shouldn't be difficult for you folks to put together more flags if you want (and of course you want to make more flags, right?) - we use a system similar to the one Crusader King 3 uses for its coats of arms. France's default flag is a simple example of how the system works: FRA = { pattern = "pattern_solid.tga" color1 = "blue" colored_emblem = { texture = "ce_tricolor_vertical.dds" color1 = "white" color2 = "red" } } All that's going on there is that a plain blue field is set as the background, and then a single graphical element with the central third and right third of the tricolor as colorable sections is slapped on top, with white and red respectively added in there to make a nice and tidy blue-white-red tricolore. Magnifique! And to plug that bad boy into the game, all you need is a little scripting in another file that goes a little something like this: [noparse] FRA = { # France flag_definition = { coa = FRA subject_canton = FRA allow_overlord_canton = yes coa_with_overlord_canton = FRA_subject priority = 1 } flag_definition = { coa = FRA subject_canton = FRA allow_overlord_canton = yes overlord_canton_scale = { 0.337 0.337 } priority = 10 trigger = { coa_def_republic_flag_trigger = yes } } [And so forth. Find more flags by playing the game!] }[/noparse] You can create as many flag definitions as you like, and you can plug the same flag design into multiple definitions or make a unique one for every definition if you want to go insane scripting it all up. Triggers are straightforward to plug in (and you can script generic triggers if you don't want to write the same combination of checks over and over again). If you want to mod flags, there's a delightful amount of flexibility with this system. So there you have it! We got flags. We got lots of flags! We got randomized combinations of flags that go on for days! You could script more flags if you really want to poke at the game's innards! Flags. Now, as we march towards the Holiday season, the dev diaries are taking a bit of a break. We will be back in January with a brand new topic in our first dev diary for 2022. Happy Holidays and a Happy New Year!


    [ 2021-12-16 17:00:33 CET ] [ Original post ]

    Victoria 3 | Monthly Update 6 | December


    Stand at Ease Victorians! Welcome to another Monthly Update video from the Victoria 3 team! In this months video, we are Inspecting the Warfare systems in the game. Topics covered, in order by time stamps:

    • 00:30 - The Concept of War
    • 02:38 - Fronts & Generals
    • 07:28 - Navies & Admirals
    • 10:13 - The Cost of War
    [previewyoutube=NgWcdaFTIZc;full][/previewyoutube]


    [ 2021-12-14 17:00:18 CET ] [ Original post ]

    Dev Diary #27 - Technology


    Welcome back to another Victoria 3 development diary! Today we will talk about something weve already had to touch on in numerous previous dev diaries, as it is a topic crucial to every part of the game: Technology. The Victorian era saw revolutionary progress in three major areas: industry, military, and politics. The rise of automation and free enterprise brought about the promise of immense material wealth for anyone willing and able to put in the work. Military technology - on land, at sea, and eventually even in the air - progressed so rapidly it could render a nations centuries-old doctrines obsolete overnight. And along with these material changes came a fundamental reorganisation of the societies themselves - sometimes by redistributing power from the ancient noble regimes to benefit the common people, and at other times by reigning such democracies in through entirely novel power structures made up of bureaucrats, business magnates, or populist autocratic strongmen. These three revolutions are represented in Victoria 3 through three distinct tech trees: Production, Military, and Society. Within each tree, the many technologies your country will discover through each game are organised such that each tech both requires one or several others and leads to one or several others. Modders might be interested to know that each tree automatically rebuilds and reorganises itself whenever changes are made, to make it pain-free to add, remove, or change the tech trees without having to tinker with tree layout or static image files. To research Shaft Mining, which permits the construction of mining industries, you need both Enclosure (which permits private ownership of land) and Manufactories (which lets you establish basic industries that make finished products). Shaft Mining itself leads to Prospecting (which increases your chance of discovering new resources), Steelworking (which lets you build Steel Mills), and the Atmospheric Engine, a building-sized early steam engine employed to pump water out of mine shafts. Industrialised countries start the game with most or all of these technologies.
    Production technologies are all about increasing your economic capacity in various ways. These tend to be very concrete inventions, such as Cotton Gin which increases the output of Cotton Plantations and Dynamite which can be employed for increased yields in all kinds of Mines. On some occasions they are more abstract, such as Enclosure which is a prerequisite for construction of modern, privately owned farms and ranches or Shift Work which more effectively utilises labor in your manufacturing industries. Production technologies also include advances to Railways, and some even unlock Goods unknown at the start of the game such as Rubber, Electricity, and Automobiles. Military technologies improve your army and navy. These consist of a mix of new weapon technologies, doctrines, and ways of organising your Servicemen and Officers. Rifling lets you switch Production Methods from Muskets to Rifles in your Arms Industries, increasing their Small Arms production. Trench Infantry, once employed in your Barracks, organises your Battalions for trench warfare, which requires greater access to Small Arms but establishes a more reliable supply of manpower and causes fewer provinces to be lost when territory must be yielded to the enemy. The naval part of the tree is mostly dedicated to the invention of new ship types, but also includes a few new naval strategies that unlock or improve the effectiveness of certain naval Orders as well as upgrades to civilian Ports to improve your Supply Network and trade capacity. Society technologies are all about new ideas for organising society. These include ideas pertaining to politics, finance, and diplomacy to name a few. Democracy permits the enactment of various voting franchise Laws as well as Republican principles of governing. Pan-Nationalism is a requirement for forming certain larger countries, and leads to Political Agitation which both makes your population more politically active and also gives you more Authority to deal with them. Several political ideas in this tree also unlocks specific Ideologies which may appear from that point on alongside new Interest Group Leaders and shake up the political landscape you had so carefully tuned, such as Feminism and Anarchism. Just as techs in the Production tree often unlock Production Methods, Society techs often unlock Laws - or Ideologies that can lend support for Laws previously thought utterly absurd by the political establishment. In addition, Society technologies include improvements to your countrys financial system, such as Central Banking which increases your capacity for minting new currency and unlocks the Diplomatic Actions to Bankroll a country or Take on their Debt, as well as new forms of Institutions like Central Archives that unlock the Secret Police Law / Institution and leads to Identification Documents. We are aiming for roundabout 175 of these technologies in the game on release, split up across the three trees. Many countries will start with 20-30 of these technologies already researched, as their starting economies, legal systems, militaries, and diplomatic relations rely on them. On average, leading edge countries will discover perhaps one new technology per year, though this pace can vary greatly from country to country. An early part of the Society tech tree that deals mostly with finance and diplomacy. While a pre-industrial country might want to prioritise crucial Production technologies, missing out on elementary Society ideas that let you adjust Relations or perform effective International Trade is inadvisable. A rapidly developing country without allies could easily fall under the influence of an ambitious Great Power.
    Embarking on the research of a new technology is a simple matter of clicking on the tech in the tree youd like to focus on, and time will take care of the rest. But time is perhaps your most precious resource in Victoria 3, since falling behind your neighbours could be a death sentence - or at least might force you to cede your right to self-determination. The pace at which your research progresses is therefore of the utmost importance. The rate by which countries develop new technologies is measured by Innovation. All countries start with a small amount of Innovation capacity. Those countries who can afford to do so can construct and fund University buildings, which employ Academics and Clerks to boost Innovation and thereby speed up the pace at which a country discovers new things. Another way to improve research speed is to ensure the Industrialists, Armed Forces, or Intelligentsia are satisfied with the state of the country, as this will cause the effective cost of Production, Military, and Society techs respectively to drop. If only one of these groups are pleased with the society youve built, this will incentivize focusing your research on that tree since its relatively advantageous. As a result, a country with a large army and Laws favouring Patriotic, Loyalist, and Jingoist Ideologies would also progress faster in their Military technologies, though they may fall behind on Production and Society. The amount of Innovation you can use to actively research your chosen technology is capped by your countrys Literacy. Even if your Universities are top-notch, your countrys ability to effectively incorporate new learnings will be hampered by a poorly educated population. Those countries who aim to be the guiding light of global progress must maintain a solid primary school system in addition to Universities that carry out their research. Mexico is evidently on the fast-track of becoming the innovative powerhouse in the Americas, but its current Literacy rate doesnt quite support making full directed use of the Universities theyve built - for now.
    Literacy is a product of a Pops Education Access. If a given Pop has 30% Education Access, over time 30% of individuals in that Pop will become Literate. The pace by which this value changes is dependent on the birth- and death rate of the Pop, since this sort of learning happens mostly in the early years. A Pops Wealth provides it with a base level of Education Access, and Wealth often varies substantially depending on Profession, making higher-paid Professions have greater Education Access. However, Literacy is often a limiting factor to a Pops ability to Qualify for those jobs in the first place, so relying solely on Wealth for Education Access could severely limit your countrys social mobility and opportunity for economic growth. This is where your school system comes in. The main source of Education Access comes from the Education Institution, which must be established by a Law and can be run by either the religious authorities, the private sector, or by a public administration depending on your school system Law. Each of these systems have their advantages: a religious school system keeps your priesthood strong and helps ensure unity of faith; a private school system works just peachy for Pops with high Wealth levels and ensures the working class dont get strange ideas; and a public school system lets you enact mandatory schooling for children and encourages cultural assimilation. A countrys Literacy is simply the percentage of their Pops in Incorporated states that know how to read and write at any given point. This means that if the most educated people in your society decide theyve had enough and move abroad, your average Literacy will drop, to the benefit of the other country. If a war utterly devastates the backwaters of your nation and slaughters the hundreds of thousands you conscripted to defend it, your average Literacy might increase. After the Texan Revolutionary War, these Clerks found themselves once again subjects of Mexico. While they currently all know how to read and write, their offspring are unlikely to enjoy the same benefits. Mexico has no formal school system in place and their Wealth doesnt buy much of an education. To add insult to injury the Catholic Church Interest Group in Mexico is currently spreading Pious Fiction to ensure the children arent led astray by heretical ideas. The next generation of Clerks are unlikely to qualify to follow in their parents footsteps.
    All technology is organised into Eras, which are rough estimates of progress through the games timespan. Anything in Era I is considered pre-1836 technology, going back as far as the very idea of Rationalism to the invention of Steelworking. Era II ranges from the start of the game to around the 1860s - Railways and Percussion Cap ammunition both belong here (though some countries did have railways a little earlier than 1836; this is not an exact science). Era III runs from the early 1860s to the end of the 1880s, and includes Civilizing Mission as a justification for colonisation and Pumpjacks, heralding the rise of the oil industry. Era IV from late 1880 to the early 20th century includes both War Propaganda and Film, both which might make it easier to justify the horrors which are to come in Era V - including Battleships, Chemical Warfare, and Stormtroopers. Era V also sees truly modern civilian inventions such as the Oil Turbine to make Electricity from Oil and Paved Roads to improve your national infrastructure. The Eras act as an indicator of roughly where you are at in a given tree, but also serves a role in ensuring that rushing a certain late-game technology is difficult. Not only do technologies in later Eras take more innovative effort to research, but each technology you have not yet researched in that tree from previous Eras makes it harder and harder to make progress. This means techs arent unlocked on specific years in Victoria 3, and there is never a hard block preventing you from making your Universities develop technologies earlier than they were historically invented. But keep in mind that its a less efficient use of time and resources, so ensure that acquiring that technology ahead of everyone else is actually crucial for your strategy, as it will not come easily. Trying to take a shortcut from the Atmospheric Engine (Era I) through Water-tube Boiler (II) and Rotary Valve Engine (IIII) straight to Combustion Engine (IV) so youre able to manufacture Automobiles in the mid-1800s is certainly possible given enough money and grit, but would be far from the best use of your resources. Even skipping a few Era III Production techs before going for the Combustion Engine could easily yield this 30% time penalty, the difference which might buy you a whole Era III tech. Besides, you might want to research Rubber Mastication and set up a few Rubber Plantations before you start building Automobiles, unless you want your factories to be wholly dependent on foreign rubber for the tires...
    The final yet crucial point about technological development is that government funding and steering of national research is not the dominant way most countries are exposed to new ideas. For each of the three categories of technology (Production, Military, and Society) there is always one technology that is spreading in your country. Which exact tech that spreads to you in each category is out of your hands, but it will always be something in your current technological Era which has already been invented elsewhere. The speed by which technology spreads to you is highly dependent on your populations Literacy. In addition, any Innovation you generate in excess of the Literacy cap is funnelled into improving tech spread rate. In other words, oversizing your Universities compared to your school system can assist in catching up to the rest of the world but can never be used to get ahead of the others. Technology spread is also affected by your Freedom of Speech Laws. Stricter censorship provides you with more Authority but hinders the assimilation of new knowledge throughout your country. This is often to your detriment but could also very well be exactly what you intended! The downside of having a well-educated population is that they get exposed to foreign ideas more easily, and some of those ideas might not be what you had in mind. A bit more state control over what people are allowed to talk about can help keep your population focused on the ideas you want them to know about.
    The technology system in Victoria 3 is meant to shape and change the game as your campaign evolves. While a few techs apply straight bonuses to various attributes of your country, the primary function of most techs is to unlock new actions, options, and even challenges. Very often, discovering a new technology doesnt have any immediate effect on your country but gives you new ways to run your country and new tools in your toolbox. The introduction of new inventions and ideas can also act as a catalyst for emerging situations in your country, with certain parts of your populace demanding these new developments be adopted - or shunned. Much of this is driven by the Journal system which we will talk more about in a few weeks, but before that we will cover another feature of crucial importance to grand strategy games - Flags! See you next week!


    [ 2021-12-09 17:00:35 CET ] [ Original post ]

    Exclusive Dev Team Q&A, only for Newsletter subscribers!


    Salutations Victoria fans ! Its soon time for a Dev Team Q&A on the Victoria Discord! This one is exclusive for all of our Victoria Newsletter subscribers.:sparkles:To redeem the code found in your newsletter, head on over to the Official Victoria Discord, go to the #code-claims channel and follow the instructions therein. The Q&A starts on Tuesday December 7th, at 16:00 CET, so make sure to redeem your codes well ahead of time to make sure you dont miss out! Here's where to find the Victoria Discord: https://discord.gg/victoriagamePDX Not a subscriber yet? Subscribe now and you will get a code in the next newsletter going out on the day of the Q&A: https://www.victoria3game.com/en#subscribe


    [ 2021-12-03 13:02:29 CET ] [ Original post ]

    Dev Diary #26 - Peace Deals


    Hello and welcome back to another Victoria 3 development diary! Last week we wrapped up our dev diaries on War, and now well be bringing both Diplomacy and War to a close (for the being, that is) by talking about (appropriately enough) how to negotiate an end to one of your wars. Were of course not done talking about warfare and will return to the topic at a later point, but for now, lets talk peace. So, lets say you launched that diplomatic play to get the Dutch colony youve been eyeing for years thinking that youd have it in the bag, all the way up until the French decided to back them up and you found yourself dragged into a bloody and costly conflict that you now want nothing more than to get out of. What do you do? Theres actually two different ways of making peace in Victoria 3: Capitulating and Negotiating Peace. However, before we explain how these work, we first need to explain a crucial mechanic to all forms of peace-making: War Support. War Support is a measure of the political will in your country to continue fighting in a particular war, and goes from -100 to +100. Each country will start a war with a high degree of War Support (currently always 100, though were considering having it start on different levels based on how politically unified your country is), which declines over time. The factors that govern how quickly War Support drops include:

    • Having your territory occupied by the enemy
    • Pops dying and being wounded in battle and from attrition
    • Internal turmoil in your country, for example because your economy is worsening due to the war
    • Whether the enemy controls their War Goals
    Siam is in a bad way in this war, losing more than 11 War Support every single week. Unless they can turn things around quickly, capitulation isnt far away. As with the previous war dev diaries, please note that any numbers/interfaces/tooltips shown are very much not final!
    When their War Support hits -100, a country is forced to Capitulate. A country that Capitulates cedes all War Goals that are targeting them and gives up on all unpressed War Goals they were still holding. Its also possible for most countries part of a war to choose to Capitulate at any time, even right after the war has broken out. This will immediately let them exit the war at the same cost outlined above, but may also incur a diplomatic penalty if the country capitulates early, especially if they had nothing to lose by doing so (as it would be seen as a cowardly betrayal of your allies). War Leaders are also able to Capitulate, and this doesnt usually end the war, as they are only conceding War Goals targeting themselves and their subjects, and a new War Leader will be chosen to continue the fight on their side of the struggle. The only circumstance under which a Capitulation will end a War is if there are no War Goals left to fight over, which always results in an immediate end to hostilities. However, it isnt possible to simply attack a far-away country and force them to cede you distant lands simply by waiting for their War Support to tick down by itself. This is because any country that has a war goal targeting it which isnt considered to be controlled by the enemy and still retains control of its own capital cannot have its War Support drop below 0. For example, lets say that while playing as Brazil, you attack the Netherlands and demand they cede both Curacao and Guyana. You easily occupy Guyana but find that your navy is outmatched and you cant land armies to take either Curacao or Amsterdam. As a result, you will be unable to force the Netherlands to Capitulate unless you actively choose to drop your War Goal on Curacao. Its possible to capitulate at any time during a war, even when its just started and War Support is at maximum - that its possible definitely doesnt mean its a good idea, though!
    So what then, of negotiated peace? This is quite a bit more complex than Capitulation, and can involve a whole host of countries that are part of the war. When making peace, countries involved in a war are split into three different categories: War Leaders: This is the main participant on each side. War Leaders can propose peace deals and must ratify any proposed peace from the other War Leader in order for it to take effect. Negotiators: This is any country that either holds a War Goal or has a War Goal targeting them and who are not one of the War Leaders. Negotiators must ratify any proposed peace deal from both the enemy and their own side in order for it to take effect. Non-Negotiators: This is any country that doesnt fall into the above two categories. They dont play any active role in peace negotiations. Subjects whose Overlord is part of the war are also considered Non-Negotiators, as their Overlord negotiates on their behalf. For a negotiated peace to happen, the War Leader on either side must first construct and propose a peace deal out of pressed War Goals. Unlike in many of our other Grand Strategy Games, peace deals in Victoria 3 isnt necessarily just one side making demands - the War Leader can propose a mixed peace deal, in which War Goals are ceded from both sides. Once the War Leader is satisfied with the deal theyre proposing, they then send it out to both sides of the war for ratification. This rebellion against Britain has turned into something of a brush war between the European Great Powers, with limited fighting in the colonies between Britain and its enemy France. War Support remains high, but if things take a bloodier turn both sides may find their populations quickly growing weary of the fighting.
    Thats right - in order to have your proposed peace deal take effect, you need not just the enemy War Leader or even the enemy War Leader and Negotiators agree to it - all Negotiators on your own side must agree as well. This means that while you can try to cut a deal with your Dutch enemy to give you everything you want from them in exchange for selling out your ally Prussia, the likely answer to that from Prussia is going to be a firm and resounding No, at least so long as they arent truly desperate for a peace. However, if youre willing to be fair about the whole thing and give up something of your own as well, theyre going to be more receptive to your proposals. War Support plays a key role in determining what kind of peace deals the AI will agree to, with both their own and the enemys War Support factoring in: Even if their war support has dropped into the negative, the AI isnt going to agree to a long list of demands from a country that is themselves a few weeks away from capitulating. Thats all for today! Now that weve talked about Economy, Politics, Diplomacy and War, join us again next week as we cover a topic that touches on all of them - Technology!


    [ 2021-12-02 17:00:35 CET ] [ Original post ]

    Dev Diary #25 - The Cost of War


    Today marks the final entry in our 4-part overview of the warfare mechanics of Victoria 3. If youre just tuning in now, we have previously covered The Concept of War, Fronts and Generals, and Navies and Admirals which introduces many of the core concepts fleshed out in this diary. That war costs substantial money and resources is hardly a novel concept. Most strategy games impose a cost for creating military units, some have upkeep costs, and even in Pop-less Paradox GSGs a metric such as a Manpower pool often has to be regenerated in order to replenish damaged units. A few games even encourage you to peace-out of wars that are so costly your treasury cant bear the expense for as long as it takes to win, even if you still have armies left standing. In Victoria 3 we aim to take this to the next level by modelling the truly astronomical, often lasting expenses of war in the economic system. This includes letting players and Pops profit off of wars; employ economic tools such as trade disruptions to gain military leverage; encourage upgrading not only your military but also industrial output to match; reform your Laws to fit your military to your economy; ensure your Infrastructure is sufficient to maintain your country while at war; and invest in medical corps and medicine to treat your population traumatized by the frontlines. The intention here is not only to give the player a lot of economic levers to pull to prepare their country for war, although that is certainly part of it. A big reason for making wars approach the real-life cost is to encourage the player to think hard about the opportunity cost of war - that is, what youre missing out on by spending your resources on war instead of something else - and incentivize solving your diplomatic conflicts before war breaks out. If war was a cost-effective way both of increasing your power and decreasing your enemys power, diplomacy would be relegated to nothing but faux formalities before fighting begins. But if neither party truly desires a war, no matter the power discrepancy between them, thats when the Diplomatic Play intimidation game to see who blinks first can become real and tense. It also means that its a skill to know when to stop. If war was an all-or-nothing affair this would not be an issue, but in Victoria 3 wars rarely result in one side getting everything they asked for (as we will learn more about next week, when we cover the Peace Deals system). Once you have hurt your enemy enough you might accept a consolation prize and sign a truce, knowing you will recover better over the next five years than they will. With that said, lets dig into the details. Your ability to sustain your war machine is of crucial importance in peace as well as war. At the start of the game many countries can get away with maintaining an army of self-supporting Irregular Infantry to keep the costs of arms down, but this wont be possible for long. And while wages might be affordable when your country is underdeveloped, increased productivity and labor competition will eventually raise expectations.
    Your countrys Army Model is a type of Law that governs who makes up your military and how they are organized. We currently have four Army Models planned: Under a Peasant Levy model, a permanent military force supported by Barracks is non-existent or minimal in size. Instead the country may raise large numbers of conscripted levies of irregulars during wartime, led by Officers originating from the aristocracy. This model is cheap to maintain during peacetime but can get very expensive (particularly in lives) during war. Conscripted Battalions can also take a long time to organize, and provide no Power Projection that affects the countrys Prestige. The National Militia model limits your standing army and Power Projection in much the same way as Peasant Levies, but permits you to conscript a large part of your population into a well-rounded national defense force if needed. Its the model of choice for countries who want to focus on homeland defense, or countries desiring to democratize the military and limit the power of the Armed Forces. Mass Conscription becomes available once you have unlocked the Society tech Nationalism. It lets you enlist the same large number of conscripts as National Militia but does not limit the size of your standing army. However, these conscripts are limited to infantry troops only. This is the correct choice for countries fighting no-holds-barred existential conflicts where sending regular waves of fresh meat to the frontlines is imperative. A Regular Army model lets a country maintain an army of any size even in peacetime. While it also permits for conscription of a smaller number of civilians as needed, its standing army is the pride of the nation and confers considerable Prestige onto it. This model has the greatest flexibility in terms of military Production Methods, letting countries configure their armies without restrictions. Technologically advanced countries relying on more expensive crack troops rather than sheer numbers favor this Law. Like all Laws, changing your Army Model will be popular with some Interest Groups and not with others, and in most cases you need to have at least a semi-legitimate government that favors the Law in order to have a chance to pass it without major complications. The icons you see for these Laws are not yet finalized.
    Conscripting the civilian population into military service is an option available to all countries, but only during wartime or when the country is at threat of war (i.e. when it is actively participating in a Diplomatic Play). Conscripted Battalions do not Project Power and therefore do not impart Prestige, and under some Army Models they do not have access to certain advanced Production Methods that require specialized training. Conscripts can be activated state by state or all across your country at once. Activating conscripts creates a Conscription Center in the state where civilians are recruited into temporary military service, and the cost of these conscripts are only incurred as they become active. This means relying on conscripting civilians as needed can be a compelling strategy to keep the military budget down, but it does not come without its own costs. First and foremost, when the Conscription Center appears, recruited Pops will leave their regular places of work en masse which could cause major temporary disruptions to your nations economy. If the conscripts in a certain state happen to primarily originate from the lower strata of its underpaying Lead Mines, this will reduce output and thereby affect the Glasswork and Munitions Plants that consume the lead produced in your market, which in turn will impact all its Urban Centers as well as your very military machinery. If you have enough Pops in search of labor this situation will correct itself over time as the Lead Mines rehire their lost workers, but in the long run this simple action of initiating conscription in a single state will still mean a shift in Wealth distribution, political allegiances, population distribution, industrial profitability, and so on. Even after a successfully prosecuted war those men returning home alive may need to look for new opportunities to regain their old Standard of Living. Everything has consequences. Second, conscripted Battalions are always created from scratch which can take a lot of time. This means they lose any experience gained in the last armed conflict as they stand down, while your standing army units will get more and more impressive over time. Soldier for soldier, conscripts give you less bang for your buck. Third, conscripted Battalions are distributed among your Generals by their normal Rank-based proportions and arent automatically mobilized as soon as they emerge. So first the conscript Battalions need to be recruited and created from scratch, and then any conscript Battalions assigned to mobilized Generals must also mobilize in order to be able to leave for the front. As we explored in the Front and Generals diary, when such a large number of Battalions are raised all at once it is Infrastructure that governs how quickly they will be able to get ready, so this needs to be taken into account when choosing where to recruit your conscripts. While all of the above happens automatically with the press of a button, the impact can be complex and will be experienced over time. Choosing to activate conscripts in the populous but rural vineyard valleys of Rhone will have a very different effect on France than activating conscripts in industrialized, well-connected Paris. Mass Mobilization may provide access to vast numbers of fighting men, but redirecting up to 25 percent of your capable workforce to the war effort (in this case 60 Battalions, or the equivalent workforce required to staff about 12 levels of farms, mines, or manufacturing industries) could play a real number on your economy. These visuals are a work in progress, but demonstrates how the player functionally interacts with the map through the lens system either through clicking directly on regions of the map or by selecting options from a list.
    A very tangible cost is of course the actual money you are spending on military goods for mobilized troops in the field. While Barracks consume military goods at all times in proportion to the number of Battalions it supports, units that are mobilized consume twice the normal maintenance level of goods. Not only does this double the quantity you need to buy, it also puts a lot of additional demand on the goods, raising the price-per-unit as well. As long as they can keep their production levels steady, your domestic Arms Industries, Munition Plants, and War Machine Industries will see profits skyrocket off of this increased consumption of your mobilized troops. This also means other nations - allies or neutral parties - will see the sudden benefit of exporting arms to you. If you normally export military goods to others you may wish to cancel these routes to keep prices down, while if neutral parties import arms from you this may be a good time to Embargo (or at least Tariff) these goods. Every little bit helps your treasury and ultimately your frontline troops. Trade routes criss-crossing the ocean are susceptible to your enemys Convoy Raiding fleets. Until a patrol discovers them and sends them to home base for repairs, such a fleet can do considerable damage both to your supply network as a whole (affecting all Trade Routes as well as the supply of overseas Generals) and to some shipping lanes in particular, possibly crippling your countrys access to strategic goods like Small Arms or hard-to-find imports such as Radios. Compromising a countrys access to industrial, luxury, or even staple goods can also be devastating to their ability to stay in the war, as we will learn more about next week! Convoy Raiding fleets can also damage connections to overseas markets, for example by compromising the East India Companys connection to London. This could potentially devastate the economies of clusters of dozens of states who may have come to rely on such a connection to survive, particularly if their economies arent locally well-balanced but relying on cash crops or specialized manufacturing. Many countries rely on foreign trade to supply them not only with the additional arms they require during wartime, but also the consumer goods required to keep morale up on the home front in this difficult time. Ending up on the opposite side of your trading partners during Diplomatic Plays could be catastrophic for the war effort. On this screenshot we can see the British used to supply the Ottomans with 100 units of Artillery each week, but with Great Britain now siding with Russia they will have to try to find a new trading partner as soon as possible - or try to hold the Russians off despite an Artillery shortage. Another potential crisis the Ottomans have to deal with is the imminent stoppage of a smaller amount of Liquor and enormous quantities of Luxury Clothes, at least the latter of which is prone to make many wealthy Pops feel this war might carry too high a price. (On this screenshot we can also see some suspiciously round numbers of Available vs Required Convoys - these are currently placeholder values, which will be replaced with values properly scaled to the number of units traded across the number of nodes)
    The goods, technologies, and in some cases Laws you have access to practically limit which military Production Methods you have available to you. These determine the composition of your army and navy and include both upgrades and options. As always, this list is not finalized but represents what is in the current build of the game only. Your Infantry Organization Production Methods govern the organization and doctrines of your armys core fighting force. They consume mostly Small Arms and Ammunition and include Irregular, Line, Skirmish, Trench, and Squad Infantry. Offense, Defense, and Training Rate are the most commonly affected attributes. Artillery Support Production Methods consume expensive Artillery and Ammunition to boost the Offense, Morale Damage, Kill Rate, and Devastation attributes of the Battalions. Cannons, Mobile, Shrapnel, and Siege Artillery are represented. Your Battalions Mobility options affect their ability to get around and scout the terrain, impacting their ability to do damage during an Offense and capture larger amounts of territory at the conclusion of a won battle. Cavalry forces are the default, which can eventually be supplemented with Bicycle Messengers, and after the turn of the century Aerial Reconnaissance or even an Armored Division supplied by late-game War Machines Industries producing Aeroplanes and Tanks. Your standing army can unlock various Specialist Companies for Barracks to focus on. These include Machine Gunners, Infiltrators, Flamethrower Companies, and Chemical Weapon Specialists. These specialists consume various goods to inflict quite specific effects. Medical Aid determines what sort of battlefield medicine your troops have access to, from the default of Wound Dressing, through First Aid, to fully fledged Field Hospitals. These consume Fabric and Opium to treat the sick and wounded to minimize the casualties inflicted by attrition and combat alike. Access to Opium permits you to care for your injured population during wartime, but while the country is at peace the excess Opium floating around your market may result in Pops developing an unhealthy Obsession with the drug. This is less of a problem if you are the producer than if youre relying on imports for your supply, of course.
    Similarly, Naval Bases also consume goods to produce Flotillas with different attributes. These are due for a design pass so I wont go into details which are prone to change anyway. But in broad strokes, the fundamental Production Method determines the class of the central vessel that defines each Flotilla: is this a Man-o-War, Ironclad, Monitor, Dreadnought, or Battleship? In addition to the class of your central vessel, do you have Submarines or even Aeroplane Carriers accompanying your fleet? All these have pros and cons for different types of missions, letting you specialize your fleet for protecting or attacking trade routes, performing naval invasions, or blockading ports. If youve paid especially close attention you might now ask: we know you must mobilize your army and Generals to see effective use of them in wartime, but what about mobilizing your navy and Admirals? In fact, navies are considered to always be ready and in active service and do not need mobilization. You also cannot recruit conscripts to start manning your warships just as a war breaks out, for obvious reasons. This means expanding and upgrading your navy is both a long-term process and a long-term investment. Navies are excellent at Projecting Power however, so while an impressive navy might not be particularly useful outside of armed conflict it will at least grant you considerable Prestige even as it burns its way through your treasury. Since navies do not cost any more during war than in peace you may as well use them! You can set up most Orders for your Admirals any time, even while at peace. Once they spot ships flying hostile flags they will take action automatically. A less direct cost of war which nonetheless can have severe consequences is Devastation. This reflects direct damage to an entire state and its infrastructure caused by battles transpiring in that state. Particularly large degrees of Devastation is inflicted by battles involving heavy and sustained artillery barrages. Devastation directly impacts Infrastructure and thereby Market Access, making the state economically unsustainable. It also tends to cause migration away from the state, an increase in Pop mortality, and other very detrimental effects. After the war this damage will be gradually reversed, but this rebuilding effort can take a long time and cause a lot of economic upheaval in the process. The Greater Caucasus region before and after substantial Devastation has been inflicted. Numbers are, as always, not final.
    Finally, of course, there is the human cost of war. Some wars end with only a few hundred casualties on both sides; some wars claim millions of lives with no peace deal in sight. In Victoria 3 it is your actual population who fight and die for your causes - the same population that harvest your fields and work at your assembly lines, who vote for their preferred party or rebel against your enlightened rule, who learn to read and write or pack up and move in search of greener pastures. Many men fall in battle of course, but more commonly they perish on the way to the battle, or after the battle, whether from disease, starvation, infections, or exposure. Simply mobilizing your forces to the front will increase their risk of dying or suffering lifelong disability. To counteract this you can research and invest in good frontline medical care, or favor Generals with proven ability to reduce such needless casualties. Those casualties who do not recover from their injuries and return to the frontline will either return home as Dependents or die outright. As a result of both of these effects, after a major war your Pops are likely to consist of an outsized proportion of Dependents to Workforce. While this will self-adjust over time (especially if birth rate is high) there may well be a post-war period where youre forced to deal with a large portion of your population not being economically productive. Its in cases like these youll be glad youve enacted a good Pension System to ease this impact during the recovery period. In closing and to reiterate, Victoria 3 emphasizes the cost of war for several reasons, including:

    • It raises the stakes and thus increases the payoff for solving conflicts diplomatically
    • It creates meaningful economic interplays between the economy and military, increasing the need to prepare and build a reliable engine
    • It enables cost/benefit analysis as a strategic tool, making the best strategist not necessarily the one that uses overwhelming force but the one that uses just enough force to get what they want
    Next week we will learn more about how you can leverage the effects of these exorbitant costs by making Peace Deals favoring you look relatively attractive to your opponent. Until then!


    [ 2021-11-25 17:00:40 CET ] [ Original post ]

    Dev Diary #24 - Navies and Admirals


    Happy Thursday and welcome back to our series of development diaries on warfare in Victoria 3! Today we talk about navies, and how we intend to make them as strategically important to winning wars as they were in history. This diary builds on the warfare vision presented in The Concept of War and many of the core mechanics presented in Fronts and Generals, so ensure those are fresh in your mind before reading on! Your ability to sustain an empire depends, to a large extent, on how well you can compete on the high seas. This is the era of truly global trade, which also meant countries were highly susceptible to disruption of that trade - and the higher they climb, the harder they may fall. In Victoria 3, maintaining a powerful blue-water navy is a large but necessary expense if you wish to ensure the integrity of your markets, overseas colonies, and trade routes during war. And even while at peace, a magnificent fleet can provide your nation with substantial Prestige! Our design intent for naval gameplay in Victoria 3 is that it should serve as a strategic precision instrument in conflicts between seafaring nations. The sea is not another front in a war. The province-based moving Front system works well to represent conflicts over territory but would be nonsensical at sea, where no nation can be said to meaningfully control an enormous stretch of ocean. Instead, Admirals and their Flotillas are deployed to meet specific strategic objectives to disrupt the enemys military operations or economy, or defend against such attempts by the enemy. A powerful navy can never win you the war on its own, but if deployed correctly under the right circumstances it can be the ace in the hole that lets you outsmart even a foe thats superior on paper. A clipper departing Luanda in the Portuguese colonial state of North Angola, representing the colonys connection to the Market Capital in Lisbon.
    As with land warfare and Generals, you control your navy through your Admirals. Generals and Admirals share many similarities. Both are provided with military resources originating from buildings in the Strategic Region they call home. The amount of resources they get depend on their Rank, which you can grant via promotions to reward your favorite commanders. Their Rank also lends Political Strength / Clout to the characters favored Interest Group. Furthermore, both Generals and Admirals get Traits that affect both themselves and those Officers and Servicemen serving underneath them. Most importantly, just like Generals are your interface to command your armies, Admirals are the interface to your navies. Admirals are given Orders, which they attempt to carry out to the best of their ability using the Flotillas they have been assigned. These Orders consist of: Intercept any hostile navies around a certain Strategic Regions friendly coastlines while keeping your fleets stationed close to shore Patrol any shipping lanes between the Admirals home region and a remote region, intercepting any hostile navies encountered Convoy Raid at a particular point at sea to damage enemy shipping lanes Naval Invasion to establish a beachhead and a frontline on enemy soil, by escorting and protecting a Generals land forces in a joint operation While it has not yet made its way into the game, we also want to add a fifth Order - Blockade - to disable enemy ports and prevent hostile forces from crossing straits. An artistic mockup of an Admiral in the Navy panel. Admiral Ruiz and his 10 Flotillas are currently on Interception duty in the Iberia HQ, ensuring no Naval Invasions or Blockades endanger the Spanish home front.
    Convoy Raid and Naval Invasion are aggressive orders intended to hurt the enemy in different ways, while Intercept and Patrol are defensive orders that counter the other two. But to really understand how these work we have to start by talking about Shipping Lanes and the Supply Network. Shipping Lanes are facilitated by vessels called Convoys, which are an output of Port buildings. These are created automatically whenever its necessary to move goods and/or people overseas. The three main reasons this happens are due to naval Trade Routes between non-adjacent markets, remote States connecting to their Market through a Port, and Battalions sent to frontlines that can only be supplied by ship. When a player is about to take an action that establishes such a shipping lane they are warned of how many new Convoys would be required for this action, which is based on the size of the route or the army supplied. Shipping Lanes are always established via the shortest possible path, as defined by the number of nodes in the naval network it passes through. A zoomed-out view of the North Angolan shoreline above, showing the main route ships travel off the coast of southeast Africa. The yellow pin indicates this path is part of Portugals Supply Network.
    The sum total of a countrys Shipping Lanes determine the extent of its Supply Network, and the total cost in Convoys of that network compared to the Convoy output by Ports determine the overall strength of that network. That is to say, if the total Shipping Lane cost is 500 Convoys but Ports provide only 400, the Supply Network as a whole will operate at only 80% efficiency. This impacts all Shipping Lanes, causing less trade to flow between the markets than would be optimal and impacting the supply and morale of overseas troops. Admirals assigned to Convoy Raid a given sea node will surreptitiously try to sink any enemy transports that pass through. In effect this will do damage over time to the affected Shipping Lanes, causing both an overall drop in efficiency of the affected countries Supply Networks but also a larger, local drop in efficiency of the damaged Shipping Lanes. As a result, by parking your fleet in a highly trafficked part of the ocean you could do a lot of damage to your enemys trade or even directly impact the amount of military supplies theyre able to send to their frontlines. A very visually un-polished view of part of Portugals supply network, stretching from the Azores around the African continent all the way to Portuguese Bombay. In the lower-right corner we see an additional tendril going east, which is a trade route importing Porcelain from China.
    Admirals assigned to Patrol a certain stretch of their Supply Network will eventually be able to detect and engage the raiding navy, causing a naval battle to ensue which will not only sink ships but also send the losing side back to base for repairs for some time. Admirals assigned to Intercept all nodes along a coastline are able to do the same to any raiders along the coast. Convoy Raiding right outside a major entry/exit port, such as in the English Channel, therefore has the chance to seriously disrupt a large number of shipping lanes but also put you at greater risk of detection and interception than if youre raiding transatlantic shipping lanes on the deep seas. The composition of your navy can also greatly impact how this plays out: a fleet with an accompaniment of Submarines can deal more damage before being intercepted, while a fleet of Monitors has an easier time intercepting raiders but may be more easily sunk if faced down by a more powerful navy. Because the distance Admirals must patrol plays a difference, there is an inherent asymmetry to Convoy Raiding and Patrol orders. Since a chain is only as strong as its weakest link the damage done to a shipping lane by raiders is the same whether it stretches across 1 node or 10, whereas 10x as many Flotillas are needed to protect the longer route as effectively as the shorter. Extremely unfinished breakdown of what is currently happening in the Macaronesian Sea. Look at all those juicy raiding targets!
    Naval Invasion is an Order you give to provide naval support for a Generals landing on an enemy coastline. The size of the fleet determines two things: one, how great is the chance that youll be able to defeat an opponents intercepting fleet, and two, how many Battalions will you be able to successfully land. Even if the enemy has no defensive fleet at all, a naval invasion with a very small fleet might land too weak of an initial force to withstand the enemys counter-offense before the rest of the army can arrive. Since Naval Invasion is a one-time Order, once it has been completed it automatically turns into a Patrol Order to protect the shipping lane supplying the new Front. Concept art of early Ship-of-the-Line and late-game Dreadnought class vessels
    Navies are made up of Flotillas, which are constructed and maintained by Naval Bases. Naturally these can only be built on coastlines, where they consume military vessels such as Man-o-Wars or Ironclads constructed in Shipyards. Like Barracks they also employ Servicemen and Officers Pop, and depending on your navy configuration may need to consume other military goods as well (such as Ammunition and Radios) in order to keep in fighting condition. Flotillas differ from Battalions in how long it takes to create and upgrade them; constructing a competitive navy is not something you can begin considering when your rival has already started saber-rattling. Another difference between Battalions and Flotillas is that your countrys navy is always considered to be in fully active service. In peacetime Generals can keep their troops on low alert, limiting their consumption and expenses. Once war breaks out, Generals can be selectively mobilized to only deploy the troops necessary. Admirals on the other hand have exorbitant needs and expenses even while at peace, so sizing and teching your navy appropriately is an important consideration for imperialists on a tight budget. On the other hand, navies provide you with considerable Power Projection which confers substantial Prestige onto your country. Having a world-class navy is not strictly a requirement to be a Great Power, particularly if youre a large self-sustaining terrestrial empire, but it definitely helps you both gain and hold onto the title. Artistic mockup of the Navy panel with Flotillas expanded. Admiral Alvarez de Toledo commands 20 Flotillas of Man-o-Wars on a Patrol mission to secure an important Spanish shipping lane.
    Before we wrap up for this week, I want to say a few words about the lack of an order to just seek out and destroy enemy forces. In Victoria 3, your commanders - Generals as well as Admirals - are given strategic objectives which they use their manpower and resources to carry out as best they can. If in the process they get into conflict with the enemys forces (as they almost certainly will at some point) a battle will ensue. The outcome of that battle determines which direction the war proceeds in. The intent of this is to remove the need to babysit your commanders. To illustrate this, assume we did have an order to seek and destroy. The optimal choice would then be to assign this order only to the strongest commander, fight the eventual battle, then revoke this order and give it to another commander while the first one recuperates, and so on. With an order like advance front instead, the Generals intention is simply to capture territory as efficiently as possible, ideally while avoiding enemy interference. If its impossible to avoid the enemy, the imperative is to try to be intercepted by as weak of an enemy force as possible. Meanwhile the intent behind defend front is the opposite: prevent enemy incursions by defending it in the places where the enemy might advance, bringing to bear as powerful a force as possible. Similarly at sea, convoy raiding is about maximizing shipping lane damage while avoiding detection, while patrol is about minimizing damage to convoys by seeking out and destroying those enemy ships attacking them - not to sink ships for its own sake. Depending on how the war is developing your priorities or overall strategy might certainly shift, causing you to change the orders youve assigned or make changes in your ranks to distribute resources differently. But our design intent is that this should only be necessary because your strategy is evolving, not to counter enemy movements or try to minmax your way to victory. This is an especially important consideration for the naval part of the warfare mechanics. Naval (and aerial) warfare in strategy games commonly face the design challenge of extreme mobility options due to the lack of obstacles to movement. Usually some form of Fog of War and interception-radius mechanics is employed to counteract turtling behavior. The AI also often has to be forced to make mistakes to not become too good at dodging or intercepting the player in this environment. Even with Victoria 3s more strategic-level decision making, the freedom of movement the sea provides would make a system where being in/avoiding being in the same location as the enemy so as to start/not start a battle extremely micro-heavy, annoying, and highly unfair to either human or AI players depending on implementation. So instead, in Victoria 3, you tell your Admirals what their overall priorities should be for the war and then they try to do that, using the resources theyve been allocated, only coming into conflict when they become aware of an enemy Admiral with an order that clashes with their own. I hope that gives you a good idea of what to expect from the naval mechanics in Victoria 3. Next week we will wrap up this first batch of diaries on the military system by going through the many economic impacts of warfare in Victoria 3. Until then!


    [ 2021-11-18 17:03:05 CET ] [ Original post ]

    Victoria 3 | Monthly Update 5 | November


    Salutations, Victorians, and welcome to another Monthly Update video from the Victoria 3 team! In this months video, we are delving deep into Diplomacy. Topics covered, in order by time stamps:

    • 00:26 - Rank and Prestige
    • 02:10 - Relations, Infamy and Interests
    • 05:43 - Diplomatic Actions
    • 09:01 - Diplomatic Plays
    [previewyoutube=SMJK0w2Pkng;full][/previewyoutube]


    [ 2021-11-16 17:01:11 CET ] [ Original post ]

    Dev Diary #23 - Fronts and Generals


    Hello and welcome! Today we will dig into the core mechanics of land warfare, including Fronts, Generals, Battalions, Mobilization, and more. But lets take a moment first to recall the pillars of warfare in Victoria 3 from last weeks diary, which should be considered prerequisite reading to this one.

    • War is a Continuation of Diplomacy
    • War is Strategic
    • War is Costly
    • Preparation is Key
    • Navies Matter
    • War Changes
    Before we get started I want to point out that a few of the mechanics I will be mentioning below are currently still under implementation in the current build. While development diary screenshots should never be taken as fully representative of the final product, this is especially true in this case. In some cases images will be artistic mockups and visual targets, and in other cases very rough in-game screenshots that will be revised before release. The reason for this is simply because, as we have stressed previously in these dev diaries, Victoria 3 is a game about economics, politics, and diplomacy first and foremost. War is a very important supporting system to all those three which tie them together, but we needed to make sure those three aspects were mature enough before we put the final touches on the military system. Furthermore, being a drastic divergence from how warfare works in all other Paradox games, these systems have required a lot of time in the oven to feel as fully baked as the others. Once we are closer to release well make sure to update you on any revisions, and release more finalized in-game screenshots! First I want to present the concept of Fronts. In Victoria 3, rather than manually moving armies around the map, you assign troops (via Generals, as we will see later) to the border provinces where two combatants clash. All combat takes place on these Fronts, where a victorious outcome consists of moving the Front into your enemys territory while preventing incursions into your own. Fronts are created automatically as soon as two countries begin to oppose each other in a Diplomatic Play, and consist of all provinces along the border of control between those two countries. Therefore a Front always has one country on either side, but it is possible for Generals from several countries to be assigned to the same Front. Lets take a look at a screenshot from the current build of the game: An early draft view of the Texas Utah Front. This Front belongs to the Texan Revolutionary War of 1835, which is in full swing on the games start date. Two Texan Generals are assigned to this Front, Samuel Houston with an Advance Order and William Travis with a Defense Order. On Mexicos side, Jos de Romay is advancing with 10 Battalions. The four stars on either side indicates relative average fighting skill compared to the worlds best - here Mexico and Texas are tied with 40 Offense and 35 Defense each. From Mexicos perspective this Front has a slight advantage at the moment and indeed one battle on this Front has already been won by them.
    As mentioned at the top, these visuals - and all other images in this diary - are far from complete! We have many parameters left to expose, more UI layout to do, and more visual effects to add before release. Everything you are seeing today is only to give you a better idea of the mechanics, but is in heavy revision as we speak and will look different on release. As such it is not to be taken as representative of what you will see in the final product. The health and status of your Fronts is a primary indicator of how well the war is going for you. Do you have more troops on the Front than your enemy does? Thats pretty good. Have you advanced it far into enemy territory? Great. Are your soldiers there demoralized and dying in droves from attrition? Double-plus ungood. In a large end-game conflict you might have hundreds of thousands - possibly even millions - of soldiers in active service, which is a lot to keep track of. The number of active Fronts, however, is likely to be much more manageable. The design philosophy here is the same as with the economic Pop model. Our aim is to make the game playable and well-paced, without requiring frequent pausing, on every scale while retaining the detail and integrity of the Pop simulation. For warfare, the scale ranges from a small border skirmish between minor nations in single-player to a massive multiplayer world war involving every Great Power. Using the Front system we can account for every individual Serviceman and Officer in meticulous detail while giving the player a high-level strategic interface to monitor and manipulate. Much like with the economic interface of Buildings or the political interface of Interest Groups, from this Front view you can drill down through your Generals all the way to the individual Pops that actually do the fighting if you want to. After a particularly punishing battle the Texan Barracks are desperately trying to recruit replacements to send to the front.
    Generals are characters who command Servicemen and Officers into battle on Fronts. Every country will start the game with one or a few Generals - many of them straight out of the history books - and can recruit more as needed. Generals are recruited from Strategic Regions, and gain command of as many locally available troops in that region that their Command Limit allows. Command Limit is determined by their Rank, which ranges from 1-star to 5-star. If several Generals are headquartered in the same Strategic Region, the troops are split up between them proportional to their Command Limit as well. Military operations can be complex to manage, and to model this every General costs a certain amount of Bureaucracy to maintain. You can promote Generals freely, but while higher-ranking Generals can effectively command more troops they also cost more Bureaucracy. Like other characters, such as Heads of States and Interest Group Leaders, Generals have a set of Traits that determine their abilities and weaknesses. Admirals, their naval counterparts, work the same way. These Traits determine everything about how the characters function and what bonuses and penalties they confer onto their troops, their Front, and the battles they participate in. All characters have a Personality Trait, with different effects depending on what role they fill. For example, a Cruel General might cause more deaths among enemy casualties, leaving fewer enemy Pops to recover through battlefield medicine or return home as Dependents, while a Charismatic General might keep their troops Morale high even when supplies run short. Characters can also gain Skill Traits which are unique to their role. Generals may develop skills like Woodland Terrain Expert that increases their troops efficiency when fighting in Forest or Jungle, or Engineer that increases their troops Defense. Freshly recruited Generals start with one of these but can gain more as they age and gain experience. Many Skill traits have several tiers as well, so Generals that remain active across many campaigns may deepen their abilities over time. Characters may also gain Conditions due to events or simply the passage of time. These often affect the characters health, but might also influence their popularity or ability to carry out their basic duties. Shellshocked is a classic example of a Condition your General might gain. Like all characters, Generals and Admirals are also aligned with an Interest Group - which is often, but not always, the Armed Forces. For Heads of States and Interest Group Leaders the impact of this political allegiance is obvious, but why (you may ask) would this matter for Generals and Admirals? In addition to industrialization and revolutions, the 19th Century was also known for its revolving door between military and political office. Often given assignments far from the capital with very limited communications, Generals and Admirals were given access to enormous man- and firepower and sent off with little possibility of oversight to see to the nations best interests. This autonomy not only granted them considerable geopolitical power while in the field, but also made them extremely popular figures once returning home from a successful campaign. As such, in Victoria 3 your decisions on who to recruit, promote, and retire - which should ideally be based on meritocratic concerns - sometimes have to be tempered also by concerns for internal power balance and stability due to the impact Generals can have on the countrys Interest Groups. First off, the character contributes directly to their Interest Groups Political Strength, which as we know determines their Clout. The amount provided is dependent on their rank, so granting a promotion to a promising young General will also increase the influence their Interest Group wields. This fellow (whose full name I refuse to write out) has a Direct personality, prefers to command troops in Open Terrain, and is an expert Surveyor of the battlefield. Hes also become Wounded, probably as a result of some recent skirmish. He supports the Industrialists, and as a Rank III General, his allegiance is quite important to them.
    Second, if a General is becoming a little too big for their boots - or perhaps crippled by adverse Conditions, like that 79-year old fossil who just wont leave active service despite senility and various ailments - and you want to force them into retirement so someone else can take command of their troops, their Interest Groups Approval will be impacted. Understandably so, since you just robbed them of some political power! Third, and most important, if an Interest Group becomes revolutionary - which will be the subject of another dev diary - their Generals and Admirals will take up against you. If youve put all your eggs in the basket of some farmers boy who turned out to be a strategic genius and you suffer an agrarian uprising, you may end up fighting a rebellion against that same brilliant commander using fresh recruits still wet behind the ears. Commanders can also be the focal points of special events, caused either of their own volition or by a situation you have put them in. Your decisions in these events may end up affecting your country in any number of ways.
    Both Generals and Admirals can be given Orders which they are obliged to try to carry out. We will go over Admiral Orders next week. The Orders you can give Generals are quite straightforward: Stand By: the General returns home from their current Front, dispersing their troops into their home regions Garrison forces to slow down any enemy incursions Advance Front: the General gathers their troops, moves to the target Front, and tries to advance it by launching attacks at the enemy Defend Front: like Advance Front except the General never advances, instead focusing only on intercepting and repelling enemy forces These orders may end up executed in different ways depending on the Generals Traits, resulting in different troop compositions and battle conditions during the operations. For example, a Reckless General may provide his Battalions with increased Offense during advances, but fewer of his casualties taken will recover after the battle. Further, his recklessness may lead to making a Risky Maneuver during a battle, which could prove a brilliant or catastrophic move. If you want to play it safer you could assign a Cautious but well-supplied General to a frontline, even though that may be less prestigious. Generals charged with advancing a Front will favor marching towards and conquering states marked as war goals, but their route there may be more or less circuitous depending on how the war is progressing and possibly other factors such as the local terrain. Other such designated priority targets, which the player could set themselves to alter the flow of battle, is a feature were looking into adding to represent strategies and events such as General Shermans march to the sea. This is not currently in the game but is something we think would add an interesting dimension to the strategic gameplay, so something like this is likely to make its way in sooner or later! Fronts targeted to Advance or Defend can also be a Front belonging to a co-belligerent, as long as you can reach it by land or sea. For example, if Prussia supports Finland in a war of independence against Russia, they could send one or two Generals to advance their own Front against Russia and another to help defend the Finnish-Russian Front, ensuring Finland can stay in the war for as long as possible while simultaneously striking at Russias own war support. To do so it needs to send its troops helping Finland across the Baltic, which require naval support we will learn more about next week. Generals cannot be given Orders unless they are Mobilizing. In peacetime, all Generals will be demobilized, doing whatever it is 19th Century Generals do in peacetime (probably drink copious amounts of wine, have sordid affairs, and plot against their governments) while their troops are on standby doing occasional drills to keep readiness up. As soon as a Diplomatic Play starts, and for as long as the country is at war after that, players have the option to Mobilize any and all of their Generals, which will increase the consumption of military buildings (guns, ammo, artillery, etc) and start the process of getting that Generals troops ready for frontline action. The speed by which troops are readied is dependent on the Infrastructure in their local state, so high-infrastructure states can mobilize many more troops quickly while low-infrastructure, rural states might take much longer to gather and organize a lot of manpower. This means when you choose to start mobilizing, and how many Generals and Battalions you choose to mobilize, will matter a lot to your initial success in the war - and as everyone knows, the first few battles could well prove decisive if the other party is taken by surprise. The magnitude of mobilization becomes immediately visible to the other participants in a Diplomatic Play as soon as the decision is taken. Choosing to mobilize big and early in a Diplomatic Play tells the other participants two things: one, youre serious, and two, youre hedging your bets that this wont end peacefully. This in turn can trigger a cascade of mobilizations, and before you know it, a peaceful solution is no longer on the table. Choosing to hold off on mobilization until late means you save precious money and lives until its needed, but may cost you the war if thats what it comes down to. Mobilized Generals cannot be demobilized until the war is over. Once youve committed your troops to the war, they expect to be in the field and well-supplied until a peace is signed. If getting what you want out of a war takes a long time, your expenses may eventually begin to exceed the value of the potential prize. In-progress artistic mockup of an Army overview, listing all your Generals with shortcut actions. In this case only General Long-Name has been mobilized (activated), preparing his men to go to the front at the expense of increased goods consumption and attrition.
    Your land army is composed of Battalions, which are groups of 1000 Workforce with Servicemen or Officer Professions. Like all other Pops these work in Buildings, in this case either Barracks or Conscription Centers. The difference between these are that Barracks are constructed manually and house the countrys standing army, which are considered permanent troops, while Conscription Centers are activated as-needed during a Diplomatic Play or War and recruit civilians into temporary military service. In addition Barracks have a wider selection of Production Methods to choose from, particularly high-tech late-game Production Methods. How your army is divided between professional and conscripted soldiers depends on your Army Model Law, which we will cover in more detail in a few weeks. The Production Methods in these two buildings work like other Production Methods do: they employ Pops of certain Professions, and consume goods to provide a set of effects. In this case they employ Servicemen and Officers in proportions depending on your organization style, consume a number of military goods, and in return provide Battalions with different combat statistics such as Offense (indicating how useful they are during an advance) and Defense (indicating how useful they are when defending against an advance). Since military buildings work according to the same logic as other buildings, such as factories and plantations, all core mechanics such as Market Access, Goods Shortages, Qualifications, etcetera apply to them in exactly the same way. If one of your Barracks Battalions are supported by Armored Divisions but you cannot supply it with enough Tanks, recruitment will slow down to painful levels and both Offense and Defense will suffer. If you dont have enough qualifying Officers the number of Battalions the building can actually create will be throttled. Just because you have researched a new type of artillery piece or a more efficient way of organizing your army doesnt mean youll be ready to modernize straight away, and if your local infrastructure suffers the acquisition cost for the requisite goods could reach astronomical levels. Upgrades to Production Methods in military buildings take considerable time to take effect. While any goods consumption changes happen immediately, improvements to combat effectiveness takes some time to realize. Keeping military spending low during peacetime by reverting your military to pre-Napoleonic warfare doctrines might be pleasant for your treasury but less great for both your war readiness and Prestige, the latter which is directly impacted both by how large and how advanced your army is. In-progress artistic mockup of a Battalion/Garrison-focused list. Illustrations are selected for a collection of similar Battalions based on dominant Battalion culture (defined by the Pops in the military building) and tech level (defined by the Production Methods in use in the military building). Collections can be expanded to display the full list. From there the player can click through from a given Battalion to the military building supporting it.
    All this leads us to Battles. Advancing Generals will eventually gather enough troops to launch an attack into one of the enemy-controlled provinces along the Front, which will be intercepted by defending troops and possibly an enemy General. In short, a battle then takes place over some number of days until one force has taken enough casualties and morale damage to retreat. We will go over in more detail how battles play out in a future diary, but suffice to say for now that a bunch of Battalions go in along with a number of different combat-related stats and conditions, some of them related to the General and their troops, others due to conditions like province terrain and chance. If the advancing side wins, they capture a number of provinces depending on how large their win was, what sort of technology they use, how dispersed or concentrated the enemy forces are across the region, and so on. If the defending side wins, they repel the advancers and will likely be able to launch their counter-attack at a nice advantage. An item of note here is that just because one General might command 100 Battalions while the other sides General might only command 20 does not mean every battle outcome on this Front is predetermined. A single Front can cover a large stretch of land and just because a General with 100 Battalions is on a Front does not mean they travel with 100,000 individuals in their encampment; those Battalions are considered to be spread out, simultaneously planning their next advance while intercepting enemy advances, and as such the force size each side in the battle can bring to bear may vary. Furthermore, Battalions under the command of other friendly Generals on the same Front may be temporarily borrowed for a certain battle, and even Battalions without mobilized Generals (considered part of the regions Garrison) can be used to defend against incursions. However, Battalions not under the direct command of the General in charge of the battle do not gain the benefit of his Traits. This variable sizing of battles, particularly when combined with mobilization costs, counteracts the otherwise dominant strategy of doomstacking and make wars feel more like a tug-of-war than a race. Each side can choose to either try to gain marginal advantage over the other on the cheap, or spare no expense to increase their chances for an expedient victory, with any position on this spectrum being a valid option in different situations. Well get deeper into some of the combat statistics that go into resolving a battle in a few weeks when we explore military buildings in more detail, and we will talk more about how Battles play out and look on the map in a diary a little further down the line. Were anxious to show them to you, but need to give these visuals a little more attention first! Thats land warfare in a nutshell. In the two upcoming dev diaries we will go over the major role that navies play in this system as well as the economic and human costs of war, which are closely interrelated. For now I want to close by saying that we appreciate your patience in waiting for details on warfare mechanics! The reasons for why weve chosen to diverge so far from the classic GSG military formula would be hard to grasp until youve seen how the different economic, political, and diplomatic systems function. Next week we will talk more about warfare mechanics as we get into how your navy plays into all this. Until then!


    [ 2021-11-11 17:00:00 CET ] [ Original post ]

    Dev Diary #22 - The Concept of War


    Hello and welcome to another Victoria 3 development diary! Todays dev diary has been a hotly anticipated one, as were finally ready to start talking about war and combat and how they will work in Victoria 3. So then, how does war and combat work? The answer is that weve taken a pretty different approach to warfare and combat in Victoria 3 compared to other Paradox Grand Strategy Games, and in this dev diary Ill be going over the overall vision that governs our design for warfare, with the actual nitty-gritty on the mechanics coming over the next few weeks. Just as Victoria 3 itself has a set of design pillars that all game mechanics follow (as outlined in the very first diary), Warfare in Victoria 3 has its own design pillars, which we will now explain in turn. The first pillar is one that is shared with the vision of the game as a whole: War is a Continuation of Diplomacy - anything you can gain through war should also be possible to gain through diplomacy. As weve already talked about this multiple times in the past, and last weeks dev diary told you all about Diplomatic Plays, we dont feel the need to go into this again, but its still important to keep in mind to understand our approach to warfare.
    The second pillar, War is Strategic, is exactly what it sounds like. In Victoria 3, all decisions you make regarding warfare are on the strategic level, not the tactical. What this means is that you do not move units directly on the map, or make decisions about which exact units should be initiating battle where. Instead of being unit-in-province-based, warfare in Victoria 3 is focused on supplying and allocating troops to frontlines between you and your enemies. The decisions you make during war are about matters such as what front you send your generals to and what overall strategy they should be following there. If this sounds like a radical departure from the norm in Paradox GSGs, thats because it is, and Ill be talking more about the rationale at the end of this dev diary.
    The third pillar, War is Costly, is all about the cost of war - political, economic and humanitarian. There is no such thing as a bloodless war in Victoria 3, as just the act of mobilizing your army will immediately start accruing casualties from accident and disease (as these were and remain the biggest killers of men during war, not battles) in addition to being an immense financial burden for your country. The soldiers and conscripts who die during war leave behind children and widows, and may even become dependents themselves as a result of injuries sustained during your quest for national glory.
    The fourth pillar, Preparation is Key, ties heavily into the second and third pillars. Much of the strategic decision making in Victoria 3 that will let you win wars are all about how well prepared you are. For example: Have you promoted the most competent generals, or were you forced to promote an incompetent wastrel for political expedience? Have you invested in the best (but very costly) rifles for your soldiers, or are you forced to fight at a technological disadvantage? During the Diplomatic Play preceding the war, did you mobilize all your armies in time and eat the costs in men and materiel, or did you hold off hoping on a peaceful resolution, or at least for the conflict to end up as a limited war? Did you choose to build and subsidize an arms industry large enough to cover your wartime needs, or is your army reliant on import of weapons that may be vulnerable to enemy shipping disruptions? These are the sort of questions that can decide who has the true advantage when going into an armed conflict in Victoria 3.
    The fifth pillar, Navies Matter, is an ambition of ours that for many countries, navies should feel just as important (and in some cases more important) as armies. In addition to supporting or hindering overseas expeditions (by, for example, cutting off enemy supply lines), navies play a crucial role in waging economic warfare, as a country whose economy (or even worse, military goods supply) depends on trade will be vulnerable to the actions of hostile navies.
    The sixth and final pillar, War Changes, is all about the technological advances of the 19th century and the way that warfare changed from the maneuvering of post-napoleonic armies to the meat grinder that was World War One. Our ambition is for these changes to be felt in the gameplay of Victoria 3, as technologies such as the machine gun makes warfare an ever bloodier and costlier affair while advancements in naval technology makes it easier for countries with advanced navies to project global power.
    Before I end this dev diary, I want to talk briefly about our most radical departure from other Paradox GSGs - the absence of units you move on the map, and why we chose to go in this direction. The main reason is simply that Victoria 3 is a game primarily focused on Economy, Diplomacy and Politics and we felt a more strategic approach to warfare mechanics fits the game better than micro-intensive tactical maneuvering. Its important to note that how this works differs completely from having AI-controlled units in our other GSGs, since in Victoria 3 armies you assign armies to fronts rather than provinces (navies of course work differently, but more on that later). Well be getting into the exact details of the mechanics for both armies and navies in the coming weeks. We of course still want Victoria 3 to have interesting and meaningful warfare mechanics, but we want the player to be engaging on a higher level of decision-making, making decisions about the overall war strategy and just how much theyre willing to sacrifice to achieve their goals rather than deciding which exact battalions should be battling it out in which exact province next. This also ties into the general costliness of wars and the fact that you can achieve your ends through diplomacy - we want the ways in which an outmatched Victoria 3 player triumphs over their enemies to be clever diplomacy, well-planned logistics and rational strategic thinking rather than brilliant generalship. Ultimately, weve taken this approach to warfare for the same reason we take any game design decision: because we believe that it will make Victoria 3 a better game. With that said, were done for today! Well of course be talking much more about warfare in the future, starting with next weeks dev diary on the topic of Fronts and Generals.


    [ 2021-11-04 17:00:30 CET ] [ Original post ]

    Dev Diary #21 - Diplomatic Plays


    Its Thursday again and you know what that means - another Diplomacy dev diary! Todays dev diary is one Ive been looking forward to writing for some time, as it covers Diplomatic Plays, which we consider to be more or less the signature feature for Diplomacy in Victoria 3. So what are Diplomatic Plays? Well, to answer that question, Im going to reach all the way back to Dev Diary #0 and one of the four game design pillars, namely Diplomatic Eminence. That pillar reads as follows: War is a continuation of diplomacy, and everything that is achievable by war should also be achievable through diplomacy (even if that diplomacy sometimes comes at the point of a gun). Well, diplomacy at the point of a gun is exactly what Diplomatic Plays are, as they allow you to try to achieve any objective normally achievable by war by diplomatically maneuvering to force the other side to give it to you without a fight. To fully explain what I mean by that, well go over the mechanics of Diplomatic Plays in sequence - how they start, how they play out, and finally how they are resolved. The way Diplomatic Plays start is the way you would normally start a war in another Paradox Grand Strategy Game - by demanding something from another country, for example that they cede a particular state to you. In fact, unlike other GSGs, Victoria 3 has no declare war button to get what you demand - instead you start a Diplomatic Play, and wars are always preceded by Diplomatic Plays. The fourteen opening moves currently available as Diplomatic Plays, each corresponding with a war goal. As usual, the number in green indicates the number of possible valid targets that exist for that Play.
    Once a Diplomatic Play is started, theres a number of things that happen immediately. First, the country that is being targeted is of course notified, along with any countries that are considered Potential Participants in the play. Who is considered a potential participant depends on the exact nature of the play, but usually it includes any country with an Interest in the Strategic Region where the Play is taking place as well as countries that have a strong diplomatic reason to get involved (such as allies or the overlord of the defender). At this point its important to note that only the Initiator (the country starting the play) and Target (the country targeted) are active participants, all others just have the potential to take part. Next, the primary active participants on each side (the Initiator and the Target initially, though this can change if the overlord of either side steps into the play) are given a number of Maneuvers. This is a currency that primarily depends on Rank, with higher Rank countries having more maneuvers, and determines how many actions such as Swaying and adding Demands (more on these below) that said primary participant can take during the course of the play to try and gain the advantage over their enemy. There are three distinct phases over which a Diplomatic Play plays, based on the level of Escalation, which is a value that increases each day after the play is started. The first of these is Opening Moves, during which participating countries take stock of the situation, set their initial stances (more on that below) and the Target has time to set their Main Demand (the Main Demand of the Initiator has already been set, as it depends on what type of Play was started). During the Opening Moves phase, it isnt possible for other countries to fully commit to one side or another, with the sole exception of overlords of the primary participants. It also isnt possible for either side to back down. Cape Colonys bid for independence and open British markets turned out to be a step too far. Britain demands nothing less than total annexation of the colonial upstarts, whose only hope now is either suffering partial annexation for its insolence, or having to get in real close with France and hope for the best.
    Once Escalation reaches a certain point, the Opening Moves phase ends and the Diplomatic Maneuvering phase starts. If by this point the Target has not set their Main Demand, they are automatically given one (usually War Reparations). This is the main phase of the Diplomatic Play, which occupies the majority of the escalation scale and during which most of the action takes place. During this phase, potential participants can now set any stance towards each side, from full support without requiring anything in return (something most AIs wont be keen to do as theyre not big on having their troops die for charity, at least not in an offensive war), to leaning towards a particular side (which will signal to that side that theyre likely willing to be swayed), to simply being on the fence with no particular preference for either side. Its also possible for countries that have not committed to one side or the other to simply Declare Neutrality and exit the play altogether, though this might have diplomatic consequences depending on the circumstances. With only a fraction of the military strength of Great Qing, Kokands future independence looks highly questionable. But this Play still has the potential to become pretty complex if Kokand can convince the Sikh and Russian empires to support their case against Qing. Perhaps gaining another subject is not worth the risk of a protracted war that might well cost upwards of half a million lives.
    The Diplomatic Maneuvering phase is also when the primary participants are expected to use up their available Maneuvers on adding Demands and Swaying potential participants to their side. It is also possible to spend your Maneuvers during the Opening Moves phase on adding Demands for yourself, burning through most of them early might leave you at a significant disadvantage late. Demands are essentially Wargoals (and will turn into such if the Play escalates into war, but more on that later) and includes a wide variety of requests-under-duress such as ceding land, giving up claims or becoming a subject. Only the primary participants can add Demands, but in addition to demanding things on their own behalf they can also demand things on behalf of other countries backing them, if said country agrees that the Demand is something they want. While this may make it sound like its a good idea to spend your maneuvers piling on as many Demands for yourself as possible, theres a couple reasons not to. First, adding certain aggressive Demands (such as demanding land) always results in a Diplomatic Incident, which will immediately give you Infamy and may degrade relations with countries you need to support you in the Play. Second, being seen as greedy and unreasonable in your Demands will in itself make it harder to get countries to back you up, and may in fact make it so undecided participants side against you just to put a stop to your mad dreams of conquest. Its worth noting though, that the Infamy from any Demands or Wargoals that end up not being pressed (for any reason) is partially or fully refunded, though their negative impact on relations remain. Swaying, on the other hand, is the main way in which the primary participants get undecided participants over to their side, by making them a promise. This promise may be in the form of owing them an Obligation (more on this in a later dev diary) or promising them a Wargoal if the Play escalates into war. Theres a few more such types of promises planned for release (promising to become their Protectorate or giving them a piece of land or a subject of yours, for example) but these are not yet implemented. If the country agrees, they will be set as backing the Swaying side in the Diplomatic Play, and will fight on their side if war breaks out, just as if they voluntarily set their stance to backing that side. Offering Prussia the Austrian states of West Galicia, Moravia, or Bohemia would be most appreciated, as they are populous border states. States which do not already border Prussian land are less attractive to them as they would be much harder to manage.
    However, if you think the Play is over just because France threw their weight behind the Initiator and there isnt anyone strong enough to oppose them, youd be wrong! Its possible for countries that have promised to back a side to betray that promise and go back to being undecided, or even switch sides entirely, perhaps because the other side made an even juicier offer. Doing this of course makes them lose out on anything that was promised to them and negatively impacts on relations with the betrayed side, but otherwise there is no limit to how many times a single country can switch sides in a Diplomatic Play (the AI will be rather reluctant to offer something to a country that has already forsaken them once unless they desperately need their support, though). This also means that trying to play it smart by burning through your maneuvers immediately to sway all the countries you think you need early in the Play can backfire, as the other side is then free to try and bid over on your supporters while youre unable to do anything. Furthermore, it can also make it risky to not be upfront about your own territorial demands - doing the swaying first and then saying oh, and by the way, I want London might result in your side of the Play looking very empty all of a sudden as your former supporters scramble to distance themselves from you. Swaying and adding Demands during Diplomatic Maneuvering will also both pause Escalation for some time when carried out, to make it possible for the other side to react even if those actions are taken right at the end of the phase. [Bolivia will remember this]
    The final phase of the Diplomatic Play is Countdown to War, which is exactly what it says on the tin. During Countdown to War, both sides are locked down and its no longer possible for countries to declare or abandon support for either side, nor is it possible to add new Demands or do any Swaying. In fact, the only thing that is possible during this phase is Backing Down, and this is usually the phase when you will see one of the sides give in (though it is also possible to back down during Diplomatic Maneuvering). Backing Down is, quite simply, one side deciding that the odds arent looking in their favor and deciding to concede the Main Demand of the other side to cut their losses. Its important to note that only the Main Demand is ever conceded in this way, so any additional Demands that are either added or promised to supporters of the winning side are simply lost (with accrued Infamy fully refunded), along with of course all the Demands on the losing side. This means that there is actually in some cases a reason to want the Play to escalate into war (and hence, to not stack the odds in such a way that the other side sees no path to victory), as it is the only way in which you can simultaneously press multiple Demands/Wargoals, assuming youre willing (or at least think youre willing) to bear the heavy cost of the war. Its possible to back down all the way up until the Escalation meter hits 100, at which point the Diplomatic Play is over and War breaks out. Once all the cards are on the table you have to carefully weigh if this is really something youre able to win, and what cost youre willing to pay for the opportunity to try. Perhaps its better to cut your losses, gain a Truce, let the other side accrue some Infamy, score a Claim on the lost territory (if the Play was about land), and start making a plan to recover what you lost - and then some.
    Whew, that was a lot of text, and Im sure Ive still missed some detail or another. As those of you who are familiar with Victoria 2 has noticed, Diplomatic Plays draws a lot of inspiration from the Crisis feature in Victoria 2: Heart of Darkness, a feature Ive personally worked on and always thought was one of the most interesting things weve done in any expansion for a Paradox GSG. But with that said, our dev diaries on Diplomacy are drawing to a close (for now, well certainly return to the subject later) as next week were going to talk about something youve been (rightfully) curious about since the announcement War!


    [ 2021-10-28 16:01:26 CET ] [ Original post ]

    Dev Diary #20 - Diplomatic Actions


    Hello and welcome to yet another Victoria 3 dev diary! Today well be continuing to talk about Diplomacy, specifically on the topic of Diplomatic Actions, which are the means by which countries in Victoria 3 conduct diplomacy, build (or tear down) relations, and sign various kinds of agreements with each other. Diplomatic Actions and how they work should be pretty familiar to anyone whos played pretty much any other Paradox Grand Strategy game. In short, a Diplomatic Action is a type of interaction that is carried out by one country towards another, and which sometimes (but not always) requires the agreement of the other party. As the exact requirements and effects of a Diplomatic Action are unique to each type of action, this Dev Diary will mostly just be going over which actions currently exist in the game, but before I get into that I want to briefly explain about the three distinct categories that all actions fall into and how they differ:

    • Instant Actions: These are actions that are carried out immediately upon use and/or acceptance (if acceptance is needed). They do not cost any Influence capacity as they do not require maintenance.
    • Ongoing Actions: These are unilateral actions that are carried out over time by one party towards the other, and can only be cancelled by the first party. They can have an Influence maintenance cost, in which case only the first party is the one to pay it.
    • Pacts: These are bilateral actions that are carried out over time as an agreement between two parties. If there is a maintenance cost, both parties have to pay it unless the agreement has a clear senior and junior partner (such as Subject relationships). Both parties can break the pact off, though in some cases it may require the agreement of the other party.
    A look at some of the actions and pacts available between two independent countries
    If youre still a bit unclear on the difference between these three, dont worry! It should hopefully become clearer once we start going into examples. So with no further ado, lets talk about what actions there currently are available in the game. Please note that, as always, the game is still under active development so whats in here may not exactly match what we have for release. Instant Actions (not necessarily an exhaustive list):
    • Expel Diplomats: This is an action that immediately lowers Relations with the target country, stops any ongoing attempt by them to Improve Relations with you, and blocks further Improve Relations attempts for a period of 5 years. Using Expel Diplomats also gives the acting country some Infamy, and prevents them from using Expel Diplomats on the same country for 5 years.
    • Take on Debt: This is an action that allows one country to take on the debt of another in exchange for being owed an Obligation (more on this in later dev diaries).
    • Redeem Obligation: This is an action that forgives an Obligation owed to the acting country in exchange for a large boost in Relations.
    • Violate Sovereignty: This is an action that allows the acting country to violate the neutrality of another country through whom they need military access, creating a Diplomatic Incident and potentially bringing new countries into the conflict. Well go more into under what conditions you can use this and exactly how it works at a later time.
    Russias unexpected attempt to build stronger relations with the Ottomans is not being received well at the Sublime Porte
    Ongoing Actions (not necessarily an exhaustive list):
    • Improve Relations: This is an ongoing action that slowly raises relations up to a maximum value of 50 (out of 100). Costs Influence to maintain, with the cost increasing if the target has a high Rank
    • Damage Relations: This is an ongoing action that slowly lowers relations down to a minimum value of -50 (out of -100). Costs Influence to maintain, with the cost increasing if the target has a high Rank
    • Bankroll: This is an ongoing action where one country pays a part of its monetary income to another each week as direct subsidies to their state treasury.
    The contest between Siam and Dai Nam for control of Cambodia led to a longstanding regional rivalry that sparked several wars in the early 19th century
    Non-Subject Pacts (not necessarily an exhaustive list):
    • Alliance: This is a diplomatic pact that allows two countries to help each other when attacked in a Diplomatic Play, even if they do not have an Interest in the relevant area (more on this next week). Costs Influence to maintain, with the cost increasing if the other part has a high Rank.
    • Customs Union: This is a diplomatic pact where there is a senior and a junior partner, and makes the junior partner part of the senior partners national market instead of having their own market. Costs Influence to maintain for the senior partner only, with the cost increasing if the other part has a high Rank.
    • Trade Agreement: This is a diplomatic pact which gives both countries competitive advantages when establishing trade routes in the market of the other country. Costs Influence to maintain, with the cost increasing if the other part has a high Rank.
    A trade agreement between Russia and Prussia would let the latter tap even more deeply into the formers timber exports and improve Russias access to German-made tools
    Subject Pacts (not necessarily an exhaustive list):
    • Protectorate: This is a type of non-colonial subject relationship where the subject is very autonomous, the only restriction placed on them being that they are not able to have a fully independent foreign policy. Can be turned into a Puppet by their overlord through a Diplomatic Play.
    • Puppet: This is a type of non-colonial subject relationship where the subject has no diplomatic autonomy, pays part of their income to their overlord and is part of the overlords national market. Can be annexed by their overlord through a Diplomatic Play.
    • Dominion: This is a type of colonial subject relationship where the subject has extensive diplomatic autonomy and can have their own subjects, though theyre still required to be part of their overlords market. Can be turned into a Territory by their overlord through a Diplomatic Play.
    • Territory: This is a type of colonial subject relationship where the subject has limited diplomatic autonomy, pays part of their income to their overlord and is part of the overlords national market. Can be annexed by their overlord through a Diplomatic Play.
    • Tributary: This is a special subject relationship only available to Unrecognized Powers where the subject has extensive diplomatic autonomy and can have their own subjects, though theyre required to pay part of their income to their overlord. Can be turned into a Vassal by their overlord through a Diplomatic Play.
    • Vassal: This is a special subject relationship only available to Unrecognized Powers where the subject has no diplomatic autonomy, pays part of their income to their overlord and is part of the overlords national market. Can be annexed by their overlord through a Diplomatic Play.
    Afghanistan has no intention of becoming a Persian tributary peacefully, and Persia will have to resort to a threat of force if they intend to press the matter further
    Before I leave off, I also just want to briefly mention that as with many of our systems, the Diplomatic Action system is built to be completely moddable, up to and including adding new forms of Subjects or entirely new Pacts with completely custom effects. Were quite excited to see how you all take advantage of all this moddability once the game is finally out! Well then, thats it! This has of course been something of a brief overview, and weve left out a bunch of details regarding a number of the interactions that well come back to later, but it should give you a good idea of the limits of diplomacy in Victoria 3 that is, unless youre willing to get a bit more bold, in which case you should check back next week, as we talk about Diplomatic Plays and how they will let you shatter those limits!


    [ 2021-10-21 16:00:33 CET ] [ Original post ]

    Victoria 3 | Monthly Update #4 | October

    [previewyoutube=_U5FltMuWDo;full][/previewyoutube] Time for another splendid Monthly Update Video from the Victoria 3 team! In this video, we are covering topics that relate to internal politics. Topics covered:

    • 00:23 - Standard of Living
    • 04:15 - Political Movements
    • 07:12 - Slavery
    • 10:31 - States
    • 12:54 - Migration


    [ 2021-10-19 16:02:30 CET ] [ Original post ]

    Dev Diary #19 - Relations and Infamy


    Hello and welcome to another Victoria 3 dev diary! This one is going to be a little bit broad, as we want to go through the fundamental mechanics of Diplomacy before moving on to more specific topics. Today, the mechanics well be going over are Relations, Infamy and Interests, so lets get to them one at a time, shall we? Starting out with Relations, this is a value on a scale between -100 and +100 that determines the overall diplomatic standing between two countries, similar to relations/opinion in games such as Europa Universalis and Stellaris. The key difference between Relations here and in those games is that in Victoria 3 relations are bilateral, meaning that while in Europa Universalis France can have a relations of -100 with Prussia while Prussia has a relations of +100 with France, in Victoria 3 these two countries will always have the same Relations score towards each other. Theres a few reasons for this change, such as making it more clear exactly where two countries stand with each other, but the most important is that we want Relations to be a mechanic with significance and mechanical effects not just for AI countries but also for the player, and even in multiplayer. Your relation number will translate into a relations level, and the different relations levels are as follows (from highest to lowest): Warm (80-100), Amiable (50-79), Cordial (20-49), Neutral (-19 to 19), Poor (-20 to -49), Cold (-50 to -79), Hostile (-80 to -100). Your relationship with the Great Powers will be especially important, as they are the ones with the global reach to potentially affect you no matter where your country is located
    All of these have an impact on the AIs decision-making in terms of which diplomatic proposals it will accept, which side it will want to join in diplomatic plays, and so on, but besides that there are also limitations on what actions you can take against another country based on your mutual Relations. For example, a relations level of Cordial or above acts as a non-aggression pact: It isnt possible to start most Diplomatic Plays against a country with which you have that relation level without first acting to reduce said relations. On the flip side, signing and maintaining a Customs Union with a country requires you to be at or above Cordial relations, and there are other actions that cannot be taken unless relations are at other certain negative or positive thresholds. So, how do you raise and lower relations? The primary way is through the Improve Relations and Damage Relations ongoing diplomatic actions (more on those next week), but theres many other ways in which relations can be increased or decreased, including various events, Diplomatic Incidents (see the section on Infamy below) and the Expel Diplomats diplomatic action (which well also go over in detail next week), which is a way in which one country can act to prevent another from cozying up to them relations-wise, though at the cost of gaining Infamy. Here, France finds itself with few friends in Europe - the only other Great Power they have decent relations with is Austria, and it seems like it may not stay that way...
    That covers Relations, so lets move on to Infamy. This is a system we have previously talked about a little under the name of Threat, implying that it works similarly to Aggressive Expansion in Europa Universalis, but is actually something we have since redesigned following tester feedback, as the very localized effects of Threat/Aggressive Expansion did not feel appropriate to the far more globalized Victorian era. The result is something that could be described as a hybrid between older Infamy (or Badboy as those of you who have been around Paradox GSGs for a long time might recall) systems and the newer, more localized systems. In Victoria 3, a country has an Infamy value that starts at 0 and can increase to well, anything, as theres no upper cap on it. As a countrys Infamy increases, other countries will become more wary, resulting in various diplomatic penalties for the infamous country.If Infamy exceeds the Pariah threshold (which is currently set to 100) the country becomes a potential target for a special Contain Threat diplomatic play where the Great Powers step in to restore order. Infamy decays slowly over time, and its rate of decay can be increased if the country has a large amount of unallocated Influence capacity, representing that capacity being put to use trying to salvage the countrys global reputation instead. After making some aggressive moves against its neighbors, Bolivias infamy has increased to the point where they will start feeling some diplomatic effects - though its not yet too bad
    So far this should probably sound very familiar to anyone who has played Victoria 2, but the key difference between Victoria 3 and its predecessor here is the Diplomatic Incident mechanic tied to Infamy. In the vast majority of cases, any action a country takes (for example demanding land in a Diplomatic Play or violating a neutral countrys sovereignty during war) that increases Infamy will also create a Diplomatic Incident localized at a particular Strategic Region (more on that below) on the map. For example, starting a Diplomatic Play to demand a colony in West Africa will result in a Diplomatic Incident occurring there. Whenever a Diplomatic Incident happens, the country that caused it immediately suffers a penalty to their relations with all countries that have an Interest in the region, with the amount of Relations lost based on the amount of Infamy attached to the Incident in question. Infamy in itself should be understood as a measure of how concerned the Great Powers are about a country, and as such, country Rank has an effect on how much Infamy a country gets when it commits a diplomatic transgression against another. Generally speaking, the lower the rank of the two countries involved, the less Infamy will be generated, as the Great Powers care a lot more about actions taken by and against other Great Powers than they do over two Minor Powers being engaged in a local squabble. The Sikh Empires ambitions on India are not going to go unnoticed by countries with an Interest there
    Ultimately, what this means is that Infamy doesnt just have a global effect, and where youre accruing it matters. If you keep taking actions that destabilize a particular Strategic Region, you can expect to quickly become very unpopular with both the locals and any outside powers that have taken an Interest in it. By now, Ive said the word Interest a whole bunch of times, so its probably time to finally explain what they are. To do that though, I first have to explain the concept of Strategic Regions. A Strategic Region is a large predetermined geographic area consisting of a number of State Regions, with the 715 State Regions of the current internal build divided into a total of 49 Strategic Regions. A look at the Strategic Regions of Europe - do note that as with all parts of the map, this may not be how it looks on release!
    Interests is, put simply, a mechanic that determines whether or not a country has a stake in a particular Strategic Region and plays into numerous different mechanics such as Diplomatic Plays, Colonization and the aforementioned Diplomatic Incidents. A country can gain an Interest in a region in one of two ways: either automatically by having a geographical presence there (owning land or controlling subject nations in the region) or by using a Declared Interest. A Declared Interest is a country quite simply saying that, regardless of their lack of a geographic presence, a Strategic Region is still of importance to them, perhaps because they plan to colonize it, or because they want to prevent a hated rival from expanding into it. A country can Declare an Interest in any region that is either adjacent to a region where they already have an Interest, or which they can reach through the support of their naval supply network (more on that later!). The number of Declared Interests that is available to a country depends on their Rank - a Great Power can choose to have its fingers in a great many pies, while an Insignificant Power is limited to acting only in regions where they already have land. You might want to declare an Interest in Persia for numerous reasons, such as checking Russian or British aggression in the region or as a precursor to seizing colonies there for yourself
    Interests do not provide any inherent benefit to a country besides the ability to throw their weight around in a Strategic Region, and can actually be a bit of a double-edged sword in that a country with Interests all over the world may get dragged into a lot of local conflicts. Ultimately, Interests are our attempt to simulate such historical occurrences as why certain parts of the world simply got a lot more attention from the Great Powers than others at particular points during the century that Victoria 3 covers, and to make nations act and care about things in a way that makes sense according to their national self-interest. Right then, thats all for today! Join me again next week as I continue to write lots of words about diplomatic things, this time on the topic of Diplomatic Actions!


    [ 2021-10-14 16:00:16 CET ] [ Original post ]

    Dev Diary #18 - Rank and Prestige


    Happy Thursday and welcome to a brand new dev diary for Victoria 3! Today were finally switching away from talking about economy and politics and starting on a string of Diplomacy-oriented dev diaries, of which the first is this one, where well be covering Rank and Prestige, two interconnected mechanics that play a very central role in how diplomatic matters play out in the game. Rank is a mechanic that also existed in both previous Victoria games, and is a measure of how glorious and influential a country is in the eyes of the rest of the world. What Rank a country has - be it a mighty Great Power or a largely irrelevant Unrecognized Power - is determined by two factors: Prestige (which well be explaining below) and Recognition. When talking about Recognition, its important to note that we are not talking about Recognition in the more commonly used term when applying to nations, that is, whether other countries recognize the nations independence and existence in the first place. Rather, it is a measure of whether the reigning (probably mostly European) Great Powers, as a whole, see the country as a potential equal, i.e. whether the country could potentially be included as a decision-maker in said system if they grew strong enough. Were not going to go too deep into this specific topic today (as well return to it in a later dev diary), but the gist of it is that countries start the game either Unrecognized or Recognized, and Unrecognized countries have to gain or force recognition in order to properly climb the Rank ladder. The Unrecognized/Recognized system replaces the Civilized/Uncivilized system of Victoria 1 and 2, and a difference from those games is that being an Unrecognized country is purely a Diplomatic status with Diplomatic penalties - a country does not become inherently worse at constructing factories or fighting wars by virtue of being scorned by Metternich and his friends, though many countries with Unrecognized status do also start out on the lower end of the technological scale. Though it has among the highest Prestige ratings in the world, Great Qings status as an Unrecognized Country severely limits its potential rank among the nations of the world
    All in all, there are six different ranks that a country can occupy in Victoria 3, as well as a special seventh rank that only applies to Decentralized (non-playable) nations and so isnt of any real interest to talk about today (please note that the names of some of these may be subject to change): Great Power: These are the most powerful and glorious of nations and often have a global reach, getting involved in far-off conflicts. The most obvious example of a Great Power at the start of the game is Great Britain.

    • Major Power: These are regional powerhouses that often decide the course of conflicts in their home regions and may have a limited global presence. An example of a Major Power at the start of the game is the Kingdom of the Two Sicilies.
    • Minor Power: These are regional powers that may be important for determining how a local conflict in their home region turns out but are generally irrelevant on the world stage. An example of a Minor Power at the start of the game is Mexico.
    • Insignificant Power: These are nations that generally do not even have the ability to influence the outcome of local conflicts and can be safely ignored by anyone other than other Insignificant Powers in their immediate vicinity. An example of an Insignificant Power at the start of the game is the Free City of Krakow.
    • Unrecognized Power: These are Unrecognized Powers that are powerful and prestigious enough to throw their weight on a regional stage, try to resist the demands of the Recognized powers and to be a potential candidate for recognition. An example of an Unrecognized Power at the start of the game is the Qing Empire.
    • Unrecognized Minor Power: These are Unrecognized Powers that generally lack the power to go up against anyone other than the weakest of Recognized powers, and will often find themselves at the mercy of Great and Major Powers and having to play them against each other to survive. An example of an Unrecognized Minor Power at the start of the game is the Kingdom of Nepal.
    So then, what benefits do Rank confer? Generally, the higher a countrys Rank, the more Influence capacity it generates (allowing for a greater freedom in conducting diplomacy and signing diplomatic pacts), the more Declared Interests it can support (more on that next week) and the more Maneuvers it has in Diplomatic Plays (more on that in a few weeks). Rank also plays a key role in many other systems such as Subjects, Infamy, Diplomatic Actions and more, some of which well get into in the coming weeks (I know I keep saying that, but bear with me, weve only just started on Diplomacy!). France starts the game as the second Great Power, just behind Britain in Prestige
    Prestige, as was mentioned above, plays a central role in all of this. Simply put, Prestige is what determines who gets to occupy what rank in the global pecking order. Unlike in Victoria 1 and Victoria 2, where Prestige was just one of three factors determining what Rank a country had, in Victoria 3 Prestige is the accumulation of all factors that makes a country more or less glorious. In order to become a certain rank, a country must meet the Prestige threshold for that rank, which is based on both how it compares to the global average and percentile-wise compared to the most prestigious country. To explain what I mean by that, here is a look at the current requirements to be a Great Power:
    • Must be a Recognized country
    • Must not be a Subject of any other nation
    • Must have at least 3 times the average global prestige OR at least 75% of the prestige of the most prestigious nation
    This means two things: The number of Great Powers, Major Powers and so on is not fixed to a specific number (as it was in Victoria 1 and 2, where you would always have 8 of each), and that the requirements to maintain and increase your Rank will change over the course of the game. A country might start as a Great Power due to their starting prestige, but then begin quickly falling behind due to economic and military stagnation, eventually being reduced to a Major Power even though their actual Prestige number never went down. Persia is able to occupy a rank position above what its economy and army can support through considerable investment into the arts
    So, what is it that can give a country Prestige? The answer is a whole lot of things! Heres a look at some of these things, though its by no means an exhaustive list:
    • The Tier of a Country (whether its considered a City-State, Principality, Kingdom or so on) gives it a little bit of base-level Prestige. This is inherent to a specific nation and can only be increased by forming a new, more glorious nation.
    • Having a large Army gives Prestige, with more Prestige being given based on its ability to both fight effectively and look imposing.
    • Having a large, powerful and impressive-looking Navy gives Prestige to an even greater degree than the Army.
    • The total GDP (and thus indirectly level of industrialization) of a country gives it Prestige.
    • Subjects contribute Prestige to their Suzerain based on their military and economic might.
    • Being a global leader (first, second or third) in the production of a Good gives a country Prestige, with some Goods being more prestigious than others.
    • Building and supporting Art Academies (being a sponsor of the art) gives Prestige.
    • Successful undertaking of certain globally recognized projects, such as undertaking major expeditions to certain regions of the world or the construction of a canal can give a country a permanent increase in its Prestige.
    Thats it for today, but were of course only getting started on talking about this part of the game, so next week I will return with another dev diary covering several different Diplomacy-related mechanics, namely Relations, Infamy and Interests.


    [ 2021-10-07 16:01:13 CET ] [ Original post ]

    Dev Diary #17 - Migration


    Hello and welcome to yet another Victoria 3 dev diary. Todays topic is Migration (meaning the movement of Pops between states), what role it plays in Victoria 3, and how it functions mechanically. There are two types of Migration in Victoria 3: Intra-Market Migration and Mass Migration, and well be explaining both of these starting with Intra-Market Migration. Intra-Market Migration is the movement of Pops between two States that are part of the same Market. Barring certain exceptions (such as slaves not being able to migrate, as covered in the previous dev diary), Pops are generally always able to move between States in the Market, though the number of individuals that are able to change their homes on a weekly basis varies based on factors such as the local Infrastructure and Market Access in the two States. Which Pops migrate from and to what States depends on the Migration Attraction of each State. Migration Attraction is a value that is based on the average Standard of Living in the state, and modified by various factors such as over/underpopulation, unemployment/available jobs and so on. It is possible for a country to directly encourage Migration to a specific state through the Greener Grass Campaign Decree, at the cost of some Authority. In general, Pops will move from States with a low standard of living and a lack of employment opportunities to states with a high standard of living and jobs to offer. States with a low population compared to the amount of available land are especially attractive to economic immigrants. Kansas, already an attractive state for American settlers due to its sparse population, has been further prioritized for migration through the use of a Greener Grass Campaign decree
    Discrimination, too, plays a role in migration. Pops that are being discriminated against in a particular State, and have the opportunity to migrate to another State in that market where they would not be discriminated against (perhaps because of multiple countries sharing the same Market, and one of those countries having more liberal citizenship or religious laws) will take that opportunity in greater numbers, provided of course that there is an underlying economic reason for them to want to move there in the first place. After all, while enjoying voting rights is certainly nice, putting food on the table is higher on the agenda for most Pops. Discrimination can also have the opposite effect: Pops that are already enjoying full citizen rights are generally going to need to be in pretty dire economic straits to consider moving somewhere where those rights are going to be taken away, and in the case of a Pop that is going to be discriminated against no matter where they go in the Market, they tend to stick to their cultural Homelands. French colonial settlement policies means that their colony of Algiers receives a steady trickle of immigrants from mainland France every week
    So, what then of Mass Migration? Mass Migration is a mechanic introduced to try and model the migration of large amounts of people to places such as the US, Brazil and Australia in the 19th century. Mass Migration can happen when a particular culture experiences Turmoil, which is a product of having a large number of radicalized pops. A culture that has enough Turmoil to meet the threshold has a chance to create a Migration Target somewhere in the world, which is a flag set on a particular State that attracts huge numbers of migrants from that culture over the course of a limited timespan to that State and any States neighboring it. Migration Targets are more likely to be created if the Pops in the culture have a low Standard of Living and high Literacy, and particularly likely to be created if there is widespread starvation among the Pops of that culture. The selection of States for Migration Targets is based on a number of factors, including the states Migration Attraction, whether or not the culture is legally discriminated against in the country, and if there is a logical path that Pops of the migrating culture would be able to follow from their Homelands to the target (such as trade routes). There is no inherent advantage in certain country tags for who gets migrants - the US tends to get migrations because of availability of jobs and land combined with liberal citizenship laws, not because they have a built-in migration attraction bonus. Fed up with economic hardship and political oppression in their homelands, a large group of Polish people have decided to try their luck at a new life in France
    There is one more aspect of migration that were only going to briefly touch on: Migration Policy. This is a group of Laws which lets you set the stance of your country on migration. For example, whether you want to promote the movement of people from your core lands to your colonies, attract skilled workers from other countries for your manufacturing economy, or even just minimize all migration (external and internal) as a way of maintaining your iron grip over the population. The reason we wont be going into this today is because its currently in the process of being redesigned to this end (from a previous, much simpler set of laws). Well try to return to it at a later time! With that said, weve reached the end of this dev diary, and in fact, the end of the current string of politics dev diaries, as next well be changing our focus from inwards to outwards and talking about Diplomacy, on the topic of Prestige and Rank!


    [ 2021-09-30 16:00:35 CET ] [ Original post ]

    Dev Diary #16 - States


    Its Thursday again and that means its time for another Victoria 3 dev diary! Todays dev diary is going to be a little bit different in that it will mostly be about collecting and further explaining the various mechanics that tie into States. There might not be a whole lot of new information here for people who have been closely following the development, but we feel its important to put all this information in the same place and clarify a few points. So then, onto the topic of States. States, as we have previously touched on, are the main political-geographical unit of Victoria 3, where pops live and buildings are built. Before we proceed it will be useful to understand the difference between States and State Regions. A State is always controlled by a single country and its borders are dynamic (can change over the course of the game, including being created and destroyed), while State Regions can contain 1 or several States and have static borders (unchanging throughout the game). If a single country owns all provinces within a State Region, there is no practical difference between these concepts. But if more than one country owns provinces within a single State Region, they will each control individual States within it. For example, the State Region of Rhineland is a predetermined set of provinces on the border of France that in 1836 contains two States: Prussian Rhineland (actually just called Rhineland because it contains more than half the land in the region) and Bavarian Rhineland (called Bavarian Rhineland to distinguish it from the Prussian parts), a concept that we call a Split State. Over the course of the game, which exact provinces make up the State Region of Rhineland will never change, but the States might. If France was to conquer the Prussian Rhineland, there would of course no longer be a Prussian Rhineland but a French Rhineland, and if Prussia were to conquer the Bavarian Rhineland, the entire State Region would be unified into a single Prussian State. Political control of the State Region of Rajputana is split between numerous Indian Princes, none of which control enough of the region for their part to be considered Rajputana proper.
    In addition to political ownership, there are a number of conditions that can apply to a State that affects the local population and economy. First of all, there is something called Incorporation Status, representing a States political status within the country that owns it. The different Incorporation States are as follows:

    • Incorporated State: A state that is a fully integrated political unit in the country. This state incurs full bureaucracy costs, pays all forms of taxes required by the government, and gets the benefit of all national Institutions.
    • Unincorporated State: A state that is owned but only very lightly administered by the country, such as frontier states. Unincorporated states do not incur any bureaucracy costs but only pay certain taxes (such as Consumption Taxes), get no benefits from national Institutions and have reduced Infrastructure.
    • Colonial State: A state that is considered to be an overseas colony. Works similarly to an Unincorporated State, but also gets increased immigration at the expense of even lower Infrastructure.
    It is possible to Incorporate any Unincorporated/Colonial State as long as you have the Bureaucracy that would be needed to properly administer it, but this can be a rocky process - while the increased costs kick in immediately, the benefits (taxes, institutions and so on) are only gradually phased in over time. The time it takes depends on how easy it is for your country to integrate the local population - it would be a lot more difficult for Britain to incorporate an Indian state than it would be for them to incorporate the Falklands, for example. Other conditions that can apply to a State include (not an exhaustive list):
    • Capital State: The political capital of a country. All Pops living in the Capital State have increased political power.
    • Market Capital: The economic capital of a country. Has increased Infrastructure and Migration Attraction.
    • Turmoil: A State that has too many political radicals (as a percentage of population) will experience Turmoil. A State with Turmoil suffers penalties in the form of increased Tax Waste and reduced Migration Attraction. These penalties can be reduced by investing into the Police institution.
    Pennsylvania is an Incorporated State, contributing both taxes and a star on the flag to the United States of America
    States can also inherit certain conditions from their State Regions, including:
    • State Traits: As explained in the Infrastructure dev diary, these represent a wide variety of geographical features that have an impact on the economy, infrastructure and/or population of the entire State Region.
    • Claims: A State Region can be claimed by a country that does not currently own it but are broadly considered to have a legitimate reason to think that maybe they should. Well come back to this when talking about diplomacy and war.
    • Homelands: Every Culture has one or more State Regions that most people in that Culture consider to be their natural homeland. This does not consider the views of anyone else outside that Culture (ie, the Swedes dont get any say in which State Regions the Russians consider to be their homelands and vice versa), and has certain effects that we will go over in later dev diaries.
    Guano was a central pillar of the Peruvian economy in the mid-19th century, and a war was even fought over control of the Chincha Islands between Spain and Peru (the icon for this particular State Trait is a placeholder)
    As mentioned all the way back in the dev diary about Buildings, States are limited in which Resource Industry Building Types they can support and how large these can get. For example, the degree of Iron deposits in a state limits how many levels of Iron Mine you can build there. These resource limits are actually a property of State Regions, which is dynamically allocated to the States in the region based on how large of a share the State holds. Its worth noting that this proportion isnt just based on the raw number of provinces owned. As an example, potential for Fisheries are distributed according to the amount of coastline a State has in the State Region, while Arable Land land can be heavily weighted by the amount of Prime Land is in each State. While not applicable everywhere, Prime Land is something we use in states where there is a clear division between fertile and non-fertile land - control of the Nile should matter a lot more to a State in Upper Egypts Arable Land than control of the surrounding desert, for example. Its also possible for a State Region to contain Discoverable Resources. These are resources such as Oil, Gold or Rubber that are either not known about or not considered exploitable at the start of the game, but may be discovered and exploited at a later point. Certain technologies will affect both which resources can be discovered and the actual chance of said resource being discovered. All of this functions in a weighted random fashion, so while the chance of there being a Klondike gold rush at some point during the game is high, it probably wont happen exactly at the same date it did historically. There may or may not be gold in them hills!
    Alright then, thats all for today! Next week well be continuing on the topic of Politics as I explain how Migration works.


    [ 2021-09-23 16:01:05 CET ] [ Original post ]

    Dev Diary #15 - Slavery


    Its Thursday again, which means its time for another Victoria 3 development diary. Todays subject of slavery is a rather heavy one, being both one of the most significant political issues of the Victorian era as well a story of untold suffering on a human level. For this reason, before I start getting into the mechanics of slavery I want to briefly explain our philosophy behind its representation in Victoria 3. Slavery is, obviously, a horrific crime against humanity and precisely for this reason, many games that have a slavery-related setting or mechanics will either leave it out of the game or abstract it into something thats less on the nose (for example by simply applying some form of economic bonus at the expense of decreased stability). For Victoria 3, we dont think these options work for us for two main reasons. The first reason is that as I mentioned before, it was an important political issue of the day and was a major catalyst for several significant conflicts, most notably the American Civil War which would be bizarrely contextless if slavery did not play a significant role in the game. The other, and most important reason, is that through our Pop system we are trying to represent every individual human on the planet from 1836, so what statement would we be making if we simply wrote all enslaved individuals out of history, or reduced them into an abstract set of modifiers? Instead, our aim is to try and represent the institution, systems and causes of slavery, as well as the people who lived under and fought against it, as close to history as we can get it. We simply believe this to be the most respectful way for us to handle this topic, as well as the way thats most true to the game Victoria 3 aspires to be. With that said, lets get into the actual mechanics of how slavery and slave pops function in Victoria 3. As was mentioned in the Employment and Qualifications dev diary, slaves are what Victoria 2 would have called a Pop Type and Victoria 3 calls a Profession, but function in a significantly different way from other Pops. For one, slaves do not get hired with the enticement of a wage and do not have the freedom to choose the place they work. Slaves also arent just able to stop being slaves by switching their Profession to one that does offer a wage and freedom of movement. These Slaves are given the bare minimum of goods not to starve, resulting in a very slight population increase over time but a generally miserable existence for the people that make up the Pop
    Buildings that employ slaves also do so in a way that differs from the way they employ other Professions. The gist of how this works is that in a state that has slaves, certain buildings (for example plantations) that employ laborers or peasants can fill each available position for those Professions with either a laborer/peasant or a slave. As an example, a Cotton Plantation in a slave state that has the capacity to employ 4000 laborers could fill that capacity with 2240 slaves and 1760 laborers, 4000 laborers and 0 slaves, or any other combination of the two less or equal to 4000. Generally buildings will prefer acquiring slaves over hiring free laborers whenever possible for the economic benefits it brings. So what are those economic benefits? Well, first, it should be understood that said economic benefits are mostly for the owners of the building, meaning a bunch of wealthy aristocrats in the case of Cotton Plantations. Instead of paying wages, each building decides a standard of living based on factors such as laws and profitability and purchases the necessary goods for that target standard of living. This target SoL may not always be at the level of outright starvation but is never going to be anything but a very basic existence. The cost to purchase said goods is simply added as a building expense and is virtually always going to be cheaper than employing paid labor, which translates into lower costs, higher profits and increased dividends for the building owners. Slaves also do not pay taxes in any form, so if the government wants to convert those profits into revenue, they have to do so through the various forms of wealth-based taxes that are always going to be deeply unpopular with the powerful elite. These Tobacco plantations on Cuba have fully replaced the usual Laborer workforce with Slaves instead, leading to greater wealth for the Aristocrats
    However, there is one economic advantage to slavery that goes a little beyond just enriching aristocrats: Slave pops have a higher ratio of workforce to dependents than other pops, meaning that a population of 100k slaves can supply the labor needs of a greater number of buildings than a population of 100k laborers. The key thing here is of course that not all buildings can utilize slaves, so this isnt going to be doing any good for an industrialized manufacturing economy, but a country that aims to keep its economy agriculture/plantation-focused and suffers from a labor shortage may find the brutal economics of slavery to work in its favor, if theyre willing to stomach the human cost and stamp down on any resistance. So what of that resistance? Well, given that slavery is founded entirely on human misery, slaves are naturally not going to be content with their lot in life, and will attempt to resist by whatever means are available to them. Mechanically this translates into a steady stream of radicalized slaves and the threat of turmoil and slave uprisings. This threat to a slave society can usually be averted with sufficiently repressive measures, but fear and violence is not a good foundation for a completely stable country. Of course, resistance to slavery doesnt just come from the slaves themselves, but also from Abolitionists, both internally in your country (in the form of characters and Interest Groups with the Abolitionist ideology) and externally in the form of Abolitionist-led countries that may hinder or put pressure on slave regimes that arent strong enough to resist them. The most notable historical example here being Britain and its naval efforts to stamp out the trans-atlantic slave trade in the 19th century. With the explanation out of the way, lets talk about slavery laws. These are what govern who (if anyone) is enslaved or emancipated and where (if anywhere) slavery can exist in your country. They are as follows: Slavery Abolished: The law that most countries with advanced economies start with. Under this law, slavery is completely illegal and on its passage any slave pops in the country are immediately emancipated and converted into laborers. If a country with this law comes into possession of land where slaves are living, said slaves are also immediately emancipated as above. Debt Slavery: This law is meant to represent traditional systems of generally debt-based slavery, present in a number of economically less advanced and/or decentralized countries. Under Debt Slavery, Pops of low Wealth levels will gradually create a trickle of new slaves (with poorer pops converting into slaves at a higher rate), as individuals sell themselves or others into slavery for economic reasons such as debt repayment. However, under this system, children born to slaves are born free, so slave populations will not grow by themselves. Slave Trade: This law is meant to represent the kind of widespread chattel slavery practised in places such as Brazil and Cuba. Under Slave Trade, the children of slaves are born as slaves and new slaves can also be imported from abroad. Well not go over exactly how slave import works today, but the gist of it is that slaves can be imported from decentralized countries that practice slavery if the importer has an established Interest in the region (more on Interests at a later point). Legacy Slavery: This law is meant to represent countries that have made slave trade illegal but not abolished it altogether, most notably the United States of America. Under Legacy Slavery, the country is divided into Free States and Slave States. In Free States, slavery is illegal and everything functions exactly as if the country had the Slavery Abolished law, while Slave States function as though they had the Slave Trade law with the notable exception that new slaves cannot be imported from abroad. Under this law, slaves also tend to have a slightly higher standard of living for the simple reason that a starving slave population isnt demographically sustainable. This law also plays an important role in how the American Civil War functions in the game, but thats a topic for a later dev diary. The United States starts the game with the Legacy Slavery law. Surely, nothing will go wrong if they start trying to abolish it right away?
    Since slavery laws function just like any other laws, it is possible for them to change in different ways: a country with Slave Trade may follow the US example and change to Legacy Slavery as a compromise alternative to abolishing it altogether, and a country that has fully abolished slavery can even try to bring it back. Given that no country in history actually re-legalized chattel slavery after abolishing it, this is very difficult to do (once abolished there will generally be a strong anti-slavery bastion in a country that arent going to look kindly on such proposals). Of course, trying to abolish slavery isnt likely to happen without resistance either - those wealthy aristocrats who benefit from it have a vested interest in defending it, after all. Lyman Beecher, leader of the Devout Interest Group in the United States, is an ardent opponent of slavery
    On that note, weve reached the end of this dev diary, though well return a bit to this topic in the future when we talk about diplomacy (which isnt that far away now!). Next week were going to go over the system of States and their related mechanics such as State Regions, Split States and Turmoil.


    [ 2021-09-16 16:00:19 CET ] [ Original post ]

    Victoria 3 | Monthly Update #3 | September

    [previewyoutube=JLLUqruFzvg;full][/previewyoutube] Welcome to the September Update Video for Victoria 3! For this Dev Diary roundup, we're delving deeper into markets and infrastructure! Topics covered, more specifically:

    • 00:00 - introduction
    • 00:33 - National Markets
    • 05:10 - Infrastructure
    • 09:05 - Employment & Qualifications
    • 14:18 - Treasury


    [ 2021-09-14 16:01:00 CET ] [ Original post ]

    Dev Diary #14: Political movements


    Its Thursday again and that means were going to continue talking about politics in games! Specifically, well be talking about Political Movements in Victoria 3. I touched a little bit on this feature back in Dev Diary #6 by saying that there are ways for politically disenfranchised Pops to push for reform, though that isnt the entirety of the role that Political Movements fill in the game. What then are Political Movements? Put simply, a Political Movement is a way for your Pops to make a direct demand of the government, either because they desire change or because they dont desire the change you are currently pushing through. A Political Movement is always aimed at one particular law, and can take three different forms: Movement to Preserve: This is a political movement that can form when there is sufficient opposition to the passing of a particular law. For example, if Great Britain starts replacing the Monarchy with a Republic, its very likely that this will result in a Movement to Preserve the Monarchy. Movement to Enact: This is a political movement that can form when there is a popular demand for the enactment of a particular law. For example, if you have a politically active and literate but very poor underclass of laborers, these laborers might form a movement to create a minimum wage. Movement to Restore: This is a political movement that works exactly like a Movement to Enact, but aims specifically to bring back a law that was previously in effect in the country - for example a Movement to restore the Monarchy in a Britain that successfully transitioned into a Republic. The main difference between a Movement to Restore and a Movement to Enact is that the former will tend to get some extra support from being able to harken back to the golden era of the past instead of having to champion new ideas. Political Movements have a singular goal and will exist only so long as this goal remains unfulfilled. Their impact on the country in pushing for said goal is determined by their Support score. A Political Movement can have support from both Interest Groups (which represents a part of the political establishment backing the movement) and individual Pops (which represents individuals championing the movement in the streets). Political Movements are not always progressive - while the Industrialists and Intelligentsia want to expand the franchise in Prussia, a coalition of more conservative Interest Groups are simultaneously pushing for more censorship
    Interest Groups will provide Support for the Movement based on their Clout, while Pops provide Support based on raw numbers (compared to population as a whole), meaning that a single discriminated Laborer backing a Movement provides just as much Support as a fully enfranchised Aristocrat when taking action outside their Interest Group. In other words, while Political Strength still plays an important role in Political Movements (in the form of Interest Groups throwing their Clout behind movements championing laws they like), it is entirely possible for a Political Movement to form with no Interest Group backing at all - even if nobody is willing to champion workers rights in the halls of power, enough angry workers in the streets may just be enough to affect change anyway. Which Interest Groups will or will not back a Political Movement depends on whether they would approve of a change to the new law (in case of Enact/Restore) or disapprove of the current change in progress (in case of Preserve). Interest Groups that have high approval or who are part of the Government will not support Political Movements, though Government IGs may put pressure on you in other ways if theyre not pleased with your actions. Pops are more complex, as they can back a Political Movement either because it aligns with their political movement (ie their preferred Interest Group is in favor of the movement) or because they have something to gain directly from it (for example a discriminated Pop backing a movement that would give them more rights). This Political Movement to abolish the regressive Poll Tax is currently only backed by the Trade Unions and Pops sympathetic to them.
    The Support score of a Political Movement has two direct effects on legislation: Firstly, it affects the chance of successfully passing a law (making it easier to pass the law the movement wants in the case of a Movement to Enact/Restore, and more difficult to replace in the case of a Movement to Preserve). Having a Movement to Enact/Restore also allows a country to attempt to pass the law the movement wants, even if said law has no backing among the Interest Groups in government. But what then, if you dont intend to bow to the wishes of a movement in your country? This is where the Radicalism of a Political Movement comes in. Radicalism is based on the number of Radical pops and Clout of Angry Interest Groups supporting the Movement. A movement with low Radicalism is one that is intent on getting its wishes heard through peaceful means, while a movement with high Radicalism is willing to use more extreme methods, up to and including sparking a Revolution (though that particular topic is something well cover in a later dev diary). Replacing the Monarchy with a Republic is *not* a popular idea in Sweden in 1836 - the opposition is both strong and highly radicalized - a civil war is all but guaranteed unless the government reverses course.
    It is by no means a sure thing that every peaceful movement will become radical, and movements may very well fizzle out without accomplishing their goal, but ignoring the wishes of a significant part of your population and/or political establishment does come with some associated risks. When talking about Political Movement Radicalism, I mentioned Radical Pops, and since they play an important role in creating and radicalizing Political Movements I thought Id take a little time to explain how Radical Pops and their Loyalist counterparts function in Victoria 3. The first thing that should be understood about Radicals and Loyalists is that just like with Interest Group membership, Radicals and Loyalists are not whole Pops but rather individuals within Pops. Starting a game as France by hiking the taxes up as high as possible and slashing government/military salaries is a sure-fire way to watch the number of Radicals quickly climb
    Radicals are individuals who have become disillusioned with the government and political apparatus of the country and want to seek change through any means necessary, while Loyalists are patriots who are generally willing to put their political views and goals aside for the sake of the nation. There is a large variety of ways that Pops can become Radicals or Loyalists, heres a few of the more common reasons listed below:

    • Pops that experience an increase in material living standards will become more loyal
    • Pops that experience a decrease in material living standards will become more radical
    • Pops whose Standard of Living is below the minimum they expect to have will radicalize over time, particularly if its so low that theyre actually starving
    • Pops that are literate but discriminated against tend to radicalize over time
    • Pops from Political Movements whose demands are ignored may radicalize over time
    • Pops from Political Movements that have their demands fulfilled become more loyal
    Radicals and Loyalists generally function in directly opposite ways. For example, Radicals are more likely to create and join Political Movements (as well as contributing to radicalizing said movements) while Loyalists will never join Political Movements. Loyalists make the Interest Groups they are part of happier, while Radicals make them less happy and so on. This means that one way to prevent political activism and curtail movements that oppose your agenda is to increase the Standard of Living of your Pops. Just because you at some point during the game created prosperity (and as a result a bunch of Loyalists) doesnt mean everyone will just be onboard with your programme forever, though. Pops will remain Radical or Loyalist until they either die or have a status change as a result of becoming more radical/loyal (for example, a Loyalist Pop might stop being Loyalist if their material standard of living suddenly takes a nosedive), but they do, in fact, die. As generations die off and are replaced by new ones, less and less people will remember all the great things you did for the country 30 years ago and will start wondering instead what youve done for them lately. With that said, thats a wrap for this dev diary. Next week well continue talking about Politics on a topic that very much relates to Political Movements by being one of the most monumental political questions of the 19th century: Slavery.


    [ 2021-09-09 18:00:16 CET ] [ Original post ]

    Dev Diary #13 - Standard of Living


    Hello again and welcome to yet another walkthrough of some interrelated systems fundamental to Victoria 3s economic model: Standard of Living, Wealth, Pop Needs, and Consumption. All Pops in Victoria 3 have a Standard of Living score between 1 and 99, which represents - by a perfectly scientific and objective metric, dont @ me - precisely how great their life is. Pops with levels 1-4 are labeled Starving, levels 5-9 are Struggling, and so on through Impoverished, Middling, Secure, Prosperous, Affluent, Wealthy, Lavish, and at levels 60+, Opulent. We dont really expect a lot of Pops to reach levels 60+ but - knowing you folks - weve left plenty of headroom to accommodate your mad economic experiments. Standard of Living affects two major aspects of the game: birth- and death rate, and Pop loyalty. Birth rate is simply the percentage of children born to Pops each year, while death rate is the percentage of Pops who die. Both values start out high and decline with increasing Standard of Living, but birth rate declines slower than death rate, leading to a net increase in population growth with increasing Standard of Living. This system models that increasing Standard of Living tends to lead to longer life expectancy but declining natality. Each parameter can be modified independently by a variety of effects. Scratch your priesthoods back and theyll scratch yours. Note that Interest Group Traits can vary between Interest Group variants, so a different religion might provide a different benefit.
    There are side effects to emancipation! But while reduced population growth here initially appears to be a penalty, increasing the proportion of industrial workforce at the same time tends to lead to increasing Standard of Living, which provides a net increase in population growth.
    Pop loyalty is altered whenever their Standard of Living increases or declines from its current value. Martin will get into much more detail on this in next weeks Development Diary on Political Movements. A Pops Wealth attribute forms the foundation for its Standard of Living. Pops can also gain more intangible boosts or penalties to their Standard of Living from any number of sources. Pops accumulate Wealth over time while their weekly income exceeds their weekly expenses. Conversely, if a Pops expenses exceed its income, Wealth will decline. How large their expenses are depends on what and how much they consume, which is also dependent on their Wealth. What this means is that as long as a Pops income remains the same, and the cost of the goods and services in their state and market remains the same, that Pops Wealth will over time drift towards exactly the level of consumption they can afford to sustain. Of course, as Wealth changes the consumption also changes, which affects the prices of the goods in the market, which might in turn affect their wages, dividends, etcetera. This weekly shortfall of funds will eventually lead to a reduction in Wealth and thereby consumption, but since the shortfall is only a small fraction of its income it will take several months to have an impact on the Wealth score and thereby the Standard of Living.
    Wealth has a number of functions in addition to forming the basis for Standard of Living. A Pops raw Political Strength (excluding any such power conferred by the countrys Voting Franchise, which is treated separately) is dependent on their Wealth. Some privately operated Institutions provide benefits to Pops only in relation to their Wealth. Many Professional Qualifications also require Pops to have a certain amount of Wealth. Each Wealth level is defined by a set of Needs and an amount of value that needs to be spent on goods to fulfill that Need. This value is defined in goods base prices, such that the Need for Standard Clothing for a Pop of size 10,000 with Wealth level 14 might be fulfilled by buying 87 worth of Clothes, assuming perfectly balanced supply and demand. If the actual price of Clothes where the Pop lives is over-demanded, their cost to fulfill this need will also be higher. As a result, cheaper goods means wealthier, happier Pops. This Peasant Pops Wealth is low (6), so it consumes only the basic necessities.
    Many Needs can be satisfied by a variety of different goods. For example, the Need for Heating requires Wood, Fabric, Coal, Oil, and/or Electricity. These can be purchased in any combination assuming the total base prices add up to the required value. When given this option Pops will attempt to make a rational purchase decision based on which goods are the most available, satisfying their Need with some mix of these goods or even only one, if thats the only one available. In this way an inland, isolated state might not consume any Fish at all as long as it has sufficient Grain, Fruit, Meat, or even packaged Groceries to satisfy their Need for food. A breakdown of how the Peasants in Ceylon spent their heating budget this week.
    Goods can also appear in several different Needs categories. Groceries, Meat, and Fruit can fulfil the need for both Basic Food and Luxury Food, but Grain or Fish can only fulfil the need for Basic Food. As a result, maintaining only Millet Farms and Fishing Wharfs to meet your food needs will mostly satisfy your poor Pops, while focusing on Livestock Ranches and Banana Plantations will cause wealthy Pops to inflate the price of the available food supply and further impoverish the poor. Operating productive Food Industries that can turn Grain and Fish into Groceries is good for everyone in your country, and frees up any available supply of Meat and Fruit to be consumed by those with a Need for Luxury Food. A breakdown of who requires Basic Food and how it can be fulfilled.
    Lower Wealth levels have only a handful of Needs, such as Simple Clothing, Heating, Basic Food, and Intoxicants. The middle levels introduce more refined Needs like Household Items, Services, Luxury Drinks, and Free Movement. Really wealthy Pops consume increasingly vast quantities of Luxury Goods to impress and outdo their peers. In some cases Needs disappear entirely in favor of more diverse Needs. The Need for Simple Clothing which can be satisfied by both Fabric and Clothes will, as a Pop is raised from abject poverty, be gradually phased out by the Need for Standard Clothing which include only professionally sewn items. Compared to the Wealth 6 Peasants, these Wealth 17 Bureaucrats are more diverse in their requirements.
    Introducing new goods into your market will help you diversify your economy and alleviate the demand on crucial industrial goods. Importing Oil - either petroleum from newly discovered deposits or whale oil from the few places in the world that produce it - will cause your Pops to buy some quantity of it for heating instead of Coal or Electricity, which lowers the price of those goods and help make your industries more profitable. Introducing Opium into your market will decrease Pop demand for Liquor and Tobacco... for good or ill. Some goods are favored over others by default if available. Once Electricity is available to them, due to its convenience Pops will prefer to buy it over Wood or Coal, even if theyre the same price. Some goods can be replaced by other goods entirely, while others will always be required to some bare minimum. Train travel can completely replace the need for having your own Automobile to drive around in, but having an Automobile doesnt ever completely remove the need for an occasional train ride to see your cousin who lives all the way in Paris. In addition to these factors cultures can develop Obsessions for certain goods, and some even have Taboos they must abide by. A country can also encourage or discourage the consumption of certain goods using Authority, perhaps in an effort to avoid enriching a hated enemy or entice Pops to buy something thats heavily taxed over something that is not. This impacts the purchase habits of Pops affected despite this being irrational from a strictly financial perspective. What if the Bengali were obsessed with the status afforded to them by Luxury Furniture? This could happen due to events, or organically because Luxury Furniture is a really prevalent luxury good in markets where a lot of Bengali Pops live. But even if this habit is developed around their homelands, Bengali Pops that migrate abroad - to the USA or Australia or Japan - will continue preferring Luxury Furniture to other luxury goods, and will suffer financially if the same level of access is not available there.
    Lets close out by considering the difference between this and the consumption model from previous games. In Victoria 2, Pops have different Life, Everyday, and Luxury Needs based on their Type (what we call Profession in Victoria 3), both in types of goods and quantities. Pops in Victoria 2 always strive to get promoted into Types which require more advanced, luxurious goods in larger quantities, but will fail to do so if they cannot afford it. Since certain advanced Types of Pops in Victoria 2 perform their duties objectively better than their less advanced counterparts (e.g. Craftsmen, Clerks) it becomes important to retain access to advanced goods in order to ensure that your workforce is internationally competitive. In Victoria 3 this formula is turned on its head. An Engineer is not intrinsically better than a Machinist who is not intrinsically better than a Laborer, and theres no ideal national proportions between them you need to maintain in order to maximize your competitiveness. Different Professions do fulfil different functions, but its the Production Methods of the Buildings they work in that determine what function they serve. By choosing what Buildings to construct and which Production Methods to activate, you create the opportunities for these Professions which in turn impose changes to the population. What types of goods you need to ensure access to in order to keep your population satisfied is not driven directly by what professional opportunities you have created, but rather by what Wealth development and Wealth distribution these changes have resulted in. Professions that are part of the Middle Strata in this state are considerably better off than those in the Lower Strata, and not far off from the Upper Strata. Its very likely this state hasnt started industrializing yet, since Shopkeepers - who run the pre-industrial economy - are Middle Strata, and Upper Strata Aristocrats arent always particularly wealthy if their income originates from exploiting the Peasantry on Subsistence Farms. Since the Middle Strata is already wealthy enough to demand Transportation, construction of Railways in this state is likely to be both profitable and beneficial for population growth and general happiness.
    As a result, Pops in Victoria 3 wont always strive to ascend to a higher social strata, nor will an Aristocrat always have a higher income or goods consumption Needs compared to a Clerk. All of this is driven by market forces - a qualifying Clerk would gladly become an Aristocrat on available land if that comes with a higher income than remaining a Clerk, and this increased income will gradually result in an increase in their Wealth and consumption demand. Conversely, Aristocrats dont demote to Laborers because they can't acquire enough goods to sustain their lifestyle - they would only turn to such desperate measures if they become landless (unemployed) and are trying to avoid starvation, or if by some miracle taking on a relatively well-paid Laborer job in a particularly profitable factory would actually yield a greater paycheck than their failing farm provides them with. In practice this means that it's important in both games to secure your populations basic needs to prevent starvation and dissent, followed by appeasing their desire for ever more advanced or exotic goods in larger and larger quantities to increase the size of your economy and power on the world stage. But while reaching this commonly pursued end goal in Victoria 2 often meant pursuing a certain optimal population distribution no matter what else happened throughout the game, the Professions of the Pops you end up with could be vastly different between games in Victoria 3! If you build a colonial plantation economy, your Aristocrats might remain as dominant by endgame as they were at start. If you're a manufacturing powerhouse on the cutting edge of technological progress, your middle strata Pops might come to rival the Capitalist class in wealth and power. If your high taxes are reinvested in vast Institutions your power base might be dominated by Bureaucrats and Academics. If your workers own the means of production, your Laborers might even be wealthier - and consume more luxuries - than your neighbor's Aristocrats. These possibilities for diverse Pop distributions also result in very different political tendencies in your population, which lead to demand for different kinds of Laws. While in Victoria 2 its primarily the rising Consciousness of a greater ratio of more advanced and literate types of Pops that drives a desire for reform in a liberal direction, Victoria 3s more open-ended consumption model and the diversity of Professions it can create could result in your population having very different political desires by endgame depending on the path youve taken. This requires your political machinery to be working in tandem with your economic engine, both to create the right conditions for your Pops and to satisfy their changing desires. Next week, we will learn more about these desires as Martin introduces us to Political Movements, which themselves are strongly connected to Standard of Living. Until then!


    [ 2021-09-02 16:00:32 CET ] [ Original post ]

    Dev Diary #12 - Treasury


    Hello and welcome to another development diary for Victoria 3! Today well be covering a topic that tends to be very much in the mind of governments of all eras: Money! Specifically, were going to be talking about income, expenses and debt, and how they function on the national level. As was mentioned all the way back in Dev Diary #2, Money is one of the principal resources you have to manage in Victoria 3. This in itself is of course nothing new (money of some form playing a role in almost every Grand Strategy game weve ever released), but the way money works is a little bit different than what you might be used to. In most games, money tends to be a resource you accumulate for a specific goal, until you have enough of it to achieve that specific goal. For example, you might want to build a building that costs 100 money, and your monthly income is 10 money. That means in order to build said building, you have to wait for 10 months to accumulate the 100 money needed for the lump sum cost to order the construction of said building. Now, you might be asking, why am I explaining such a simple and obvious mechanic that undoubtedly every single reader of this dev diary is completely familiar with? The reason for this is because in Victoria 3, there is no such thing as a lump sum cost - instead, its all about your weekly balance. At the end of every in-game week, your countrys income and expenses are tallied up and the result is then applied to your Gold Reserve or National Debt. This also means that all forms of expenses, such as construction, also work on a weekly basis - you do not need any cash on hand to start construction of a dozen buildings at once, but if you dont have the revenue to support it you may find yourself quickly going into debt. Americas lack of an income tax in 1836 sharply limits its potential for government spending
    The Gold Reserve is your countrys national stockpile of cash. If you are free of debt, any money that is left over in the weekly budget after expenses are subtracted is used to increase the Gold Reserve. Conversely, if your expenses exceed your income, this money is taken out of the Gold Reserve to balance the books. Though its certainly never bad in itself to have a sizable Gold Reserve, it isnt necessarily the best idea to continually run a large budget surplus - each country has a Gold Reserve Limit, which is a soft-cap over which each surplus pound has diminishing returns on the Gold Reserve - if you have an enormous stockpile of gold, a surplus of 10k may only increase your stockpile by as little as 2k, meaning that youve simply wasted the rest of your money. Hence, a country that finds its gold reserves filling up may want to consider finding a way to reinvest some of that money to avoid such wastage. The Spanish Gold Reserve has grown to the point where further stockpiling is becoming very inefficient, and they should really try to find better uses for some of that money
    So what if youre running a deficit and your Gold Reserve has all been tapped? Well, this is when debt comes into play. Beyond that point, each pound spent in excess of your income will result in automatically taking on debt. While this may sound like something that you should avoid at all costs, that isnt necessarily true. While you do have to pay interest on your loans, interest rates in Victoria 3 are relatively low, and so long as you avoid hitting your Debt Ceiling, growing your economy through deficit spending can actually be a very valid strategy. This is because the increase in revenues from minting and taxation may very well end up exceeding the interest payments, not to mention the benefits constructing new industries can have for your population. The Debt Ceiling, unlike the Gold Reserve, is not a soft cap - once you hit it, your country will be in default, which is a terrible state to be in and can only be recovered from if you manage to slash your expenses enough to put your weekly expenses back in the black (or if another country steps in and takes on your debt, which can have its own undesirable outcomes for you but more on that later). Its also possible to simply declare bankruptcy, but because the money you are borrowing against is actually the cash reserves of your countrys buildings (which is actually what determines the size of your Debt Ceiling), this will have immensely negative consequences for your domestic industry. Even though Britain has taken on several million pounds of debt, this isnt too much of an issue - their advanced economy allows them a high debt ceiling, and the interest payments is only a small fraction of their spending
    To wrap up this Dev Diary, Im going to briefly touch on the main forms of income and expenditures, though this is by no means an exhaustive list! Some forms of income and expenses (taxes and salaries, specifically) also have a level setting, where you can for example squeeze more taxes out of your population at the cost of reduced legitimacy and increased radicalization. A massive hike of the tax level to the highest level is a sure-fire way to both raise money and create political radicals
    Main Types of Income (not an exhaustive list): Minting: All countries can generate some cash flow by printing or casting new currency in relation to their GDP. Minting provides all countries with some income - particularly those who have domestic Gold Fields - but is in itself insufficient for funding anything but the most minimalist of governments. Income Taxes: A form of taxation collected on income, where a certain % of the wages paid to workers in buildings is paid to the government. Poll Taxes: A form of per-capita taxation where a fixed sum of money is collected on each member of the workforce. Poll Taxes are very regressive since they collect the same amount regardless of income. Land Taxes: A special type of Poll Taxes that are only collected on certain types of Pops, such as Peasants. Consumption Taxes: A tax that is levied directly on a specific good that is consumed by Pops. Levying Consumption Taxes costs Authority. Dividend Taxes: A tax that is applied to dividends paid to Pops with an ownership stake in a Building. Tends to be a very progressive form of taxation, as usually only well-to-do Pops have ownership of buildings. Tariffs: Tariffs are something that we plan to have in the game as a way to profit from goods being exported from your market, but were not ready to talk about exactly how this will work yet. Main Types of Expenses (not an exhaustive list): Government Wages: The salary cost of employing Pops in your Government Buildings such as Government Administrations and Ports. Government Goods: The material costs for your Government Buildings, for example the Paper needed by Government Administrations. Military Wages: The salary costs of Pops serving in your army and navy. Military Goods: The various goods needed by your army and navy, such as Small Arms for Barracks. Subsidies: The cost of subsidizing specific buildings to ensure they remain competitive. Interest: The cost of making interest payments on your loans, if you have any. Construction: The cost of constructing new buildings, both in goods required for the method of construction and wages paid to Pops working in the construction industry. Well then, thats all for today. Next week were going to be talking about a topic that touches on both economics and politics - Standard of Living. See you then!


    [ 2021-08-26 16:00:35 CET ] [ Original post ]

    Dev Diary #11 - Employment and Qualifications


    Happy Thursday and welcome to another deep-dive into the guts of Victoria 3s economic machinery. This week we will be talking about Pop Professions, specifically how and why Pops change Profession. While this is an automatic process, the mechanics of it is still crucial knowledge to keep in the back of your head when building your society. Perhaps you want to ensure the population in one of your states are able to take on Machinist jobs before embarking on a rapid industrialization project there, or perhaps you want to ensure you dont accidentally enable too much social mobility in a country already prone to uprisings against their true and lawful King. First, a quick recap. In the Pops dev diary we learned that all Pops have a Profession, which determines their social strata and influences a number of things like wages, political strength, and Interest Group affiliations. In the Buildings dev diary we learned that buildings need Pops of specific Professions to work there in order for them to produce their intended effects on the economy and society. Finally, in the Production Methods dev diary we learned that different Production Methods change the number of Profession positions available in a building. So how do Pops get assigned to these spots? Our approach here differs a bit from previous games. Victoria 1 and 2 has the concept of a Pop Type, a fundamental property of Pops in those games that defines most aspects of their existence - what function they perform in society, what goods they need to survive vs. what goods they desire, what ideologies they espouse, etcetera. Pops in Victoria 2 autonomously change into other types over time depending on their finances and the various needs and aspects of the country. Providing access to luxury goods in your country permits Pops to promote more easily. Generally speaking, higher-tier Pops will provide better bonuses for your country as different Pop Types perform different functions. By manufacturing or importing special goods and educating your population you would turn your simple, backwards Pops into advanced, progressive types in ideal ratios, which maximizes these bonuses to increase your competitive advantage. Pop Types from Victoria 2: Aristocrats, Artisans, Bureaucrats, Capitalists, Clergymen, Clerks, Craftsmen, Farmers, Laborers, Officers, Slaves, and Soldiers.
    Victoria 3 Pops instead have Professions. These are in some ways similar to Pop Type, but the ideal ratios and economic functions of those Professions differ based on the building theyre employed in and the Production Methods activated. The fundamental difference between these two approaches become clear when considering the Bureaucrat Pop Type/Profession in Victoria 2 and 3. In both games, Bureaucrats increase a countrys administrative ability. But in Victoria 2 Pops promote into Bureaucrats independently in relation to the amount of administrative spending the player sets, while in Victoria 3 Pops will only become Bureaucrats if there are available Bureaucrat jobs in Government buildings, usually as a result of the player actively expanding Government Administrations. Professions in Victoria 3: Academics, Aristocrats, Bureaucrats, Capitalists, Clergymen (temporary icon; will be changed to be more universally applicable), Clerks, Engineers, Farmers, Laborers, Machinists, Officers, Peasants, Servicemen, Shopkeepers, and Slaves.
    The latter approach gives the player more control over where these job opportunities are created, and combined with Production Methods cause demographic shifts to have stronger, more localized effects that are easier to predict and understand. Its also more flexible, permitting the same Profession to cause different effects in different Buildings given different Production Methods. So in Victoria 3 higher-paid Pops dont by their very nature perform a more valuable societal function than lower-paid Pops - rather, each acts as a crucial part of a Production Methods recipe. Each of these roles require the others to be effective - without enough Laborers to shovel coal the engines the Machinists maintain stay dormant, and without seamstresses to work the sewing machines the Shopkeepers dont have any clothes to sell. Buildings adjust their wages over time in order to achieve full employment with minimal wage costs. As employment increases, so does the Throughput - the degree by which the building consumes input goods and produces output goods. By the laws of supply and demand, this makes a building less profitable per capita the closer to full employment it gets, so at first blush it might appear irrational for a building to pay more wages just to reduce their margins. But since a building does not represent a single factory but rather a whole industrial sector across a large area, and we assume the individual businesses in that sector compete with each other rather than engage in cartel behavior to extort consumers, this adjustment of wages to maximize employment makes sense. However, buildings wont increase wages due to labor competition if this would cause them to go into deficit, so theres little point to expanding industries beyond the point where theyre profitable. Employees are hired into available jobs from the pool of Pops that already exist in the state, but unless theyre unemployed these Pops will already have a job somewhere doing something else. Pops can be hired under two conditions: first, they must be offered a measurably higher wage than the wage theyre currently getting from their current employment. Second, unless they already work as the required Profession in another building, they must also meet the Qualifications of that Profession to change into it. These Steel Mills dont pay as well as the Arms Industries, but they do seem to offer better terms than the Textile Mills and resource industries in the same state - with the notable exception of Fishing Wharves, who also need Machinists to service their trawlers.
    Wages are set by individual buildings in response to market conditions. A building that is losing money will decrease wages until its back in the black. A building that has open jobs it cant seem to fill will raise wages until it either fills the necessary positions or runs out of excess profits. As a result, different buildings in the same state will compete for the available workforce. What this means in practice is that a large population with the necessary Qualifications to perform all the jobs being created in the state will keep wages depressed and profits high. Only when industries are large or advanced enough that they need to compete with each other for a limited pool of qualified workers are wages forced to rise. This rise in wages also comes with increased consumption, which increases demand for goods and services that some of the same buildings may profit from in the end. A Pops Qualifications measure how many of its workforce qualify for certain Professions, and updates monthly depending on how well their current properties match up to the expectations of the Profession in question. For example, at least a basic education level is required to become a Machinist while a much higher one is required to become an Engineer. Conversely, the ability to become an Aristocrat is less about education and more about social class and wealth. Buildings wont hire Pops who dont meet the Qualifications for the Profession in question. These 981 Machinists qualify to become Engineers at a rate of 4.08 per month. Their Literacy is nothing to write home about but they at least meet the cut-off of 20%, arent starving to death, and benefit substantially from already working in an adjacent field. All factors and numbers are work-in-progress.
    If some Paper Mills required more Engineers and this Pop was being considered, only the amount of qualified Engineers theyve accumulated so far could be hired. Currently that is only 85 (not shown). If those 85 were all hired, this Pop would then end up with only 896 members left in the workforce of which 0 now qualify to become Engineers. Since all recently hired Engineers used to be Machinists, all 85 retain their Machinist Qualifications. Furthermore, if 512 members of this Pop qualified to be Farmers before the hire (52%), of the 85 of them who were newly promoted to Engineers, 44 of these new Engineers are also qualified to become Farmers. To be considered for a job as Aristocrat a Pop must have at least moderate Wealth, and the more Wealth they have the faster they will develop this potential. Unlike many other jobs Literacy is not a requirement for being accepted into the aristocracy, but an education does make it easier. Bureaucrats and Officers have an easier time becoming Aristocrats than other members of society, while Pops who suffer discrimination on account of their culture have a much harder time. Finally, if a Pop does not meet the minimum Wealth requirement, they actually devolve any prior potential for becoming Aristocrats. This means that down-and-out former nobles robbed of their land and forced to go unemployed or (perish the thought) become a wage laborer will - over time - lose their ability to return to their former social class. All factors and numbers are work-in-progress.
    Like all Pop attributes, Qualifications follow the Pops as they split, merge, move between buildings, migrate, and die. If you had previously developed a lot of potential Bureaucrats in your country but ran into budgetary problems and had to shut down your schools, over time those Pops who have already developed the Qualifications to become Bureaucrats will die off and not be replaced by newly educated ones. If your Capitalists in a given state had been underpaying their local discriminated employees to the degree that nobody gained the Qualifications to take over for them, and then some of those Capitalists move away to operate a newly opened Iron Mine in the next state over, rather than promoting some of the local discriminated Laborers to the newly opened jobs they will simply leave the spots open (and the mines underproducing) until some qualified Capitalists move in from elsewhere to take over. Qualifications are entirely moddable by simply providing the computational factors that should go into determining how the value develops each month. If you want to make a mod to split up the Clergymen Profession into individual variants for each Religion in the game, you could make the Imam Profession dependent on the Pop being Sunni or Shiite. If you wanted Aristocrat Qualification development to be highly dependent on the amount of unproductive Arable Land in the state the Pop lives in, you could do that. An event option or Decision that makes it faster and easier to educate Engineers but harder to educate Officers for the next 10 years? Absolutely. A breakdown of all Pops in Lower Egypt that qualify to become Engineers. Of course, any openings will be offered to existing Engineers first, and not all of the remaining qualified Pops would actually be interested in the job - though if it was lucrative enough, perhaps some Aristocrats on a failing Subsistence Farm would consider a career change.
    The intent of Qualifications is to signal to a player what capacity for employment they have available among any subset of their population. They cannot, for example, conquer a state filled with under-educated people they also legally discriminate against and expect to immediately build up a cutting-edge manufacturing- and trade center there. These efforts will be throttled by their inability to employ the locals into highly qualified positions, meaning they have to wait for members of their already qualified workforce to migrate there from the old country to take on any high-status positions created for them. But by building out their education system, paying Bureaucracy to extend their administrative reach to the new state through incorporation, and changing their Laws to extend citizenship to these new residents, they can start to build this capacity also in the locals. In summary, Qualifications is the mechanism by which access to education and your stance on discrimination - in addition to many other factors - impact your ability to expand different parts of your society. It is also the mechanism that sorts Pops logically into the economic (and thereby political) niches you carve out as you expand, ensuring your laws and economic conditions inform the social mobility of Pops based on who they are. Its quite subtle, and you might not even notice its there - until you run into the challenges caused by rapid industrialization, mass migration, conquests, colonization, and other drastic population shifts. That is all for this week! Next Thursday we will finally get into how all this economic activity translates into revenue streams for you, when Martin presents the mechanics governing the Treasury and national debt.


    [ 2021-08-19 16:00:43 CET ] [ Original post ]

    Dev Diary #10 - Infrastructure


    Hello again and happy Thursday! Today were going to follow up on last weeks dev diary about Markets, which touched on Infrastructure but did not explain how it works. Infrastructure is an important mechanic for the economic simulation of the game, simulating the cost of moving goods over land and creating the necessary, well, infrastructure to support wide-scale industrialization. So what is Infrastructure then? Infrastructure is represented by two distinct values that each State has: Infrastructure and Infrastructure Usage, which together determine its Market Access. So long as the Infrastructure in the State is greater than or equal to the Infrastructure Usage, everything is fine and the State maintains a Market Access of 100%, but if usage starts exceeding the available Infrastructure, Market Access will be reduced by an amount proportional to how much of the usage is not being serviced. For example, if a state has an Infrastructure of 45 with a usage of 90, its Market Access will only be 50%. Market Access and its effects is something weve already covered in the previous development diary, but to briefly go over it again, a low Market Access means that a State is unable to fully integrate its local market into the National Market, which can lead to adverse price conditions from local over- or undersupply of goods. Minsk has somewhat overextended their local Infrastructure, but with a large population and mostly staple production both their industries and consumers will probably be fine until the railway arrives
    This imbalance goes in both directions. If you have one bread basket state and one iron mining state, and they both have perfect Market Access, the price of iron and grain will be the same in both. If the iron mining states Market Access is reduced, the markets price of iron goes up while the local price of iron in the mining state goes down. But in addition to this the iron mining state will be unable to source as much grain, raising the local price there but reducing its price somewhat across the rest of the market. If your consumption matches your local production, as is often the case in rural states where the production consists of staple goods your people require, this isnt such a big problem! You could perhaps even build some simple Textile Mills and Livestock Ranches in the same underdeveloped state to provide cheap wool clothing if the local population is large enough to demand it in sufficient quantity. But if youre looking to manufacture more complex goods (or use more demanding Production Methods) you need goods you might only be able to source from another state in your market, or which you can only import from a foreign nation. These goods in turn might be lucrative but only if there are buyers for them - buyers who can actually afford them. Your schemes to get rich off Luxury Clothes and Porcelain wont work if you cant reach all the far-flung wealthy Pops of your empire. The Infrastructure Usage of a State is determined by which types of Buildings exist in a State and which level they are. Generally, the more urban and specialized the building, the more Infrastructure it uses per level, so Chemical Industries (a heavy industry building) will use several times more Infrastructure than a Rye Farms building of the same level. Minsks urban buildings - the Furniture Manufacturies, Textile Mills, even the Government Administrations - account for 2/3rds of its Infrastructure usage despite employing the same number of people as the Logging Camps and Rye Farms. Subsistence Farms and Urban Centers do not use Infrastructure, the former because its production is nearly all for domestic use and the latter because the Infrastructure it provides cancel out the Infrastructure it requires.
    Infrastructure is provided and modified by numerous sources. Just about all States in the game have at least a little bit of Infrastructure based on the technology level of the country that owns it and its state of incorporation (colonies have lower infrastructure than incorporated states, for example). However, over the course of the game, the most crucial aspect of your Infrastructure is the size of your Railway network. As weve previously mentioned, Railways is a Building that produces Transportation, an intangible good sold to Pops, but they are also your main source of Infrastructure. This means that if you want to industrialize a State, it isnt enough to simply build those industries there and have the Pops available to work in them, you also need to ensure that said industries have enough infrastructure to support them. This of course has a variety of costs involved in that infrastructure-providing Railways need both Pops to work them and access to goods like Coal and Engines. There are alternatives that can be used in the short-term, such as using your Authority on a Road Maintenance decree to ensure the populace dont allow the roads to fall into disrepair or become unsafe, but such options will never be sufficient in themselves for large-scale industrialization. Of course, Railways also grow more efficient over the course of the game with such inventions as Diesel trains and Electricity, requiring less levels of rail to support a certain number of Buildings. This early Railway has rapidly become one of Minsks best employers, at least for Pops with the qualifications to become Machinists. Unfortunately few people do, so the Infrastructure production is not currently as high as it might be if the railway was fully staffed. Ticket prices, however, are sky high.
    Our intention for railways is that they must be able to find their way back to the market capital, or an exit port destined for the market capital, in order to be useful. In effect this means that any railway can only provide infrastructure up to the amount of infrastructure provided by the best adjacent railway that connects it to the market capital. If you want good access to the Sulfur Mines in Aginskoye for your Munition Plants in St. Petersburg, you best get started on that Trans-Siberian Railway sooner rather than later, because it will take a good long while to build. Geography, of course, also plays a significant role in other ways when it comes to Infrastructure, and this is represented in Victoria 3 through State Traits. State Traits are bonuses and/or maluses given to a particular State representing particular geographical features, climate and so on. State Traits have a variety of effects, but the most common ones are to either affect the production of a particular resource (for example, if a State contains high quality coal this may be represented through a State Trait that makes coal mines in the state more efficient) or, more significantly for the topic on hand, to provide or modify Infrastructure. The high-yield Russian Forests are of great benefit to the Logging Industry in Minsk, as long as theres enough infrastructure available to ship the wood off to all the Russian factories and construction sites that demand it.
    States with significant rivers get a large boost to Infrastructure, making them excellent candidates for early industrialization
    Before we finish up for today, I also just want to mention that Infrastructure does tie into a number of mechanics besides Market Access, such as military logistics and migration, and that Infrastructure is only meant to simulate the cost of transporting goods on land - where the sea is concerned, there are other systems at play but all of those are topics for another day, so for now I bid farewell and encourage you all to tune back in next week as Mikael returns with another economy-related dev diary about Employment and Qualifications.


    [ 2021-08-12 16:02:23 CET ] [ Original post ]

    Monthly Update #2 | August

    Welcome to the first Monthly Update video for Victoria 3. In this video, we take a look at what has been going on in the first batch of Dev Diaries, and more! [previewyoutube=sM57wXqlK1E;full][/previewyoutube]


    [ 2021-08-10 16:50:24 CET ] [ Original post ]

    Dev Diary #9 - National Markets


    Hello again! Today we will dig into Victoria 3s National Market system. Markets are what drives the games dynamic economy by determining a rational price based on supply and demand for all trade goods in every state throughout the world. Expanding your national market to encompass more territory means more raw resources for your furnaces and more customers for your manufacturing industries. As your industrial base grows, so does your demand for infrastructure to bring goods to market. The French market is swimming in cheap Luxury Furniture, Porcelain, Fruit, and Meat. Luxury Clothes and Wine are well-balanced. But as far as luxuries go, Sugar in particular has a sizable deficit and securing a reliable source of that would likely result in improved supply of domestic distilled Liquor as well.
    By default every country is in control of its own market which is typically (but not always) centered on their capital state. Every state connected to this market capital - overland or by sea through ports - is also part of the market. These states all have a variable degree of Market Access representing how well-connected they are to every other state in the market. Market Access is based on Infrastructure, which we will talk more about in next weeks development diary! All local consumption and production in states contribute to the markets Buy Orders and Sell Orders. Think of these as orders on a commodity market: higher consumption of Grain will cause traders to submit more Grain Buy Orders while higher production of Silk will result in more Sell Orders for Silk. Furniture is a popular commodity with the growing urban lower middle-class, and its not likely its price in the French Market will drop anytime soon. Assuming the appropriate raw materials remain in good supply, upsizing this markets Furniture industry is a safe bet.
    As we discussed in the Goods development diary, all goods have a base price. This is the price it would fetch given ideal market conditions: all demand is fulfilled perfectly with available supply, with zero goods produced in excess of demand. If buildings produce more than is being demanded each unit produced will be sold at a depressed price. This benefits consumers at the detriment of producers. Conversely, if demand is higher than supply, the economy of buildings producing those goods will be booming while Pops and buildings that rely on that goods to continue operating will be overpaying. When determining prices for goods across a markets many states we start by determining a market price. This is based on the balance between a markets Buy and Sell Orders, with the base price as a baseline. The more Buy Orders than Sell Orders the higher the price will be and vice versa. Buy and Sell Orders submitted to the market are scaled by the amount of Market Access the state has. This means a state with underdeveloped infrastructure will trade less with the market and rely more on locally available goods. States with full Market Access will use the market price for all its goods. Otherwise only part of the market price can be used, with the remainder of the local price made up by the local consumption and production of the goods. All actual transactions are done in local prices, with market prices acting to moderate local imbalances proportional to Market Access. Glass is overproduced in Orsha. Coupled with a suffering Market Access in Orsha this means the Glassworks there cant sell at the somewhat high market norm for their goods. This works out fine for local Pops and Urban Centers who consume it as they get to pay less than market price. But continuing to expand the Glassworks in Orsha will only lead to worsening Market Access for all local industries, and wont lead to a better price of Glass anywhere else since fewer and fewer of Orshas Glass Sell Order ends up reaching the market. We can see this development on the market price chart: the market price used to be high due to low supply, we started expanding the Glassworks in Orsha which lowered the market price, until the point Orshas expanding industry became a bottleneck and prices started to rise again. The last few expansions have done nothing to lower the market price even as the local price has been steadily dropping.
    If an oversupply becomes large enough, the selling price will be so low producers will be unable to keep wages and thereby production volume up unless theyre receiving government subsidies. But oversupply is not remotely as bad as when goods are grossly undersupplied, which causes a shortage. Goods being in shortage leads to terrible effects for those in your market who rely on it; for example, drastically decreased production efficiency of buildings that rely on it as an input. Shortages demand immediate action, whether that be fast-tracking expanding your own domestic production, importing it from other markets, or expanding your market to include prominent producers of the goods. Lacking access to a sufficient quantity of Dyes, this poor Textile Mill can only manufacture 42 units of Clothes this week instead of 126, which is entirely insufficient to make ends meet. Unless something changes, its wages will be cut to compensate and eventually Cash Reserves will run dry, rendering the building inoperable as its workers abandon it.
    If importing Dyes, growing them on Plantations, or manufacturing them in high-tech Chemical Plants to fix the shortage is not an option, returning the Textile Mills to pre-industrial, low-yield handicraft will remove the need for Dyes and restore the Textile Mills to marginal profitability.
    Astute observers familiar with previous Victorias will note there are no goods stockpiles involved in this system. In the predecessor game a single unit of a goods would be produced, sold, traded, perhaps refined, stored, and ultimately consumed, with global price development determined by how many units are inserted into or removed from the worlds total supply. In Victoria 3, a single unit of goods is produced and immediately sold at a price determined by how many consumers are willing to buy it at the moment of production. When this happens prices shift right away along with actual supply and demand, and trade between markets is modelled using Buy and Sell Orders. This more open economic model is both more responsive to sudden economic shifts and less prone to mysterious systemic failures where all the worlds cement might end up locked inside a warehouse in Missouri. Any stockpiling in the system is represented as cash (for example through a buildings Cash Reserves or a countrys Treasury) or as Pop Wealth, which forms the basis for Standard of Living and determines their level of consumption. As the econ nerds (you know who you are) will by now have intuited, this lack of goods stockpiling in turn implies that in Victoria 3 we have moved away from the fixed global money supply introduced in Victoria 2. The main reason for this is simply due to how many limitations such a system places on what we can do with the economy in the game. With Victoria 2s extremely restrictive and technically challenging closed market and world market buying order, it simply wouldnt have been possible to do things such as Goods Substitution, Trade Routes, dynamic National Markets, transportation costs for Goods and so on in the ways we have, either due to incompatibilities in the design, or simply because it couldnt possibly be made performant. We believe that the complexity, responsive simulation, and interesting gameplay added by this approach more than make up for what we lose. Finally, a small teaser of something we will be talking more about once we get around to presenting the diplomatic gameplay. As you may have gleaned from the top screenshot, it is possible for several countries to participate in a single market. Sometimes this is the result of a Customs Union Pact led by the more powerful nation but more often its because of a subject relationship with a puppet or semi-independent colonies. In certain cases countries can even own a small plot of land inside someone elses market, such as a Treaty Port. The route to expanding your countrys economic power is not only through increasing domestic production and consumption, but also through diplomatic and/or military means. The Zollverein, or German Customs Union, is a broad unified market of German states controlled by Prussia. Without such a union many smaller German countries would find their economies too inefficient and trade opportunities severely hampered by geography and lack of access to naval trade.
    Thats the fundamentals of Victoria 3s pricing and domestic-trade system! As mentioned, next week well take a look at an aspect of the game thats closely related to markets and pricing: Infrastructure.


    [ 2021-08-05 16:01:02 CET ] [ Original post ]

    Dev Diary #8 - Institutions


    Lets talk about Government Institutions! These are the services your government provides to its Pops - and I use scare quotes here because while that does certainly include things like schools and workplace safety controls, it also means conscription offices, militarized police, and poorhouses. While Laws are political hot buttons with your Interest Groups, Institutions are a side effect of those Laws, and its not as politically fraught to expand your pre-existing health care system as it is to establish or dismantle it. But the Laws that bring an Institution into existence also govern what side effects they have, and Interest Groups will care a lot about those. As we all know, Institutions run on Bureaucracy like gamers run on caffeine (I would have said cars run on gas, but that isnt universally true anymore, is it?). Bureaucracy comes from Government Administration buildings, which employ Clerks and Bureaucrats that consume Paper (and later on other goods, like Telephones) in the process. The more Government Administration buildings you have, the more and larger Institutions you can operate at once. Running a positive Bureaucracy balance is great for remaining responsive to your peoples evolving needs. In the meantime, any excess Bureaucracy will be used to marginally improve construction efforts around your country.
    The cost of Institutions, or the cost of one level of an Institution, is dependent on the size of the population across your Incorporated states. An important aspect of Institutions is that the effects and benefits they apply only affect Incorporated parts of your country - if you have any colonial frontiers, contested territory, or recently annexed land you havent Incorporated yet, these do not pay taxes to you nor do they cost you Bureaucracy, but they also cant access your awesome hospitals. Ways of decreasing the cost of providing Institutions to your people include:

    • Passing Laws to decentralize your Bureaucracy with elected rather than appointed officials
    • Society inventions like Behaviorism that provide insight into people management
    • Refraining from Incorporating colonies and conquered territories
    • Sending a whole bunch of people to their deaths in terrible wars (warning: side effects may vary)

    Currently planned Institutions are:
    • School System - educates your populace
    • Health System - increases your population health
    • Police - decreases the effects of Turmoil
    • Workplace Safety - reduces workplace mortality
    • Social Security - impacts how poor your population can get
    • Home Affairs - counteracts revolutionary sentiment
    • Conscription - lets you recruit civilians as conscripts during wartime
    • Colonial Affairs - advances your colonial frontiers
    To establish these Institutions you have to have sufficient Bureaucracy for their operation, and then enact an enabling Law. There are always several different Laws that enable a certain Institution, and which you choose will flavor the Institution accordingly. For example, the Colonial Affairs Institution will generate colonial growth in all your established colonies in relation to the size of your Incorporated population, by encouraging people to move and invest there. But if you have the Colonial Resettlement Law each level of it will also provide increased colonial migration pull to entice your population to move there, while the Colonial Exploitation Law will increase the throughput of colonial industries while reducing the Standard of Living of Pops who live there. Switzerland has 3 levels of Religious Schools, 1 level of Local Law Enforcement, and 1 level of a Private Health System with a second level currently in progress.
    The Bureaucracy you invest into Institutions can be redistributed as needed, but this takes time. For example, if you have a level 3 Health System and level 2 Home Affairs, and a per-level cost of 142 Bureaucracy, youre paying 710 Bureaucracy for the privilege which you have to generate from Government Administration buildings. But if your population grows such that each level costs 173 instead, maintaining these levels will cost you 865. Assuming this puts you at a deficit of -155 Bureaucracy, you will suffer a pretty hefty Tax Waste penalty, which causes a percentage of all taxes collected to never quite make it all the way to your treasury. In response to this disaster you may be forced to reduce the level of one of these Institutions, which will restore your Bureaucracy balance to +18 while you expand your bureaucracy to be able to regain the lost level. If you took the level from the Health System, your Pops will suffer reduced health in the interim, while if you reduce Home Affairs, you better hope you have no anarchist bomb-throwers lurking around in the shadows. Since Institutions expand gradually, restoring your lost level will take some time, so if possible its best to stay ahead of the change and expand your Government Administration proactively if you experience strong population growth or immigration waves to your incorporated states. Thats all for Institutions! Until next week!


    [ 2021-07-29 16:00:46 CET ] [ Original post ]

    Dev Diary #7 - Laws


    After a couple weeks vacation, weve now returned to our usual weekly dev diary schedule! Today we will be diving deeper into Victorias politics to talk about Laws. Legal reform in your country creates different political, economic, and social conditions for your Pops, which over time changes the fabric of your society. This change can be slow and incremental, or fast and revolutionary - sometimes literally. There are three major categories of Laws with seven sub-categories in each, which themselves contain up to half a dozen specific Law options. As always everything here is being heavily iterated upon, including these sub-categories, so the laws you see at release will not exactly match what were telling you here!

    Power Structure


    These Laws determine who is in control of different aspects of your country. It includes fundamental Governance Principles such as Monarchy and Parliamentary Republic, which determine who your Head of State is and what kind of powers they wield. Distribution of Power ranges from Autocracy and Oligarchy through various extensions of the voting franchise all the way to Universal Suffrage. Citizenship and Church and State Laws govern which Pops suffer legal discrimination in your country due to their culture or religion. The principles on which your Bureaucracy is run - such as hereditary or elected positions for bureaucrats - determine how expensive it is to keep track of each citizen and how much Institutions cost to run, but also directly benefit some groups over others. Conscription lets you raise a part of your civilian workforce as soldiers in times of war, and Internal Security governs how the Home Affairs anti-insurgent Institution works. The Power Structure Laws of a typical European nation after having made a few strides towards liberalization. The numbers in green refers to the number of alternative Laws currently available to be enacted. This indicator is used throughout the UI to reveal how many options a sub-menu has without having to open it.

    Economy


    This set of Laws define where your treasurys money comes from and how it can be spent. Your Economic System is crucial - this governs whether your country operates on principles of Mercantilism, Isolationism, or Free Trade, among others. Income Tax determines which Pops should be taxed and what range of tax burden is appropriate. No Income Tax at all is of course an option, and legislation to such effect will make some Pops both rich and happy! Poll Taxation, or levying a fixed tax per head, is another option primarily used in less industrialized societies. (There are other avenues of taxation as well, but these are the ones driven by legislation.) Finally, you can choose what form the Institutions of Colonization, Policing, Education System, and Health System will take in your country. For example, you can keep government spending under control by instituting Charity Hospitals, which have limited effect and boost the power of the clergy, or you could pass a Public Health Insurance Law which is costlier but can have a greater impact on the health of the masses. Payroll Taxes require reasonable lower-class wages and a centralized population to pay off, but if so can form the economic basis for a budding welfare system as seen here. A tax system based on Levying might be more lucrative in countries with huge Peasant populations.

    Human Rights


    Enshrining the rights of the individual was a hallmark of the era. These Laws define how your Pops are treated and what manner of control you can enforce over their lives. Free Speech determines the degree of control you can enforce over your Interest Groups but restrictive rights throttle the spread of innovation. The Labor Rights Laws include outlawing serfdom, but extends all the way to establishing a Workplace Safety Institution to reduce the number of people literally crushed in the jaws of industry. Childrens Rights and the Rights of Women have a number of effects such as shifting the Workforce/Dependent demographics, affecting Dependent income, and extending the franchise. Welfare ensures the poor and disabled in your society are taken care of. Migration Laws can be used to influence Pop migration. Slavery Laws determine the legal status of owning people in your country. More details on that subject in a future dev diary. Not a lot of concessions have been made here, but at least children may congregate freely after the factory whistle signals the end of their grueling workday.
    Laws are almost always completely independent from one another. You can create a Constitutional Monarchy with hereditary succession but Universal Suffrage, or an Autocratic Presidential Republic with a strongman leader at the top of the food chain. You can have a Secret Police and still permit fully Protected Speech. Our aim is to set all countries up with the best fitting Laws compared to what they actually had in 1836. This will vary wildly between countries, and will greatly influence what sorts of conditions and strategies are available to you at the start of the game. For example, the USA starts with Total Separation of Church and State, ensuring no Pops suffer legal discrimination on account of their religion, while Sardinia-Piedmont doesnt take kindly to non-Catholic Pops. This will affect Pops who live in the country currently, but will also limit which Pops might migrate there - few Pops would make it their preference to move to a country where theyre mistreated by law. As a result of these starting Laws Sardinia-Piedmont might have to look towards colonization or conquest if they start to run out of their native workforce, while North America is likely to get regular migration waves to help expand the frontier. By connecting these effects to starting Laws, many historically appropriate and recognizable aspects and behaviors of Victorian-era nations - such as their attractiveness to immigrants - are connected to a tangible property (e.g. poor or oppressed Pops emigrating to the USA both because of its demand for workforce and also its liberal Laws) rather than being arbitrarily encoded into the very fabric of the nation itself, the approach previous Victoria games took to encourage history in the a familiar direction. However, these starting Laws are far from set in stone! You might want to reform your Laws to better suit the direction your society is going - for example, you might want to transition your Bureaucracy from a system of Appointees to Elected Bureaucrats in order to more effectively provide services from Government Institutions to all your incorporated territories (or maybe just because you want to disempower the otherwise powerful Intelligentsia.) Or your countrys Agrarian economy has plateaued on account of increased reliance on imports of manufactured goods, and you want to change course to the exciting opportunities provided by a Free Trade policy. A common effect of Laws is to modify some parameter about your country, like give you more Authority or reduce certain Pops Mortality. But Laws can also permit or disallow the use of certain actions, such as Public Schools which permit the Compulsory Primary School Law; permit the Decree to Promote Social Mobility in a certain state; and even alter the effects of other parts of your society, like boost the efficacy of your Education System Institution. Without some degree of separation between Church and State, this form of secular school system is not possible.
    Another reason to change Laws is because your people demand it. As we touched on in the previous dev diary, Interest Groups have Ideologies that lead them to favor some Laws over others - for example, the Industrialists have the Individualist Ideology that cause them to favor privately operated Education and Healthcare systems over publicly funded ones, to ensure best access is given to those of merit and morals (or in other words, Wealth). Reforming your current Laws to work more in accordance with your powerful Interest Groups Ideologies is a quick way to win their Approval, permitting you more leeway to go against their wishes in the future or as a quick pick-me-up in case their Standard of Living has recently taken a hit. The inverse is also true. Introduce a bill to abolish the Monarchy in Great Britain and see how the Landed Gentry feel about that. Even Trade Unionists have a hard time saying no to zero income taxes, but even that wont make up for restricting the vote!
    Enacting a Law is far from an instantaneous, one-click affair. First off, any reform must be supported by at least one Interest Group in your government who can champion the change. Once the reform has begun it can be a smooth process thats over in a matter of months, or it can take years of gruelling debate in parliament or horsetrading between Interest Groups in order to pass. The amount of time it takes depends both on your governments Legitimacy in the eyes of the people, and also on the Clout of the Interest Groups in your government that supports and opposes the new Law relative to the one its replacing. While broader coalitions of Interest Groups in government give you more options of Laws to enact, it also complicates getting them passed. Changing your laws isnt an entirely straightforward process in Victoria 3! In this case its just a matter of time before the Law is enacted, but if dissenting Interest Groups had also been part of this government there would be plenty of room for Debate and Stalling tactics that could cause this reform to take more effort than its worth.
    Let me close out here by tying all this back to the Pops. As we have touched on in past dev diaries, Pops have a Profession, collect an income, and consume goods depending on the economic preconditions you have created in your country. These material concerns in combination with a few others, such as Literacy, determine which Interest Groups they support. Other aspects, such as your countrys Laws, influence how much Political Strength the Pops provide to those Interest Groups. The Interest Groups have an Approval score and favor certain Laws over others. As a result, different groups of Pops approve more or less of the society you have built depending on their economic well-being, and their demands for change is more or less intimidating depending on how many and strong they are. You may choose to placate an angry group, or further benefit an already content group for extra benefits. But in doing so, some other group will become displeased. Have you built your society resilient enough to navigate these ebbs and flows? And most importantly, which of the many, many routes will you take to move forward? That is all for me this week! In this dev diary I mentioned Institutions a number of times, and next Thursday I will be back with more details on this powerful society-shaping tool. Until then!


    [ 2021-07-22 16:42:18 CET ] [ Original post ]

    Monthly Update #1 | July

    Welcome to the first Monthly Update video for Victoria 3. In this video, we take a look at what has been going on in the first batch of Dev Diaries, and more! [previewyoutube=K3dJb4TZNQE;full][/previewyoutube]


    [ 2021-07-15 16:00:57 CET ] [ Original post ]

    Dev Diary #6 - Interest Groups


    Hello once again and welcome back to yet another Victoria 3 dev diary. Where previous dev diaries have been focusing on the economy, were now going to switch gears to another core pillar of the Victoria series - internal politics! More specifically, were going to be talking about Interest Groups, which form the nucleus of Victoria 3s political gameplay. What then, are Interest Groups? Fundamentally, an Interest Group is a collection of pops that espouse certain political views and want to change the country to be more in line with those views. Interest Groups are drawn from a number of different templates, but will vary in their exact views from country to country, based on factors such as the local religion, which social movements have appeared in the country or the personal views of their leader. The Landowners is an Interest Group dominated by the Aristocracy and tends to be firmly in the conservative side of politics
    As mentioned, Interest Groups are fundamentally made up of Pops - all individuals in all Pops are either members of an Interest Group or Politically Inactive, with the ratio in each based on factors such as Profession, Wealth, Literacy etc. Individuals inside Pops contribute Political Strength to their Interest Group of choice, with the amount they contribute again dependent on multiple factors, the main ones being their material Wealth and the status (and/or votes!) they are offered under the nations power structure. For example, a single wealthy Aristocrat in an Oligarchy will provide hundreds or even thousands times the political strength of a poor laborer. The total Political Strength of all Pops in an Interest Group is what gives it its level of Clout - the amount of political weight it can assert on the country and the government. Its important to note though that Pops are not unified in which Interest Groups they support - individuals within Pops are the ones who decide their Interest Group, and a single Pop can potentially have individuals supporting every Interest Group in the game (in different numbers). Some Pops have no political strength at all, usually due to being disenfranchised under the nations laws (such as people of a religion or culture that is discriminated against, or women in countries that havent instituted womens suffrage). These Pops are outside the system so to speak, unable to demand reform through the regular political system of Interest Groups, and instead having to rely on other methods to put pressure on the government, but we wont focus on those today. Individual members of a Pop can support different Interest Groups - or stay out of politics altogether!
    As mentioned above, Interest Groups have a number of ideologies which determine their views on which laws the country should or should not enact. Different Interest Groups will have different ideologies (the Landowners are significantly more conservative than the Trade Unions, for example - shocking, I know!) but these are not entirely set in stone - they can change over the course of the game and will also vary based on the current leader of the Interest Group, who comes with his or her own personal ideology and view of the world. Additionally, some Interest Groups in certain countries have unique ideologies colored by their religion and culture, such as the Confucian Scholars Interest Group in Qing China who (unsurprisingly) espouse a Confucian ideology. Interest Groups will generally favor laws that benefit them in some way
    I mentioned previously that Interest Groups have a level of Clout based on the total Political Strength of their constituent Pops. Clout is calculated by comparing their Political Strength to that of the other Interest Groups in the country - if all the Interest Groups in Belgium put together have 100k Political Strength and the Landowners have 30k, they correspondingly get 30% of the Clout in Belgium. The Interest Groups Clout will determine their classification - Powerful, Influential or Marginalized. Interest Groups also have a level of Approval, which is based on factors such as how much they approve of the countrys laws, whether they are in government or in opposition, and how many of their individual members are Loyalists or Radicals (more on those in a later dev diary). There are numerous other factors that can affect Approval as well, such as how you react to certain events or decisions that you take. Together, the classification and Approval of an Interest Group determines which Traits are active for an Interest Group at any given time, and how impactful they are. There are different traits, positive and negative, with positive traits being activated when an Interest Group is happy and negative ones when they are not so happy. If an Interest Group is Powerful, the effects of any traits they have active (good or bad) are stronger, while an Interest Group that is Marginalized cannot activate traits at all, as they are too weak to exert an effect on the whole country. Traits are, of course, not the only way that Interest Groups can affect a country, and its even possible for one (or several!) angry Interest Groups to start a civil war, potentially bringing in foreign countries to support them. Keep the aristocracy happy, and theyll be more willing to reinvest their hard-earned money into the country
    Now, something thats been a hotly debated topic in the community in regards to Interest Groups is Political Parties and whether they will be a part of Victoria 3 so I want to briefly touch on this. What I can tell you for now is that we are currently looking into a solution where parties can form in certain countries as constellations of Interest Groups holding a shared political platform. This is something thats by no means fully nailed down at this point though, so dont take this as a 100% firm commitment to how they would function. What I can tell you for sure is that we will come back to this particular topic later! Thats all for today, though well certainly be coming back to the subject of Interest Groups and looking at the different types you will encounter in later dev diaries. With July and summer vacations coming up, were going to take a short break from Development Diaries, but well be back on July 22nd as Mikael returns to continue talking about politics in Victoria 3, on the subject of Laws.


    [ 2021-07-01 16:01:38 CET ] [ Original post ]

    Dev Diary #5 - Production Methods


    Hello again and happy Thursday! Today we will be taking a deeper look inside Buildings to explore Production Methods. These determine the functions of the building, its inputs and outputs, and what employee types it requires to operate. Many management games let you upgrade a building to increase its efficiency or expand its functionality. In these games, after the upgrade investment has been paid the impact is permanent and nearly always superior in every way to the building's previous functionality. But in Victoria 3 there are no actions without reactions, and novel innovations don't just make buildings better with no side effects. Improving industrial processes over time is to be expected, but in some cases those improvements might require goods as input that the country has scant access to, while others permit the output of a new type of end product at the expense of the old one. As a result, buildings in Victoria 3 require more flexible upgrade paths than what's afforded by permanent, linear, no-brainer improvements. All buildings have several categories of Production Methods, usually between 2 and 5. Only one is active at any given time in each category. Most categories fall into one of these types: Base: governs the general "tech level" and efficiency of the building, produces goods typical for the building type Refining: reduces output of typical goods in favor of output of specialized or luxury goods, sometimes adding a special input Automation: adds industrial goods as input to reduce the building's unskilled workforce requirement Ownership: determines who owns shares in the building; typically governed by Laws With the right technologies Food Industries can make Groceries from both Grain (Bakeries) and Fish (Canneries). They can also refine Grain and Sugar into Liquor (Distilleries). With advanced technologies Food Industries can be partially automated, drastically reducing the need for unskilled labor. Simple Food Industries are operated by Merchant Guilds (Shopkeepers), while more advanced and profitable Food Industries are owned by Capitalists who reinvest some of their dividends.
    As one example, an Iron Mine's base Production Method determines if miners use only picks and shovels or if they also use some sort of engine-driven pumping mechanism. There are several different pumping technologies which also determine what fuel is used. The more advanced the pumping mechanism the more deposits can be accessed and the faster Iron can be mined, but the more Coal or Oil is used in the process. With higher tech pumps comes a requirement for more Engineers and Machinists to be on-site to control and oversee its operation. This creates more demand for qualified workers and also opens up a number of better paid positions to those Pops who meet the qualifications. The revolution in chemical sciences of the era also enabled the use of explosives in mining, which is a secondary Production Method category used only in mines. Once Nitroglycerin is invented, it can be used in mines to generate even more minerals, at the expense of Explosives produced by the Chemical Industry but also with a higher rate of workplace accidents. By researching less volatile Dynamite, even more minerals are extracted at the expense of even more Explosives, with the additional benefit that far fewer workers will blow themselves up on the job. Once invented, portable Steam Donkey engines can be deployed at mining sites to drastically reduce the amount of manual labor required just for hauling. This costs the building some money in the form of Coal and Engines, but reduces the amount of money they have to pay in wages. Perhaps more importantly it frees those Laborers up to do other work in other buildings if the state is running low on workers. But if wages are already very depressed it might not be a great idea to purchase expensive industrial goods just to increase the unqualified labor pool further, so this might not be a no-brainer decision for a player to make. In most countries, simple mines are owned and operated by Merchant Guilds at game start. These are small-time purveyors of the goods produced represented by Shopkeepers. Once mines start to industrialize, Capitalists step in to take over ownership. In most cases these Capitalists will come from Shopkeepers promoted to these newly created positions, but some might come from other Pops in the state, even other Capitalists in buildings not quite as lucrative as these new mines. There are fewer Capitalists than Shopkeepers but they draw a higher wage, and more importantly they will reinvest some of their earnings into the country's expanding industry depending on how much profit their workplace is generating for them. As new ideas spread across your society you might be able to make the mining industry publicly traded instead of privately held, and later on in the game perhaps even nationalize them to be run by government bureaucrats or turn them into cooperatives where profit is split between workers.
    Production Methods aren't limited to consuming and producing goods. Government Administrations employ Bureaucrats and Clerks who use Paper to produce Bureaucracy, one of the game's Capacities that let you govern more people and extend more state services to them. Railways consume Engines and a fuel such as Coal to produce both Transportation and Infrastructure, the former which is sold on the market and the latter which allows the state to support more buildings without loss of Market Access. Universities employ Academics that let the state guide research and development of new technologies and ideas. Virtually any kind of currency, modifier, or effect can be produced by Production Methods in buildings and can be applied in a variety of ways to the country, state, or even the building itself. A basic Government Administration consumes 10 Paper and produces 50 Bureaucracy per fully-staffed level, but each additional level beyond the first adds a +2% Throughput bonus due to economy of scale. This increases both consumption of Paper and output of Bureaucracy, yielding more productivity from each of the Pops that work the building.
    This of course adds a tremendous capacity for modding in new Buildings and Production Methods! Embassies that increase your Influence, but which can also be configured to consume Wine and Meat at state expense to increase the speed at which you Improve Relations? Shantytown Temples that can only be built on coastlines, that consume Fish and create jobs for pops qualifying for the Deep Ones profession, increasing state mortality but also the weekly rate of the global cthulhu_rising counter? We can't wait to see what madness you unleash! If tweaking multiple Production Methods across several categories on every single building in the game sounds a bit complex compared to linear building upgrades - you're right! Thankfully we've built a number of tools to help with this process. Foremost among these are the Buildings panel, where you can get an overview of all buildings in your country organized by major and minor type. For example you could get an overview of all Rural buildings, or all Furniture Manufactories, or all Ports. If you have buildings of the same type in several different states, you can break it down further to view the individual building. On each level you can see how profitable the building is and adjust its Production Methods. You can even set all Production Methods for a certain building type to a specific setting all across your country with one click. From the Buildings panel you can get a birds-eye view of all industries in your country and see at a glance how theyre doing financially. You can change Production Methods on an individual building or on all of them at once. You can even expand buildings directly from this screen if you so choose, or click on one to get an in-depth view of its balance sheet and workforce.
    To minimize the requirement for mental math we have also created prediction tools that give you a breakdown of what to expect from choosing a certain Production Method, based on profitability predictions taking adjusted production and consumption into account, and summarizing which new job positions will be created and which will disappear. While it may on the surface seem obvious to just enable the Production Methods that make the buildings more profitable, keep in mind the societal effects as well - are there enough Pops in the state that qualify for the more advanced jobs this new process requires? Will the wage for these new jobs be sufficient to entice those Pops to switch professions? Will you inadvertently create a whole new class of well-to-do Machinists that may have pro-labor union sentiments? Or will the increased profits not lead to higher wages in the building because they're already competitive and fully employed, and will simply result in more dividends for the shareholders which will be funneled into increased luxury consumption? Which you choose might depend on your populations social mobility, what politics you favor in your country (a socialist uprising may not be in your plans!) and whether you're able to supply luxuries yourself without benefiting your rival. More profitable domestic industries are never bad, but should be far from the only consideration when building your society. Predictive tooltips will explain the anticipated impact on the buildings Balance as a result of changes in production, consumption, and wage requirements, as well as the changes in employment that could also impact the countrys politics over time. You will also be forewarned if there arent enough qualifying Pops to take on any new professions created, as this could limit your industrys effectiveness.
    That is all for this week. We will return to discussing more economic intricacies later, but for the next little while we'll be exploring domestic politics - starting next week when Martin will be presenting Interest Groups!


    [ 2021-06-24 16:00:51 CET ] [ Original post ]

    Victoria 3 - Dev Diary #4 - Goods

    Happy Thursday and welcome back to yet another Victoria 3 dev diary, this time on the subject of Goods! Goods are a core economic feature of Victoria 3, just as they were in previous Victoria games, and come in a wide variety of types. Also, as in previous Victoria games, the manufacturing of Goods (by Pops in Buildings) is how the vast majority of the wealth in Victoria 3 is created. Fundamentally, a unit of Goods represent a quantity of a certain type of natural resource, manufactured good or intangible service and come attached with a price tag. This price varies both in base (a single unit of Tanks is pricier than a single unit of Fabric) and in actual market value, as the prices of Goods change depending on supply and demand. A selection of goods that are bought and sold in the British Market.
    There are four broad categories of Goods: Staple Goods, Luxury Goods, Industrial Goods and Military Goods. Of these, Staple/Luxury Goods are mainly consumed by Pops, and Industrial/Military Goods are mainly consumed by buildings, but there are no hard rules here - you will find Buildings using Luxury Goods and Pops purchasing Industrial Goods when and where it makes sense for them to do so. Staple Goods are everyday goods that Pops need to live, such as food to eat, wood to heat their homes, and clothes to wear. Staple Goods tend to be purchased in vast quantities by poor and middle class pops, with richer pops generally eschewing them for luxury variants. Grain - possibly the most Staple of all Staple Goods!
    Luxury Goods are the things that Pops do not necessarily need but definitely want, such as fine foods, luxury drinks like Tea and Coffee, or fine clothes made from chinese silk. Luxuries tend to be more profitable to produce than Staple Goods, but depend on having a customer base with money - a poor factory worker isnt going to be buying a whole lot of mahogany cabinets. You can never have too many painted Ming vases, I always say.
    Industrial Goods are goods such as Iron, Coal, Rubber and Lead whose main purpose is often to be converted into other, more profitable goods. Securing a steady supply of vital Industrial Goods is crucial to Industrialization and growing the GDP of your country. Tools are essential to the operation of many industries.
    Military Goods are goods such as Small Arms, Ammunition and Warships that are used by military buildings to arm and supply the armies and navies of the 19th century nations. The more technologically advanced the army or navy, the more complex (and expensive!) Military Goods they will need. Im told that soldiers tend to perform better if theyre given ammunition for their guns.
    Well be returning to the topic of Goods in later dev diaries when discussing related mechanics such as Markets, Pop Needs, Goods Substitution and Cultural Obsessions... but for now, I bid you adieu for a while, as next week Mikael will provide you with a dev diary about something weve been teasing for some time now - Production Methods!


    [ 2021-06-21 20:27:10 CET ] [ Original post ]

    Dev Diary #3 - Buildings


    Hello again everyone! Its Thursday again, and that means that its time to talk about Buildings. Buildings are a core mechanic of Victoria 3, as it is where the Pops work to produce resources such as Goods. Buildings represent a wide range of industries, businesses and government functions, from humble subsistence farms to complex motor industries and sprawling financial districts. In this dev diary, were going to broadly cover the main types of buildings and their function in Victoria 3. To talk about buildings though, I first have to mention states! States are a concept that should be generally familiar to anyone whos played some of our other games such as Victoria II or Hearts of Iron IV - a geographic unit of varying size in which much of Victoria 3s gameplay takes place. States are where Pops live and (more importantly for our subject matter) where Buildings are located and built. The State of Gtaland in Sweden
    We will return to states more in later dev diaries, but for now lets keep talking about Buildings! Before we start on Buildings, something thats important to note is that Buildings are just places where Pops can work and generally do not represent a single building - a single level of Government Administration, for example, represents the necessary buildings and infrastructure to support a certain number of Bureaucrats. Buildings always need qualified pops to work in them to yield any benefit, and an empty building is just that - empty and completely useless. This holds true even for buildings like Railroads and Ports that did not need Pops to work in them in Victoria 2. Most buildings are directly constructed, but some (like the Subsistence Buildings below) will appear automatically based on certain conditions. When Buildings are constructed, the construction uses Pop labor and goods, and the costs involved will be subject to market forces. But onto the different building types! First out, we have Subsistence Buildings. These are a special type of highly inefficient Buildings that cannot manually be built or destroyed, but rather will appear anywhere in the world where there is Arable Land that isnt being used for another type of building. The vast majority of the worlds population starts the game working in subsistence buildings as Peasants, and much of the games industrialization process is about finding more productive employment for your Peasants. Peasants eke out a meager living in these Subsistence Farms, contributing little to GDP and taxes per capita
    Another special type of building is Urban Centers. Like Subsistence Buildings, these are automatically created rather than built, with the level of Urban Center in a State being tied to the amount of Urbanization generated by its other buildings. Urban Centers primarily employ Shopkeepers and provide a number of important local functions that we will get into at a later point. The Urban Center is where youll find most of your middle-class Shopkeepers
    Next up we have Government Buildings. These are buildings that are fully funded by the state (ie, you!) and provide crucial civil services required for the smooth running of a Victorian nation. Examples include Government Administrations where Bureaucrats produce Bureaucracy for the administration of incorporated states and funding of Institutions, and Universities where Academics produce Innovation for technological progression. Bureaucrats work in Government Administrations to provide Bureaucracy - the lifeblood of the government
    The counterpart to Government Buildings is Private Industries. The vast majority of Buildings in Victoria 3 fall under this category, which includes a broad range of industries such as (non-subsistence!) farms, plantations, mines and factories. Unlike Government Buildings, Private Industries are not owned by the state but rather by Pops such as Capitalists and Aristocrats, who reap the profits they bring in and pay wages to the other Pops working there (usually at least - under certain economic systems the ownership of buildings may be radically different!). Many of these buildings are limited by locally available resources such as Arable Land for agriculture and simply how much iron is available in the state for Iron Mines. Urban Buildings such as Factories however, are only limited by how many people you can cram into the state, simulating the more densely populated nature of cities. In short, there is no system of building slots or anything like that, as we want limitations on buildings to function in a sensible and realistic way. Several different types of Private Industries are shown below
    Finally there are Development Buildings. These are often (but not always!) government buildings that distinguish themselves by providing vital state-level functions. A couple examples are Barracks that recruit and train soldiers from the local population and Railways that provide the Infrastructure other buildings need to bring their goods to the Market. From left to right: Barracks, Port, Naval Bases and Railway
    To finish up this dev diary I just want to mention that building up your country is meant to be more of a hands-on experience in Victoria 3, as this is absolutely core to the society-building aspect of the game and forms a major part of the games core loop. This naturally also means that we need to give the player the necessary tools to manage their buildings in a large empire, which will likely involve some form of autonomous building construction, though we havent yet nailed down exactly what form that will take (and whether it will involve more direct decision making on the part of the investor class). Ultimately though, we want the player, not the AI to be the one primarily in charge of the development of their own country. Well, there you have it. There is of course a lot in here (such as Production Methods) that will receive further explanation in the many more dev diaries we have planned, so be sure to tune in next week as I talk about Goods. See you then!


    [ 2021-06-10 16:02:41 CET ] [ Original post ]

    Dev Diary #2 - Capacities


    Hello and welcome back to another Victoria 3 dev diary! Today we will be talking about three of the four of the main currencies of the game - namely Capacities (the last being Money, which well of course come back to later). We mentioned in the very first dev diary that there is no mana in Victoria 3, and since this dev diary is about the games currencies, I want to be clear on what I mean by that. When we say there is no mana we mean that the resources in Victoria 3 arise and are spent in clearly defined ways that are parts of the simulation, not from an overly abstract concept or vague idea. There is, of course, some degree of abstraction involved (all games are abstractions after all), but we want all the games currencies to be strongly rooted in the mechanics and not feel arbitrary. But enough about that and onto Capacities. What exactly are they? Well, for starters, calling them currencies is actually not accurate. Capacities are not a pooled resource and are not accumulated or spent, but instead, have a constant generation and a constant usage (similar to for example Administrative Capacity in Stellaris), and you generally want to keep your usage from exceeding your generation. Each capacity represents one specific area of your nations ability to govern and is used solely for matters relating to that area. As mentioned, Capacities are not accumulated, so excess generation is not pooled, but instead there is an effect for each Capacity which is positive if generation exceeds usage and quite negative if usage exceeds generation - a country that incorporates territories left and right without expanding its bureaucratic corps may quickly find itself mired in debt as tax collection collapses under the strain! Bureaucracy represents a nations ability to govern, invest in and collect taxes from its incorporated territory. It is produced by the Government Administration building, where many of a nations Bureaucrats will be employed. All of a nations Incorporated States use a base amount of Bureaucracy which increases with the size of their population, and further increased by each Institution (such as Education or Police - more on those later!) that a country has invested in. Overall, the purpose of Bureaucracy is to ensure that there is a cost to ruling over, taxing and providing for your population - administrating China should not be cheap! The Swedish Bureaucracy is currently a bit overworked and the country could certainly benefit from another Government Administration building or two.
    Authority represents the Head of States personal power and ability to enact change in the country through decree. It is generated from your Laws - generally, the more repressive and authoritarian the country, the more Authority it will generate - and is used by a variety of actions such as enacting decrees in specific states, interacting with Interest Groups and promoting or banning certain types of Goods. Overall, the purpose of Authority is to create an interesting trade-off between more and less authoritarian societies - by shifting the distribution of power away from the Pops into the hands of the ruler, your ability to rule by decree is increased, and vice versa. The Swedish King has more Authority at his disposal than he is currently using, slightly speeding up the rate at which laws can be passed.
    Influence represents a countrys ability to conduct diplomacy and its reach on the global stage. It is generated primarily from your Rank (Great Powers have more Influence than Major Powers and so on) and is used to support ongoing diplomatic actions and pacts, such as Improving Relations, Alliances, Trade Deals, Subjects and so on. Overall, the purpose of Influence is to force players to make interesting choices about which foreign countries they want to build strong diplomatic relationships with. Sweden has plenty of unused Influence and could certainly afford to support another diplomatic pact or two!
    Thats all for today! Join us again next week as I cover something yet another topic thats fundamental to Victoria 3: Buildings. See you then!


    [ 2021-06-03 16:01:08 CET ] [ Original post ]

    Victoria 3 - Game Vision

    Population management, Society Building, Conflicts and Diplomacy: a grand tomorrow begins with a grand vision. In this video, Game Director Martin Anward and Lead Game Designer Mikael Andersson tell us about the Game Vision for Victoria 3. [previewyoutube=1_NBtwY9y6s;full][/previewyoutube]


    [ 2021-06-01 16:03:11 CET ] [ Original post ]

    Dev Diary #1 Pops

    Hello everyone! Im Mikael, Victoria 3s lead game designer - and oh boy does it feel good to finally be able to say that out loud! Today I have the pleasure to reveal some details about that one feature everyone thinks about when they hear Victoria - the Pops. Pops were introduced in the very first Victoria game to represent your countrys population. Pop mechanics have since snuck into other Paradox titles like Stellaris and Imperator. But this in-depth population simulation is what Victoria is about, and were going to bring you a system with more depth than ever before! In Victoria 3, Pops are the countrys engine - they work the industries, they pay the taxes, they operate the government institutions, and they fight the wars. Theyre born, they die, they change occupation, they migrate. And they organize, get angry, and start revolutions. Every Pop is visualized so you can see which demographic sports the best moustache. Note that Pop portraits are very much a work in progress!
    You, the player, might be in charge of the country, but youre not in charge of the Pops and cant manipulate them directly. Yet everything you do to the country affects them, and they in turn will react in what they perceive to be their own best interests. A large part of your game will consist of trying to sate your populations appetites for material goods or political reform. But most actions you will take arent to the benefit of every Pop in your nation, and by making life better for one part of the population you may inadvertently upset another demographic. The most important aspect of Pops are their Professions, which reflects the types of jobs it carries out in the building where they work. A Pops profession determines its social class and can affect its wages, political strength, what other professions it might qualify for, and particularly which political Interest Groups its prone to supporting (which you will hear lots more about in future Dev Diaries.) Some of the Pop professions you will encounter in Victoria 3 are Aristocrats, Capitalists, Bureaucrats, Officers, Shopkeepers, Machinists, Laborers, and Peasants. Investing in industries that provide job opportunities for the kinds of professions you want to encourage in your country is key to the society building gameplay of Victoria 3. Every variation of Profession, Culture, Religion, and Workplace in the world gets its own unique Pop. At any given time this results in many tens of thousands of Pops in the world working, migrating, procreating, and agitating.
    The people that make up a Pop are distinguished into Workforce and Dependents. Members of the Workforce keep the buildings in the game operational and collect a wage from them in return. Those who cannot or arent permitted to be officially employed are considered Dependents. They collect only a small income from odd jobs and government programs. Laws affect who is included in each category. At game start most countries do not accept women working and collecting a wage outside the home but by reforming laws governing the rights of women more Dependent Pops will enter the Workforce over time. By abolishing child labor, the amount of income Dependents bring home will decrease but will make it easier to educate your populace, increasing their overall Literacy. After a bloody war many Dependents of soldiers may be left without sufficient income, and you may decide to institute pensions to help your population recover. In short: nothing in your country runs without Pops, and everything about your country affects those Pops, who in turn provide new opportunities and challenges during your tumultuous journey through the Victorian era and beyond. I have oh so much more to say, but that is all for this week! You will hear much more from me in future Dev Diaries. Next week Martin will return to explain something quite central to the game - Capacities!


    [ 2021-05-27 16:01:27 CET ] [ Original post ]

    Dev Diary #0 The Vision

    Hello everyone! Yes, youre seeing this right. No, this isnt a belated April Fools joke. After all these years, and all these memes, Victoria 3 really is confirmed at last. Im Martin Wiz Anward, the Game Director of Victoria 3, and its my absolute pleasure to finally be able to reveal what I have been working on since 2018 (around the time I stepped down as Game Director of Stellaris). So what, then, is Victoria 3? I can start by telling you that its most definitely a proper Victoria game - namely a game with a core focus on Economy, Politics and Internal Country Management and with the iconic Victoria Pop system not just included as a core mechanic but made even deeper than in either of its predecessors. Though Victoria 3 is its own game and not an iteration on Victoria 2, our ambition is to create a worthy successor that stays true to the core values of the Victoria series while using what have learned over the last decade in terms of making games more accessible - so that we can use that accessibility to build an even deeper game for old and new players alike! Our vision for Victoria 3 is to create what we call a Society Sim - a game that is first and foremost about the internal workings of the 19th-century country that you are playing and how its society is shaped over the course of the game. Politics, Economy and Diplomacy are the three most important parts of the game - Wars are of course a part of the game (just as they were a part of the Victorian age), but Victoria 3 is *not* a wargame or a game about map painting. Loading screen from Victoria 3 - The Crystal Palace
    Oh, and before you start speculating crazily about what is and is not in the game: No, there is no mana! Now, there is going to be a lot of dev diaries going forward to dig into the mechanics of the game, but to wrap up this dev diary I want to briefly touch on the four game design pillars that we have been following when designing and building Victoria 3:

    • National Gardening: Building, shaping, tweaking and evolving your nation is the first and foremost focus of the game. Events outside your countrys borders can naturally affect your country in significant ways, but the game should never rely on war to provide the main source of enjoyment.
    • Diplomatic Eminence: War is a continuation of diplomacy, and everything that is achievable by war should also be achievable through diplomacy (even if that diplomacy sometimes comes at the point of a gun).
    • Everything is Political: Politics is at the heart of Victoria 3, and all major features should in some way tie back into the Pops and Interest Groups that form the core of the games politics.
    • Era of Change: The Victorian era was a time of immense change politically, technologically, culturally, militarily and socially, and these changes should be reflected in the experience of playing a campaign of Victoria 3.
    Thats all for this week, but well see you next week, when well be talking about the return of the Victoria Pop System and the introduction of Dependents. We'll also have a lot more exciting news to share as we go, so make sure to follow us on Facebook, Twitter, Discord, the Paradox Forums and the official Victoria 3 website to stay up to date.


    [ 2021-05-21 21:47:23 CET ] [ Original post ]

    Victoria 3 - PDXCON Event schedule


    Welcome to PDXCON, and to Victoria 3! We have several activities listed up in the PDXCON schedule for all of our Victorians - both new and old - to enjoy.

    Friday:


    21:10 - Welcome to Victoria - Twitch A panel featuring Game Director Martin Anward and Lead Game Designer Mikael Andersson, who will walk us through the Design Pillars of Victoria 3. This panel welcomes both new and old fans of the series to the world of Victoria 3.

    Saturday


    15:40 - Together to Victoria - Twitch Victoria as a series has a lot of history. Martin Anward, Dan Lind and Henrik Hansson share some stories from the early days of Victoria. 16:30 -The Art of Victoria - https://www.twitch.tv/paradoxinteractive Meet Victoria 3 Art Director Max Elmberg Sjholm and get a glimpse of what Victoria 3 looks like!

    Sunday:


    17:30 - Vickynomics - twitch Economy plays a key part in many PDS games, and especially so in Victoria 3! In this panel, Lead Game Designer Mikael Anderson and QA Lead Paul Depre take a deep dive into the economics in Victoria 3. 18:15 - Vickypedia - Twitch Are you ready to test your knowledge of Victoria? Join us for a challenging quiz and an overall good time on twitch, with PDS Studio Manager Thomas Johansson! 19:10 - Game Team Meet & Greet - Discord Join us for the first official Victoria 3 Dev Team, Meet & Greet this Sunday, and have a chat with some of the developers behind Victoria 3! A link to the official Discord will be added to this schedule, as well as posted in our social channels once it has been launched. All times are listed in CEST. For time conversion, we recommend using https://www.worldtimebuddy.com/. For a full schedule of other PDXCON events, go to the official website: https://pdxcon.paradoxplaza.com/


    [ 2021-05-21 20:42:37 CET ] [ Original post ]

    Victoria 3 Confirmed


    Announcing the newest Grand Strategy Game from Paradox Interactive, Victoria 3! Guide your nation in the ultimate society simulation from the Industrial Revolution through the Great War. Wishlist now: https://pdxint.at/3yygRzA


    [ 2021-05-21 19:31:55 CET ] [ Original post ]

    Victoria 3
    Paradox Development Studio Developer
    Paradox Interactive Publisher
    1970-01-01 Release
    GameBillet: 38.98 €
    Game News Posts: 260
    🎹🖱️Keyboard + Mouse
    Mixed (32906 reviews)
    Public Linux Depots:
    • Project Caligula Linux [192.72 M]
    • Project Caligula Linux Launcher [109.1 M]

    SHAPE A GRAND TOMORROW

    Paradox Development Studio invites you to build your ideal society in the tumult of the exciting and transformative 19th century. Balance the competing interests in your society and earn your place in the sun in Victoria 3, one of the most anticipated games in Paradox’s history.

    THE ULTIMATE SOCIETY SIMULATOR

    • Lead dozens of world nations from 1836-1936. Agrarian or Industrial, Traditional or Radical, Peaceful or Expansionist... the choice is yours.
    • Detailed population groups with their own economic needs and political desires.
    • Reform your government and constitution to take advantage of new social innovations, or preserve the stability of your nation by holding fast to tradition in the face of revolutionaries.
    • Research transformative new technology or ideas to improve your national situation.

    DEEP ECONOMIC SYSTEM

    • Expand your industry to take advantage of lucrative goods, taxing the profits to improve national prosperity.
    • Import cheap raw materials to cover your basic needs while finding new markets for your finished goods.
    • Secure vital goods to fuel your advanced economy and control the fate of empires.
    • Balance employing available labor force with the needs for new types of workers.

    PLAY ON A GRAND STAGE

    • Use your diplomatic wiles to weave a tangled global web of pacts, relations, alliances, and rivalries to secure your diplomatic position on the world stage.
    • Employ threats, military prowess and bluffs to persuade enemies to back down in conflicts.
    • Increase your economic and military strength at the expense of rivals.
    • Accumulate prestige and the respect of your rivals as you build an industrial giant at home or an empire abroad.

    MINIMAL SETUP
    • OS: TBC
    • Processor: TBC
    • Graphics: TBCSound Card: TBC
    RECOMMENDED SETUP
    • OS: TBC
    • Processor: TBC
    • Graphics: TBCSound Card: TBC
    GAMEBILLET

    [ 6046 ]

    16.01$ (11%)
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    GAMERSGATE

    [ 687 ]

    3.75$ (75%)
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    1.5$ (81%)
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    0.94$ (81%)

    FANATICAL BUNDLES

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    HUMBLE BUNDLES

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