• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #69 - Feature Game Jam (part 1)

16_9.jpg


Hello again and happy Thursday! Today I'm going to tell you about a new dev team initiative we ran last week, after we had locked down the final 1.1 build - the Vicky 3 Feature Game Jam!

We know from experience that some of the best features and aspects of our games come from passionate developers acting on their own initiative to build what they want to see in the game. Sometimes this is a high-impact tweak to some UI element, other times new game content like new events or building types, or even some under-the-hood improvement to the game engine. For the Game Jam, we challenged devs to join up into cross-disciplinary teams and make the coolest feature they could think of in a week's time, with prizes for the team that could make the highest impact on the game. Here are some of the things they came up with!

Please note: only a few of these features will be included in 1.2, and there are no guarantees any of them will ever make it into the game or its future expansions. Some are cool prototypes that would take too much work to implement, while others may need a lot more supporting code or content to work as a standalone feature. Consider this a peek behind the curtain of what our team is experimenting with and what type of things might come in the future.

First up, we have team War Never Changes, with a set of experimental enhancements to the military system!

-----------

Hi, I’m Guilherme, one of the programmers! During this game jam, Nik - one of the designers - and I decided to team up to explore potential improvements for our military system. Because of that, we haven’t implemented many new things, but we did dig up things that could be potentially improved. For example:
  • Combat units on a front each have a 20% chance of suffering 5% - 15% casualties from attrition each week, an average of 2% casualties per week from attrition alone. This sounds like too much.
  • Generals are currently selected for battles mainly based on their total number of battalions. We should probably check their manpower and morale instead, and/or maybe their traits.

On the actual implementation side of things, we did a few things we thought would be fun to try out. Such as having simultaneous battles in a front:

DD69_1.png

As a game jam hack, I just made it so when battle advancement progress reaches 100% we spawn up to 2 battles in different states, as long as you have at least 2 advancing generals. This is funny and a bit chaotic, but turns out this might introduce other issues as it affects the rhythm of war and also gives the advancing side some advantage: if they win one of those battles they capture a bunch of provinces; if the defending side wins one of those, welp, they just won’t lose a bunch of provinces.

We also added the ability of locking province captures to the same state as the battle province, which again, is fun as it looks more like a well planned military invasion, but currently has the effect of capturing whole states most of the time.

DD69_2.png

All in all, I really appreciate how this game jam gave us the opportunity to explore all sorts of potential improvements for Vicky 3. We certainly can improve many things, but we need to be very careful as our systems are interconnected and small changes in one system can have a big impact in other parts.

-----------

Hello, my name is Nik and I am the second half of this Game Jam experiment. As stated above I am a designer on the team. My goal going into this Game Jam was to see what quality of life could be added/explored for the game without needing to rework many systems. Primary goals I had going into this week were:
  • Communicate information to the player more readily
  • Reduce some of the pain points that frustrate myself and other player
    • War Exhaustion ticking
    • Attrition
    • Equipment Modifiers
    • Generals and Troops selected for Battles

As stated above by Guilherme, one of the primary goals of this was to experiment with the idea of multiple battles. I personally wanted to experiment with the idea that the length of the front would determine the amount of battles taking place across it and that battles should be spread out and only take place one per state to attempt to avoid player frustration of battles potentially canceling each other out.

Another goal was to attempt to increase the information that the player could easily see. First goal was to include the advancement bar of the opposing side to the Front tab so it can be seen there as well.

DD69_3.png

Additionally, I wanted the player to have more information on the battle screen. For this we added a demoralized count for units. We noticed it might be confusing for the player to see that they started a battle with 15k troops only to see that they have lost the battle, but only showed that 3k died and 6k were wounded, but at the end of the battle it shows that you have 0 troops remaining.

DD69_4.png

I wanted to look at the ticking of war exhaustion as I felt like losing one province could sometimes have a massive impact on the effect of the war exhaustion. There is a lot I would like to do with this system in the future, but for now I focused mainly on lowering the values of these numbers while increasing the impact the loss of men has on a country's war exhaustion.

The equipment Adjustment Modifier can be irritating at times, and added to prevent people from just turning their army on and off again, without penalties. I have now made it so the penalty is worse for the primary PM, but all other PMs will now have a smaller one, that will affect you as a whole but should not inflict as much pain as before when switching.

Another area I wanted to improve was which generals and troops were selected for certain battles. Often inferior allied troops and their generals would take the battle and tie the front down. There are now additional checks to increase the chances of a General being picked based on his traits, as well as the PMs of the troops under his command.

-----------

The changes this team made to various aspects of warfare will be made available in 1.2, but (likely) with multiple battles limited to single states turned off by default. If you'd like to experiment with multiple battles and/or state-limited battles you'll easily be able to change some defines in the script files to do so, or download a mod that does it for you. In the interim we will use this team's work to test and attempt to balance multiple battles per front to see if we can make it a viable feature for the future, without accidentally introducing game-destroying metas like "whoever has the most generals win".

Next up, team Cookie Clicker, consisting of our VFX artist, Sean. His addition adds visual effects when you interact with certain parts of the terrain:

DD69_5_FULL.gif

Improving the interactivity of our map is something we're interested in exploring further, and we will use this as a prototype for future exploration in this area!

Next up was some prototype work on more advanced resource potentials:

-----------

Hello everyone, Paul here to talk about the project I was working on for the Vicky 3 Feature Game Jam. This project was titled “Breaking Ground” because it's both related to resources and is an exploratory prototype of what could be done in the future. I took the discoverable/depletable resource system that we utilize for resources like Oil/Rubber/Gold and attempted to apply them to Logging/Mining/Fishing and other normally “capped resources” in game.

Forestry is by far the most fleshed out of the prototypes I built this week, so we will talk about that one. The intention is that forests of the world are all accessible at game start (there is no hidden undiscovered resource) but can suffer from depletion, in this case deforestation.

Deforestation is dependent upon a few things, the higher techs you utilize for base production increase the chance of the resource to be depleted. If it is depleted the logging camp is replaced with a “clear cut" building which can still produce lumber but at a heavily reduced rate. There is also the intent of adding where this mechanic can be utilized to better represent natural and man-made disasters which have affected resource procurement.

Deforestation is shown by clearcut camps which produce resources at a greatly reduced rate
DD69_6.png

Now why a separate building instead of a modifier? Well it's a prototype and the system lends itself well to that, since it's what we do with gold fields to gold mines. A different building is also a clearer indication to the player of these events (as opposed to a modifier on the building itself), it also makes it where production methods are available, and the profit calculations are different so that you more easily see the employment changes. Lumber Camps will also have new production methods to manage their extraction, decreasing depletion chances at the cost of throughput, while depleted camps have the ability to enable conservation efforts to try and mitigate the loss of resources that have already occurred.

An example of resource management a player can enact to prevent deforestation, or embrace it for much needed throughput bonuses
DD69_7.png

On a personal level, I think it adds to the mindset of the time. What do I care about 2 levels of deforestation and their inability to produce? I have 40+ levels of lumber left, this is the price of progress! Seeing the rate of balance between the two buildings shows the cost of advancement or progress of industrialization as you wish to see it. Also it allows us to easily measure deforestation and tie that into events and Interest Group reactions.

There’s plenty of places we can go with this, the Conservation Movement of the 18th and 19th centuries, tying industrialization with actual ecological effects that will upset IGs and affect pops. This is not meant to be a complete feature unto itself but a means of making a more realistic narrative to the game. Early industrializers might run afoul of deforestation and poor resource management, and will seek other markets to alleviate this effect, much like we have done historically. Can you keep the balance of man vs nature in effect, or is that even truly your concern when you are facing extreme radicalization and you need to meet the needs of your pops at any cost?

An example of the resource management a player can enact on clearings, Do you let nature take its course, get involved, or just keep exploiting what you can?
DD69_8.png

What about Whaling/Fishing and Mineral Resources? Here I look to follow the Forestry model where resources are available but can be depleted due to overutilization - as the fisheries of the world were very much subject to the tragedy of the commons.

The difference is as tech scales, the effect of fishing scales not only in depletion but in range. I am experimenting with having the actions of a neighboring nation affect the resource potential of its neighbors. Overfishing in Great Britain can cause knock-on effects to the eventual depletion of the Fisheries of Iceland and Canada/US. The scale of these effects are still very much in a prototype stage. This applies to both fish and whaling industries.

Where Fishing Industries differ is the potential to maybe do aquaculture back at home. My research is showing that it's slightly out of our historical timescale but it's technically a possibility. The world started ramping up aquaculture in the 1950’s to 1960’s but that was in response to the decrease in fish population, who’s to say if an ahistorical Victorian era that goes hard on world fish supplies might need to invest in these technologies a few decades early?

Mineral Resources are primarily focused around discovery over the potential of being depleted. At the start of the game a fair chunk of resources will be available for exploitation, but most will be hidden and require discovery and exploitation to be started. Mines will have the chance to discover new resources as they start excavation down below. These efforts can be expedited by resource exploration PMs, increasing the educated labor force requirement and likely a more modernized set of inputs. In this way, mineral deposits are still greatly important but there is an investment potential in them, the longer you hold and develop a resource - the more you may get to access. For example, you cannot gain all levels of coal in Wales with just hands and picks, some of that is going to require modernization.

-----------

Finally, Mike surprised us all by not doing anything at all with trains this time. We're not exactly sure what he's up to, but whatever it is I think it emphasizes the point in the beginning that there are absolutely no guarantees any of this will make it into the game as-is, now or in the future! If any of you have theories of what this might be all about, please give the rest of us a clue in the comments below.

DD69_9.png


DD69_10.png


DD69_11.png

Next week we will look at the remainder of the Game Jam entries, and that will be the last dev diary of 2022 as most of the team heads out for winter holidays, returning mid-January. Until then!
 
  • 90Like
  • 31Love
  • 16Haha
  • 7
  • 6
  • 3
Reactions:

Nitan17

First Lieutenant
7 Badges
Sep 26, 2011
297
1.840
  • Cities in Motion
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
To be perfectly honest, this is great and all, at any other time I would be very curious and interested in this stuff... but I'm still waiting for the game to become playable. I only played a few proper campaigns on the launch version and that's it, there are just so many bugs and issues and every patch seems to break nearly as much as it fixes. I still follow the game closely but I can't force myself to care about potential new mechanics, I want the existing ones to work properly first.

Sorry for being so negative, I just really hoped this DD would be about some bugfixing initiative, open beta patches or something of the sort.
 
  • 25
  • 21
  • 5Like
Reactions:

Kriegsspieler

Field Marshal
68 Badges
Feb 27, 2003
10.452
1.252
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Surviving Mars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
I really, REALLY like the idea of resource depletion. Living as I do in the Upper Midwest in the USA, we see first-hand the results of the clear-cutting of white pine forests in the late 19th century. It's a great idea, especially if it can liniked to (or gated behind) certain techs that would allow for more sustainable practices.
 
  • 19Like
Reactions:

hamburgertrain

First Lieutenant
63 Badges
Oct 5, 2009
205
393
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • Heir to the Throne
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Imperator: Rome
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • 500k Club
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Deluxe Edition
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Europa Universalis IV
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 3 Sign Up
  • Victoria 2
  • Battle for Bosporus
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Cossacks
  • Rome Gold
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines Deluxe Edition
From a Canadian perspective, the lumber industry decimated the fur trade in Eastern Canada as the forests were clear cut. I'd love if there was some mechanic involved where furs could be produced (not sure if they should represent fabric or something more akin to Silk) but production would go down substantially if one switches to clearcut, which they might do because theres huge forests in Canada and they were worth more than furs at the time.

Similarly, having a subsistence building representing the Buffalo hunt would be cool, as well as a mechanic for the decline of Bison on the prairies/great plains. This building could be somewhat related to arable land usage in relevant states.
 
  • 16
  • 7Like
  • 4
Reactions:

Drakken

Kawachi-no-kokushu
93 Badges
Jan 1, 2001
5.297
2.945
  • Rome Gold
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Cities in Motion
  • Semper Fi
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Victoria 3 Sign Up
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Victoria: Revolutions
To be perfectly honest, this is great and all, at any other time I would be very curious and interested in this stuff... but I'm still waiting for the game to become playable. I only played a few proper campaigns on the launch version and that's it, there are just so many bugs and issues and every patch seems to break nearly as much as it fixes. I still follow the game closely but I can't force myself to care about potential new mechanics, I want the existing ones to work properly first.

Sorry for being so negative, I just really hoped this DD would be about some bugfixing initiative, open beta patches or something of the sort.

It looks like the game jam is a project outside normal working hours. They are still working toward the 1.2 roadmap, but they explore ways to add more changes based on player requests without changing the core programming too much.
 
  • 19
  • 1
Reactions:

Drakken

Kawachi-no-kokushu
93 Badges
Jan 1, 2001
5.297
2.945
  • Rome Gold
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Cities in Motion
  • Semper Fi
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Victoria 3 Sign Up
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Victoria: Revolutions
From a Canadian perspective, the lumber industry decimated the fur trade in Eastern Canada as the forests were clear cut. I'd love if there was some mechanic involved where furs could be produced (not sure if they should represent fabric or something more akin to Silk) but production would go down substantially if one switches to clearcut, which they might do because theres huge forests in Canada and they were worth more than furs at the time.

Similarly, having a subsistence building representing the Buffalo hunt would be cool, as well as a mechanic for the decline of Bison on the prairies/great plains. This building could be somewhat related to arable land usage in relevant states.

Deforestation in certain undeveloped countries is also caused by charcoal being widely used as a cheap fuel and heating source.

Although outside of the game's scope, this is why Haiti is 95% deforested today. Under Duvalier's rule whole forests were cut down by the population to use its wood as charcoal.
 
  • 5
  • 4Like
  • 2
Reactions:

RhoxOS

Major
84 Badges
Jun 7, 2015
537
1.608
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
Overfishing in Great Britain can cause knock-on effects to the eventual depletion of the Fisheries of Iceland and Canada/US. The scale of these effects are still very much in a prototype stage. This applies to both fish and whaling industries.

Wow, cod wars and the Japanese losing prestige due to whale hunting are coming to Victoria3!

What I worry about is players have little control over this depletion all over the world. If it were after the HOI4, we would have something like UNFCCC, but getting depletion for having better technology sounds really hard to balance with fun.
 
  • 6
  • 1
Reactions:

aksan5354

Recruit
12 Badges
Aug 22, 2021
6
9
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Victoria 3 Sign Up
It is so good that you guys are experimenting new stuffs! Hopefully we can have something shipped to play with soon, haha. But personally I would like you guys to fix the known problems first because it is kind of annoying. As far as I know, the patch 1.1 is a little bit negatively judeged though I know you guys have done a lot for players and yeh I still want the old ones be stable.
Again I appreciated the peronal time and effort you guys take to build interesting prototype and I think the game will become better with new feature. THK a lot.
 
  • 2Like
  • 1
Reactions:

Cosmonaut15

Second Lieutenant
19 Badges
Jun 14, 2017
135
503
  • Europa Universalis IV
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome
  • Surviving Mars
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife
  • Prison Architect
Finally, Mike surprised us all by not doing anything at all with trains this time. We're not exactly sure what he's up to, but whatever it is I think it emphasizes the point in the beginning that there are absolutely no guarantees any of this will make it into the game as-is, now or in the future! If any of you have theories of what this might be all about, please give the rest of us a clue in the comments below.

Next week we will look at the remainder of the Game Jam entries, and that will be the last dev diary of 2022 as most of the team heads out for winter holidays, returning mid-January. Until then!
What’s that… a tectonic shift? Something to do with dinosaurs… paleontology events… or maybe earthquake events?
 
  • 2
Reactions:

Futhington

Recruit
78 Badges
Jul 23, 2017
8
43
  • Hearts of Iron IV: Colonel
  • Victoria 2
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Nemesis
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Shadowrun: Hong Kong
  • Shadowrun Returns
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Rule Britannia
  • Prison Architect
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Imperator: Rome
  • Stellaris: Apocalypse
  • Stellaris: Necroids
  • Sword of the Stars II
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Semper Fi
Deforestation in certain undeveloped countries is also caused by charcoal being widely used as a cheap fuel and heating source.

Although outside of the game's scope, this is why Haiti is 95% deforested today. Under Duvalier's rule whole forests were cut down by the population to use its wood as charcoal.
This is also why coal first came into use as a household fuel and later as an industrial fuel in the UK, deforestation from demand for wood for the navy as well as for fuel meant that there was need for a cheaper source so people turned to coal. Deforestation is arguably the origin of the industrial revolution.
 
  • 3
  • 2Like
Reactions:

hjarg

Insert witty title here
105 Badges
Dec 23, 2000
6.252
2.059
  • Rome: Vae Victis
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Pre-order
  • Tyranny: Gold Edition
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron III Collection
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Victoria 2
Would deforestation also add to arable land?
Hmm, and would leaving your lands fallow add to number forests?
 
  • 9Like
  • 2
Reactions:

kalauer

Lt. General
89 Badges
Jan 28, 2007
1.207
986
  • Europa Universalis IV: Common Sense
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2
The equipment Adjustment Modifier can be irritating at times, and added to prevent people from just turning their army on and off again, without penalties. I have now made it so the penalty is worse for the primary PM, but all other PMs will now have a smaller one, that will affect you as a whole but should not inflict as much pain as before when switching.
Maybe have the switch of PM in military buildings only affect the stats of the PM that has been switched? Thus, switching from cavalry to bicycles just impacts the +5 offense from bicycles, not the +50 from infantry?
 
  • 4Like
  • 3
Reactions:

Nwaij

Major
Moderator
65 Badges
Oct 8, 2015
794
1.696
  • Victoria 3 Sign Up
  • Surviving Mars
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Crusader Kings III
  • Stellaris: Nemesis
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Art of War
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mare Nostrum
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
Turns out our beloved @lachek posted an incomplete image!

IronSkyDone.jpg
 
  • 8Haha
  • 1Like
Reactions:

vilkas622

Second Lieutenant
58 Badges
Apr 27, 2021
140
1.871
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Victoria 3 Sign Up
  • Hearts of Iron III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Crusader Kings II
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
Some interesting things here. Resource depletion is nice. Would also be interesting to pair with resource extraction becoming harder as resources are extracted, for things like coal this could be a game-y way to mimic the transition from primiarly surface mines to underground mining as above ground seams are depleted.

Also great to read that pdx devs have hack-a-thons to try things without having (bad) agile overlords telling them what tickets to work.
 
  • 4Like
  • 1
Reactions:

Miraiteko

Corporal
21 Badges
Mar 22, 2019
33
32
  • Stellaris: Humanoids Species Pack
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV
The Resource Depletion System seems excellent. Will it become more moddable? For example, different PMs have different depletion chances.
BTW, an "remove_building_level" effect is also needed by modders, because depletion cannot reduce the building level now.
 
  • 1Like
Reactions:

GrafKeks

General
98 Badges
Dec 15, 2009
1.992
1.812
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Arsenal of Democracy
  • Knights of Pen and Paper +1 Edition
  • Legio
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • King Arthur II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Vikings
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Reapers Due
  • Knights of Pen and Paper 2
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron III
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • For the Motherland
  • For The Glory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Third Rome
  • Divine Wind
  • Europa Universalis III
  • Commander: Conquest of the Americas
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Victoria 2
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
Resource depletion would of course have huge balance implications that would need to be sorted out alongside implementation, if and when that prototype actually becomes part of the game.
Or you could make a rule for it, which is off by default (something something branches supported on steam ), and put it in the game for modders to use, so you can later on collect ideas about balancing without doing everything by yourselves. These arguments might be bad but they can still hold, especially given PDT.
 
  • 1
Reactions: