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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.

Post Launch 2 v2.png

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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I guess the main thing I'd probably say is missing on the list of planned warfare changes is an overhaul to the tech tree. The way it works right now... Bothers me, a bit.

Certainly, there were undoubtedly large differences in technological capability that led to enormous gaps in military might between beligerent countries in this era - the Anglo-Zulu war comes to mind - but I think right now there's a very irritating conflation between military formations and military technology that feels deeply off.

Would Line Infantry have made for a better tactic than more discrete irregular platoons of soldiers in the jungles of Burma or Thailand? Trench warfare wasn't the norm for every front of WW1, so why is it positioned as a kind of direct step up irrespective of terrain and surroundings?

Ironically, I feel like Vic3 is better positioned to make these kinds of warfare questions more pressing on account of its more hands-off war system (after all, Trench Warfare isn't something you can represent easily with discrete units moving around on a map.) so it would feel like a bit of a waste if it was left in its current state.
 
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I guess the main thing I'd probably say is missing on the list of planned warfare changes is an overhaul to the tech tree. The way it works right now... Bothers me, a bit.

Certainly, there were undoubtedly large differences in technological capability that led to enormous gaps in military might between beligerent countries in this era - the Anglo-Zulu war comes to mind - but I think right now there's a very irritating conflation between military formations and military technology that feels deeply off.

Would Line Infantry have made for a better tactic than more discrete irregular platoons of soldiers in the jungles of Burma or Thailand? Trench warfare wasn't the norm for every front of WW1, so why is it positioned as a kind of direct step up irrespective of terrain and surroundings?

Ironically, I feel like Vic3 is better positioned to make these kinds of warfare questions more pressing on account of its more hands-off war system (after all, Trench Warfare isn't something you can represent easily with discrete units moving around on a map.) so it would feel like a bit of a waste if it was left in its current state.
You make a good point, but I have a feeling that the current way things work is something of a necessary simplification in order to avoid making part of the game excessively detailed and complicated.
 
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I guess the main thing I'd probably say is missing on the list of planned warfare changes is an overhaul to the tech tree. The way it works right now... Bothers me, a bit.

Certainly, there were undoubtedly large differences in technological capability that led to enormous gaps in military might between beligerent countries in this era - the Anglo-Zulu war comes to mind - but I think right now there's a very irritating conflation between military formations and military technology that feels deeply off.

Would Line Infantry have made for a better tactic than more discrete irregular platoons of soldiers in the jungles of Burma or Thailand? Trench warfare wasn't the norm for every front of WW1, so why is it positioned as a kind of direct step up irrespective of terrain and surroundings?

Ironically, I feel like Vic3 is better positioned to make these kinds of warfare questions more pressing on account of its more hands-off war system (after all, Trench Warfare isn't something you can represent easily with discrete units moving around on a map.) so it would feel like a bit of a waste if it was left in its current state.
Very smart take.
 
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You make a good point, but I have a feeling that the current way things work is something of a necessary simplification in order to avoid making part of the game excessively detailed and complicated.
I'd say it can be quite detailed though, in a much more engaging way : taking account of the situations and make Decisions. Macro, but not simplistically abstract.
 
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Yeah - they actually mention wanting to do this:

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

So I think if anything, having specialist divisions of your military for dealing with certain regions would make a lot of sense as, say, the British. It would not only improve historicity, but also add a layer of actual depth to organizing your armies currently missing from the game.
 
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  • 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.

This is really good. I think trade should be made more organic.

One suggestion I'd add is the following: if interesting from a programming and performance perspective, have the AI that will be responsible for establishing the new trade routes be constantly scanning all countries for potential good trade routes - not only just that it can actually trade with due to having an established interest. Then, have events pop-up occasionally in which the country's traders tell the player that "This region has a lot of good trading opportunities, we should do something there", encouraging the player to establish an interest in these regions, along with some other choices (Such as for instance seeking out a treaty port or something like that)

This idea also would also be good if it could be implemented in a way that might bolster the Petite Bourgeoisie, which is usually quite weak in the late game.
 
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I guess the main thing I'd probably say is missing on the list of planned warfare changes is an overhaul to the tech tree. The way it works right now... Bothers me, a bit.

Certainly, there were undoubtedly large differences in technological capability that led to enormous gaps in military might between beligerent countries in this era - the Anglo-Zulu war comes to mind - but I think right now there's a very irritating conflation between military formations and military technology that feels deeply off.

Would Line Infantry have made for a better tactic than more discrete irregular platoons of soldiers in the jungles of Burma or Thailand? Trench warfare wasn't the norm for every front of WW1, so why is it positioned as a kind of direct step up irrespective of terrain and surroundings?

Ironically, I feel like Vic3 is better positioned to make these kinds of warfare questions more pressing on account of its more hands-off war system (after all, Trench Warfare isn't something you can represent easily with discrete units moving around on a map.) so it would feel like a bit of a waste if it was left in its current state.
I'd say it can be quite detailed though, in a much more engaging way : taking account of the situations and make Decisions. Macro, but not simplistically abstract.:
I was certainly hoping for a much more detailed, impactful, and nuanced selection of PMs for the battalions, for sure, that lets you really fine-tune quality, manpower sources, deployments, doctrines, and a whole lot of other stuff. Hopefully that'll be coming, eventually.
 
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Thats lovely, I really hope this works out well!

This is actually one aspect where Vicky 3s warfare system can shine aesthetically but (just like all things warfare) it falls flat, since armies are not moving around bespoke provinces you can afford to have more tiny men, supply caravans, artillery pieces and so on to really get into the immersion whereas in say EU4 you'd prefer the big tall guys for clarity purposes.
I made a suggestion far before the Release how this could work out well. I was and am a bit disappointed how the battles are depicted in the final release. But i'm excited how they will improve this in the future! Go-Go Vici Team!
 
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I understand you very well.

It's just that there are a lot of games with unit control, but not without. Let there be at least one, please!
Realpolitiks - first game also was without unit control, shadow president too. But yeah its very rare to see map staring game without unit control.
 
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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.


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!
Hey- back in the game after about 6 months and played a LOT of HOURS with 1.3

So far I find it super engaging compared to when I first played. Played two straight nights- all night. Agree with the priorities - I'm on of those people who liked the war system and think it has a lot of potential. You guys basically just abstracted a system that "Seemed" like it was more complicated but wasn't.



I overall found the work ya'll did on politics super interesting. I'm not sure evyerhting is working perfectly since it's a bit complicated but it was fun and challenging for sure. In Austria for example getting reforms around appointed beurecrats- whew not easy. I sorta liked that entrenched landowners could fight me on stuff like this and is a good check against players who want to rapidly industrialize backward countries.

You have a bullet on the trade section. That still requires tedious watching as some stuff becomes unprofitable. I know there is now a lot more AI driven action in building in the economy, but not sure that is happening in trade which is odd. If something is unfprofitable it should just go inactive until it's profitable again if there is free trade. Overall the political choices don't have all the implications one would expect for trade and industry.

My main thing is the economy still. It's fun....but it could still be a lot bigger part of the strategic interplay of the period. I'm still basically going to places where there is higher costs, and building those. A bit of a cat and mouse game and not as strategic as it could be. (maybe im a bad player and there are ways to do this better). Again, not sure the political system I chose 100% impacts how I play my economy, the role of independent investments etc. whether I was free market or not Im still picking industry.

I'd like more pop exposure like V2. In v2 I used to watch how many capitalists I was creating for long term economic growth. Mods do this I guess.

Unificaiton stuff. I played 2 games as Prussia (my favorite) and one as Austria. Glad this is still a bullet in progress. I liked that Austria forming SFG basically just became a larger Austria and not renamed SGF. Not sure the Hungary event really is represented well. It actually made progress a lot harder in Austria by having two mini govts from what I understand.

Having the Scheslwig event as a blocker from SGF doesn't make huge amounts of sense. I think if Austria beats Prussia for leadership and has those markets It should be able to form it. Keeping it as an additional blocker for NGF a lot harder for Prussia since they need to deal with Denmark but I'm not sure that's horrible.

It's def a lot easier for Austria to form "Greater Germany" than Prussia trying to beat Austria down to size. Austria seems to have 9 lives by comparison.

Other comments. It's fairly hard for countries like Austria to move out of GP status. I overall think that for countries that have entrenched landowner classes it should be harder to get free enterprise and industrialization going. Right now if you just leave Austria or Russia with some key investments , they'll keep much better pace with the UK economy wise. I think those countries should have an easy time on things like resource industries but complex industries should be harder.

Overall thanks for the progress and hard work!

PS On the productions screen my one little ask: Keep the options that select good type. i.e. Luxury furniture vs regular furniture in a. separate interface. Some product types don't have as many options or any options so it's just confusing whether you are upgrading or just selecting a new type of product. A sep place to select the good type would be super helpful. Or maybe just a mix % or some such.
 
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As a long term goal, I'd love to see some sort of "centralization" law category, with options like, federalism, confederalism, unitary state, ect.

It would be great to have, for example, individual U.S. states implementing their own slavery laws based on local political strength.
This is kinda interesting i.e. china heavy centralization = more control over investments but less efficacy and innovation. UK more decentralized with he govt able to pick some priorities but not nearly as much but more speed down tech tree generally.
 
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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.
Definitely want a country trade screen, like open a trade menu for another country I can trade with, where it lists all the potential trade routes and their trade volume and profitability. Would definitely help establish trade routes to start moving nations toward my customs union. Always annoyed when I open another countries market to look at what they need imported only to see that the right click establish trade route doesn't work in that screen and I have to go back to my market to set up the trade route.
 
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Stuff I'd like to see to spice up diplomacy:

- war goal justification - I really shouldn't be able to take territory on button click, these are my countries ambitions (no reason other countries shouldn't know about them, they were not secret historically). So if I want to take some territory, I need to pave way for it long term - time could scale with how justifiable it is (take London as Russia - would take long time to justify it to your populace). Plays nicely with relations (you ain't gonna be friend with someone who wants to eat you) and also with reverse swaying (you know what I want as wargoal)

- slots for countries I especially care about, as friend or enemy, scales with rank similar to interest - to set up long term relationships, current relation system is too barebones for that. maybe to allow diplomatic plays only for those countries (you can join any, but these ones you can start)
 
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A change that we're trying out internally right now is to remove the concept of 100% market access and ensure that local supply and demand always plays a role in price setting, to promote local synergies and add more weight to the decision on where to build buildings.
I hope that autonomous investment pool AI will be updated to account for this. It needs updates as is to account for effects of scale (the AI in general needs updates). I would hate to see it fall by the wayside if it's not the developer's preferred way to play.

EDIT: WHAT IN GOD'S NAME IS HAPPENING
1687007821573.png
 
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bug/Chinese loc report: Chinese ver. still have issue in displaying radicals, when we have events related to radicals the number will become meaningless variable name
 
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bug/Chinese loc report: Chinese ver. still have issue in displaying radicals, when we have events related to radicals the number will become meaningless variable name
Make bug report, thread isn't for bug reports
 
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