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Dev Diary #93 - Military Improvements in Open Beta Part 2
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.![](https://clan.cloudflare.steamstatic.com/images/40579353/8d881743b1fe5694b8da2a58faa840dcbf58e13c.png)
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!![](https://clan.cloudflare.steamstatic.com/images/40579353/41ab63e707f81a82130f6acd72d1e2bd9338dbe4.gif)
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.![](https://clan.cloudflare.steamstatic.com/images/40579353/c523b3798112af86b1d3956ce8963e3172e4647f.gif)
You can even see it from space!![](https://clan.cloudflare.steamstatic.com/images/40579353/7a1621bdd4807cdd10d40274c99e62564c134d65.png)
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).![](https://clan.cloudflare.steamstatic.com/images/40579353/0a33d8e2b399959a295bde563223940ae0aaead9.png)
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!
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.
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 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:
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 ]
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.
![](https://clan.cloudflare.steamstatic.com/images/40579353/8d881743b1fe5694b8da2a58faa840dcbf58e13c.png)
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!
![](https://clan.cloudflare.steamstatic.com/images/40579353/41ab63e707f81a82130f6acd72d1e2bd9338dbe4.gif)
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.
![](https://clan.cloudflare.steamstatic.com/images/40579353/c523b3798112af86b1d3956ce8963e3172e4647f.gif)
You can even see it from space!
![](https://clan.cloudflare.steamstatic.com/images/40579353/7a1621bdd4807cdd10d40274c99e62564c134d65.png)
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).
![](https://clan.cloudflare.steamstatic.com/images/40579353/0a33d8e2b399959a295bde563223940ae0aaead9.png)
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
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 ]
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
- OS: TBC
- Processor: TBC
- Graphics: TBCSound Card: TBC
GAMEBILLET
[ 6101 ]
GAMERSGATE
[ 1300 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
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