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Victoria 3 - Dev Diary #70 - Feature Game Jam (part 2)

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Welcome to the final Victoria 3 dev diary for 2022! Last week we took a look at some experimental features and prototypes our team worked on during our recent Game Jam. For the background and purpose of this initiative please refer to last week's diary.

Something that may not have been clear in that diary is that a regular allotment of Personal Development Time (PDT) is an integrated part of game dev culture at Paradox. Team members may use this time as they wish as long as it is something that hones their craft and makes them grow as developers.

The Game Jam initiative is a way of funneling that energy into prototypes for Victoria 3 features, and even if not everything will make it into the game (sorry lizardfolk fans!), pushing against the limits of what we know we can do with the game is important to increase quality and developer skills in the long run. In other words, the Game Jam hasn't taken any scheduled time away from bug fixing, UX and feature improvements, and balance changes. These are and remain our top priority, with patch 1.2 now fully in the works. As always, we are reading your comments and feedback carefully and incorporating many community suggestions in the next free update.

That said, let's jump into it, because there's a lot of fun stuff to cover! First up, team Map Graphics Enchantment:





Hi, my name is Ilya and I am a gameplay programmer on Victoria 3, you might have seen me in the past on Stellaris and HOI4 streams. I’ve been mostly focused on implementing gameplay graphics for the last two years on the project and wanted to use the time during game jam to push the immersive living map experience even further.

So I gathered a team of three other people (two amazing artists Daniel and Paul and one amazing programmer Viacheslav) who were as excited about enhancing map graphics as me. Here are our results!

Pavement upgrades to dirt roads when player researches Paved Roads
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Items along the roads, railroads and sea lanes that could be reflective of time
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Building highlighting on the map, so players feel the connection between buildings growing in the UI and on the map
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Our team actually won the game jam, which I am incredibly proud of :) I wish you all Merry Christmas and Happy New Year from the map graphics enchantment team!





Adding more contextual detail to the map, making you feel like your country is changing and evolving with the times, is something we'd love to improve! While it's not top of our priority list at the moment, you can fully expect to see such visual details bringing historical, immersive flavor to the game eventually.

We're absolutely ecstatic about the building highlighting functionality since it gives you a much closer conceptual connection between the UI and the map. A bit more work is needed here but we are definitely going to try to get this in the game sometime in 2023.

Next up, something yours truly (Mikael) worked on. Technically I didn't participate in the Game Jam, but everyone being busy with their own secret skunkworks projects meant I had some time to hunker down and make something I've been thinking about for a while but never had the chance to try out: Government Quick-Select Options for the Reform Government panel.

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With the Legitimacy calculations becoming a bit more complex with patches 1.1.x, it can be pretty hard to predict which combinations of Interest Groups are good together since it depends on the groups that are already there. Victoria 3 isn't really supposed to be a puzzle game, so I figured let's just make the computer do the heavy lifting here. Whenever you click the Reform Government button now, the game runs through every single valid government combination and sorts them by Legitimacy. The top three options are available to you to quick-select at the press of a button. You can even select an option that's almost right and then make tweaks to it before confirming, reducing a lot of the puzzling you previously had to do.

This functionality, along with tweaked Ideological Incoherence, Legitimacy balance overhaul, and changes to government composition rules to prevent Legitimacy death spirals, should already be in your hands with patch 1.1.2 when you read this!

Next we have a team that worked on a prototype for something very Victorian: graverobbing museums!





We are team The Mummy Returns, composed of Daniel, Iris, Henrik, Konrad, and Vicka. We spent our game jam week developing a new feature: Museums! Our goal was to represent the 19th and early 20th Century obsession with plundering the world for other people’s priceless cultural treasures as a game mechanic. In your Museum, you can exhibit Artifacts for prestige and propaganda.

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This is Britain’s Museum - each country can only have one Museum, buildable only in the capital state. Museums have a limited number of Artifact Slots, determined by the Museum’s Production Methods which are unlocked by society techs - including the new Archaeology tech which also acts as a gateway to archeological expeditions. You can recover Artifacts from expeditions and other gameplay content; they can be anything from priceless treasures from centuries past, to works of art, to modern ideological propaganda.

In addition to the Museum and Artifact mechanics, we also experimented with a new type of archeological expedition. Unlike exploratory expeditions, you won’t need to worry about Peril as the excavation proceeds. Instead, you must strike a careful balance between progress and Recklessness; Recklessness will speed up your progress, which will allow you to complete the expedition before funding is cut off, but build up too much and you risk damaging the site and being unable to receive the best possible rewards. Here's Vicka to present the outline of that expedition:

Hello. My name is Victoria, also known as Vicka. Some of you may know me as AcresOfAsteraceae, or as Pacifica from my work on the TNO mod for HOI4. I am a new content designer on the Victoria 3 team, and the designer of the Valley of the Kings expedition, here to present more details regarding the specifics of the expedition itself.

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This expedition was designed to follow the rough outline of the historical expedition to excavate the tomb of the Pharaoh Tutankhamun, carried out by Howard Carter. Upon researching the new technology for archaeological sciences, and securing one’s relationship with Egypt, one can dispatch an expedition to the Valley of the Kings in order to search for valuable historical knowledge - and, of course, staggeringly valuable loot. The imperative to secure other people’s priceless historical treasures is a powerful one - and it is one that the Great Powers of Victoria 3 shall pursue to the fullest in their search for both power and prestige.

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On the site in the Valley, the expedition team will be faced with numerous challenges and decisions. The practical difficulty of excavating a long-forgotten site in a remote area will quickly become apparent - and the dichotomy between getting the expedition done quickly, and getting it done properly will rear its head.

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If one takes too long to complete it, the powers that be in your home nation will pull its funding - but if one rushes ahead too much, catastrophe may well strike, tearing down sections of the tomb and limiting the rewards one may collect.

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Finally, if both fortune and practice align in a manner favorable to your archaeologist, the expedition will return home bearing a treasure trove of artifacts. Well, of course, either that, or the few meager scraps that they could pull out of the rubble that they left behind.

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This team's explorations into new types of game content here is really interesting and may be something we delve deeper into in the future!

Finally, we have team Incredible Experience, who spent their time on making some lovely enhancements to the tech tree:






Hi! I’m Aron, one of two UX Designers on the Victoria 3 team. During the Game Jam, I teamed up with one of our Programmers (Can), our 2D Art Lead (Kenneth) and our Producer (Daniel), to rework and improve the User Experience of the tech tree in our game, and oh man did we have fun doing so!

The tech tree is a beast, both visually and as a code-base, and is a perfect candidate for a face lift. Currently, there is no way of queueing up tech research and no way to see at a glance what a tech unlocks. However, the biggest issue is the readability at the furthest zoom level. The text is way too small to read, but if you are not that far zoomed out you can’t really get a good overview of the tree.

We tried to tackle all these issues all at once, aiming for the highest cloud.

This resulted in a barrage of fixes, big and small. Let’s start with the small but impactful changes:
  • Increased text size on all zoom levels.
  • Default camera view set to the furthest zoom and at a better position.
  • Color-coded tabs.
  • New icon representing a group of modifiers.

Now to the bigger changes.

We show all the unlocks of a tech directly on the tech in the tree, not only in the tooltip. They are now grouped by icon and type, and have their own group tooltip
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We made splines highlightable so they can change color depending on context + clearer highlighting of the techs themselves to be able to see at a glance what has been researched and what is currently researching. The splines and the techs share the same color scheme for the 4 different states:
  • Already researched tech has a paper brown look.
  • Researchable techs are green. (not the splines though as it did bloat the screen and mess with the visual hierarchy a bit too much)
  • Currently researching techs are blue.
  • Not researchable techs are dark grey/black.

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Finally, the technology queue. I am still amazed we managed to pull this off in less than a week and even managed to iterate quite a few times on the UX Design for this feature. The core thing here is the ability to queue up which technology will be researched after the current research is completed. We set a few goals ranging from must-have to nice-to-have.
  1. The player should be able to queue the next research.
    1. Queue unlocked research.
    2. Queue several techs.
    3. Queue locked research.
    4. A universal way of clicking on the tech in the tree to queue it up.
  2. A visual representation of the queue somewhere on the tech tree screen.
  3. Clear visual feedback and distinction between putting a tech in the queue and start researching it.
  4. Present the queued up tech’s time left to finish researching in all essential places. (tooltips and in the visualization of the queue)
  5. Remove techs from the queue.
  6. Clicking on a tech will clear the queue and start to research that tech instead.
  7. Shift + clicking on a tech will put it in the queue.
  8. Directly click on a locked tech and automatically queue up the prerequisites in front of this tech in the queue. This will clear the queue first.
  9. Shift + click the locked tech and automatically put this tech + prerequisites in the back of the queue. This will not clear the queue first.
  10. Alt + click a tech to add it to the top of the queue.
  11. Rearrange the order of the queue.

Believe it or not, but we managed to get to point 9 in this list. Let me show you how it looks. In the below image I have just clicked directly on Flamethrowers far down in the Military tech tree (because Flamethrowers!). This queues up all needed techs for me to get to Flamethrowers in the end. Notice the numbers that display the position in the queue for each tech and the splines highlighting the way. If I were to shift + click Stormtroppers here, it would put that tech + any needed prerequisites at the back of the queue.
At the top of the screen you can see the queue nicely queued in the correct order with a max cap of 5 shown tech icons. It is capped at 5 since this screen needs to be responsive for any players that play on 1600x900 or with a higher UI-scaling, which we of course want to support for accessibility reasons. Any additional techs queued above the 5 first can be found under the +X numbered button to the right of the queue.

I can remove any specific queued tech by clicking the X-button visible on each queued tech at the top.

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We worked hard on displaying the information correctly to the player in each and every context. As an example of that, you can see in the tooltip in the image below, we added a prompt in the tech tooltip with our normal green formatting for prompts that tells the player to either click this researchable tech (Field Works) to start to research it immediately, or shift + click to queue it up. For any players that will have trouble finding this prompt, we also added a plus button at the top left of each tech to queue up the tech without having to shift + click (not all players read tooltips, believe it or not).

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I can’t wait til we actually get this into the game and the actual regular pipeline, and we get to spend some more time polishing it up and in the end get it out to you guys.

If you want to read up on the cool dynamic algorithm we use to generate our tech tree, here are a few links:
https://en.wikipedia.org/wiki/Layered_graph_drawing
https://paginas.fe.up.pt/~ei05067/documentos/bibliografia/Layout.pdf
http://www.diva-portal.org/smash/get/diva2:882369/FULLTEXT01.pdf
http://www.it.usyd.edu.au/~shhong/fab.pdf






The tech tree improvements drastically increase usability and are in most respects a finished set of features, so these changes will be coming to version 1.2!

In conclusion, this was an incredibly successful Game Jam week for us in the Victoria 3 development team: several finished features were developed that will be coming in the next major patch, we pushed the boundaries of what is possible within the game, and produced a bunch of experimental working prototypes that we can build on for the future. We hope you enjoyed the sneak peek!

We will be back with more dev diaries after the winter holidays (sometime mid- to late-January) with more details about what the future for Victoria 3 will hold, particularly for the free 1.2 patch. We hope you have a lot of fun with the game until then. I know we will!
 

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We're absolutely ecstatic about the building highlighting functionality since it gives you a much closer conceptual connection between the UI and the map. A bit more work is needed here but we are definitely going to try to get this in the game sometime in 2023.​

One thing that would improve immersion, in my opinion, is if the way I built the cities got saved and the city layout didn't change every time I reload a save.
 
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i mean any unrealistic prestige buffing, without saying also that because of tutan egypts fame was worldwide increase, just look after balance u know.
Because what for similar countries who dont have these relics, what happens to their magnificent ranking
They cry because they're not gigantic and rich enough to go around the globe accumulating fame and fortune by plundering foreign countries for shiny things? I guess? Unearthing the lost tomb was a monumental event that got massive press coverage helped advance egyptology, which was a craze among Europeans at the time, enormously. It absolutely should give massive prestige. I hate to make assumptions but it feels like you think it shouldn't matter because you personally don't care about it.
 
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Good evening,a great DD and all of this are great changes.However,a question regarding the building-on-maps feature.How will it work for modded buildings,is it necessary for us modders to create building 3d models or can we use generic templates for this ?I ask this because i have some modded buildings for personal use but i have no skills in 3d graphics at all.
Thanks for any replies about this.
You can use existing models for your mod buildings! Just copy/paste a building definition that's close to what you want and start from there.
 
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About museums: prestige rewards are not very interesting or useful, but on the other hand I don't want artifacts to grant anything else other than prestige; no magical items please. Prestige mechanic itself could use some changes to be more than just a number in the background determining your rank.
This new archeology feature sounds like great new content, but will the game reward always be prestige? I don't know about anyone else, but for me, prestige is a really underwhelming resource. Once you've made it to the great power club, the actual number of your ranking is completely irrelevant, and maintaining your status through steady economic growth is trivial against the hapless AI. It'd be cool if prestige had more tangible benefits in-game besides determining rank: Maybe additional persuasion for certain diplomatic agreements, increased migration targeting, or further infamy reduction?
This, exactly.
 
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Are there plans to flesh out the tech tree with more techs and/or making the time-period penalty possibly less punishing? As it stands the feature might lead to rather inefficient tech usage in the long run, say if I wanna get Dynamite, Trench Infantry or Pan-Nationalism ASAP, which is fairly common at a certain point.
We'll add more tech to support new features, not just for the sake of adding new techs (narrator's voice: he's secretly thinking of dozens of new mechanics just to justify adding more tech). One thing we are planning to do though is explain the ahead-of-time mechanics better, because right now too many players fall into the trap of rushing late era tech. In case you weren't aware, the penalty scales with the number of techs not yet researched in the previous era, so if you flatten your progression in each tree a bit you will get better bang for your buck.
 
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This new archeology feature sounds like great new content, but will the game reward always be prestige? I don't know about anyone else, but for me, prestige is a really underwhelming resource. Once you've made it to the great power club, the actual number of your ranking is completely irrelevant, and maintaining your status through steady economic growth is trivial against the hapless AI. It'd be cool if prestige had more tangible benefits in-game besides determining rank: Maybe additional persuasion for certain diplomatic agreements, increased migration targeting, or further infamy reduction?
Great feedback! We do plan to make Prestige more valuable in the future - in many ways it's as close to a "score" you can get in the game - but it's a good point and we can certainly expand the effects.
 
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People who complain about devs doing fun stuff on PDT probably live in countries with Serfdom/Serfdom Abolished worker laws :D
 
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Great feedback! We do plan to make Prestige more valuable in the future - in many ways it's as close to a "score" you can get in the game - but it's a good point and we can certainly expand the effects.
I wouldn't want it to go too much in that direction, because I feel it would detract from Victoria's "there's no set win condition or common goal for every game, you set your objectives" philosophy, which I think quite sets it apart from games like EU4 and Stellaris, which have a clear path to victory, and brings it closer to CK3's "just RP and have fun" direction.
 
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One thing that would improve immersion, in my opinion, is if the way I built the cities got saved and the city layout didn't change every time I reload a save.
There are complicated technical reasons for this (beyond save game size, that is) but it's on my wishlist for the future too. Fun fact: in early development, they'd change layout every time they went off screen :D
 
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Don't care about the rest, but technology queue is exciting, I often felt like it's missing when you're at the point where you can research things in 1-2 year and you'd rather just put them in a queue then check every time
 
In case you weren't aware, the penalty scales with the number of techs not yet researched in the previous era, so if you flatten your progression in each tree a bit you will get better bang for your buck.
Is this only for each category (Production, Military, Society), or across all categories?

In other words, will researching Era II technology for Production and Military speed up research for Era III technology for Society?
 
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Is this only for each category (Production, Military, Society), or across all categories?

In other words, will researching Era II technology for Production and Military speed up research for Era III technology for Society?
The penalty applies only in its own category, so if you're behind on Society tech it doesn't affect the cost of Military tech and vice versa.
 
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i got 50 for asking for a demo.
Producing a good demo for a good game is harder than producing a good game in the first place :)
 
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Edit: I'd love if you folks pilling on with the disagreements could point out what part of this you disagree with. I don't see how this is an unreasonable position given the state of the game. There's an almost 40 page megathreaad on warfare issue ffs.

I disagree with this part:

This time isn't specifically allocated to bugfixing and QC, but what's stopping them for using it for that purpose? This isn't time specifically allocated to bugfixes, but it's time that could have been allocated for bugfixes.

It's their personal development time. It's supposed to make them "grow as developers" and you would force them to do the same thing they've been doing all week. Again, in the time in which the developers get paid for trying things, experimenting with existing features and working on personal projects. I mean, yes, if somebody wants to fix bugs for fun, sure. Most probably don't.
 
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I disagree with this part:



It's their personal development time. It's supposed to make them "grow as developers" and you would force them to do the same thing they've been doing all week. Again, in the time in which the developers get paid for trying things, experimenting with existing features and working on personal projects. I mean, yes, if somebody wants to fix bugs for fun, sure. Most probably don't.
I get that. I don't want to take away their PDT. But with the state the game is in, do you not think that priorities need to be adjusted re: features vs. polish? Am I crazy for wanting a stable game with a logical economy and manageable front system before museums and map flavor? (Again, please don't get me wrong, I LOVE those experiments, I'm not putting the devs down, I love what they've done, but none of that is going to help me enjoy the game in without the other problems getting fixed.) That's what upsets me. And with the holidays approaching that's going to be a LONG wait before I really get to enjoy it.
 
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It's not stated explicitly, but the comments about museums read like they're not just experimental but will be coming at some point, so I'm going to ask about them as thought that's true.

This is Britain’s Museum - each country can only have one Museum, buildable only in the capital state.
If you change capitals, what happens? Does the museum stay in place?

Do pieces get captured or destroyed if the capital gets captured? Or merely occupied? Is there a way for players to indicate to their generals how aggressive they should be about this - or perhaps even the general's personality, command traits, and nationality in relation to the origin of the artifacts can affect how likely it is for priceless cultural heritage to be lost forever when fighting goes on near museums?

(If a system like this is implemented, could it be expanded also to monuments?)

If one takes too long to complete it, the powers that be in your home nation will pull its funding - but if one rushes ahead too much, catastrophe may well strike, tearing down sections of the tomb and limiting the rewards one may collect.
How much freedom will the player have to decide how patient backing will be? Will it be related to laws or national situation? I can imagine a government built around letting the free market do its thing probably wouldn't have a huge ability to support private expeditions so if the backers are unhappy the government can't just suddenly bankroll the project indefinitely for the best rewards, while a more active government might get more involved, especially if that government is for example an unrecognized power trying to show that it can do anything the west can. In both cases, as a matter of national prestige there would presumably be some support. I can also imagine that digs inside your own territory would see far, far more patience and understanding than abroad.

edit: by inside your own territory, I guess this would have to mean of course incorporated states, or primary culture homeland, or something to that effect. Basically, Peru should have a lot more latitude to be careful when excavating Machu Picchu than the US would, because it's in Peru. It'd be a matter of national pride.

How many digs will there be? I mean, there are ruins and artifacts practically everywhere there have been people, so I'm a little curious if there will be a dynamic system underneath some high-profile historical digs (like King Tutankhamun, in the pictures, or I'll wager Troy will also feature as one of the namesake cases of over-recklessness). One of the things that irks me about monuments is that they have notable effects but there's not enough of them to feel well distributed across the world; I'd rather either see none at all or a lot more, but the current situation feels like a lot of nations have none at all to even work towards. So I'm wondering if the same is going to happen for digs.

How outside of the historical time period will we be able to go? For example, the Terracotta Army was only discovered IRL in the seventies, but there's no reason it couldn't have been found earlier and some funky imperialism done on it. Is there a process by which some digs have to be unlocked because nobody knows yet that they're present?
 
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For what it's worth, my reaction to this was similar to yours, so you aren't alone.

I understand that this is PDT, I understand this is meant for the devs to experiment with features and mechanics, I get it. That's absolutely a great thing! But, idk, it feels like the state of the game (both at release and currently) shows that they aren't being given enough time for bugfixes or mechanics quality control, and maybe experimental stuff could wait until the game is actually working properly? This time isn't specifically allocated to bugfixing and QC, but what's stopping them for using it for that purpose? This isn't time specifically allocated to bugfixes, but it's time that could have been allocated for bugfixes.

Before you disagree with me, I LIKE THE CONTENT HERE. It's great. I'd love to see it in the game. But I'm talking priorities, personally I'd prefer additional polish to features right now. Even if these are hours that weren't allocated to bugfixing, those hours COULD have been used for bugfixing.

I loved what I was sold on for Victoria 3. I was chomping at the bit since the announcement. I was optimistic about the changes to markets and warfare. Then it released. I'm really sad that I haven't been able to enjoy the game because of the broken systems. I want to play and support the game. The issues make it hard. That's frustrating. At least I've got Dwarf Fortress until 1.2.

Edit: I'd love if you folks pilling on with the disagreements could point out what part of this you disagree with. I don't see how this is an unreasonable position given the state of the game. There's an almost 40 page megathreaad on warfare issue ffs.
If you think that PDT can be spent working on bug fixes and QC, then I think you don't really understand what PDT is. Yes, theoretically, a dev could spend their time doing that, but it is A) not new skills and B) not fun (the two main requirements of PDT). PDT is a way to take a break from working, that still helps the work. Trying to make it be actual work just makes it be no break instead, and defeats the purpose.

Imagine if you worked at a grocery store at the cash register, and your boss tried to tell you that hours stocking shelves in back counted as vacation time. Completely ludicrous, right? That's what saying "Just do actual work for your PDT" sounds like, and it's why you got the Xs.
 
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