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Victoria 3 - Dev Diary #50 - Living Map

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Hello again everyone! This week, as promised, I’ll be showing you a lot more of the visual elements of the map and how it evolves over the course of time and through your influence.

The Living Map has many different elements to it that adds both a bit of flavor and life in the world of Victoria 3, I’ll be going over some of the main elements in their current state to give you all some insight.

Hub Expansion
The most important and noticeable aspect that the world is progressing are your Hubs, as you reach certain thresholds of buildings (both production, government and residential ones) your cities will expand with the corresponding buildings. When it comes to the residential buildings they all have three different tiers of wealth within each culture set, the higher tiers are automatically activated upon reaching a higher Standard Of Living for the Pops of that Hub. To further amplify this change of SOL and to provide some more motion around hubs we have an effect that indicates either an increase or decrease with a construction hammer and anvil that either hardens or breaks.

Small Hubs
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Large Hubs
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Decrease in SOL
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Increase in SOL
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Vehicles
Traversing the roads, seas and even skies of the game we have made quite a few vehicles that breathe life into the world. These are unlocked by research, adjusting your Production Methods and building specific buildings. The most fundamental one being a horse carriage that traverses the dirt roads of connected Hubs, with specific research you can instead have cars putter along the roads! If regular roads are too simple for you there are also a bunch of different trains for when you’ve researched railroads, old locomotives can turn into electric ones and steel railway cars can also be applied.

We’ll get there, eventually
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Traveling in style
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Old locomotive
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Electric trains
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But land is not the only place where vehicles make an appearance, in the seas and along the shipping lanes you’ll be able to see cargo ships traveling! These range from simple clippers to steamships, depending on what you’ve researched and what sort of Production Methods you’re utilizing.

Trade ships
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Last but not least we look to the skies where you’ll be able to see Zeppelins soaring through the air when skyscrapers have been built and act as anchoring points for the massive airships.

Soaring through the skies
DD50 17.gif

Military and War
When conflict inevitably brews and wars break out there are lots of ways we show those effects on your Hubs and surrounding terrain. When gearing up for war your troops will be determined by what you’ve researched and the Production Methods of your Barracks. You can look at what troops you have in your Garrison at any time, but upon entering a battle they (the most advanced unit) will be visible on the map where battle takes place, facing off against the opponents troops. Depending on what weapons you’ve equipped your units with, different effects will show, so even a Mobile Artillery unit has different kinds of shots.

Beautiful illustrations for your troops
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Bunker fire
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Flamethrowers!
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Let's play battleship!
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When a region has been ravaged by war and a lot of battles you will start to see the effect of that on the region where it has happened through Devastation. The dynamic Devastation affects a variety of parameters for the region, its trade, Pops and Hubs. It also visually shows, not just by tearing up the surrounding terrain but also muddles rivers and burns buildings, the extent of this increases the more battles are fought in the same region.

Devastation (sped up)
DD50 22.gif


Devastation at a Hub
DD50 23.gif

Also, if you really need additional troops you can activate your conscription centers (if you’ve got access to them) which forces a lot of people to sign up. We make sure to show this as well, through an effect on your Hubs where conscripts are being drafted.

Production and Pops
In addition to expanding your city Hubs, you’ll also be able to affect the world with mining, farming and forestry Hubs. Trees will be cut down in close proximity to your forestry Hubs, farms will cultivate the earth and ground will be excavated close to your mines, leaving visible impact on the terrain.

Forestry Hubs and their effect
DD50 24.png


Farm Hubs and their growth
DD50 25.png


Mining Hubs effect on the world
DD50 26.png

With increased production and industrialization within your country and Hubs we are also giving you a purely visual reminder that the world will be affected by that as well. The visual Pollution will see more smokestacks rising from your hubs as well as the surrounding terrain becoming tarnished. All for the sake of progress right?

Smokestacks coming from a Hub
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Pollution affecting a larger area
DD50 28.png

However, if your people don't like the way things are progressing they will show their displeasure through turmoil, and if you don’t correctly address their concerns you might find yourself with a revolution on your hands. Turmoil will just be a bit of anger brewing in the form of puffs of displeasure while revolution will have flags of opposition being raised in your hubs.

Let the flags of revolution rise!
DD50 29.gif

Buildings
As previously mentioned, you’ll get zeppelins traversing the skies upon building skyscrapers, and while these behemoths of buildings will tower over the rest in your city Hubs there are still Monuments like the Eiffel Tower that will be even stronger indicators that your cities are growing beyond the point of the regular buildings.

The different skyscrapers for each culture set
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They also blink!
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That should give you all a glimpse into the life of the world map! There are things we would love to explore more in the future but I feel we’ve got a great foundation going that we’d love to hear ideas on how to take further.

Join us next week, where Aron will be covering the tutorial!

 
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Squashyhex

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It looks good, but it will run horribly for weak PCs. Can you add an option that can reduce details of a living map to at least low-poly things with low res textures? Or if that's hard, can you then please give some extra optimization polish, so that even weak PCs can squeeze stable 30 fps on at least one graphics setting set to High?
Worth noting since there aren't any armies like a traditional paradox game, that might help performance too.
 
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CharlieFox

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Beautiful! So beautiful, in fact, that it took several minutes for me to load this page. Can we turn off the living map? It looks very graphics-intensive.
As someone with a fairly old gaming laptop I would also like to know this. Living map looks nice but I would rather have a stable framerate if it is too much for my GPU.
 

Portius

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Please add a way to turn off that hammer/anvil animation. The rest is pretty good, but that one looks like something out of a '90s city builder. It clashes with the map. Seems like it could be disruptive if it shows up too often, too.
 
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sbadkins4

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What specific tech is that ‘battleship’ supposed to represent, and why does it look like the cursed offspring of a late pre-Dreadnought and an early Dreadnought with some additional features thrown in?
 
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Love all the arts. But tbh I think the farm hubs that have both 3D polygonal farm plots together with 2D realistic farms layered on the land are kind a weird. Why not choose only one?

For me, I’d prefer the 2D farm as it is more blend-in with the environment.
 
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GeneralUrist

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Is pollution only going to be visual? I feel something that impacts the land that badly should also have an impact on the population's health. Perhaps slightly higher death rate?
 
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Love the art.
 

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Home ♥
 

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TalTal

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it looks great. it's a lot of work, no matter what anyone says. well done.
1) are there any restrictions on the number of skyscrapers per city in the state?
2) how big can a city be?
3) will oil pumping stations be shown in the states where it will be produced
 
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This map and dev diary is simply fascinating!

I miss the absence of crack troops, militia (eg. a more heterogenous force) & differences in military equipment, i saw eg. russia importing rifles from great qing (online gameplay vid youtube). Hard to bring such differences into effect as of course in victoria time china they had massive manpower advantage, i dont think that with one mouseclick its a good idea to revamp complete predominantly peasant/levy army into professional standing force, needs some differences and bit more realism.
The name for infantry weapons is now small arms, here maybe some differences need to be made to warrant the difference in troops to expand at this marvellous design idea i have the following suggestion which can go hand in hand with this hub game mechanic:
A way to make some manufacturing brands or better kind of equipment in terms of quality and loading speed etc. is that after a certain amount of factories advantages happen so pro level into hub some advantages (due to economies of scale and specialisation, which still will enable eg. great qing to become prime top tier producer if they want, its a bit high level and these differences are very small but might could give the game some extra depth). Not only weapons, but also automobiles, trains, plains, zeppelins, and maybe canned goods (not every nation had it?)

Also some more depth and complexity is wished with the snipshot and its bunkers and fortifications, the flamethrower snip shocked me as i thought prdx wanted to make this a mellow grand strat game but again cool! fortifications being able to create maginot line or other fortifications to your liking, to top of this message, strangely the only game which had an exciting frontline play with forts was for me imperator rome. The fortification ability could be expanded on by building plenty of things and dis encourage warfare actions and promote eco or diplo play or mercenary (read nothing about this aspect how to employ foreign forces if you as nation have no fighting capability). Also access to building a battleship is rather limited to some nations due to produciton capability as displayed in hoi4 this should be reflected in flotilla composition which needs a bit more difference. Rather release late and keep polishing
 
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