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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
DD50 01.gif


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Large Hubs
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Decrease in SOL
DD50 05.gif


Increase in SOL
DD50 06.gif

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
DD50 07.gif


Traveling in style
DD50 08.png


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
DD50 18.png


Bunker fire
DD50 19.gif


Flamethrowers!
DD50 20.gif


Let's play battleship!
DD50 21.gif

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
DD50 27.gif


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
DD50 30.png


DD50 31.png


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DD50 33.png


They also blink!
DD50 34.gif

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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Wizzington

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Can we modders add new mapmodes with color_mode based on some script_value? (In ck3, we use "color_mode = baronies" and "set_color_from_title" effect to do that, which is quite troublesome。)
Mapmodes are scriptable but I'm not aware of being able to use script values in this way. I believe we use the same system CK3 does.
 
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Shracc

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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?
I really doubt that you would have issues running the game on anything released in the last 6 years. But different levels of detail will probably exist for it.
 
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rodgerdavies

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Absolutely blown away on the whole, I'm impressed with each recent game's evolution of the map but this looks next-level again. Congratulations!

A few minor questions/notes:
  • I'm a little confused about whether there will be 3D sprites of troops on the map in times of war? Will it 'just' be the bunkers/camps or there'll be people to (just presumably not ready to show, if so)?
  • Zeppelins but no planes seems a strange choice, I assume the latter would be much more prevalent. I love the look of zeppelins but I hope they're rare so spotting one is exciting
  • The hammer/anvil level up/down feels a little out of place compared to some of the animations
  • Will there be options to turn various bits of animations off/on?
 
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Aozora Kasuga

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The map is so vivid that I can image how excited when enjoying Vikcy 3. However, I found that my favorite city, Nanjing, was located on the north of Yangtze River as shown in the image. But in fact, Nanjing is on the south of the Yangtze River and surrongded by mountains, for which it was been taken as the capital of many ancient Chinese dynasties. I will be gratitude if the dev team can modify the location of Nanjing.
1655398931816.png
 
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Sovetskysoyuz

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Is it possible to have separate locomotives for freight and passenger trains? Seeing what looks like a Zephyr (light and fast locomotive used exclusively in diesel multiple-unit trainsets) pulling a coal train causes me literal pain.

Everything looks fantastic though!
 
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$ilent_$trider

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Tutorial next week, eh? Does it mean we are close to announcing a release date as well?
I know I said this in jest but please let it not be December 31st :D
 
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Zarkaro

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Large hubs looks terrible and completely ruin the aesthetics of the map. I dont understand people who love to see cities bigger than entire regions on a strategy game
 
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Comrade746

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I like most of this, the team has done a really good job since the reveal when it comes to the visuals. Somehow the (unfortunately) flopped Imperator Rome still has the most appeal to me when it comes to the map and other visuals, but this is still very beautiful and more than satisfying.

I do have 2 issues though, but they are more like nitpicks:

1. While I love how the size of Hubs increase, I'd like them to be either more granular and/or have them be smaller in size on map, so it doesn't take up so much space. I'd guess that would affect performance though, or would it be a visual readability issue?

2. Troops. I want troops. Tiny little toy soldiers or something... anything. I need them. You took away me Unit models, you gotta replace them with something better than some cannons and bunkers. I want the evolution of the uniforms of the era represented somehow. Not just the generals and admirals, but the common soldier's uniform. Other than war not being a focus of the game, my guess is that, again, performance issues would present themselves if you'd put in dozens of very tiny models. (But come on, we need something.)

Love the the work you've put into everything else, and again, the visuals are really coming together. Can't wait for a release date!
 
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Henloriel

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Definitely need a living map for the game. The game needs a dynamically living map. These things will make the game better. We should see the buildings we built in the city.
 
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This is beautiful! I hope this is something PDS continues to improve and build out going forward on all games. It makes playing otherwise kinda staid looking map games sooooo much more interesting and rewarding.

Bring some of this stuff to CK3 please!
 

Cagallo

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That's a 9.5 out of 10 for visuals! To make it a 10/10, are there plans to make the city layouts to fit the roads coming in? Right now the houses seem to pop right in the middle of an incoming road.

Screen Shot 2022-06-16 at 19.47.01.png
 
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1337Marth

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Sep 15, 2014
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One thing I wonder if possible is the distribution of hub buildings - I personally think the map would look even prettier if the buildings were spread out the province a bit, maybe like little towns, or small isolated houses in the countryside, instead of all blobbing around one point, maybe even showing city buildings next to farm buildings to mix up the map a bit more. Other than that this is beautiful!
 
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