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Victoria 3 - Dev Diary #94 - Dawn of Wonder

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Overview
Greetings Victorians, here comes a new Dev Diary that covers the content of the cosmetic art pack Dawn of Wonder. This pack aims to provide more visual variety to the map and interface of Victoria while also furthering the immersion of anyone who’s a fan of its world by adding a cosmetic Day & Night Cycle that can be customized to your liking. In addition the pack also contains a few new assets for characters, map decorations and more that we’ll be taking a look at below.

Dawn of Wonder releases on the 28th of August, alongside both the free 1.4 update and the start of the 1.5 Open Beta!

Day & Night Cycle
At the core of Dawn of Wonder lies the Day and Night Cycle. This feature replaces the static
midday sun that previously lit the map with a customisable cycle of sunlight and moonlight. As the sun sets on your nation, the moon rises, and all the cities and structures turn on their night lights. The city lights have three different hues and strengths depending on your research, so coal powered or gas light will look different from electric light. You will also be able to choose at what speed or even constant time you want the game to be played, in addition, you can also set the cycle to match your computer clock to further immerse yourself!

As night falls the cities still shine!
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Dawn breaks on hubs and the shadows recedes!
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The light from the lighthouses and hubs makes it easy to navigate Øresund at night.
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To customize the speed of the Day & Night cycle there are plenty of options within the new Theme Selector interface (within a separate tab)
The options are as following:

Simulation speed: Controls the speed of the day night cycle and sun/moon movement. By default this multiplier is set to 10 which corresponds to 1 minute 30 seconds in real-time or two months of in-game time at speed 3. The bigger the number, the faster the simulation speed!

Sun Hours: The amount of hours that the sun takes up in one 24h cycle of in-game time, with the remaining hours being night, effectively how long it will be day relative to night.
For example, if the sun hours are set to 23, then you will have 23 hours of daylight and only 1 hour of nighttime (kind of like a Swedish Summer).

Enable sync local time: Matches the current hour of the cycle to the computer's local time. If you use this and match the real time sun hours and sunrise time (see next setting) in your location you can look up from your computer screen and outside the window to experience 100% immersion!

Time of sunrise: What hour the night will end and the sun will start to rise.

Enable manual time: This lets you set a fixed time to experience perpetual day or night. Manual time hour lets you choose the time you want, but take note that this is affected by both the sun hours and time of sunrise settings.


All these options have tooltips in case you need a reminder of their functions.
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Light Effects & New carriage
To further accentuate objects and vehicles on the map we’ve made sure to add lights to all of them, so now everything from lighthouses to horse carriages has a light attached to them.
Speaking of carriages, in order to provide more visual variety to the roads of the map we’ve created a new more colorful stagecoach that contrasts the default very functional looking one.

Lighthouse effects guide the way all around!
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Trains now also brighten up the night, with the carts being lit as well!
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The new carriage brings some class and variety to the roads!
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Map Decoration Structures
Bringing further life and wonder to the map are four new Decorative Structures that all have something to do with the sun, moon and stars. These structures are purely decorative and wont yield any benefit to the country currently occupying them, they will however add a bit more flavor to some of the regions of the world.

The sun still shines on the Martand Sun Temple after its near destruction around the 14th century.
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The Temple of Poseidon is a mighty view both at dawn and when the moon is full.
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Greenwich Observatory has an animation where it opens up for the night to gaze at the stars!
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Wat Arun gives Bangkok a lot more personality and signifies the radiance of the rising sun.
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New cultural outfits
When it comes to flavor we also wanted to bring a bit of that to the pops of the world through cultural outfits for certain regions. These outfits all have some significance relating to the passing of time or the sun and moon and will add some really detailed and ornate designs to otherwise plain clothes of pops at certain periods of time.

For Hindu pops in India there’s now an outfit related to Diwali, a festival celebrating lights' victory over darkness. And for Russia the Kokoshnik outfit not just symbolizes the passing of time and maturity but also has a half moon shaped tiara.
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For the Nordic and Slavic countries the Midsommar dress makes an appearance celebrating the summer solstice, life and love. Last but not least is the Pierrot costume that has many different cultural meanings, many of them having the characters' relation with the moon in focus.
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New UI Skin
Further amplifying the new mood of the Day and Night Cycle we’ve also created a brand new look for the interface, this time highly influenced by old folklore surrounding celestial bodies. With a dusk & dawn color scheme and lots of hand drawn details this skin contrasts the existing ones a great deal, giving the interface a bit more mellow yet ornate appearance.

The new interface creates a much more mellow and angular look to the game as a whole.
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The existing icon interface looks much more whimsical surrounded by stars
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New Map Table and Assets
When zoomed out from the world we’ve also made assets to remind you of the passing of time, the lights in the night as well of the mysteries surrounding the sun and moon. These assets are placed upon a newly created table featuring old wood carvings and a sash frame with illustrations.

The jade sculpture from Hongshan is as ancient as it is mysterious, even the warm flame of a candlelight cannot bring its secrets to light.
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Even though it has stopped, a nice pocket watch is nice to have and the Taino sun god statue is both cute yet somewhat ominous, what is that black smoke emanating from it sporadically?
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New Paper Map
The newly made paper map also embodies a lot of the same characteristics, featuring patterns of celestial bodies as well as illustrations of old zodiac signs…that may or may not resemble some of us at the art team with our corresponding signs.

The new paper map is filled with illustrations of mischievous suns and sleepy moons and tons of Zodiac signs.
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What peculiar cancer signs…who could they resemble?
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Dillon!...I mean, Gemini! You son of a…
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Theme Selector
To round things off we want to showcase something new we’re adding to the game that comes as a free feature, the Theme Selector. This new submenu can be accessed from the main menu screen and allows you to more easily handle your cosmetic features like the ones contained in Dawn of Wonder. Mix elements from any of your owned packs and base game, use for instance the French UI skin, the default paper map and the new table assets from Dawn of Wonder all together to find the custom combination that you prefer.

The theme selector is accessible from a new button in the main menu, there are icons for each pack to visually help you navigate what asset is from what update.
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Summary
So, with Dawn of Wonder we hope that the players who enjoy immersing themselves in the world of Victoria find something that furthers their immersion, whether it be the new Day & Night Cycle, the new UI skin or any of the newly added assets to characters and map.

Last but not least is a new loading screen for the pack, capturing both the mysteries of the stars as well as some of the newly added things.
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Our next Dev Diary is scheduled to be published three weeks from now, as we will release Dev Diaries on this schedule in conjunction with the updates to the Open Beta. This is to ensure that all members of the team are hyper-focused on the upcoming beta build itself and have time to communicate with you all on the Open Beta channel on the Discord server. See you there!



Hello Victorians, Pelly here!

We had previously said that the Open Beta would launch on the 28th, alongside 1.4 and the Dawn of Wonder art pack. However, a bug we discovered last minute has caused us to consider delaying the initial launch of the Open Beta by a few days. While some bugs are to be expected in the initial Open Beta release, we want to ensure there's nothing in the Beta that could potentially block your playthroughs.

As such, we are still releasing 1.4 and Dawn of Wonder on the 28th, but you should expect the initial 1.5 Open Beta may be released sometime within the first week of September.

We know people are excited for the Open Beta, so are we, and we are looking forward to receiving your feedback and talking to you about 1.5 in the Open Beta channels when it does release.
 
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Coming as someone who has been very vocally critical of the Vicky 3 dev cycle in the past, I'm good with this DLC; yeah it isn't a lot included in the DLC itself, but that's mainly because they've shifted a bunch of stuff to the free patch, plus the military and infrastructure/price rework, etc. I'd urge people to look at the patch, not the DLC, when evaluating value, even if you get things for free in the patch. Things feel headed in the right direction, at least compared to a few months ago with VOTP.

My one critique here; I don't agree with the decision on the direction of the outfits being more "holiday" themed, that to me seems to limit their usage and it sounds like it might also make it an annoyance to people that just want their pops/politicians/rulers to be in a normal outfit.

On that note, having no idea how the character/dress system works, how difficult would it be to add in a mini-"barbershop" like we have in CK3? I mainly want to make the pope stop wearing a dang top hat...
 
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Wish this game had a VR mode so the map was an actual map either on the table or on the wall that you could view from a distance as paper, then peer closer to see it come to life. Poke a state to open the UI. Various things around the table allow you to adjust settings, view spreadsheets, for example: Pick up the pocket watch to adjust in game speed.

I'd pay another fifty bucks for DLC like that.
 
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So we get the Taino moon goddess before el Morro? Interesting. I will play with the immersion cycle on though. The smoke is likely pollution coming from Puerto Rico :D
 
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Question: Will there be unlockable decorations for our tables and maps in the future, possibly linked to achievements? I love when achievements unlock in-game cosmetics!
 
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My stance is that I'm not disappointed that this is the art pack they're making - I'm just disappointed that they're making a paid art pack period right now.
The art pack does not really have any strong identity. Especially the map - when you say Victorian Era, I don't really think "stars and zodiac signs".
And I rarely close-up enough to notice the other changes. It seems that that the Art and UI team don't really realize how players play these games. (Also, forcing a terrain map mode on me makes me avoid zooming in-all together. Pls Paradox remove this anti-feature. And you'll help the people with weaker GPUs by not forcing to stare at that green-yellow vomit you see on low settings.)
There's clearly a lot of art time spent on making this and that's a little frustrating when at least some of that could have been spent on the existing core game (for example, improving the base character models).
No point in improving them when they should be removed. Inshallah.
 
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The content of this pack feels a lot more Sims esque than anything relevant to the Victorian period; wow, clothing and buildings related to sun/moon/light, since we added the day/night cycle, get it! I would've preferred content diversifying cultures with more common and usual clothing options which still feel Victorian instead of Sims-holiday pack outfits that will look out of place every time I see them.
They are saving those for more country-specific packs. Get ready to pay $14.99€ to get a portrayal of the Turkish culture that doesn't look like a straight-to-video Aladdin sequel along with some Focus Tree-style Journal Entries and maybe a half-baked mechanic. Or just get mods that already do it for free (low-quality JEs and half-baked mechanics including).;)
 
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Actually I would argue that the stars and zodiac signs do kind of fit historically. As much as the Victorian era was an age of science and technology, it was also an age of strong interest in the occult (Spiritualism, Theosophy, Aleister Crowley, etc.), so the motif does sort of work.
 
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On the topic of the timing of this release - before the mechanical improvements in 1.5 and upcoming Sphere of Influence - I understand the concerns that releasing a purely cosmetic pack at this time might feel out of place. I'd like to be perfectly candid with the thinking behind this and provide some context for the decision, because not everyone knows how studios and production schedules work behind the scenes.

Unlike many studios, every game team in Paradox has their own art department. This integration provides a much better communication flow between Art and other departments, like design and programming, and ensures every artist intimately understands the nature of the game, its design pillars, and priorities.

However, art assets don't need to be produced at full pace for every expansion product all throughout development. Between wrapping up Voice of the People and starting work on the military improvements for the 1.5 update, that department needs something to do. To ensure we don't unduly cannibalize time from other releases, it needs to be something the Art department can do on their own. The Dawn of Wonder pack is a great candidate for this; it's fully cosmetic and the only code feature needed for it is the Day & Night cycle, which was implemented by our technical artist (who doesn't work on gameplay programming). The only thing that took a little time away from other releases was the Theme Selector, which we knew we had to do eventually anyway in order to support future expansion products.

Being able to provide products for our artists to work on independently outside of their work supporting more mechanics-focused releases is really important for continuity in the studio. While other companies might reassign artists to work on supporting other game teams in such situations, we find this often leads to a lack of long-term expertise and a breakdown in communication, creating unnecessary overhead. It's also a practice that often leads to more reliance on outsourced art, which demands a lot more process and time spent by e.g. designers and producers writing briefs and digging up references. Designers and producers can do more direct work on the game by adding narrative content, balancing, and assuring overall quality if artists intimately understand the product they're working on and what we're trying to do.

As such, from time to time you may see a DLC pop up in the schedule that's purely cosmetic. While I personally feel these add a lot to the immersive qualities of the game, we know there are some folks who always play on the paper map and don't care much to zoom in on cities, vehicles, and battlefields. If that describes you, then what I'd like you to take away from this post is that whether you buy this DLC or not, its production hasn't taken anything away from continuous improvements to the parts of the game you do care about - in fact the opposite, by being able to keep a full art department securely employed on Victoria with no context switching, the rest of us have been able to focus on bringing those improvements to you with the 1.4 free update, 1.5 open beta, and Sphere of Influence, which have all been in development in parallel with Dawn of Wonder.

Hope that bit of extra context helps with understanding why DoW is where it is in the release schedule!
 
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As someone who bought the season pass knowing that one of the DLCs was a cosmetic pack, I'm not disappointed. My expectation was that it'd be very minor (maybe a few unit models), but you do get a fair amount of stuff for what is usually their smallest DLCs; pretty looking day night cycle with glowing buildings/vehicles, new paper map, a few new clothes, new cosmetic wonders. The day night cycle especially feels very appropriate for a game which covers a period of rapid technological advancement including the invention of electricity. I'm looking forward to panning over the world and seeing which countries have electric street lights and which are still on coal.

Honestly I think the art team have done a good job with all this, although I appreciate that some people care much less about the visuals.
 
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Coming as someone who has been very vocally critical of the Vicky 3 dev cycle in the past, I'm good with this DLC; yeah it isn't a lot included in the DLC itself, but that's mainly because they've shifted a bunch of stuff to the free patch, plus the military and infrastructure/price rework, etc. I'd urge people to look at the patch, not the DLC, when evaluating value, even if you get things for free in the patch. Things feel headed in the right direction, at least compared to a few months ago with VOTP.

My one critique here; I don't agree with the decision on the direction of the outfits being more "holiday" themed, that to me seems to limit their usage and it sounds like it might also make it an annoyance to people that just want their pops/politicians/rulers to be in a normal outfit.

On that note, having no idea how the character/dress system works, how difficult would it be to add in a mini-"barbershop" like we have in CK3? I mainly want to make the pope stop wearing a dang top hat...
I agree completely. A cosmetic DLC such as this one has probably tied mostly artists, who can't do much about the needed mechanical reworks. The result looks as beautiful as it is optional as it seems completely disconnected from game mechanics, like cosmetics only stuff in a MMO. You like it? Buy it. You want to support the game? Buy it. You are a completionist? Buy it. But you don't have to. I very much prefer this way to finance the game support that pre-order only content or half features for which you have to buy the DLC to make complete.
 
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The game is not my cup of tea, but that looks quite sexy. Though that depends on your own preference.
 
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Yes, changing fashions with time and diplomatic relations is definitely on our radar!

Do you have thoughts on getting modern western-style uniforms for Asian countries via decision, i.e. when those countries start reforming their militaries and/or societies? Especially Japan with the Meiji Restoration and China with its own events are a prime candidates for event based modernization.

It just feels wierd to use PRC (communist China) generals in the 1900's with tanks and planes and they roll up in their traditional Qing Dynasty court official uniform.
 
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Do you have thoughts on getting modern western-style uniforms for Asian countries via decision, i.e. when those countries start reforming their militaries and/or societies? Especially Japan with the Meiji Restoration and China with its own events are a prime candidates for event based modernization.

It just feels wierd to use PRC (communist China) generals in the 1900's with tanks and planes and they roll up in their traditional Qing Dynasty court official uniform.
I don't think manual decisions are a good idea for this.
However, tying that to government forms and possibly IG support sounds doable and realistic.
 
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I don't think that adding more light settings and visual objects is a right direction of development in current state of the game. I would remind that the performance issues in Victoria 3 are still not fixed. Even PCs that meet recommended requirements, suffer heavy lags (or sudden freezes, at least) in the second half of Victoria 3 timeframe. Many players are using mods decreasing or completely removing all those small trains and chimneys - just to make the game playable.

As far as I know, dynamic lights and shadows use a lot of video memory. So, on many PCs these upcoming changes will have to be disabled, or they will break the game completely, since no one can play with 10 fps.

The last but not the least point is that Victoria is a grand strategy. It means that as a grand strategy player, first and foremost I want it to have deep, sophisticated, versatile and historically plausible strategic element. Currently, despite covering the most 'diplomatic' period of history, Victoria 3 has the most weird and primitive diplomacy system of all paradox games, much more primitive that its predecessor, Victoria 2 has.

All this means that Victoria 3 has a huge space for improvement in its core part, as a strategy game. But it looks like devs think that the only thing player needs is a new bunch of grapes and a new jade sculpture on the side of new paper map.
 
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