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Victoria 3 - Dev Diary #91 - Post-Summer Plans

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Hello and welcome to the last update before our traditional July break! Today I will drop a little more concrete information of what will be coming in future updates 1.4 (Q3) and 1.5 (Q4).

First, a few words about the 1.3.5 patch that we released Monday June 26. We are very happy to see the positive response to the changes made, both to the Voice of the People content and the free update. As we mentioned previously, these are not all the planned improvements to Voice of the People and we plan to give more love to France in 1.5, with further updates to the Paris Commune and more.

Also, while the reception of the feature to selectively demobilize Generals has been overall positive, there is a remaining high-priority concern that you still cannot tell conscripts raised to stand down for as long as you remain at war. This functionality was not implemented for 1.3.5 since we're planning to address the matter more comprehensively in a different way in the near future. We'll touch on that below, in the section about Update 1.5.

We're planning on putting out one more hotfix (1.3.6) in the 1.3 series before we go on summer vacation. With any luck that should be available to you already, if not it will arrive within a few days of this diary publication date. Among other things this fix addresses the bug where overlords helping out their subjects get their claimed states as wargoals if they win.

Now, on to the future!

Selected Highlights in Update 1.4​

Update 1.4 focuses mostly on bug fixes and performance improvements, but we have still made a handful of major enhancements:

Convoy Raiding Revisions​

Convoy Raiding has been made more impactful on the long term economic health of your supply network, as the time it takes to recover sunk convoys now scales properly against both the damaged shipping lanes and overall number of convoys produced. However, defending against raiders has also been made more reliable, with the introduction of a ‘shielding’ effect where admirals with Escort Convoys orders now directly reduce the number of convoys sunk during attacks by an amount relative to their fleet’s defensive combat effectiveness, further boosted by secondary PMs such as Destroyers.

Patrolling fleets are no longer only there to try and catch convoy raiders in the act, but also act to directly reduce the number of convoys sunk by hostile admirals
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Goods Substitution Changes​

The Goods Substitution system has received a face-lift to make it more easy to work with for both ourselves and modders. We’ve also taken the time to tweak a bunch of the weights for goods to make certain goods more in demand (such as for example Meat and Fish, as well as Oil for heating in the early game)

Subject Independence Wars​

A much-requested fix to independence wars means that subjects that are fighting for their freedom no longer continue to pay subject taxes to or stay in the market of their overlord.

Imperialist AI Revisions​

The AI of Imperialist colonial powers in 1.4 has been made more inclined to go on certain overseas adventures such as opening up Japan’s market, and also less inclined to support Unrecognized powers against the aggressions of fellow imperialists unless they have a strong reason to do so (such as an alliance or a desire to seize that land for themselves).



But that is not everything that will be available upon launch of Update 1.4:

Highlights in Update 1.5 Open Beta​

The Open Beta for update 1.5 will launch simultaneously with Update 1.4, and will contain a number of features deemed too experimental or too early in development to go into the main branch. This Open Beta will be running for an extended period during which we will incorporate your feedback to make the final 1.5 release as good as possible.

Among the many features that will be available in Update 1.5 Open Beta will be:

Shared Fronts​

Adjacent Fronts belonging to the same side in a Diplomatic Play will now act as one unified Front, thus reducing the number of Fronts to manage in conflicts with many participants. This means that, as an example, a war in pre-unification Germany will not devolve into a dozen or more fronts due to numerous participants.

Multiple Simultaneous Battles per Front​

To compensate for the fact that Fronts might now be larger, each advancing General on a Front may be able to start a Battle if the Front is long enough despite one Battle already being fought.

Reverse Sways in Diplomatic Plays​

Unintentional rhyme aside, this long-awaited feature will let a potential participant name their own price for joining a side in a Diplomatic Play instead of having to rely on the leaders of the Play guessing at what they want. All Sways (such as Wargoals, Obligations etc) are also valid for Reverse Swaying.

Call Ally in Diplomatic Plays​

Countries that can be called into wars, such as subjects or allies, no longer automatically join every Diplomatic Play they could be called into. Instead the primary participant has to explicitly call them in, which costs Maneuvers.

New Sways​

Numerous new Sways to offer or request in Diplomatic Plays, including offering or asking for states/subjects and diplomatic deals such as bankrolling or joining a customs union.

Under attack by France and somewhat desperate, Belgium is willing to agree to a number of different concessions in exchange for British military support
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Local Price Variation​

Goods production / consumption will now always have a local effect no matter how good your Market Access. This leads to natural synergies, where having your Steel Mill in the same state as your Coal and Iron Mines makes for more profitable operations of all three buildings than if they are distributed across the nation. On the other hand, building a Textile Mill in a state with Cotton Plantations but precious few Pops to buy their Luxury Clothes might be worse for the Textile Mill than building it in a major population center with loads of demand.

By looking at the local prices for Wine in the French Market, you can easily see the difference between the states that are major producers and the ones that are not
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New Buildings and Production Methods​

Several buildings have had select functions split off into dedicated buildings, and many Production Methods have been added and rebalanced. The end result is to make it easier for you to balance your economy without always having to use trade to export excess production.

Vineyards have been split away from grain farms and turned into their own building type
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Retreat and Pursuit​

Battles that are all-but-decided will now conclude more rapidly through special Battle Conditions instead of dragging on pointlessly for weeks and weeks. More disciplined Generals will be able to organize more controlled, less damaging retreats.

Military Formations (Armies and Fleets)​

This will be a major revision to how you manage and organize your armed forces, to give you more intuitive control both before and during active warfare while still retaining the option to let wars play out on their own. As I mentioned in the beginning of this diary, among many other things this will revise how mobilization and conscripts works currently, making both conscription and early demobilization more intuitive and less frustrating.

Military Formations are currently in very active development and we expect it to receive a lot of iteration and polish over the course of the 1.5 Open Beta. Much like Strategic Objectives were not part of the initial 1.2 Open Beta release, you can expect features relating to Formations to be released over several phases. You will learn much more about this in later dev diaries after the summer, the first which you can expect on August 10!

Note that this is by no means an exhaustive list. In addition to these you can expect a great deal more features and major improvements to be made, both for the initial and subsequent Open Beta releases.

Wishing you a wonderful summer filled with lots of Victoria 3, and we'll see you all in 6 weeks!
 
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This comment is reserved by the Community Team for gathering Dev Responses in, for ease of reading.


magriboy0750 said:
Good afternoon,a great dd and all of theses changes are very good.However,i have a question:
1)Will goods substitutions revisions include another way to manage the buy package files,mainly for easier mod compatibility?
Thanks for any replies about this.
There's no revision to the overall structure, just to how the values are set. What kind of file management are you asking for?


IsaacCAT said:
View attachment 1000987
Amazing! didn't know you could do that without breaking the engine. This led countries specialization before they got access to any global goods chain. Will you review the initial resources for each nation to balance this? or the initial setup is already good to go?

Very nice addition for competitive advantage to appear in the game. I only hope that trade between nations can become more prominent in the game. If you do the autonomous trade that was mentioned in the other DD thay may help, the player should not always try to produce everything himself.
We will be reviewing and tweaking the setup to account for these changes.


Prpht said:
Are you doing any internal experiments with making it harder for pops to gain qualifications required for doing the higher wage jobs? Right now this mechanic seems to have almost no impact (if there is workforce in a state it will almost always fill all the empty positions in the current economy).
Nothing ongoing right now but we have some ideas of how we want to improve this mechanic in the future. One of the ideas I've been toying around with is to have universities be qualifications factories (Student pops!).


jkchart said:
The most important feature ever finally added:

SEPARATE VINEYARDS

All great stuff and looking forward to it!
We couldn't stop the French people's obsession any longer!


Froonk said:
Great changes all around, with update 1.5 lining up with the Spheres of Influence DLC this could completely shift gameplay to a much better direction, especially if developers do touch qualifications in following patches.
Update 1.5 is coming this year and is not the expansion update.

1.5 is a big free update to the base game (similar to 1.2), which plans to improve several areas of the game, most notably Diplomacy, Warfare and replayability/challenge of the core economic loop in major ways.


Kriegsspieler said:
You want to make it "easier" to balance the economy? My goodness, how much easier does it have to become? We need more in there to make economic management more difficult and especially more interesting! It's as seamless and frictionless as a plastic sheet.

EDIT: I see from a couple of negative reactions that I may have not made myself clear. I do not mean that a better system of good substitution and differentiated production systems are not good things to propose. They are. But overall it is far too easy to grow the economy to stratospheric heights in this game, and there is very little of interest in making it do so. So "ease" of managing the economy is not what's called for, in my opinion.
To be clear, when I say "balance" I mean "balance", not making the game less challenging. As it stands at the moment, several buildings are configured such that it's extremely fiddly or even impossible to produce enough of one good without making an excess of another. This is not the kind of challenge we want the game to present.

Increasing the challenge level of economic gameplay is one of our main goals with Update 1.5, but the building split and PM rebalance is not related to "difficulty" in the way you mean it.


Carlos Burbon said:
I think you should prioritize improving the speed of vic3. The update slightly improved the performance of the game, however it is still far from its best when the game launched. Wish you great summer!
We have programmers permanently assigned to performance and it's being worked on continuously. We will mention most such improvements in changelogs, but you likely won't hear of upcoming improvements in advance unless it's due to a change in design.


luanmameili[LM] said:
How will this work on non-tradeable "goods" (services, transportation and electricity)?
Now that we have a more robust system around local prices we can trial making these goods truly local-only, but we'll have to provide more details on this at a later point.


Robespierre1793 said:
I love the announced changes. I'm looking forward to version 1.5.
Speaking of war changes, I wanted to report an exploit that hopefully could be changed. It is about the possibility of changing the types of troops of the insurgent states prior to a civil war. While the game prevents you from reducing barracks, it still allows you to change production methods, hurting the AI because of the gear reset penalty.
This exploit will become irrelevant after the changes with Formations, for reasons I will be happy to get into more in 6 weeks or so :)


Alin144 said:
How is the possible performance impact of local prices so far during tests? This is my biggest worry.
If we can achieve this with minimum issues it would be amazing.
There's actually no difference, since we already had local price computations due to the way Market Access works. This applies the same factors in a different way and adds more gameplay around it to achieve the effect of local variation.


FryFroFella said:
Agreed, this is probably the single best addition to the game yet honestly.

Havent read through the whole thread yet so sorry if this has been addressed, but will adding new buildings negatively impact performance? I am very pro-granularity and distinct wineries are a very welcome addition, ideally I'd like to see more of that kind of thing, but not at the expense of actually being able to play the game (I am well above rec specs before anyone asks)
New building types _can_ impact performance if it leads to construction of more buildings overall, yes. So we're careful about how many types we're adding and have to balance such that we're incentivizing constructing tall rather than wide. It's absolutely possible to increase the number of building types without increasing the total number of buildings in the game, but it needs design- and AI work to get there.
 
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Super happy that you are showing off some of the plans before leaving for the summer.
Reverse swaying and army changes sound excellent but my personal favourite addition by far is local prices.
 
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Good afternoon,a great dd and all of theses changes are very good.However,i have a question:
1)Will goods substitutions revisions include another way to manage the buy package files,mainly for easier mod compatibility?
Thanks for any replies about this.
 
Good afternoon,a great dd and all of theses changes are very good.However,i have a question:
1)Will goods substitutions revisions include another way to manage the buy package files,mainly for easier mod compatibility?
Thanks for any replies about this.
There's no revision to the overall structure, just to how the values are set. What kind of file management are you asking for?
 
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With local price implemented does this mean your domestic market will have regional price ( Location like Far east Siberia and Moscow will no longer share the same price? )
 
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Amazing! didn't know you could do that without breaking the engine. This led countries specialization before they got access to any global goods chain. Will you review the initial resources for each nation to balance this? or the initial setup is already good to go?

Very nice addition for competitive advantage to appear in the game. I only hope that trade between nations can become more prominent in the game. If you do the autonomous trade that was mentioned in the other DD thay may help, the player should not always try to produce everything himself.
 
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Are you doing any internal experiments with making it harder for pops to gain qualifications required for doing the higher wage jobs? Right now this mechanic seems to have almost no impact (if there is workforce in a state it will almost always fill all the empty positions in the current economy).

By the way - very exciting changes overall, can't wait to try them. Another huge public beta is also a godsend.
 
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View attachment 1000987
Amazing! didn't know you could do that without breaking the engine. This led countries specialization before they got access to any global goods chain. Will you review the initial resources for each nation to balance this? or the initial setup is already good to go?

Very nice addition for competitive advantage to appear in the game. I only hope that trade between nations can become more prominent in the game. If you do the autonomous trade that was mentioned in the other DD thay may help, the player should not always try to produce everything himself.
We will be reviewing and tweaking the setup to account for these changes.
 
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Local Price Variation​

Goods production / consumption will now always have a local effect no matter how good your Market Access. This leads to natural synergies, where having your Steel Mill in the same state as your Coal and Iron Mines makes for more profitable operations of all three buildings than if they are distributed across the nation. On the other hand, building a Textile Mill in a state with Cotton Plantations but precious few Pops to buy their Luxury Clothes might be worse for the Textile Mill than building it in a major population center with loads of demand.
It will be quite interesting to see how this integrates naturally with the migrations inside the Market, leading for pops to prefer States with more efficient industrialization both for the jobs available and for the lower cost of living due to having a large amount of consumer goods available essentially next door, leading to a cycle of stronger urban growth resembling that of the actual process of urbanization during the Industrial Revolution.
 
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Are you doing any internal experiments with making it harder for pops to gain qualifications required for doing the higher wage jobs? Right now this mechanic seems to have almost no impact (if there is workforce in a state it will almost always fill all the empty positions in the current economy).
Nothing ongoing right now but we have some ideas of how we want to improve this mechanic in the future. One of the ideas I've been toying around with is to have universities be qualifications factories (Student pops!).
 
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I was really pleased to the update you did on the french dynastic struggle and hope that you will continue to improve VoP to give more flavour and content to France. :)
 
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Wow! The features of 1.5 sounds amazing. Especially local prices! Can’t wait to try it out, since it will feel so much more immersive so have industrially develop where it makes sense.

Is there anything more you can tell us now, on how it might work mechanically?
 
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