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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)
DD101_01.png


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.
DD101_02.png



We're also improving the signaling of how many units are currently "Under Recruitment" for a specific Formation in several places of the UI.
DD101_03.png

DD101_04.png

DD101_05.png


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.
DD101_06.gif






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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Hello, I think this is the problem. The army simply constantly gains experience over time, simply by being in the barracks. As a result, we get that the army has veteran status without ever having participated in battles, which makes the experience essentially useless. It makes sense to correct it so that the army gains experience to the status of a regular one, and higher and higher levels are achieved in battles.
 
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Hello, I think this is the problem. The army simply constantly gains experience over time, simply by being in the barracks. As a result, we get that the army has veteran status without ever having participated in battles, which makes the experience essentially useless. It makes sense to correct it so that the army gains experience to the status of a regular one, and higher and higher levels are achieved in battles.
It's not useless, it means you have an incentive to have a large standing army rather than either only using conscripts or building up barracks immediately before a war.
 
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It's not useless, it means you have an incentive to have a large standing army rather than either only using conscripts or building up barracks immediately before a war.
This is not realistic. It makes sense to give conscripts a minimum experience during mobilization; regular troops can be upgraded to the level of regular troops, and anything higher can only be achieved through war. Otherwise, it turns out that one country is constantly at war, suffers losses, the army is restored and loses experience. And the other country has set up barracks, is not at war with anyone and has a more experienced and powerful army than the first country.
 
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This is not realistic. It makes sense to give conscripts a minimum experience during mobilization; regular troops can be upgraded to the level of regular troops, and anything higher can only be achieved through war. Otherwise, it turns out that one country is constantly at war, suffers losses, the army is restored and loses experience. And the other country has set up barracks, is not at war with anyone and has a more experienced and powerful army than the first country.
This is a very different complaint / issue to your previous post and I agree that it would be better for army experience to be more directly related to being in combat
 
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very great
I have a problem or a bug
My game gives 30 FBS and it is smooth in the lowest graphics mode and the game time passes, but once my game freezes completely and after a few seconds it is like this again and again....
But in previous versions or updates, I didn't have any problems at all, and I didn't have any problems even with normal quality
I don't know if this is a bug or something else, but can you please check it and help me in the game experience?
My graphics card is mx150, my ram is 8, and my cpu is i5-8250U
Thankful
 
I'm playing Sweden in the Learn the Game mode. The private investment keeps building stuff in Gotland island even though it has 30K pop and already a bunch of empty buildings.

I can't delete the buildings and it keeps eating infrastructure.

Does the AI not check available workforce when building?
 
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View attachment 1049168

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.
View attachment 1049163


We're also improving the signaling of how many units are currently "Under Recruitment" for a specific Formation in several places of the UI.
View attachment 1049164
View attachment 1049165
View attachment 1049166


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!
In the case of a AI country whose market doesn't have any access to artillery and it's military doesn't have any artillery units. Will the AI know that it needs to buy artillery from other markets (even if it is unprofitable) so that it can make artillery units?
 
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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”…
Pretty much; the "River of Coffee" journal entry is essentially impossible to get right now (and very difficult to push up past five or ten percent). Coffee in Brazil always sits at minus 40-50% of base price.

IMHO the best fix would be to make poor pops consume small amounts of luxury drinks. Coffee, tea, wine, etc. were mass consumption items in the Victorian era; they weren't like champaign.
 
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Something that has me scratching my head lately is that, with local prices and throughput bonus, you are very incentivised to concentrate and stack building levels in a single state.

But production methods are binary for a state, which leads to large shocks when I try to upgrade them...

I'm not advocating for a per-level granularity, but it seems like those two game design decisions are at odds with each other.
 
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I experience the same with persia. Local market force you to stack every building of a chain (for example steel production) in one state (Isfahan, iron, coal, tools, steel factory, engine factory, arms factory and so one) otherwise the local prices are to high even there is a high demand on goods. Since v1.5 i suffer a lack of employees because the payments are so low in every factory because of the high raw material prices, so that the output of the factorys are far to less. The persian market is always in shortage of goods for example tools even if there are enough tool factorys to satisfy the demand. Then start now with traditionalism instead of interventionism. This makes the game very difficult for the first 30 years because you can't change the law because of the active political parties.

I don't see any good experiences with the local market system so far. You get a prosperous state (a wild steppe with nothing more than mining facilities and factories) and
all around get nothing and what to migrate to this steppe state.

Instead of an exorbitantly higher local price, a logistics/trade markup that is closer to reality would make more sense. Pops like traders or subsistence freighters should also benefit from this. You're doing economic gameplay and suddenly there's a higher price for a good and no one gets the price difference? If the price is higher in the local market, someone gets the money and can spend it on something else.

The military system is very good in this version, but the local market prices ruin this version for me.
 
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Something that has me scratching my head lately is that, with local prices and throughput bonus, you are very incentivised to concentrate and stack building levels in a single state.

But production methods are binary for a state, which leads to large shocks when I try to upgrade them...

I'm not advocating for a per-level granularity, but it seems like those two game design decisions are at odds with each other.
The problem is the instant switch between production methods. There should be a modernization/implementation period where the factory's input gradually changes while productivity similarly increases. It would benefit from making the change more organic and not as much as a chock. It would also prevent gamey switches back and forth between production methods.

Modernization/implementation time could scale sublinearly with the size of the industry sector.
 
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As with all Paradox games, the release is the real beta, the beta is the real stable version.
 
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In the market screen, can you add a filter option to see what you actually sell/buy from the market you are in? Currently you see everyone's contribution to the market but it would be useful to be able to see just your country's on that screen as well as that way you can tell how self-sufficient you would be if you decide to leave the customs union.
 
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I've noticed, when trying to do naval invasions, it's next to impossible to get naval supremacy in a node if you're only using 1 fleet and the enemy has more than 1 fleet, even if your fleet is way more powerful. For instance, I was playing the Netherlands and was trying to invade China for a treaty port, nothing particularly unusual. I used 1 fleet to do a naval invasion of Formosa, and the Qing and their allies Korea had 1 fleet each in the node. I won every single naval battle I engaged in yet I couldn't get a landing battle, since one enemy fleet would always be in the node, and their fleets would return to port once defeated and then immediately leave port again without repairing or resupplying. In the end, the Qing had a fleet of 13 ships being manned by just over 300 people, and I had to split my fleet in 2 just to roll the battles quick enough to get both navies out of the node long enough to get 4 landing battles. Are there any plans to sort out the naval invasions so they're not so difficult to pull off?
Thank you i noticed that too! In the current state of the game it was practically impossible to invade GB, even though my navy is more powerful than theirs. Simply because i had what felt like 20 indian minors come to the english channel with their 5 ship fleets and 4 admirals, leaving me with neverending 74 vs 2 naval battles and never being able to actually land. Worst thing is that afaik there is also no option to actually cancel a naval invasion, so for the entire war i had a 120 stack army tied up in that bullshit landing and couldnt use them in my other fronts. The way things are now that makes GB op since navy is useless for warfare.