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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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Heyyy! If military formations get actually added to the game, that could be a serious improvement over the current highly linear method of progression. Very glad to see this
 
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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!

Please please please do not over complicate this or reinvent the wheel.
Just Copy the Battleplans system from HoI IV and be done with it:
- Have battles focus along the advancement lines drawn by players
- Make a system where cut-offs(Encirclements) and supply hubs are a thing to gain the strategic upper hand and have rewarding experiences for players who uses Battleplans.
- Have Production Methods matter in terms of how fast a Battleplan progresses or how stable it is. More mobile Units(Cavalry/Tanks) = Faster -- More Defensive Units(Infantry) = Stable. Support Units(Artillery/Planes) provide Stat boosts.
- Have Barracks focus on a Unit type to emphasis this Production Method decision.
- Make all of this optional. Without Battleplans the Front progresses just as before.

EDIT: Im starting to dislike the "disagree" function as it say notthing about why. I'm here for a healthy discussion and reflect my ideas and just having people "disagree" is just boring. - In this case i think people still hope we will get walking Army stacks back which im 100% sure will never happen. So my suggestion here is far more closer to what should be possible and what is not.
 
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I regret the fact that the overall management of the economy and the economy within the state is very shallow and childish.... It would be very good to add the ability to regulate taxes for individual states, for example, we lower taxes in uninhabited areas to further strengthen migration to them or develop industry in them. .. similarly, too high taxes in a given state would cause social unrest and escape from the state of residents I know that the anger mechanic is very poorly implemented in the game but it could definitely be developed the same as taxes which should be converted to low medium high and so on percentage taxes and we should be able to manipulate this percentage to make the gameplay and finances more realistic, which also need to be developed ... I understand that the game is relatively new, but it needs decisive changes in the field of economy, army, state and population management and so it can be exchanged indefinitely
 
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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.

Sweet.
 
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By the way, i am not sure if it happens everytime but the legitimist king that you can brought back to the french throne is the Infante Juan which was not the pretender at the time.

Will it be better to put instead Henri, Count of Chambord, which was the pretendant from 1844 untill 1883 or his uncle, Louis Antoine, Duke of Angoulême, from 1830 to 1844?



how could they have missed one of the most interesting characters in history like Henri the Vth?
 
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.
that wouldn't be (as big of) a problem if buildings didn't generate tons of pops each, would it?
 
- Doesn't it incentivise players to build wide at the same time, which impacts performance? Suddenly you may want to spread out your production across country, so that all people have access to cheap goods
at a first glance, it would make more sense to just build in a few metropolises and attract people to the places that make goods
 
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that wouldn't be (as big of) a problem if buildings didn't generate tons of pops each, would it?
Buildings still have modifier nodes that need updating which is pretty heavy, but yeah, it would be less of a problem if each building didn't also generate several additional pops. The number of pops per building is not that high on average though. Unemployment has a tendency to create a lot of additional pops as well.
 
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Reverse Sways in Diplomatic Plays​

Unintentional rhyme aside....

Reverse sways in diplomatic plays
This is the feature that everybody craves
No more battles fought with guns and grenades
It's time for a change, let the rhymes cascade

Diplomacy's my weapon, words my artillery
Craftin' strategies that you won't believe
I'll make alliances and break 'em apart
Let this dance of the Great Powers start

Reverse the sways, change the tides
My naval supremacy can't be denied
The vision of peace, the common ground
No longer lost, no longer drowned.

So remember my name and remember my style
I'm the rap diplomat, goin' the extra mile
I'm rhyming for peace, breaking down the walls
Using words as weapons, not bullets or brawls.

Reverse sways in diplomatic plays
The world's eyes locked on this new craze
Coming to Vic 3 later this year
A complete game-changer, a new frontier.
 
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Really happy to hear about the local price feature, this will hopefully make the economic development feel a lot more grounded and realistic and provide for interesting decisions beyond "how much do I need of this good".

However, I am also happy that it's going to be tried in the public beta. Because there is a serious challenge in communicating all this new information. In the current game state, I can look at my market's supply and demand and work on addressing the difference. With local prices (and local supply and demand becoming much more relevant) this is no longer possible. While this is good in the sense that it makes the game less simplistic, it also requires making all of this information accessible to the player.

I really hope we do not just end up with a huge list of states and supplies and demands and prices for each good that essentially multiplies the current market interface by your number of states. Especially if the unfortunate current UI design pattern of not giving players enough tools to sort and filter this amount of data. Likewise, information about this absolutely must be integrated into the macrobuilder. For example, when I am in the building lens, states should be colour coded according to their price levels that are relevant for the selected building, and we should definitely have information like "Price in [state]: +/-x% relative to average market price" in the not just in good tooltips but also directly in building tooltips for their input/output goods without having to dig deep into nested tooltips.

So I hope the feedback there during the beta is taken to heart.
 
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Just piling on the love here, all these updates are much needed. Love seeing the game evolve.

On that topic:
Are there any plans to tweak the colonial SOL issue? Currently, all my colonial rule seems to do is bring prosperity to the natives, in most cases they have a higher SOL than the mainland while being discriminated against in an extraction colony, probably because of the lack of taxes.
Are there any plans to work on that aspect?
I think yes, but developers usually don't want to talk about negative things directly, out of fear that this will discourage players from enjoying the game.
 
So roughly one extra year (+- a few months) of development with the last year beeing early access and we finally move towards a game that is mechanically fully fleshed out.

I am happy that Victoria 3 is reaching this state :) And I hope it is not to late to safe the Game from abandonment.
At the very least Politics need a huge rework still. A massive Huge Rework. Then, V3 might be mechanically fleshed out and possibly enjoyable.

Only, as I understand, it's not on the List. Hope it's temporary.
 
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how to understand? does that mean paradox has holidays off? Damn, I have the impression that the Swedes have more free time than work.
Swedes are guaranteed five weeks annual leave plus public holidays, and if I remember the details rightly are also guaranteed the choice to take up to four weeks of that in a solid block once a year.

Result: non-essential industries have a big slowdown in summer because while they might not have everyone on leave at once, they have a lot of people on leave throughout that period.

It's not the only country with this sort of approach to people scheduling their annual leave – I remember reading about how many non-tourist-trap Italian towns are very, very quiet in August, and that small indie retailers in France are often shut at that time of year.
 
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Swedes are guaranteed five weeks annual leave plus public holidays, and if I remember the details rightly are also guaranteed the choice to take up to four weeks of that in a solid block once a year.

Result: non-essential industries have a big slowdown in summer because while they might not have everyone on leave at once, they have a lot of people on leave throughout that period.

It's not the only country with this sort of approach to people scheduling their annual leave – I remember reading about how many non-tourist-trap Italian towns are very, very quiet in August, and that small indie retailers in France are often shut at that time of year.

it's very interesting. In Poland, we have 20 holiday days + public holidays. However, holidays must be arranged and no one will allow all employees to stop working at the same time. On the other hand, a cousin who works in construction sector in germany has the whole august free as it is the time of holidays and high temperatures. Different in every country.

I don't want to judge, the Swedes are said to have a harsh climate, I remember that there used to be a lot of talk about depression in the Scandinavian countries.
 
Thank god for vineyards. I've been keeping a notebook for documenting production settings. Now how about orchards?

Btw, thanks for adding state buffs to the construction window!
 
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