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Dev Diary #74 - UX Improvements



Hello, my name is Henrik, and I am one of the UX Designers on Victoria 3. For 1.2 I have been fully focused on improving the user experience of the game. Before we go into the details of what has been worked on for this update, I want to give a special thanks to the community, all the modders, and anyone who posted feedback here on the forum, Discord, Reddit, Youtube, or any of our other communication channels. Your feedback, ideas, and discussions have all been instrumental in helping the team prioritize our time and efforts for this update.

Trade Routes

One of the first things we started with immediately after 1.1.2 was improving the usability of the Trade Routes panel. In addition to the current view of grouping Trade Routes by Goods, you can now get a sortable list of all Trade Routes in the Market, or get a view where they are grouped by Country. All of these lists can also be filtered to exclude any Routes not owned by you. The Country grouping is especially useful when setting up Embargos or Trade Agreements.





Message Settings

Our new Message Settings window lets you decide how you want a specific Notification to be displayed, and if you want the game to automatically pause when it gets triggered. In future updates, we are planning on expanding this to cover more functionality, like the Current Situation panel, Alerts etc.



Parallel to adding Message Settings, we also made a pass on making sure that the Notifications we post to the player are informative and have a reasonable default setting for how to present them. Among the tweaks we have done are:

  • Make the “Interest Activated/Deactivated” Notification into a “You can now conduct Diplomacy with X” Notification that only triggers if the activated/deactivated Interest is the first/last one that overlaps with any of your Interests
  • Moving the Price Report to the Market Panel (turned off by default, can be turned on in the Message Settings panel)
  • Splitting up Trade Routes Notifications into significant and less significant versions (Significant is turned on by default, less significant is not)
  • Only show “Mobilization” and “Declare Neutrality” Notifications if you are committed to the Diplomatic Play in question
  • Only show resource related Notifications if they happen in your Market (previously Strategic Regions in which you have an Interest in)


All of these changes should, according to our benchmarks, reduce the number of Notifications by roughly 50% for most Countries. In addition to this, we have also tweaked the animations for the Notification feed, so the overall user experience of the entire system should be much improved.

Rebindable Keys

Our shortcut system has been replaced by a new system that can leverage rebindable keys. When adding this new system also made a pass and added a few more shortcuts, as well as hooked in a few existing ones in more places.



Pop Needs

Another fully reworked panel is the Population overview, which now gives you more information about who your Pops are, how many they are, how much money they make, what they spend it on, and how much that goes to increasing/decreasing their Standard of Living (the last one not included in the screenshot, but visible without scrolling when the Taxes and Needs sections are collapsed).



In addition to creating this new panel, we have exposed more information in the Pop Lists used throughout the game, and improved a few of the Pop Need tooltips. They should now surface more of the relevant information higher up in the information hierarchy. We also exposed the top five Goods a Pop spends money on in this list, inspired by the Visible Pop Needs mod by Apprehensive-Tank213



Economy

Martin has already discussed some of the changes regarding Construction in DD #71, and in addition to these changes we have improved the user experience of the gameplay loop by providing better contextual information in several places. For example, we have added Infrastructure, Available Labor, and Qualifications to the Map List that is shown when expanding Buildings. In the screenshot below you can also see that we have restructured the layout of the Map Interaction panel to make it possible to navigate directly to another panel, which in the case of the Construction Interaction is the Building details panel for the specific Building. This layout also allows for more reasonable tooltip positioning, making it easier to navigate into a nested tooltip without accidentally opening another tooltip when moving the cursor towards the tooltip you wanted to dig into the details of.



The most recent improvement that made it into the game is the Reset Production Methods Map Interaction, a PDT project by our Lead Designer Mikael and myself. It should make it much more efficient to streamline the production in your Country, which is especially useful if you have just acquired a few new States. This is currently somewhat of a work in progress, and we are hoping to expand this to work on Buildings and Building Types in the future.



One of the most popular mods for the game is currently Visual Methods by FUN, a mod that we liked so much that we decided to make our own, slightly tweaked, version of.



The Investment Pool is now being more prominently displayed in the Buildings panel.



The tooltips for Market Access have also been improved to give more detail as to why a State is not fully connected to the National Market.



Radicals and Loyalists

We have improved the presentation of why your Pops turn Radical or Loyal, who they are and which Interest Groups they belong to. Information regarding this has been exposed in several tooltips and panels, like the Interest Group panel.





Convoys

Your current Convoy balance has been added to the Top Bar, making it much easier to keep track of and access when needed. This item will be hidden for landlocked Countries and unlocked as soon as you gain access to a coastline.



Map Modes

We have added three new Map Modes (Literacy, Population and Infamy), and given the transition between two Map Modes a configurable fade in/out to make it smoother. One of the first mods I personally subscribed to at release was Practical Heatmaps by Ronin Szaky, and an ever-so-slightly tweaked version made its way into the base game in 1.2.



Diplomacy

For Diplomacy, we have improved how we show AI Acceptance and signal more clearly if offering or using an Obligation would convince them to accept.



We have also exposed all types of Diplomatic Plays on the Country details panel, not only the ones you can currently start, making it easier to figure out what is blocking you from starting a particular Play.



Military

When it comes to the Military system, the focus for the UX improvements in 1.2 has revolved around making it clearer how the Battle systems work. We approached this by exposing more data related to Battles, as well as, improving some of the tooltips presenting breakdowns of the calculations involved. Some effort has also been made to decrease the amount of visual noise from multiple Front Markers.



Work in Progress tooltip for the breakdown of the initial number of troops each General was able to bring to the Battle.



We have also surfaced the information regarding which HQ a Commander considers their Home HQ and made some improvements to the information presented in the Naval Invasion user flow.





Outliner

The Outliner has gotten some polish, with pinnable Goods and non-Military Characters being the biggest additions. Interest Groups are now showing their Approval value, and States show their Available Labor and Qualifications.







Tech Tree improvements

The Tech Tree Improvements discussed in DD #70 also made it for 1.2.

Closing words

In addition to all of these changes listed above, we have also made over 100 smaller UX tweaks and bug fixes, which you will either have to wait for the full patch notes to explore, or experience for yourself during the Open Beta. Once again, thanks for all the feedback, it really helps us make the game as great as it deserves to be!

Next week, Martin will be showing us diplomacy improvements coming in 1.2!

Victoria 3 update 1.2 open beta starts next week

Some major changes are coming to Victoria 3 in the next major patch, and to make sure everything's working as intended before it arrives, Paradox is running an open beta for everyone who owns the newest addition to its ever-growing stable of grand strategy games. The Victoria 3 update 1.2 open beta begins February 8, and the devs caution players to strap in, because "there will be bugs."


Read the rest of the story...


RELATED LINKS:

Victoria 3 patch 1.1 is here with a colossal amount of changes

Victoria 3 beginner's guide

Victoria 3 sales hit half a million in its first month

Dev Diary #73 - Open Beta and Update 1.2 overview

Hello and welcome! Today we'll be covering several topics relating to Update 1.2:

  • Open 1.2 Beta
  • Feature Overview
  • Anticipated 1.2 Release Date


As mentioned in our last dev diary, 1.2 is a big update with some far-reaching changes, and we don't want to push it out before we feel it's ready for primetime. We're happy overall with the reception of Update 1.1, but those of you who were with us during its initial release will remember - perhaps fondly, perhaps not - how the Legitimacy mechanics seemed to change from day to day for a while there. While we finally managed to iron out most of the kinks in 1.1.2 (more on that later) this is the kind of scenario we'd like to avoid going forward. With a game as highly interconnected and complex as Victoria 3, the only way to do that is to give the patch enough time in the oven, letting our playtesters really give everything a solid rundown.

At the same time, Update 1.2 brings some substantial improvements in several areas that we know are important to you, and we don't want to keep those away from you longer than we absolutely have to. Disentangling specific improvements and bug fixes from the rest of the changes that have already been done to the branch is itself laborious and error-prone. Our assessment is that releasing those in hotfixes would be risky.

So how do we marry these two things together - giving you access to upcoming content as soon as possible, while ensuring high quality of the upcoming update? By launching our first Open Beta, of course! In this way you will have a chance to experience all the juicy parts of Update 1.2, but also share your feedback with us in advance, allowing us to improve what we are currently working on.

Our planned beta launch date is February 8th at 10:00 CET. At that point a new Steam beta branch 1.2-beta will become available to anyone who owns Victoria 3. A new forum post will be made with step-by-step instructions for how to enable it. Once you've started playing the beta, you can always switch back to the live branch in the same way. As always, your existing save games might not be fully compatible with this new version, and you should definitely not expect saves made in 1.2 to be backwards compatible with 1.1.2.

We will also launch a new beta section on our Victoria 3 Discord server where you can discuss the update with other players and report any bugs or balance issues you find. Our moderators will be active on this channel, and so will developers and QA team members as time permits. If you prefer not to use Discord you can also file bugs using our forum bug report tool, even for the beta version.

After the initial beta release, we plan on releasing two additional updates on the beta branch on a weekly basis, containing additional bug fixes, performance improvements, etc and also adjustments we've made according to your feedback. The exact release dates and times of these updates are to be confirmed, but we will keep you posted on the Discord channel.

To set expectations at the right level, playing the beta build will not be a buttery-smooth experience! Some aspects of the game will be greatly improved, but other things will be in a rougher state, and there will be bugs (if not, we'd just launch it without a beta phase!)

Also, some features will be in a less mature state at the beginning of beta than they will be at release. For example, Strategic Objectives will be limited to one per country during the beta, but the intent is to expand this to allow for designating multiple Strategic Objectives. This slimmed-down version is included in the beta to allow you to try it out and feedback on how it feels in general while we continue to work on the full implementation.

So do keep in mind that while you'll get a sneak peek at the latest features and will see many improvements, you should expect some speed bumps along the way. And when you do, we want to hear about it!

Below you can find a short list of some of the new features and improvements made in 1.2. As always, just because something is not on this list doesn't mean we're not aware of it, and may even have addressed it already! The full changelog will be published closer to the release date.



New Features
  • Autonomous Investment system
  • Strategic Objectives for planning military campaigns
  • Customizable notification settings
  • In-game music player
  • Key rebinding


Improvements and bug fixes
  • Performance optimization
  • Improved AI handling of economy and military, including port management
  • Greater differences in economic systems
  • More realistic modeling of trade route profits and GDP
  • Worldwide Arable Land revision and migration balancing
  • Mega-parties limited by tweaks to party formation logic and ideology


Interface
  • Trade panel overhaul for easier route management
  • More clarity on Pop Needs, Convoys, Radicals and Loyalists
  • Visual upgrades to mapmodes and lenses, such as showing Infrastructure and employable Pops when expanding buildings
  • Outliner enhanced with pinnable market goods and characters
  • Reduced notification spam


We are going to cover most of these things in dev diaries leading up to the release of 1.2, so details on what exactly these entail may be sparse until then. However, all of these will be in the beta build when we release it (although to reiterate, perhaps not in their final form) so come February 8th you can explore them for yourself!

After the third and final beta release, but before the live release of Update 1.2, you can expect the beta build and the beta section on Discord to become unavailable, as we will be channeling all our resources into the release. We will keep you updated on the expected beta shutdown date on Discord as well, of course.

Our preliminary release date for Update 1.2, assuming all goes according to plan, is March 13th. For those of you who opt to continue playing 1.1.2 until then you can follow the new features in upcoming dev diaries. For the rest of you, I'll see you on Discord on Feb 8!

Victoria 3 Discord QnA! February 7th!

Ahoy Victorians!

Next week we will be having a Discord QnA with the Developers, February 7th at 14:00 CET!

Make sure to join our Discord and we will see you then!

https://discord.com/invite/victoriagamepdx



Dev Diary #72 - Economic Law Changes in 1.2



Hello and welcome to the second Victoria 3 dev diary for 2023! Today we’re going to continue talking about patch 1.2 for Victoria 3 (release date to be announced), on a topic that is closely related to last week’s dev diary, namely Economic Laws and how they have changed in 1.2. As we mentioned in Dev Diary #64, one of our post-release ambitions is to increase the differences in gameplay between different economic systems. What I mean by that is that there should be deeper mechanical differences between for example Laissez-Faire and Command Economy in terms of how they impact your country and the economic decisions you make. All of the existing Economic Laws have received changes in 1.2 and we’ve also added a new one, so I’m simply going to go through them one by one and explain how they work now.

Before I start however, I should mention a change that has happened since last week based on feedback we received on the Autonomous Investment dev diary. Several people pointed out that with a weighting system in place, there wasn’t really a need for hard restrictions on what the Investment Pool could fund under Autonomous Investment, and we agree! Thus, Autonomous Investment no longer has any restrictions on what profit-generating buildings can be built, just weighting based on who is investing and what they would want to invest in (as mentioned last week, if you’re running Agrarianism, expect a lot of farms). The restrictions still apply under Directly Controlled Investment however (and the tooltips will reflect this based on which setting you are using).

Traditionalism: Traditionalism in 1.2 is largely the same as before: A very backwards system that you should generally be trying to get out of. The main difference from 1.1 is that the Investment Pool isn’t disabled for Traditionalism, though you take a hefty penalty to investment efficiency (further reduced if you also have Serfdom) and the building types you can construct with the Investment Pool are highly curtailed if you are playing with Directly Controlled Investment.



Interventionism: The ‘golden middle way’ of economic laws, Interventionism also isn’t extensively changed in 1.2: It provides no particular bonuses or penalties, but gives you the freedom to subsidize any and all building types as well as extensive options for the Investment Pool under Directly Controlled Investment, while providing a balanced allocation between Private and Government Construction Allocation under Autonomous Investment.



Agrarianism: Agrarianism has received a fairly substantial boost in 1.2, with both the addition of Farmers as an investing Pop Type and a hefty bonus to the efficiency of all rural investments. Capitalists are now also not locked out of investing under Agrarianism, though they do so at a penalty and their building selection is quite limited if you’re playing with Directly Controlled Investment.



Laissez-Faire: The invisible hand of the Free Market made manifest, Laissez-Faire in 1.2 is meant to be the go-to law for the player that wants to get the absolute most out of their Investment Pool when it comes to industrializing. It does come with some significant drawbacks though, as it is no longer possible to downsize non-government buildings under Laissez-Faire.



Cooperative Ownership: A new Economic Law introduced in 1.2, Cooperative Ownership is now a fully fledged economic system instead of just being unlocked by becoming a Council Republic. Under Cooperative Ownership, all Pops working in a building receive an equal number of shares and Aristocrat/Capitalist jobs are eliminated. While this should lead to higher Standard of Living among the workforce, it also means far less money in the Investment Pool, as Farmers and Shopkeepers invest far less than their wealthier counterparts under other systems.



Command Economy: Command Economy is the law that has received the largest (and most needed) overhaul under 1.2. Instead of being a frankly weird system where the Bureaucrats own the profits but you are required to subsidize them, Command Economy now makes use of a new system called Government Shares, which is used by the Government Run ownership production method. Just like how Pop Shares entitle Pops to a portion of a building’s dividends, Government Shares ensure that buildings pay some or all of their profits directly into the treasury - though in large economies this is subject to an efficiency modifier, with some of the money being wasted due to the inefficiencies inherent to large, heavily centralized systems. While this is not something we currently have a setup for in the base game, Government Shares can also freely be mixed with Pop Shares, so we’re looking forward to seeing what modders make with this!



Another change you might have noticed when looking at the screenshots in this dev diary is that we have tied some economic laws more closely to a country’s Distribution of Power and Government Principles. For one, seizing the means of production is no longer a one-step reform into Council Republic, but rather a multi-step reform that involves first implementing a Council Republic, then Cooperative Ownership, and finally allows you to branch off into Anarchism if you so desire. Command Economy now also requires Autocracy or Oligarchy, as it’s difficult to pull off a fully centralized economy without the corresponding amount of centralized powers (and with the new Government Shares mechanic should provide more reasons to want to keep a grip on power in the late game).

So the question on everyone's mind is, when will you be able to play with these changes and all the other updates and fixes coming in 1.2? Some of these changes are pretty big and we don't want to rush this patch out too early, but at the same time we know you're anxious to get your hands on it. To find the right balance between these we've decided to launch patch 1.2 in open beta, which we will talk more about in next week's dev diary! In there we will also focus a bit more generally on patch 1.2, giving you more of a birds-eye view of what the patch will look like, along with giving you an expected release date.