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Victoria 3 - Dev Diary #101 - 1.5 Post-release Update

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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)
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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.
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We're also improving the signaling of how many units are currently "Under Recruitment" for a specific Formation in several places of the UI.
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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.
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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!
 
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In terms of priority, and presuming that all my states produce equal amounts of everything, I suppose prio one is providing jobs to the unemployed, then the peasants, and finally the jobseekers? Or should I prioritize jobseekers higher than peasants?

Anyhow good job!

Random idea btw: make some states in central Asia uncolonized and give Russia the "Frontier" colonial policy, they've just spend some centuries colonizing Siberia so they really ought to have it!
 
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Hi folks! Thanks for the work so far!

Are the current very low migration numbers, especially for the new world, being looked into? I was assuming that there was some connection with job satisfaction that was causing pops to stay put, but I'm having a heck of a time populating Brazil or the American West
 
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Great stuff! Can I ask if you're going to balance reactions to Peru-Bolivia in Colossus? I've made several playthroughs and NEVER seen anyone do anything about Peru-Bolivia! Maybe you can make AI Chile and Argentina a bit more aggressive against them, as they were the main antagonists of Peru-Bolivia. The British ships attacking Brazilians due to slavery has also NEVER occurred, not once! Also, I've noticed playing that Texas is WAYYYYY weaker than it used to be against Mexico, it loses every single time where before it won much more than lost, it makes the Texan Statehood Journal Entry pointless. I've also noticed that in the Populating the American West entry, the "random" state chosen as the target of Mass Migration is always Washington DC! Every Single Time! Is that supposed to happen?!

Thank you!
I've played the early game in SA 3 times since 1.5.7 and there's been a solid war between Peru-Bolivia and its neighbours every time; they didn't exactly get dismembered but they did lose territory.

To devs: thanks for the quick hotfix and I am very much looking forward to 1.5.9 with more improvements, especially the mobilisation screen will be very useful.
 
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I didn't really have a lot of time playing yet, as I had to update my mod. But the changes and features added in 1.5.7 are great! You did a really good job and I'm happy that I was right about thinking that the game would get better and better. I'm really looking forward to the future of Victoria 3!

As a modder I am particularily happy about the addition of the set_immortal effect :) I noticed that the effect seems to save the characters from getting deleted as well. Is that true and will it stay that way? It would be amazing!
 
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I've played the early game in SA 3 times since 1.5.7 and there's been a solid war between Peru-Bolivia and its neighbours every time; they didn't exactly get dismembered but they did lose territory.

To devs: thanks for the quick hotfix and I am very much looking forward to 1.5.9 with more improvements, especially the mobilisation screen will be very useful.
I've seen wars between Peru-Bolivia and it's neighbours, but they're always "normal" wars to take some province but never related to the Journal Entry about just breaking up the Confederation which is what it's all about.
 
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The New Update has been so much fun... But. Texas is almost completely unplayable in current patch. After losing just one battle on the frontline Texas loses all of their territory to Mexico, and the Santa Anna capture event never happens, at least not consistently.
 
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Im exited for all this possibilities this game still has to offer!

One question: was the system for buildings to rise wages to hire workers from other buildings tweaked after the changes of the beta in dev diary #96?

I was worried that if buildings never try to compete in wages with more productive buildings, wages may actually never rise even if labor becomes more scarse. The release changelog made no mention so I'm thinking maybe it was changed again, and maybe only the minimum profitability to hire more workers kept. Thanks in advance for any clarification.
 
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Can I ask if you're going to balance reactions to Peru-Bolivia in Colossus? I've made several playthroughs and NEVER seen anyone do anything about Peru-Bolivia! Maybe you can make AI Chile and Argentina a bit more aggressive against them, as they were the main antagonists of Peru-Bolivia.
In the few games I played Brazil and Chile attacked Bolivia in several of them, but yeah, always for conquest (and not just for the claims and split states, Chile once conquered like 2/3 of Bolivia, but let them keep Peru)
 
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I really liked the 1.5.7 patch, regional prices is amazing, a lot of improvements, primarily in military, but i have two complains, the performance look really slow compared to 1.4.2, 1880 fells like 1900, i see a guy posted something about performance, but is complicated the last years of the game require great effort to reach, the last 36 years probably will consume 3x times amount of time than the first 34 years, i hope this part improves, as it is one of the game's biggest problems, and AI look bugged because AI mobilize the army but do not send it to the front!!
 
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This has been a great patch so far, and I’m enjoying my first game as (now) Peru-Bolivia!

I’ve noticed an odd thing: Uruguay managed to get a bunch of claims across the Rio de la Plata region including uncolonized Guarani areas. They are not able to colonize Guarani, but now Argentina is locked out from the remainder (as am I, though I had gotten Alto Paraguay before this). Is this WAD? It feels wrong that tiny Uruguay is now the widespread obstacle to colonies across South America that they themselves can’t even establish.

Thanks!
Get Nationalism it's bc of a new journal entry
I've seen wars between Peru-Bolivia and it's neighbours, but they're always "normal" wars to take some province but never related to the Journal Entry about just breaking up the Confederation which is what it's all about.

Are you playing on High AI aggression?
 
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I'm not, is it a big difference?
If you're not then idk why you're so lucky, high aggression tends to do that with the American invasion of Mexico, Ottoman invasion of Egypt, etc. They take more than they usually would but sometimes weirdly leave cores and take random bites out of China and the Ottomans

I've seen like five PBs form without a single war so far except one time I invaded as Brazil which triggered Chile to do what you're talking about
 
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Hi folks! Thanks for the work so far!

Are the current very low migration numbers, especially for the new world, being looked into? I was assuming that there was some connection with job satisfaction that was causing pops to stay put, but I'm having a heck of a time populating Brazil or the American West
Hi we are investigating it now, save games would be good for that if reported in our bug report section of the forum!
 
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If you're not then idk why you're so lucky, high aggression tends to do that with the American invasion of Mexico, Ottoman invasion of Egypt, etc. They take more than they usually would but sometimes weirdly leave cores and take random bites out of China and the Ottomans

I've seen like five PBs form without a single war so far except one time I invaded as Brazil which triggered Chile to do what you're talking about
Thanks for your insight. I guess I'll just wait for the rebalancing patch.

As for the random chunk taking, I've always found so strange that it hasn't been really fixed since the game launched a year ago. The weirdest ones I've had are Austria- Hungary just randomly deciding to conquer Kanto Province from Japan! And once when I was playing Sardinia-Piedmont the USA just decided to declare war on me to conquer Sardinia and take a treaty port in Genoa, completely out of the blue!
 
For whatever reason, the Petite Bourgeoisie in the USA still support monarchy and their constitutional rights to free speech being curtailed. With the Yeoman Farmers being given the Jeffersonian ideology to represent their interests, shouldn't the townies have their own ideology to replace "reactionary" when it doesn't fit the flavor of the country whatsoever?
 
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Hi! Great work by the dev team, the new patch and DLC are amazing! Hope to see the performance improved a bit, but the rest is simply fantastic!

Are there any planned balance changes to luxury drinks consumption? Coffee is always waaaaaaaaay too cheap to make it a “money tree”…
 
The new changes are a good step in the right direction however the game still lacks DEPTH beneath the cosmetics.


-Attrition still doesn't make sense, it's 2% everywhere, doesn't matter the terrain or logistics, but even that 2% is only applying when you are at war, once war is peaced out, and the units moving back to the home HQ, they magically suffer 0% attrition, clearly visible that it's coded to be turned on only when country is at war, which shows that there is no "real" logistics system in place.


-Battle conditions and combat width still doesn't make sense, no way to predict maximum combat width based on infrastructure, 100 infrastructure doesn't mean that the biggest battle can be a 100k vs a 100k, instead it is a completely random number out of nowhere, calculated based on god knows what..... No terrain modifiers, just a flat combat width number which doesn't explain anything "uuuuh 50k cuz plains combat width is 1.5" oooookay, so it is 50k always? No, sometimes it's 100k. It's written nowhere, how much 1.5 plains width exactly is. No way to predict anything based on the mix of incomprehensible combat width-infrastructure-"generals spread across frontline" indicators.


-Unit travel time is too fast, which shows that they still ignore geography or any kind of logistics. A unit of 50k soldiers loaded with artillery reaches Tver from Moscow in 3 days 1836, with no trains?????? It takes less than a year for a clipper navy to go to kamchatka from the baltic sea in 1836 when a modern navy took more time in real life in 1905????

And the naval combat is still meh, only difference is that naval landings are not brokenat least. Ships still don't exist tho.


Is this it??? Are you calling the base game ready with 1.5, or are you working on implementing a deeper system concerning all these things? And why none talks about these???? I feel like I am taking crazy pills!
 
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Hi we are investigating it now, save games would be good for that if reported in our bug report section of the forum!
I have made a bug report with an attached save, and attached an additional save from later in the game. I'm trailing IRL pop america by like 50% even with level 4 public healthcare and maxed out workplace safety. My current best theory is that pops who are satisfied in their jobs don't migrate for economic reasons, and this has seriously depressed migration rates
 
The upcoming mobilization tab looks really great and I think it's a much-needed addition for QoL, but I have some concerns about it for modding.

How flexible is the mobilization tab GUI? Specifically, will modders be required to have mobilization options groups be in this 3-4-3 order for their total number of mobilization options to prevent strange GUI behavior, or will it automatically flex/resize as needed to fit all the buttons?
 
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