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Victoria 3 - Dev Diary #89 - What’s next after 1.3?

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Hello and welcome to our Post-Release Plans update dev diary for 1.3. Just as we did in Dev Diary #79, in this dev diary we’ll be going over what changes and improvements we have planned for the game in future free updates such as 1.4, 1.5 and beyond. In the previous Post-Release Plans Dev Diaries we outlined four key areas of improvement for the game, which we’ll be sticking to for this one: Military, Historical Immersion, Diplomacy, and Internal Politics. The Other section is also still there for anything that doesn’t fall neatly into one of the four categories.

Just as last time, I’ll be aiming to give you an overview of where we stand and where we’re heading by going through each of these four categories and marking on each one with one of the below statuses:
  • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesn’t mean we’re never going to expand or improve on it in the future, just that it’s no longer a high priority for us. Any points that were already marked as Done in the previous update will now be removed from the list, to avoid it growing unmanageably long!
  • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but aren’t yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.4, 1.5 and so on. Note that this section will mainly focus on updates made in 1.3.
  • Not Updated: This is a part of the game where we haven’t yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
  • New: This is a planned change or improvement that is newly added, ie wasn’t present on the list in Dev Diary #79.
  • Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.

Finally, just like in the original Post-Release Plans dev diaries, we will only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. So then, let’s get to the categories and see where we stand! For each point in each category that isn’t new to this update there will be a sub-point detailing our progress on the point so far.

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Military​

Done
  • Solving the issue of armies going home after Generals die during a war by adding a system for field promotion
    • Field promotions have been added to the game in 1.3 to solve the most critical issue of armies simply going home. In the future we’ll aim to further improve this through changes to armies/navies and having defined successors for your commanders.
Updated:
  • Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
    • This is an area where we are continuously making improvements but where we still definitely have more work to do. A particular area of improvement we’ve identified is the need to more clearly be able to see a summary of a country’s military strength instead of just seeing unit counts.
  • Increasing the visibility of navies and making admirals easier to work with
    • As above, this is an area where we are continuously making improvements but still have work to do. In particular, we want to improve the sense of where exactly your navy is and what exactly it is doing.
  • Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
    • We have mitigated this issue in update 1.2 by auto-closing small pockets and improving battle province selection but the issue still persists (particularly in wars with a large number of small countries) so further improvements are needed here
New:
  • Adding a system for limited wars to reduce the number of early-game global wars between Great Powers
  • Adding systems for organizing your generals and admirals into discrete armies and navies to allow more control over geographic positioning, military composition and unit specialization
  • Adding more options for strategic control over your generals to allow for more ‘smart play’ in wars
  • Adding more on-map graphics for armies and navies, including soldiers on the map
Reconsidered:
  • Experimenting with controlled front-splitting for longer fronts
    • After some internal design consideration, we have decided that this is not the best approach going forward - instead we will aim to solve the issues with long fronts by supporting multiple battles and improving the strategic options you have to direct your generals.

Historical Immersion​

Updated:
  • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
    • Improvements to this were made in both 1.2 and 1.3 (the most significant being preventing journal entries such as Fragile Unity from being broken by revolutions) but we still have some work planned here, particularly to the Meiji Restoration and the willingness of AI countries to open up Japan.
  • Ensuring unifications such as Italy, Germany and Canada don’t constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
    • The German Unification received a significant rework in 1.3 to more closely follow the historical narrative, with other unifications planned to receive similar improvements in the near future.
  • General AI tweaks to have AI countries play in a more believable, immersive way
    • This is something we are continuing to work on in every update. Some tweaks and improvements were made in 1.3 but the biggest improvements here should come alongside planned updates to diplomacy.

Not Updated:
  • Adding more country, state and region-specific content to enhance historical flavor of different countries

New:
  • Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with


Diplomacy​

Not Updated:
  • ‘Reverse-swaying’, ie the ability to offer to join a side in a play in exchange for something
  • More things to offer in diplomatic plays, like giving away your own land for support
  • Trading (or at least giving away) states
  • Foreign investment and some form of construction in other countries, at least if they’re part of your market
  • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
  • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

Internal Politics​

Done:
  • Improving the mechanics of law enactment and revolutions to be more engaging for the player to interact with
    • Law enactment and revolutions received a significant rework in 1.3 to behave in less random and more engaging ways, while also somewhat (intentionally) increasing the challenge involved in rapidly reforming your country
  • Adding more mechanics for characters and giving the player more reason to care about individual characters in your country:
    • Agitators were introduced as a new character type in 1.3 that directly interacts with political movements and serves to push more forcefully for political reforms. There are definitely more types of characters we want to add and more we want to do here in the future, but right now it’s not a high priority when compared to the other items on this list.
  • Added Petitions to ensure the Interest Groups you add to your government has agency in demanding political change
    • This was not previously on the list but is something we’ve added since we consider it a fairly significant change to internal politics.

Updated:
  • Making it more interesting and ‘competitive’ but also more challenging to play in a more conservative and autocratic style
  • New laws were introduced in 1.3 (such as One Party State) that makes late-game autocracies more viable, and the addition of Agitators means that conservative countries now face a greater internal push for reform.
  • Adding laws that expand on diversity of countries and introduce new ways to play the game
    • A number of new laws were introduced in Update 1.3, but there is definitely more we want to do in the future here

Other​

Updated:
  • Improving Alerts and the Current Situation widget to provide more useful and actionable information.
The Current Situation widget received a series of tweaks in 1.3 to give more useful and actionable information. In the future, we want to improve this further by giving the player much more custom control over the alert/current situation system similar to what we’ve done with message settings.

New:
  • Increase the overall challenge in the economic core loop, as well as creating more clear mechanical differences between different countries and their starting positions in ways that encourage more economic specialization.
  • Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.

So when can you expect these changes to reach the game? I can’t give specifics for any particular points but what I can say is that we are planning a large update with an extended open beta period in the second half of this year which will check off a considerable number of points from the list. In particular, that update will be aiming to tackle many of the points from the Warfare and Diplomacy sections of this list. I’ll end this dev diary by reminding you yet again that this list only covers changes and additions that will be part of free updates.

Well then, that’s all for today’s update. We will see you in two weeks for our next Dev Diary, on the 22nd while we work on 1.3.3!
 
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It's not impossible but it is very, very complex and would be a major undertaking to implement in a satisfying way.

While I can understand that it would be extremely complex to program in, I hope you try again at some point! Even if it is just a basic system, it'd make the whole world so much more lively.
 
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It's not impossible but it is very, very complex and would be a major undertaking to implement in a satisfying way.
It might be very difficult, but it is kind of absolutely required to model many of the most significant things that happened during the Victorian time period. The interplay between domestic politics and diplomacy was THE driving factor in many of the most pivotal events of the time.
 
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It might be very difficult, but it is kind of absolutely required to model many of the most significant things that happened during the Victorian time period. The interplay between domestic politics and diplomacy was THE driving factor in many of the most pivotal events of the time.
For me having domestic politics impact diplomacy is kind of like the ongoing discussion about potentially adding China and Japan to CKIII. Essentially, it would be cool and I hope it gets done but I don't think it's necessarily vital.
 
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For the military can we please add some tech/PM that limits how many naval nodes a navy can perform a naval invasion and also, if possible, have the ability to plan one during the DP? That would be great <sips coffee>
 
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Are you guys considering a rework to the "Declare Interest" mechanics? As it stands, the system is fairly dull and annoying, more of a nuisance than a necessary or fun aspect of the game. Having to manually 'redeclare' my interest in several regions just because I lost a naval battle is... a choice.
 
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For me having domestic politics impact diplomacy is kind of like the ongoing discussion about potentially adding China and Japan to CKIII. Essentially, it would be cool and I hope it gets done but I don't think it's necessarily vital.
The other thing it has in common with those is that doing it badly is worse than not doing it at all :)
 
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I know its taboo to speak of this and I'm sure i'll be downvoted but I miss units, despite how unpopular the idea it is in the Vic 3 forums. I don't dislike the current war system because it is new, I just don't like it. I would rather play Vic2, eu4, ck2/3, IR, or hoi3/4. But I guess that is what the old games are there for and I can just run back under my rock.

I would like a middle ground, sorta have units but also have the automated general stuff/system currently in game, but I am also aware that adding in units would require a lot of work and having the dual system would also require lots of work, especially for updates/dlc. Just my opinion. A hoi4 system is a nice middle ground no? and I dont think it would be "copying" hoi4, just using a good system. If people think a hoi4war system would be "copying" than every paradox game with units is copying some old paradox title which first brought them in. Is IR copying the eu4 system? is ck2 copying the eu4 system? I dont think so, it just worked as a system.

I'll be back during the dlc releases to test out new stuff
 
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I'll quote what's written in the dev diary on what "done" means:


In other words, there's only a couple points remaining on internal politics that we consider a high priority for the next few updates, but of course that doesn't mean it's 'done' in the sense of not being improved on in the future.
Thanx for taking the Time to answer.

This is an aspect of Victoria I hope to see growing. For instance, I'd love to deal with Parliamentary & Ministers Mechanics, having them an impact on the whole World of the Game.
 
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For me having domestic politics impact diplomacy is kind of like the ongoing discussion about potentially adding China and Japan to CKIII. Essentially, it would be cool and I hope it gets done but I don't think it's necessarily vital.
I do strongly think the exact opposite. Having this Mechanic is like finally have France and England in a CK3 that would be deprived of them.
 
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In other words, there's only a couple points remaining on internal politics that we consider a high priority for the next few updates, but of course that doesn't mean it's 'done' in the sense of not being improved on in the future.
Hopefully they include checks to keep Frederick Douglass from supporting slavery, and Andrew Jackson from serving five terms?
 
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What a great dev diary! I am looking forward to the next game performance.

Besides that, I would like to mention two potential optimization points, one of which may be a personal opinion:

One is, maybe a bug, that at some point clicking the "Pops" button on the main interface gives weird feedback. For example, if I play as Prussia, then my "Pops" screen should initially display a portrait of a "German", whether upper class, middle class, or lower class. Actually it is. But as the game progressed, when I got some "unintegrated states", such as some regions in Africa, I clicked on the "Pops" interface, and it showed me some portraits of "Africans". I don't know the algorithmic logic behind this system, but I don't think it fits reality. My suggestion is that portraits in the "Pops" interface are only created from "accepted culture" or "mainstream culture".

The other one is not a bug, but some idea related to the "immersion" of the game. It's still about "Unintegrated States" or "Colonies". In my opinion, dominions and puppet states are a good invention (although it may need some optimization). But something is still missing in this game. For example, when I played as the British Empire, the "unintegrated states", dominions, puppet states, etc. combined to form a huge colonial empire. Among them, "unintegrated states" may occur in some colonies such as in Africa. Under the mechanism of "unintegrated states" providing no taxation and receiving no government services, the following situations will occur:
1) As a result of discrimination, labor wages are lower, which is reflected in their lower standard of living. This is in line with the actual situation.
2) The wages paid to the labor force are low, and due to the throughput bonus caused by the colonial policy, the profits of the colonial factories (even simple mines or plantations) will be higher than those of the natives, which makes the living standards of their profit dividends much higher than native. This leads to a problem that the construction in the "unintegrated state" at the expense of exploiting the majority (probably by turning them from normal to discriminated population in the original state), enriching a small number of profit-sharers ( Unfortunately, they are usually not immigrants from the native land, but just locals who are also discriminated against). Historically, native immigrants to the colonies did get a better standard of living (this is also the motivation for their immigration), but for the discriminated against in the colonies, this mechanism seems "funny". This is equivalent to the fact that the empire used its force and prestige to help the "upper class" of the aborigines in the colonies become richer, in exchange for only a little raw material (reason: taxes cannot be collected, and the market can also be used by "protection" or customs union, etc.). Clearly, the great powers of the 19th century were not philanthropists.

So, can a more reasonable mechanism be designed to reflect the situation of "most common" colonies? One of the simplest solutions I can think of is, similar to EU4, allowing colonial empires to freely create colonial governments (types may be dominions or puppet states), instead of just being able to turn other countries into colonial governments. But if we want to completely solve the problem, we still need to design a special "colonial state" type.
 
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Thanx for taking the Time to answer.

This is an aspect of Victoria I hope to see growing. For instance, I'd love to deal with Parliamentary & Ministers Mechanics, having them an impact of the whole World of the Game.
oh yea i always wondered what was missing in the government tab and its ministers!
 
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Why does the United States not have term limits? The precedent set by George Washington was 2 terms and it was followed up until FDR, but we have presidents for life in the United States, why is this not in a roadmap
Because it is not a fundamental problem right now that hampers the game experience for everyone, no matter where they play.
 
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Because it is not a fundamental problem right now that hampers the game experience for everyone, no matter where they play.
Not true, it leads to a snowball in ig if you have a president with 100 popularity, I had Fredrick Douglas rule for 30 years for the rural pop and as soon as he died communists took over. Never mind the fact this is supposed to be a historically accurate simulation
 
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Why does the United States not have term limits? The precedent set by George Washington was 2 terms and it was followed up until FDR, but we have presidents for life in the United States, why is this not in a roadmap
Could be a cool idea for a new set of laws. "No Term Limits-Term Limits for Head of Government Only-Term Limits for All Offices."
 
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