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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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Very great news indeed! Love to see the direction the game is going in (especially the new buildings - since the plural was used, I’m left to wonder what other PMs were turned into buildings…)

That said, I’m very concerned about local market prices. For one, because it may introduce quite a lot of micro to increase SoL (after all, I want everyone to have access to the basic goods), but especially due to potential performance impacts. Have you guys run any tests? How much of an effect did the change pose to the overall tick speed of the game?

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

1.5 is a big free update to the base game (similar to 1.2), which plans to improve several areas of the game, most notably Diplomacy, Warfare and replayability/challenge of the core economic loop in major ways.
 
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Why are Vineyards plantations and not farms? As farms they could have a secondary production line of fruit and booze, which imo makes much more sense.

Wow new goods? Fingers crossed for changing Fertilizers into Chemicals and adding new good: Pharmaceuticals (Opium substitute) which would be produced by Syntethic Plants.

I doubt that students were such a numerous pop group that they would deserve representation.

While you are tweeking pop consuption weighs, have you maybe considered that Urban Centers could (should?) also consume some consumer and a bit of luxury goods?
 
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Hi, are you thinking of doing another country immersion with 1.4 or 1.5? I hope you make another one soon and please make it about the USA, it's by far the most broken country in the game right now! Especially when the AI plays as the USA! From it never demanding all Mexican concessions in one gonna historically happened, to slavery and abolitionism still being completely broken, to the USA economy NEVER developing when the AI plays it, and so much more!

On another note, if you're adding Students, which is great, maybe you could add Artists? It doesn't make sense that Arts Academies only have Academics and no Artists!

I also have a suggestion for a new Law/Institution, Housing! It could be a great mechanic to implement Housing policies in the game.
 
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You want to make it "easier" to balance the economy? My goodness, how much easier does it have to become? We need more in there to make economic management more difficult and especially more interesting! It's as seamless and frictionless as a plastic sheet.

EDIT: I see from a couple of negative reactions that I may have not made myself clear. I do not mean that a better system of good substitution and differentiated production systems are not good things to propose. They are. But overall it is far too easy to grow the economy to stratospheric heights in this game, and there is very little of interest in making it do so. So "ease" of managing the economy is not what's called for, in my opinion.
 
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Vineyards have been split away from grain farms and turned into their own building type
Will it be possible to produce any kind of luxury drinks in urban buildings? (like food industries, which can produce liquor)
Currently all three luxury drinks (tea, coffee and wine) can only be produced by rural buildings.
 
I think you should prioritize improving the speed of vic3. The update slightly improved the performance of the game, however it is still far from its best when the game launched. Wish you great summer!
 
Hi! Overall really welcome changes, especially the goods substitution. The overwhelming "love" reaction is deserved.

However, I'm slightly concerned that you call the goods substitution changes a "facelift". Do you not plan to change the pops' purchasing behaviour to one where the exact words "goods substitution" would be semantically appropriate (that is, that pops minimize the cost per utility)? The lack of this causes all sorts of weirdness, including the oil abundance that you mention. Covering this weirdness with a blanket can help temporarily for one specific instance of the problem, but will inevitably cause further problems. A comprehensive change would make the system much more logical and controllable, both in the vanilla game and for modders.
 
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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

How will this work on non-tradeable "goods" (services, transportation and electricity)?
 
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Several buildings have had select functions split off into dedicated buildings, and many Production Methods have been added and rebalanced.
Great DD with lots of things to be excited about! Can you reveal any more of the buildings you split off?
Nothing ongoing right now but we have some ideas of how we want to improve this mechanic in the future. One of the ideas I've been toying around with is to have universities be qualifications factories (Student pops!).
I've been thinking about qualifications lately and was thinking the same as a fix to qualifications. Although, I hadn't thought of student pops. I think they'd be a great addition to the game and could add more flavor and pops supporting revolutions as they were quite active for many of the historical ones.
 
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One thing I don't understand everytime multiple battles per front are discussed:
Why does it need a seperate general on that front to advance, why can't the same general (especially with rank field marshall) simply start multiple battles?
I would assume later in, maybe after 1900 that a "general" doesn't represt a single person commanding a battle personally, but more a planning bureau for commanding advances for in field officers.
So why not have with tech upgrades a general be able to be part of multiple battles at once?
 
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pops minimize the cost per utility
The lack of this causes all sorts of weirdness, including the oil abundance that you mention. Covering this weirdness with a blanket can help temporarily for one specific instance of the problem, but will inevitably cause further problems
Lol, judging by the latest patch notes this is exactly what happened with Fine Art when you applied the services band-aid.
This wouldn't happen if the proper system was introduced. There would be a level of price where the rich would start buying art instead of services, at which the fall would stop.
 
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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.
 
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How will this work on non-tradeable "goods" (services, transportation and electricity)?
+1 on this.

Also will there be adjacency bonuses to local prices based on nearby provinces? For example Pennsylvania steel getting a bit of New Yorks low local iron price? Or better demand for a CT clothing factory due to its proximity to New York? Similar with rail and electricity ?
 
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I love that they used a state in Persia as an example for the new vineyards building. Move over France, time to show you how winemaking is done right.
 
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