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Victoria 3 - Dev Diary #70 - Feature Game Jam (part 2)

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Welcome to the final Victoria 3 dev diary for 2022! Last week we took a look at some experimental features and prototypes our team worked on during our recent Game Jam. For the background and purpose of this initiative please refer to last week's diary.

Something that may not have been clear in that diary is that a regular allotment of Personal Development Time (PDT) is an integrated part of game dev culture at Paradox. Team members may use this time as they wish as long as it is something that hones their craft and makes them grow as developers.

The Game Jam initiative is a way of funneling that energy into prototypes for Victoria 3 features, and even if not everything will make it into the game (sorry lizardfolk fans!), pushing against the limits of what we know we can do with the game is important to increase quality and developer skills in the long run. In other words, the Game Jam hasn't taken any scheduled time away from bug fixing, UX and feature improvements, and balance changes. These are and remain our top priority, with patch 1.2 now fully in the works. As always, we are reading your comments and feedback carefully and incorporating many community suggestions in the next free update.

That said, let's jump into it, because there's a lot of fun stuff to cover! First up, team Map Graphics Enchantment:





Hi, my name is Ilya and I am a gameplay programmer on Victoria 3, you might have seen me in the past on Stellaris and HOI4 streams. I’ve been mostly focused on implementing gameplay graphics for the last two years on the project and wanted to use the time during game jam to push the immersive living map experience even further.

So I gathered a team of three other people (two amazing artists Daniel and Paul and one amazing programmer Viacheslav) who were as excited about enhancing map graphics as me. Here are our results!

Pavement upgrades to dirt roads when player researches Paved Roads
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Items along the roads, railroads and sea lanes that could be reflective of time
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Building highlighting on the map, so players feel the connection between buildings growing in the UI and on the map
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Our team actually won the game jam, which I am incredibly proud of :) I wish you all Merry Christmas and Happy New Year from the map graphics enchantment team!





Adding more contextual detail to the map, making you feel like your country is changing and evolving with the times, is something we'd love to improve! While it's not top of our priority list at the moment, you can fully expect to see such visual details bringing historical, immersive flavor to the game eventually.

We're absolutely ecstatic about the building highlighting functionality since it gives you a much closer conceptual connection between the UI and the map. A bit more work is needed here but we are definitely going to try to get this in the game sometime in 2023.

Next up, something yours truly (Mikael) worked on. Technically I didn't participate in the Game Jam, but everyone being busy with their own secret skunkworks projects meant I had some time to hunker down and make something I've been thinking about for a while but never had the chance to try out: Government Quick-Select Options for the Reform Government panel.

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With the Legitimacy calculations becoming a bit more complex with patches 1.1.x, it can be pretty hard to predict which combinations of Interest Groups are good together since it depends on the groups that are already there. Victoria 3 isn't really supposed to be a puzzle game, so I figured let's just make the computer do the heavy lifting here. Whenever you click the Reform Government button now, the game runs through every single valid government combination and sorts them by Legitimacy. The top three options are available to you to quick-select at the press of a button. You can even select an option that's almost right and then make tweaks to it before confirming, reducing a lot of the puzzling you previously had to do.

This functionality, along with tweaked Ideological Incoherence, Legitimacy balance overhaul, and changes to government composition rules to prevent Legitimacy death spirals, should already be in your hands with patch 1.1.2 when you read this!

Next we have a team that worked on a prototype for something very Victorian: graverobbing museums!





We are team The Mummy Returns, composed of Daniel, Iris, Henrik, Konrad, and Vicka. We spent our game jam week developing a new feature: Museums! Our goal was to represent the 19th and early 20th Century obsession with plundering the world for other people’s priceless cultural treasures as a game mechanic. In your Museum, you can exhibit Artifacts for prestige and propaganda.

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This is Britain’s Museum - each country can only have one Museum, buildable only in the capital state. Museums have a limited number of Artifact Slots, determined by the Museum’s Production Methods which are unlocked by society techs - including the new Archaeology tech which also acts as a gateway to archeological expeditions. You can recover Artifacts from expeditions and other gameplay content; they can be anything from priceless treasures from centuries past, to works of art, to modern ideological propaganda.

In addition to the Museum and Artifact mechanics, we also experimented with a new type of archeological expedition. Unlike exploratory expeditions, you won’t need to worry about Peril as the excavation proceeds. Instead, you must strike a careful balance between progress and Recklessness; Recklessness will speed up your progress, which will allow you to complete the expedition before funding is cut off, but build up too much and you risk damaging the site and being unable to receive the best possible rewards. Here's Vicka to present the outline of that expedition:

Hello. My name is Victoria, also known as Vicka. Some of you may know me as AcresOfAsteraceae, or as Pacifica from my work on the TNO mod for HOI4. I am a new content designer on the Victoria 3 team, and the designer of the Valley of the Kings expedition, here to present more details regarding the specifics of the expedition itself.

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This expedition was designed to follow the rough outline of the historical expedition to excavate the tomb of the Pharaoh Tutankhamun, carried out by Howard Carter. Upon researching the new technology for archaeological sciences, and securing one’s relationship with Egypt, one can dispatch an expedition to the Valley of the Kings in order to search for valuable historical knowledge - and, of course, staggeringly valuable loot. The imperative to secure other people’s priceless historical treasures is a powerful one - and it is one that the Great Powers of Victoria 3 shall pursue to the fullest in their search for both power and prestige.

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On the site in the Valley, the expedition team will be faced with numerous challenges and decisions. The practical difficulty of excavating a long-forgotten site in a remote area will quickly become apparent - and the dichotomy between getting the expedition done quickly, and getting it done properly will rear its head.

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If one takes too long to complete it, the powers that be in your home nation will pull its funding - but if one rushes ahead too much, catastrophe may well strike, tearing down sections of the tomb and limiting the rewards one may collect.

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Finally, if both fortune and practice align in a manner favorable to your archaeologist, the expedition will return home bearing a treasure trove of artifacts. Well, of course, either that, or the few meager scraps that they could pull out of the rubble that they left behind.

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This team's explorations into new types of game content here is really interesting and may be something we delve deeper into in the future!

Finally, we have team Incredible Experience, who spent their time on making some lovely enhancements to the tech tree:






Hi! I’m Aron, one of two UX Designers on the Victoria 3 team. During the Game Jam, I teamed up with one of our Programmers (Can), our 2D Art Lead (Kenneth) and our Producer (Daniel), to rework and improve the User Experience of the tech tree in our game, and oh man did we have fun doing so!

The tech tree is a beast, both visually and as a code-base, and is a perfect candidate for a face lift. Currently, there is no way of queueing up tech research and no way to see at a glance what a tech unlocks. However, the biggest issue is the readability at the furthest zoom level. The text is way too small to read, but if you are not that far zoomed out you can’t really get a good overview of the tree.

We tried to tackle all these issues all at once, aiming for the highest cloud.

This resulted in a barrage of fixes, big and small. Let’s start with the small but impactful changes:
  • Increased text size on all zoom levels.
  • Default camera view set to the furthest zoom and at a better position.
  • Color-coded tabs.
  • New icon representing a group of modifiers.

Now to the bigger changes.

We show all the unlocks of a tech directly on the tech in the tree, not only in the tooltip. They are now grouped by icon and type, and have their own group tooltip
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We made splines highlightable so they can change color depending on context + clearer highlighting of the techs themselves to be able to see at a glance what has been researched and what is currently researching. The splines and the techs share the same color scheme for the 4 different states:
  • Already researched tech has a paper brown look.
  • Researchable techs are green. (not the splines though as it did bloat the screen and mess with the visual hierarchy a bit too much)
  • Currently researching techs are blue.
  • Not researchable techs are dark grey/black.

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Finally, the technology queue. I am still amazed we managed to pull this off in less than a week and even managed to iterate quite a few times on the UX Design for this feature. The core thing here is the ability to queue up which technology will be researched after the current research is completed. We set a few goals ranging from must-have to nice-to-have.
  1. The player should be able to queue the next research.
    1. Queue unlocked research.
    2. Queue several techs.
    3. Queue locked research.
    4. A universal way of clicking on the tech in the tree to queue it up.
  2. A visual representation of the queue somewhere on the tech tree screen.
  3. Clear visual feedback and distinction between putting a tech in the queue and start researching it.
  4. Present the queued up tech’s time left to finish researching in all essential places. (tooltips and in the visualization of the queue)
  5. Remove techs from the queue.
  6. Clicking on a tech will clear the queue and start to research that tech instead.
  7. Shift + clicking on a tech will put it in the queue.
  8. Directly click on a locked tech and automatically queue up the prerequisites in front of this tech in the queue. This will clear the queue first.
  9. Shift + click the locked tech and automatically put this tech + prerequisites in the back of the queue. This will not clear the queue first.
  10. Alt + click a tech to add it to the top of the queue.
  11. Rearrange the order of the queue.

Believe it or not, but we managed to get to point 9 in this list. Let me show you how it looks. In the below image I have just clicked directly on Flamethrowers far down in the Military tech tree (because Flamethrowers!). This queues up all needed techs for me to get to Flamethrowers in the end. Notice the numbers that display the position in the queue for each tech and the splines highlighting the way. If I were to shift + click Stormtroppers here, it would put that tech + any needed prerequisites at the back of the queue.
At the top of the screen you can see the queue nicely queued in the correct order with a max cap of 5 shown tech icons. It is capped at 5 since this screen needs to be responsive for any players that play on 1600x900 or with a higher UI-scaling, which we of course want to support for accessibility reasons. Any additional techs queued above the 5 first can be found under the +X numbered button to the right of the queue.

I can remove any specific queued tech by clicking the X-button visible on each queued tech at the top.

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We worked hard on displaying the information correctly to the player in each and every context. As an example of that, you can see in the tooltip in the image below, we added a prompt in the tech tooltip with our normal green formatting for prompts that tells the player to either click this researchable tech (Field Works) to start to research it immediately, or shift + click to queue it up. For any players that will have trouble finding this prompt, we also added a plus button at the top left of each tech to queue up the tech without having to shift + click (not all players read tooltips, believe it or not).

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I can’t wait til we actually get this into the game and the actual regular pipeline, and we get to spend some more time polishing it up and in the end get it out to you guys.

If you want to read up on the cool dynamic algorithm we use to generate our tech tree, here are a few links:
https://en.wikipedia.org/wiki/Layered_graph_drawing
https://paginas.fe.up.pt/~ei05067/documentos/bibliografia/Layout.pdf
http://www.diva-portal.org/smash/get/diva2:882369/FULLTEXT01.pdf
http://www.it.usyd.edu.au/~shhong/fab.pdf






The tech tree improvements drastically increase usability and are in most respects a finished set of features, so these changes will be coming to version 1.2!

In conclusion, this was an incredibly successful Game Jam week for us in the Victoria 3 development team: several finished features were developed that will be coming in the next major patch, we pushed the boundaries of what is possible within the game, and produced a bunch of experimental working prototypes that we can build on for the future. We hope you enjoyed the sneak peek!

We will be back with more dev diaries after the winter holidays (sometime mid- to late-January) with more details about what the future for Victoria 3 will hold, particularly for the free 1.2 patch. We hope you have a lot of fun with the game until then. I know we will!
 

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I don't want to take away their PDT.
The moment you tell someone that you want them to do What You Care About in their PDT instead of What They Care About, you are saying you want to take away their PDT.
 
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I really like the idea of museum. It would be cool to link museums with tourism. Tourists have needs for hotels, catering, souvenirs, transportation and so on. In this way, museums can also drive economic development, not just prestige rewards.
 
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Has there been any experimentation with warfare?
 
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I love the museum feature. I wonder if it could be the market capital instead of the political capital for the museum's home state? My thinking is the edge case of the US, where New York and The Met would be more in line with the British Museum than the Smithsonian in Washington D.C.
 
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It are logical improvements but the absence of stockpiles (of course this tech is now not in tech tree at all) is : (
Implementing stockpiles would allow for more types of strategies as well as some features back from vic2 eg. sphere of influence.

With research i must say to also take some things from vic2 back it was done so well there, and also we have now complete absence of westernisation teching.

As you are so attached to the plan economy with +/- every building a replacement could be to just allocate a funding slider +/- to a particular industry and let the people
and business owners in the country do the work and surprise you with what they they have build of course you give a hint in case you want somewhere down the line eg.
a quiet impressive ship, tea house or museum. But plz no fantasy like this tutanchamon mask a bit of increase in prestige is acceptable.
that many dislikes and a healthy amount of likes and agrees i feel its right what i wrote
U+1F64F
 
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I am really liking the “living map” ideas. If you could still figure out a way to have tiny armies battling out under our generals orders. At this point that’s all I want from warfare, to at least see battles happening with tiny armies.
 
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One thing we are planning to do though is explain the ahead-of-time mechanics better, because right now too many players fall into the trap of rushing late era tech. In case you weren't aware, the penalty scales with the number of techs not yet researched in the previous era, so if you flatten your progression in each tree a bit you will get better bang for your buck.
Considering it took me roughly 80hrs to realize it (rather: I read about it in the forums), that its based on unlocking earlier tech instead of time based decrease (which would have made it easier to balance honestly, but like it this way as well as a change from e.g. tech rushing in EU4), thats a much appreciated recognition.

So I assume we can expect a tooltip coming along the way breaking down modificators for tech?
 
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Some people like me lower the quality of graphics because even the beauties of the game slow down the game to where the computers run hot and weeks last forever. Will 1.2 make it so quality looks better and makes the game run better? And will the update stop trains from running through buildings?
 
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I get that. I don't want to take away their PDT. But with the state the game is in, do you not think that priorities need to be adjusted re: features vs. polish? Am I crazy for wanting a stable game with a logical economy and manageable front system before museums and map flavor? (Again, please don't get me wrong, I LOVE those experiments, I'm not putting the devs down, I love what they've done, but none of that is going to help me enjoy the game in without the other problems getting fixed.) That's what upsets me. And with the holidays approaching that's going to be a LONG wait before I really get to enjoy it.
there actually was a team who decided to use their personal time to balance warfare and experiment with multiple battles on a front which is something that would fit your description of what you would wanna see worked on. so some of them did decide to do just that.

however, as many pointed out, personal developments main purpose helps improve the effectiveness of a employee (e.g.in bug fixing), at least thats the idea of it, and there is research to it showing it actually does. a content creater, or a UI person might not even be well equipped to balance the game or fix bugs, much less are they paid to do so. thats where the disagreement with your post comes from. not that you want a stable game, which is fair, but that you ask for it in a weird spot actually.
 
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that many dislikes and a healthy amount of likes and agrees i feel its right what i wrote
U+1F64F
I suspect that most of the dislikes were likely aimed more at your comment about Tutankhamun mask being a "fantasy" object, which it was not and is in fact an actual historical object. To be sure, this famous, or shall I say infamous, object has been an extensive subject of fantasy genre but that fact does not make it a fantasy object per se.

That being said, I actually thought about the stockpiles as well but I am uncertain how practical that would be or what it would even look like. One biggest uncertainty I have about this is how much data would it potentially add for both memory and for save file size?

Part of the reason I thought about the stockpile is not just for strategic purposes (e.g. for critical resources like Oil). It was also the fact that there is currently a tendency to overproduce the less perishable products like furniture (even if I turned on maximum production for Luxury Furniture, which are already way expensive). This situation led me to realize that it would be plausible for them to end up in storage somewhere, remaining unsold for the time being (or never for some).

As for the stockpiles of more perishable products like Groceries and Fishes, perhaps there could be a sort of attrition-like, or spoilage, rate on them, modified by the technologies like flash freezing. As an aside, even if we do not get stockpiles, one interesting possibility came up in my thinking: if the production of perishable goods like Fishes exceeded demand by a significant amount for an extended period of time, then spoilage rate could kick in, increasing with time this glut remained, perhaps up to a hard cap. That can potentially increase the profit losses for these places, especially if they are subsidized, which can disencourage subsidizing to a degree. This rate, of course, would be reduced with refrigeration technologies.

There may be other issues to consider for stockpile mechanic, however. For example, how would the AI handle them? Stockpile mechanic may or may not differ significantly in Victoria 3 from its predecessor Victoria II. Another issue to consider is whether to have stockpile be for markets or for countries individually. I suspect that it would most likely be the former, for various reasons.
 
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I suspect that most of the dislikes were likely aimed more at your comment about Tutankhamun mask being a "fantasy" object, which it was not and is in fact an actual historical object. To be sure, this famous, or shall I say infamous, object has been an extensive subject of fantasy genre but that fact does not make it a fantasy object per se.

That being said, I actually thought about the stockpiles as well but I am uncertain how practical that would be or what it would even look like. One biggest uncertainty I have about this is how much data would it potentially add for both memory and for save file size?

Part of the reason I thought about the stockpile is not just for strategic purposes (e.g. for critical resources like Oil). It was also the fact that there is currently a tendency to overproduce the less perishable products like furniture (even if I turned on maximum production for Luxury Furniture, which are already way expensive). This situation led me to realize that it would be plausible for them to end up in storage somewhere, remaining unsold for the time being (or never for some).

As for the stockpiles of more perishable products like Groceries and Fishes, perhaps there could be a sort of attrition-like, or spoilage, rate on them, modified by the technologies like flash freezing. As an aside, even if we do not get stockpiles, one interesting possibility came up in my thinking: if the production of perishable goods like Fishes exceeded demand by a significant amount for an extended period of time, then spoilage rate could kick in, increasing with time this glut remained, perhaps up to a hard cap. That can potentially increase the profit losses for these places, especially if they are subsidized, which can disencourage subsidizing to a degree. This rate, of course, would be reduced with refrigeration technologies.

There may be other issues to consider for stockpile mechanic, however. For example, how would the AI handle them? Stockpile mechanic may or may not differ significantly in Victoria 3 from its predecessor Victoria II. Another issue to consider is whether to have stockpile be for markets or for countries individually. I suspect that it would most likely be the former, for various reasons.
with tutan i only say the prestige buff must not be too strong

the devs had an enormous amount of approaches handed over how to implement stockpiles. Even like you correctly discover distinction between perish and non perishable goods.

This just working by the help of a certain fixed rate decrease formula.

Eg:

Grain in storage 1000 after one month multiplytimes 0,95 representing attriition of 5% pro month
Fish/Meat in storage 1000 after one month times 0,75 (hot coutnry will cure and dry for storage, cold country can do both (+freeze) not necessary to split)

Overproduction should be no issue there need to be more goods categories and when war happens there must be a function which says destroy industry as such you can benefit from over supply by selling it later into a country. Therefore gold supply stockpile becomes interesting and a much bigger incentive on prdx to get historically things right why nations survived in the first place their natural competitive advantage

If they want to top it of furniture can be convered in something else, but here should be more production methods that besides luxury furniture you can make something else what lies in this category, therefore more goods to produce

I think at least 15 more goods (like mechanical parts, chemicals, minerals, food, usables) and more differentiation in weaponry will help in giving nations a more distinctive character
 
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Shouldn't Dedicated Law Enforcement have a wage modifier like the government and army do? Maybe the institution level can deal with how large the force is and the wages with the quality and less law enforcement corruption. Maybe even rename law enforcement section to something that also encompasses firefighters as well (which could help decrease penalties from fire events as well as disasters).

Corruption could also be a thing in states and exceeding infrastructure levels can have a squalor penalty which causes health hazards (maybe a way to distinguish from urban states and rural states is to have urban states meet a certain criteria of urbanization if its not already included and rural states that are above the infrastructure level can suffer from overfarming and overlogging which can tie into the reforestation idea that was proposed before).

Financial industries could also be built which would range from early banks to Wall Street type of production model by the mid to late game. These could allow pops to borrow money to purchase goods or to afford university education. Banks can step in when there aren't any capitalists around to lend money or to avoid aristocrat pops from gaining too much power due to income disproportion.
 
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The archaeology seems fun, but like others have mentioned prestige doesn’t seem to have a use once you’re a GP, and (I would assume) it would mostly be GPs who go for it. It would be nice if you could add war goals to steal the relics from countries who excavated them, but it would have to cause international outrage and limit the prestige you get from the artifacts for a decade (more or less?) in my opinion.
 
Great feedback! We do plan to make Prestige more valuable in the future - in many ways it's as close to a "score" you can get in the game - but it's a good point and we can certainly expand the effects.
Tourist coming from other countries consuming services and spending money seems like a good solution. Siphoning GDP from another country, getting rid of overwhelming services...
 
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