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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
DD50 03.gif


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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


DD50 32.png


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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Today's Dev Diary removes my fear of city builders from consideration -- and it is truly a fear...

That the hub graphic elements of the map relate to what is happening in a specific location it is an excellent way to the player attention is required. Much better design than trying to follow a chain of windows just to see how the natives are doing.

...Snip

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.)

Snip...

Me too, toy soldiers, uniforms... War should still have some kind of pageantry for the era.
 
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It looks pretty, but not my cup of tea. I’d prefer if the entire map aesthetic were more stylized with almost no 3D elements. But I know I’m in the extreme minority on that one.
 
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Will we see ocean liner models? Maybe the Titanic?
 
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The map is great but I have a few questions :

- Are units always in a bunker on the map or sometimes they are not? If not, I would probably like it more if you could see units directly

- Is there a way to hide shipping lanes (and just see beautiful boats) ? I don't think I need to see them 24/7 and it would make the map more beautiful if you could play without and just activate them when you need.

Oh and maybe cities should be a bit smaller on the map and maybe with more little buildings instead of a few big ones

Anyway, good job!
 
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This is very nice, it kinda looks like a city builder. One issue, though: southern Europe, including France and Turkey should have its own architectural style because the brick buildings really don't fit and neither do the Arabian style homes in Turkey. I also wonder if architecture changes when an area is conquered by a country with a different style, I think it shouldn't
 
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Stunning!

Little question: how tweakable are the graphic settings and how does it affect performace? I hope my friend whose laptop is good but not as great as a gaming PC will be able to play the game without too many performance issues.
 

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What's with this trend of city sprawls taking up whole regions?

Here's Humankind, a game I followed for almost a year during development. In their earlier screenshots, I thought "how charming!"

1655405981170.png


But then the late game pics started to come out. Is this a city or a small continent?

1655405775279.png


It's been out for 2 years. Still haven't bought it. "Believability" matters.
 
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The fireworks effect is gonna get annoying real quick
 
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What's with this trend of city sprawls taking up whole regions?
Because it lets what is actually in the city be shown visually on the map where you can see it at a glance instead of just hiding it away in a menu. And for tilemap based games, it allows for actually making the tiles affect city buildings adding to the gameplay there.

Here's Humankind, a game I followed for almost a year during development. In their earlier screenshots, I thought "how charming!"

View attachment 850836

But then the late game pics started to come out. Is this a city or a small continent?

View attachment 850835

It's been out for 2 years. Still haven't bought it. "Believability" matters.
They're more urban areas than individual municipalities. Like the BosWash or the Taiheiyo Belt. The cities in Humankind and in Civ VI with their district tiles are basically showing urban centers with the surrounding smaller specialized cities like the Marshallian districts coined by Alfred Marshall and outlined in a more modern sense by Edward Glaeser in his book Triumph of the City.
 
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While graphics are certainly not the most important thing about paradox games it's still nice to have good graphics and what I see here is really well done and very atmospheric! Really looks like the most beautiful Paradox game to date.
 

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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?
My best guess would be that the impact of, for example, air pollution is probably abstractly modeled by the fact that overall life expectation is lower than today. What I mean is in 1900 a lot of people just died at 60 and that wasn't unsual. Nowadays when a 74 year old dies of air pollution induced copd we call it "premature". Also the rise of life shortening factors like pollution coincided with many other life prolonging factors during that time (better hygiene, healthcare, food), so people were kinda getting healthier and sicker at the same time with the outcome that overall life expectancy remained relatively the same as it had before.
 

DominusNovus

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It's been out for 2 years. Still haven't bought it. "Believability" matters.

Maybe I'm not in the extreme minority, after all. Myself, I prefer that, the more graphics look realistic, the more the scale should be realistic. Since scale needs to unrealistic in order to convey information, then the graphics should be more simplified.

They're more urban areas than individual municipalities. Like the BosWash or the Taiheiyo Belt. The cities in Humankind and in Civ VI with their district tiles are basically showing urban centers with the surrounding smaller specialized cities like the Marshallian districts coined by Alfred Marshall and outlined in a more modern sense by Edward Glaeser in his book Triumph of the City.

Ever look at BosWash on a satellite map? Its still mostly green - in fact, its mostly forest (granted, it helps that northeastern suburbs have *lots* of trees).
 
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Max_Art

Private
Paradox Staff
May 17, 2022
19
1.187
Minor point but European part of Constantinople is divided into two by a gulf called Golden Horn. Constantinople is on a peninsula within a peninsula with majority of the population then living within that smaller peninsula. You can see it here (don't mind the text it has some bizarre names):

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Further, do the developers intend to add more architecture sets into the game in the future either as DLCs or with free updates? Because the current architecture set is vastly inaccurate for Ottoman architecture present in Balkans, Anatolia, Armenia and Levant. It is only accurate for Mesapotamia, Arabian Peninsula and Egypt.

Game is very pretty and I hope you will continue to update and detail it in future.
The intent from our end is to absolutely add more detail and uniqueness to certain cultures in the long run, we are very well aware that the 5 ones we currently have (for architecture and units) are fairly generic and look forward to do more in depth stuff later on!
 
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Max_Art

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Paradox Staff
May 17, 2022
19
1.187
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.
The graphic options for the game will be pretty varied depending on your preference and GPU, and while you can't turn off all the visual features you can certainly decrease them all in detail. When it comes to the overall performance though the simulation of the game is heavier than its graphics with how advanced it is.
 
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