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Victoria 3 - Dev Diary #35 - Decisions & Expeditions

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Good evening and welcome back to another Victoria 3 development diary! This time written by our Content Designer Veronica. 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?
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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.
image03.png

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.
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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?
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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.
image07.png

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.
image08.png

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 :)
 
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Very superb mechanic for modding. Moon landing, Mars expeditions etc.
 
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Is national unification a decision, journal entry, or both?

Neither! More on that another time.

Are there flavour decisions for countries, or is it replaced by journal entries?
What sort of decisioms can we expect? Is it eu4 style?

There are a few country-specific decisions. One I wrote the other day allows Japan to change its state religion to Shinto if the Emperor has been restored to power. Overall though we try to keep the focus of content on Journal Entries.

Good evening,perfect and a very good dd.However,i have a few questions:
Will expeditions are fully moddable,i.e can i create new,can i add new mechanics such as the ones you mentioned for Antartica.
How will decisions be moddable.Can they be used for something other than expeditions,to trigger event like in other PDS games such as CK,HOI or EU for example?
Thanks for any replies about this.

Expeditions are extremely moddable. The progress and peril mechanics are, behind the scenes, just ordinary variables which shows you just how much can be done with the fundamental tools of the scripting languagee.

You can absolutely use decisions to trigger events. We use decisions to trigger events, add journal entries, set variables, apply modifiers, and just about anything else you could think to do with our scripting language. The Alaska Purchase decision, for instance, immediately fires an event.

Does the game have some form of terra incognita like eu4? It would add a lot of flavour plus it would be a nice tool for mods.

No terra incognita. The shape of the world and its political players are largely a known quantity by 1836. We didn't feel it would be an especially relevant mechanic for Victoria 3.
 
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Decisions aren't just fire-and-forget though, they're ongoing, and can be the trigger for things to happen during that period. (At least that's what I understood from the dev diary.)

For example, you can have a decision that says "Plan a coup against the democratically-elected government of Spain". When you press it, it counts down to completion, and during that period the Spanish player (or others) can take their own decisions that affect it. (That's an example of what can be done with it, I don't know whether they will.)
I'm pretty sure decisions are identical to vic2, but they have a new parameter to start a journal entry that does the actual countdown.
 
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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.
I do hope the Northwest Passage can make it into this list as well, considering that the peak of efforts to find it was in the early part of the game period.
 
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While I can understand the goal to keep expeditions limited, if I could suggest three more, which would all be in different strategic interest areas than the ones mentioned:
1) The Amazon - still an active area of exploration throughout the time period (Fawcett expedition)
2) The North Pole - many of the same players as Antarctica, and in the same time frame
3) Everest - the actual ascent was after the time frame, but certainly mountaineering as a whole and some early attempts occurred before the game ends
 
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Very Cool.
One minor side not though.
The first Congo expedition by Stanley started from the east, just like his previous expedition where he met Dr. Livingstone, he started from Zanzibar. From Lake Victoria he traveled down the river and not up.

It's only his third expedition, on commision from Leopold II, that started from the mouth of the river

This isn't a really important distinction but I thought it would be nice to know.
 
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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.


Will we also be able to undertake the Northwest Passage Expeditions? Even though they never managed to find a viable, easily navigable route through the connecting the Atlantic to the Pacific, they did help map out the region and ultimately a team was able to successfully cross in the time period (1909). A lot of the envisioned mechanics like searching for failed expeditions would definitely apply.
 
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I know it's impossible, but it's a bit sad that there is no Antarctica on the map when we can go on an expedition to Antarctica.

Is it possible to claim Antarctica?
 
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Hey, that world exhibition decision with the buildings you can add is almost exactly how I imagined monuments could work well with the journal entries and without "magic" effects.
 
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Will there be more expeditions? Like to summit Mount Everest or for fossil collecting in the American west or Gobi Desert? I feel like there could be many more options than just the polar regions and rivers.
 
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I see in a dev reply that there's no terra incognita. I have a related question: do all countries (including unorganisied ones) start off with diplomatic relations with all other countries? I'm specifically wondering if e.g. the UK can send diplomatic demands to tribes in the Congolese interior without having completed the relevant Expedition.
 
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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.

No arctic expeditions?

Ah, for just one time I would take the Northwest Passage
To find the hand of Franklin reaching for the Beaufort Sea
Tracing one warm line through a land so wild and savage
And make a Northwest Passage to the sea
 
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Neingoyim1945

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Hope to see some references to explorations of the Northwest Passage and Franklin’s lost expedition!
 
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steampvnc1880

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Excited for the Jules Verne Mod that will let me send an expedition to the center of the world, the moon, Atlantis, and that plateau with the dinosaurs (yes I know that's Doyle).
 
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