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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?
image01.png

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?
image06.png

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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Liking these a lot. I remember that expeditions were sort of represented in VicII, but only as events instead of anything controllable.
 
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Are the leaders you can choose from generated specifically for these expeditions, or do you pick from some existing character in your country? I figure it's the former given that it'd be odd to send political leaders out to explore, but had to ask. Or are they part of a special expedition leader pool, such that you might use them in another expedition if they survive their first?
 
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Are the leaders you can choose from generated specifically for these expeditions, or do you pick from some existing character in your country? I figure it's the former given that it'd be odd to send political leaders out to explore, but had to ask. Or are they part of a special expedition leader pool, such that you might use them in another expedition if they survive their first?
image01.png

Here you can see that at least for the Nile Expedition you need 3 characters who are either generals or admirals, maybe only one of them goes to make sure that you are not left potentially general/admiral-less incase a war or civil war would start.
 
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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).
I'll personally take any option to have a Decision for funding research into computational engines, create my own Industrial Radical Party and spread the good word of clockwork and steam-powered Science :D
 
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I read there are some "artifacts" both as animals, objects, filming. I would be very interested in their relationship with the exhibition but also for diplomacy and prestige ?

As I understand easily that the more, the better the exhibition, but can you like trade them ? Could you like acquire your zoo animals even without going to africa/south america or europe if you are like china ?

I dont want it to become to Civ like, bit im interested in the "flags" a country tag or similar will have and theri relations with other mechanics.
 
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Ahh 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 wide and savage,
And make a northwest passage to the sea.

I guess I'm gonna listen to a lot of Stan Rogers while playing Vicky3 :)


edit: Also, Africa Expeditions, which bring home mythos artifacts...The Cthulhu Mod is going to be amazing. :D
 
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Can we go beyond the Mountains of Madness?
 
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I assume you have to be recognized to embark on an expedition? What happens if you manage to get an African country recognized? Do you still need Quinine to explore Africa?
 
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How does one declare an Interest in a particular region? I seem to have missed the dev diary where they talked about it.
This is explained in Dev Diary #19:

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.
 
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Other interesting uses for this system might be the scientific projects of the time. Measuring the orbit of the Earth around the Sun, calculating the force of gravity etc. Each of these required a lot of travel, effort and coordination. Bryson has an excellent account of these in his Short History of Everything.
 
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Are there any debuffs to failing an expedition aside from losing a leader, such as losing prestige or upsetting certain interest groups. Unless losing a leader could be considered a significant loss, I imagine most players will end up spamming expeditions until they get lucky.
 
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Cheers for the DD Veronica, and the extra info neondt - the expeditions/decisions sound very cool (and the way they use variables, from a modding perspective, also sounds very cool) :)

Random thought – it could be cool if there was some mechanism for 'tours' of various countries - like a delegation to China, or France, or similar. Could be similar-ish to expeditions, but with more diplomatic undertones, but also potentially interesting interactions? Might be a silly idea - I'm just riffing.

For a naval-themed expeditions pic, here's the Chilean ship Yelcho, a cutter which rescued Ernest Shackleton's 1914-1916 Antarctic expedition after one of his ships, Endurance, was caught in ice and crushed (for info on the expedition and rescue, click here) - surely a perilous situation!

1645743714081.png
 
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Lorehead

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Surprised that the North Pole expeditions don’t seem to have made it in. Wikipedia lists eleven expeditions to explore the Australian Outback in this time period, some of which didn’t survive. Russia also launched a major exploration of the Far East in 1849–50, led by Gennady Nevelskoy.
 
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Will there be any expedition opportunities in other regions as well?


Some examples that come to mind:

>Lost City of Troy in Anatolia
>Mask of Agememnon in Mycenae
>Palace of Minos at Knossos, Crete
>Anglo Saxon & Viking burial sites
>Shipwrecks in the Caribbean (etc)
>Sources of the Amazon river
>Nazca Lines (requires flight?)
>Chichen Itza
>Dinosaur Boneyards
>Easter Island
>Vatican Archives (much peril...)
>Paris Catacombs (Victorians loved them some macabre)
>Pompeii
 
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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.)
that was already possible the thing that changed is interface that is now 100% better