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Victoria 3 - Dev Diary #89 - What’s next after 1.3?

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Hello and welcome to our Post-Release Plans update dev diary for 1.3. Just as we did in Dev Diary #79, in this dev diary we’ll be going over what changes and improvements we have planned for the game in future free updates such as 1.4, 1.5 and beyond. In the previous Post-Release Plans Dev Diaries we outlined four key areas of improvement for the game, which we’ll be sticking to for this one: Military, Historical Immersion, Diplomacy, and Internal Politics. The Other section is also still there for anything that doesn’t fall neatly into one of the four categories.

Just as last time, I’ll be aiming to give you an overview of where we stand and where we’re heading by going through each of these four categories and marking on each one with one of the below statuses:
  • Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesn’t mean we’re never going to expand or improve on it in the future, just that it’s no longer a high priority for us. Any points that were already marked as Done in the previous update will now be removed from the list, to avoid it growing unmanageably long!
  • Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but aren’t yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.4, 1.5 and so on. Note that this section will mainly focus on updates made in 1.3.
  • Not Updated: This is a part of the game where we haven’t yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
  • New: This is a planned change or improvement that is newly added, ie wasn’t present on the list in Dev Diary #79.
  • Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.

Finally, just like in the original Post-Release Plans dev diaries, we will only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. So then, let’s get to the categories and see where we stand! For each point in each category that isn’t new to this update there will be a sub-point detailing our progress on the point so far.

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Military​

Done
  • Solving the issue of armies going home after Generals die during a war by adding a system for field promotion
    • Field promotions have been added to the game in 1.3 to solve the most critical issue of armies simply going home. In the future we’ll aim to further improve this through changes to armies/navies and having defined successors for your commanders.
Updated:
  • Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
    • This is an area where we are continuously making improvements but where we still definitely have more work to do. A particular area of improvement we’ve identified is the need to more clearly be able to see a summary of a country’s military strength instead of just seeing unit counts.
  • Increasing the visibility of navies and making admirals easier to work with
    • As above, this is an area where we are continuously making improvements but still have work to do. In particular, we want to improve the sense of where exactly your navy is and what exactly it is doing.
  • Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
    • We have mitigated this issue in update 1.2 by auto-closing small pockets and improving battle province selection but the issue still persists (particularly in wars with a large number of small countries) so further improvements are needed here
New:
  • Adding a system for limited wars to reduce the number of early-game global wars between Great Powers
  • Adding systems for organizing your generals and admirals into discrete armies and navies to allow more control over geographic positioning, military composition and unit specialization
  • Adding more options for strategic control over your generals to allow for more ‘smart play’ in wars
  • Adding more on-map graphics for armies and navies, including soldiers on the map
Reconsidered:
  • Experimenting with controlled front-splitting for longer fronts
    • After some internal design consideration, we have decided that this is not the best approach going forward - instead we will aim to solve the issues with long fronts by supporting multiple battles and improving the strategic options you have to direct your generals.

Historical Immersion​

Updated:
  • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
    • Improvements to this were made in both 1.2 and 1.3 (the most significant being preventing journal entries such as Fragile Unity from being broken by revolutions) but we still have some work planned here, particularly to the Meiji Restoration and the willingness of AI countries to open up Japan.
  • Ensuring unifications such as Italy, Germany and Canada don’t constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
    • The German Unification received a significant rework in 1.3 to more closely follow the historical narrative, with other unifications planned to receive similar improvements in the near future.
  • General AI tweaks to have AI countries play in a more believable, immersive way
    • This is something we are continuing to work on in every update. Some tweaks and improvements were made in 1.3 but the biggest improvements here should come alongside planned updates to diplomacy.

Not Updated:
  • Adding more country, state and region-specific content to enhance historical flavor of different countries

New:
  • Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with


Diplomacy​

Not Updated:
  • ‘Reverse-swaying’, ie the ability to offer to join a side in a play in exchange for something
  • More things to offer in diplomatic plays, like giving away your own land for support
  • Trading (or at least giving away) states
  • Foreign investment and some form of construction in other countries, at least if they’re part of your market
  • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
  • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in

Internal Politics​

Done:
  • Improving the mechanics of law enactment and revolutions to be more engaging for the player to interact with
    • Law enactment and revolutions received a significant rework in 1.3 to behave in less random and more engaging ways, while also somewhat (intentionally) increasing the challenge involved in rapidly reforming your country
  • Adding more mechanics for characters and giving the player more reason to care about individual characters in your country:
    • Agitators were introduced as a new character type in 1.3 that directly interacts with political movements and serves to push more forcefully for political reforms. There are definitely more types of characters we want to add and more we want to do here in the future, but right now it’s not a high priority when compared to the other items on this list.
  • Added Petitions to ensure the Interest Groups you add to your government has agency in demanding political change
    • This was not previously on the list but is something we’ve added since we consider it a fairly significant change to internal politics.

Updated:
  • Making it more interesting and ‘competitive’ but also more challenging to play in a more conservative and autocratic style
  • New laws were introduced in 1.3 (such as One Party State) that makes late-game autocracies more viable, and the addition of Agitators means that conservative countries now face a greater internal push for reform.
  • Adding laws that expand on diversity of countries and introduce new ways to play the game
    • A number of new laws were introduced in Update 1.3, but there is definitely more we want to do in the future here

Other​

Updated:
  • Improving Alerts and the Current Situation widget to provide more useful and actionable information.
The Current Situation widget received a series of tweaks in 1.3 to give more useful and actionable information. In the future, we want to improve this further by giving the player much more custom control over the alert/current situation system similar to what we’ve done with message settings.

New:
  • Increase the overall challenge in the economic core loop, as well as creating more clear mechanical differences between different countries and their starting positions in ways that encourage more economic specialization.
  • Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.

So when can you expect these changes to reach the game? I can’t give specifics for any particular points but what I can say is that we are planning a large update with an extended open beta period in the second half of this year which will check off a considerable number of points from the list. In particular, that update will be aiming to tackle many of the points from the Warfare and Diplomacy sections of this list. I’ll end this dev diary by reminding you yet again that this list only covers changes and additions that will be part of free updates.

Well then, that’s all for today’s update. We will see you in two weeks for our next Dev Diary, on the 22nd while we work on 1.3.3!
 
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Yeah, something like a Hoi4 "lite" system... That was my proposition about warfare from the beginning. Good to see that the devs are understanding that the initial "hands off" design has failed and are choosing the correct approach
it can actually be an improved system over that of hoi4, and than shared with hoi4. as the hoi4 system with army groups looks structured but the ai and battlegroup commands don't function that well.
 
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i forgot about the construction game mechanic concept in the game. current system feels like a state controlled and owned construction labor force.
we need to get used to construction in certain political systems that is completely automatic and you can only give directions or focus points same take almost as what needs to happen with simplifying and deepening things like warfare as such it needs to drift more towards vic2 mechanics
Its a fair point and I don't disagree but that would be a much larger change to the core mechanics of the game as right now the construction loop is really the main player interaction with the game. If you removed that without a lot of other changes to research/diplomacy/pops/etc then the player is left with very little to do as the game sits currently.
 
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Other​

Updated:
  • Improving Alerts and the Current Situation widget to provide more useful and actionable information.
The Current Situation widget received a series of tweaks in 1.3 to give more useful and actionable information. In the future, we want to improve this further by giving the player much more custom control over the alert/current situation system similar to what we’ve done with message settings.
For those of us that think the Current Situation widget simply takes up space, will there be an option to remove it from the UI entirely if we decide to turn off all of the various messaging settings that are within it, or are we going to be left with a giant golden ball that we can't do anything with?
 
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Its a fair point and I don't disagree but that would be a much larger change to the core mechanics of the game as right now the construction loop is really the main player interaction with the game. If you removed that without a lot of other changes to research/diplomacy/pops/etc then the player is left with very little to do as the game sits currently.
thats true but you can make it that you have some minor alterations to certain political systems that you can still intervene. people i think are tending more to look for things like a bit similar to vic2 better data overview and some advisor suggestion on demand like hi sir/madam our daily coal mining (level opencast mining) has exceeded
now 10tonnes a day in state .. . as such we deem it viable to export.
 
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  • Adding systems for organizing your generals and admirals into discrete armies and navies to allow more control over geographic positioning, military composition and unit specialization

Thank god. The worst part about fronts is how geographically 'disgusting' they are. If fronts were limited to small states, then it would be fine, but a DC to Cali superfront makes no sense. Doubly so when I'm trying to capture Richmond and apparently my soldiers are having a battle in the Appalachians...
 
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I hope you finally add 'support independence' to the game as playing Kraków is very much dependent on luck now.
Also Kraków having to conquer, instead of reconquering Polish lands doesn't make much sense.
 
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A change that we're trying out internally right now is to remove the concept of 100% market access and ensure that local supply and demand always plays a role in price setting, to promote local synergies and add more weight to the decision on where to build buildings.
Have you considered a diminishing returns approach for market access? I.E. if you want to go from 90% to 100% access that's a significantly greater investment than going from 80% to 90%.

That way you're still ABLE to process all the ressource you mine in a state back home in your capital, but doing it locally would be more cost efficient. That creates more meaningful strategy decisions on how much market access you really want (I.E. if my only sulfur state has few pops it's better to invest in shipping it away instead of building a bunch of industry there and running out of workers)
 
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Do you really consider "Internal Politics" (almost) achieved ?

EDIT :
How come can People disagree to a Question ? Should I jump to some Conclusions ?
 
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Naive question, but why not let players draw fronts like in HoI and assign general to the front they have drawn? Setting stances and objectives for generals. I think it would be an improvement.
 
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One thing I'd love to see for a warfare update is a warfare lens. This would allow the player to easily see how many generals/navies they have and where they are. As it stands right now the outline can still become blocked and cluttered making it both annoying and hard to find out useful information like this. Furthermore, as the game is developed and the warfare refined, the lens would provide a good place to store other useful and needed information without having to find other solutions that would only serve to make the overall ui of the game worse.
 
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I'm very happy with 3d soldiers and forming our battalions into armies specifically. Generally satisfied with the warfare plans overall and everything else. I'm hoping there will be some performance improvements as well but I know this probably is just more outlining features.
 
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I'm very happy with 3d soldiers and forming our battalions into armies specifically. Generally satisfied with the warfare plans overall and everything else. I'm hoping there will be some performance improvements as well but I know this probably is just more outlining features.

a 3d model which has a larger size when its a large army and some more quality when its better quality, maybe same icons as risk board game; infantry canon and cavalry.
 
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What about garrisons? The AI sends all of its troops to a frontline in the jungles of africa. If the AI does this then the human player too dosent have to worry about someone invading their home country in Europe. Its very unrealistic
 
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@ero_sk

In HoI, if a front split occurs, some of the units of the same army can simply split up to the newly created front while keeping all of the units under the same army commander. In our case, there's one general that controls all units, so they have to decide which of the two fronts they go to now.
That's why we're trying to mitigate the issue with the merge of allied fronts etc.
So, out of curiosity, do you think the new war system in Vic3 is making things simpler or more complicated for both the programmers and the players? From a player standpoint, it is less interactive in good ways than the traditional war system while requiring more micromanagement to prevent stupid decisions- while some of that has been fixed, it seems like the “best case” scenario is going to be, 99% of the time, to set your generals to advance and ignore the war while continuing to micro your trade. And for you guys on the dev side, it seems like you’re having to put in a ton of time and effort to make this system work, since you’re creating it from the ground up. So do you think it was the right call?
 
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OMG ARE U FINALLY WAKING UP?
Changes on the warfare: YES, VERY GOOD! Please do more, you are going in the right direction!

PS: don't forget diplo changes that relate to war like being able enter a war and add wargoals during a war. This, and the potential war changes, will drastically change the game for the better, both SP and MP !
 
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I like a lot of this!

But, and maybe I missed this, I see nothing about IGs having opinions about foreign policy. I cannot more strongly reject to Paradox's approach here. IGs will remain only half complete until the wall between foreign and internal dynamics finally comes crashing down.
 
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