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Victoria 3 - Dev Diary #141 - What’s next after 1.8



Double Happy Thursday! As is customary after each major update, today we’ll be returning to the future update plans, which we last went over in Dev Diary #124. Just like the previous times, we’ll be going over what changes and improvements we have planned for the game in future free updates such as 1.9, 1.10 and beyond.

Once again we will be talking about the same key four improvement areas of Military, Historical Immersion, Diplomacy, Internal Politics as well as Other for anything that falls outside those four categories.

Just as before, I’ll also be aiming to give you an updated 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 previous updates will be removed from the list, to avoid it growing unmanageably long, but you can look at the older dev diaries (#79, #89, #102 and #124) if you’re interested in what was done previously.
  • 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.
  • 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, i.e. wasn’t present on the list last time we went over it
  • 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.


For the final bit of repetition: Just as before we will still only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. I will also remind you that this is not an exhaustive list of the things we are going to do, and that something being ‘Done’ doesn’t mean we’re not going to bugfix, balance or make UX improvements to it afterwards. Alright then, onto the dev diary proper.



[h2]Military[/h2]
New:
  • Make sure that supply is an important and meaningful part of the military system that can win or lose you wars.
  • Tweaking and improving the frontline system to eliminate excessive front splitting and troop teleportation once and for all


Not Updated:
  • Making navies more important for projecting global power and securing control of coasts.
  • Adding a proper system of military access and finding solutions for the other remaining rough edges in the frontline system.
  • Turning individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
  • Adding a system for limited wars to reduce the number of early-game global wars between Great Powers


[h2]Historical Immersion[/h2]
Done:
  • 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


Updated:
  • 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
  • As always, we’ve updated some of our older Journal Entries for 1.8 and will continue to do so in future updates.
  • Adding more country, state and region-specific content to enhance historical flavor of different countries
  • Also as always, this is something we continue to do each update and which I will keep on this list as it remains an important priority.


[h2]Diplomacy[/h2]
New:
  • Improve on the Treaty Port mechanic and create more ways for countries to cooperate, compete with and exploit others using trade
  • Improving the war support system to be much clearer UX-wise about what is needed to contest wargoals, and less all-or-nothing in terms of when countries are on track to capitulate


Not Updated:
  • Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building
  • Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in


[h2]Internal Politics[/h2]
Done:
  • Find a better solution for the ways ideologies appear, attract followers and create support for reforms than the current RNG-heavy leader ideology system.
  • Have discrimination not be a purely binary status and reflect forms of discrimination aside from what’s written in the law, as well as making assimilation into a more meaningful mechanic in the process.


Updated:
  • Adding laws that expand on diversity of countries and introduce new ways to play the game
  • In 1.8 we added Caste System/Social Hierarchy laws to make India more accurate and flavorful.


Not Updated:
  • Turn legitimacy into a more interesting mechanic, where the strength of a government depends on their successes and failures, and highly legitimate governments can’t simply be ousted at a whim but have to be undermined first.
  • Introduce a concept of national pride which can increase or decrease depending on a country’s actions and which ties directly into legitimacy.


[h2]Other[/h2]
Not Updated:
  • 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.


Updated:
  • Improve on Companies by turning them into actual actors in your country that can own/expand buildings and interact with characters/politics.
  • In update 1.8 we made Companies into more distinct entities with headquarters and ownership of specific buildings. We plan to continue to develop these entities in the future and tie them into more systems.


As per usual I’m not able to make specific promises about when all these improvements will come out, but I can say that the next update (1.9) is going to be quite a large update that should tackle several points on this list, and that two particular focuses for it will be Trade and Improvements to the Frontline system. For a bit more detail on the latter point, I refer you to last week’s dev diary where I went over what I consider to be the most pressing issues with the frontline system, all of which we’re aiming to fix or at least improve for 1.9.

Right then, that’s it for today, and in fact, a wrap for 2024. I’ll be back on January 16th to give you a retrospective on the entire year, what we think went well, what we could do better in the future, and see if I can’t find some fun dev moments from the year to share with you as well. See you then!

Hotfix 1.8.6 is now LIVE!

Good Day Victorians!

Hotfix 1.8.6, is now live, this hotfix was previously called 1.8.5 when talked about however we also released an opt in beta patch addressing the assimilation and occupation issues - that has been rolled in to this patch somewhat alongside other fixes, balancing and improvements!

Check out the full patchnotes below! Checksum is `9358`. We wait for the next funny checksum with bated breath.

As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.8 with fixed issues and more known issues!

The following changes have been made to the game compared to 1.8.4:


[hr][/hr]

Hotfix 1.8.6 Patchnotes​



[h2]Improvements​[/h2]
  • Insurrectionary countries are now allowed to reform their government, so that they don't get stuck at low legitimacy
  • Herat historical characters now have Pashtun culture and Sunni religion



[h2]AI​[/h2]
  • The AI will now generally avoid declaring bankruptcy while at war, as the effect of doing so is often worse than staying in default
  • Fixed an issue where the AI would overvalue labor savings on PMs, resulting in it keeping those PMs active even when they resulted in shortages
  • Fixed an issue where the AI would sometimes fail to reform to the government they wanted



[h2]Balance​[/h2]
  • Reverted the change that allowed cultures to assimilate in their homelands, as this resulted in far too much ahistorical assimilation in places like British India. We plan to revisit this in the future to see where it makes sense to allow it, but for now we have added defines to allow modders to re-enable it if so desired
  • The "Total Separation" law now correctly blocks all conversion again
  • The "Freedom of Conscience" law no longer allows for conversion of pops of Acceptance levels 4 and 5
  • Britain will no longer force successful player East India Companies to become the Raj
  • After a civil war ends, there is now a 6 month grace period before another one can start, to give the deradicalization impact of civil war ending a chance to take effect on movement activism
  • Reduced the construction needed to build gov. admin buildings, to make it easier to fix otherwise unresolvable ADM shortages
  • Reduced the base number of individuals radicalized when declaring bankruptcy
  • Reactionary movements can no longer appear at the same time as Legitimist movements in France
  • Enabled Enlightened Royalists to agitate for more causes
  • Reduced the impact of country turmoil on activism of the Reactionary movement
  • Reduced the impact of active laws on activism of the Anarchist and Fascist movements, to compensate for the large number of law groups those ideologies care about



[h2]Modding[/h2]
  • Whether cultures can assimilate into different heritages is now controlled by the ALLOW_ASSIMILATION_ACROSS_HERITAGES define
  • Whether cultures can assimilate in their homelands is now controlled by a the ALLOW_ASSIMILATION_IN_HOMELANDS define



[h2]Bugfixes[/h2]
  • Fixed a bug where a player could not disband units after civil war has broken out
  • Fixed a bug where occupation weren't flipped back after enemy occupation
  • Fixed a bug where armies defending against naval invasion on occupied land would not get any units participating in the land battle
  • Fixed an issue where Interest Groups could end up rebelling together with Political Movements despite being significantly ideologically opposed to those movements
  • Fixed a bug where the country budget showed the wrong income value
  • Fixed another crash during updating shipping lanes
  • Fixed a random crash when closing or switching lenses
  • Fixed Literacy tooltip data missing in Russian localization
  • Fixed an instance of Error spam occurring in Spanish localization in the Movement tabs related to concept_political_movement_pressured_short
  • Removed an old string in STATE tooltips in Russian localization
  • Fixed inverted modifier causing bankruptcy to increase institution change speed instead of decreasing it
  • The beginning of Reconstruction will no longer unincorporate Washington D.C.
  • Researching Pan-Nationalism no longer blocks Religious Minority movements from spawning everywhere instead of just British India
  • Fixed an issue where inappropriate events could fire and immediately cancel during secessions
  • Fixed a bug where political movement success chance wasn't applied until the law started being enacted
  • Fixed a bug that could result in a Lobby Demand targeting the wrong country
  • The Fascist movement can now correctly attract Agitators to its cause
  • Fixed an issue where abdication could cause enacting a null law if a revolutionary tag already existed
  • Fixed an issue where natural interests from subjects would not properly propagate to overlords of overlords
  • Fixed a bug where abdicating the throne during a civil war could cause a ruler switcheroo with the insurrectionary country due to the heir joining the insurrection but remaining heir to the loyalists
  • Divided Monarchists coups no longer incorrectly occur at 75% progress
  • Fixed an issue where religion wage discrimination modifiers weren't being applied.
  • Characters sent on the Tibetan Expedition will now return to service properly
  • Fixed a bug where a player could get multiple lobbies against the same country after independence war
  • Fixed the radicalism prediction for movements tooltip being incorrect when starting or canceling the enactment of a law
  • Fixed a bug where the Sacred Civics III principle did not give the reduction to Liberty Desire unlocked in Sacred Civics II
  • Fixed an issue where abdicating the throne could result in ending up in a personal union with a civil war country
  • Added Quetta to the formable India
  • Fixed an issue affecting the way interest groups and movements calculated relative stances on ideologies, resulting in problems such as the law_enactment_stance trigger not returning correct results and insurrectionary countries selecting the wrong laws
  • Fixed princely state characters with child traits
  • Fixed an issue where the Extradition events could not fire due to secessions
  • Fixed an issue, which occurred in the Opt in Beta 1.8.5, where the ALLOW_ASSIMILATION_ACROSS_HERITAGES define wasn't working correctly when disabled
  • Fixed an issue where Joshua Norton could be unable to agitate, causing null scopes in his event
  • Removed an old Culture string in Russian Localization in the Culture Tooltip



[hr][/hr]

[h3]How to Rollback your Game[/h3]

If you are on an older save you may want to continue an the save, you can roll back to a previous version of the game e.g. 1.7.7 via following the steps below!

  1. Right click the game in Steam
  2. Go to Properties and select the tab called "BETAS"
  3. Pick the version you want to play and close.
  4. Allow the game to update
  5. Make sure, before you load any save, that the version number in the game is the one you want.
  6. If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5.


Note: You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.

Victoria 3 - Dev Diary #140 - 1.8 post-release thoughts



Happy Thursday everyone, it’s time for another Victoria 3 development diary. Today I’ll be talking about my thoughts on the release of 1.8 and Pivot of Empire, the feedback we’ve received, and also a bit of what’s in store next for Victoria 3.

As some of you might remember, 1.8 was actually meant to be two updates - a smaller 1.8 with bug fixes & polish, and a larger 1.9 with Pivot of Empire and the larger free features such as the Political Movement Rework and the Discrimination Rework. We ended up combining these into a single update because the release windows between the two were just too tight, and as a result 1.8 became a chonker of an update, with a lot of potential to cause bugs and balance issues.

On the whole, the feedback around the update (and in particular the Discrimination Rework) has been positive, and you seem to be enjoying the additional dimensions that the update adds to the economic and political sides of Victoria 3. However, there are a few issues and bits of feedback on the not-so-positive-side that I specifically want to address:
  • On release, we had a very nasty issue introduced by a backend change in the launcher, which caused users with a non-unicode character to crash when launching the game, which unfortunately slipped past our testing due to the fact that all of our work email addresses use only unicode characters. This one actually had us pulling our hairs a bit trying to find the cause, but with help from the engine team we were finally able to narrow it down and get a fix out just before the weekend (we don’t usually make a habit of patching at 17:45 on Fridays, but in this particular case it was warranted)
  • We’ve gotten a fair amount of feedback that the rework of companies to own and affect specific buildings has made them somewhat underwhelming compared to the way they worked in 1.7, and we agree that this is an issue. We have made some changes in the hotfixes since, and are continuing to read your feedback and make adjustments as needed. You can always @ Pelly directly on our social platforms for key feedback in this regard, especially on Discord, the Forums and Reddit!
  • Migration ended up far too non-restrictive and Assimilation ended up too restrictive as a result of the changes made to Discrimination. Both of these issues should now have been resolved in hotfixes.


I also want to take a moment to talk about the release and reception of Pivot of Empire. We’ve gotten a lot of positive feedback about the flavor it adds to India and how much more interesting playing in the region has become, which of course we’re very happy to hear! With that said, there’s also some things that didn’t work out quite as we wanted, which has resulted in some learnings for the Victoria 3 team going forward:
  • Most significantly, it’s clear that we need to spend more time testing and iterating on the balance of complex Journal Entries like The Unstable Raj before releasing them into the wild, to ensure the difficulty level and overall impact on game outcomes are where we want them to be.
  • We need to rethink how we set rewards for Journal Entries so that they feel appropriate to the challenge of completing them. We also need to get better about telling the player what those rewards are going to be so they don’t have to make a guess or check the wiki when deciding whether or not to try and complete a JE.
  • We need to ensure the AI can handle the content we add, particularly for complex/difficult Journal Entries.


Finally, I want to touch briefly on what’s coming next. I won’t spend too long on this, as next week’s dev diary is going to be the customary ‘what’s next after update 1.8’ which will be all about this topic, but I feel I would be ignoring the elephant in the room if I didn’t address the fact that a significant amount of the feedback we’ve gotten about 1.8 isn’t so much about what is in 1.8, but rather what wasn’t: namely, as a number of you would put it: ‘fixing the military system’.

There is of course a broad range of opinions on what exactly this phrase entails, but from my perspective, these are most significant issues we see with the Victoria 3 military system as it stands:
  • Front splitting causing wars to become unmanageable or frustrating
  • Units suddenly teleporting away when their front disappears
  • Supply isn’t impactful enough and armies win battles they should really lose when facing critical equipment shortages
  • Lack of a proper military access system, i.e. Prussia having to naval invade to reach Denmark
  • Troop allocation to offensive vs defensive battles causing unexpected outcomes (for example, a general using all local troops to defend against one naval invasion causing another naval invasion to just walk in unopposed)


For the next update (1.9), our ambition is to take a crack at all of these issues and in particular try to find a proper solution for the front splitting and troop teleportation woes once and for all. Finding good solutions for these issues is going to be a fairly major undertaking, so you might have to wait a while for 1.9, but I promise we’ll try to make it worth the wait!

With that said, we’re done for today. Join us again next week as I continue to talk about what’s next in updates 1.9, 1.10 and beyond. See you then!

Hotfix 1.8.4 is now LIVE!

Salutations Victorians!

Hotfix 1.8.4, is now live! Featuring improvements for Companies, fixes for Russia and Britain being too protective of Mexico, removal of the assimilation restriction in homelands and much more!! Check out the full patchnotes below! Checksum is `1a3e`. Alas, no amusing checksum this time.

As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.8 with fixed issues and more known issues!

The following changes have been made to the game compared to 1.8.3:


[hr][/hr]

Hotfix 1.8.4 Patchnotes​



[h2]Features[/h2]
  • Made the "Exempt from Service" subject interaction accessible to all



[h2]Improvements​[/h2]
  • Changed companies so that if they own at least one level of a building, any new level that is built in it by local private investors will be company owned
  • Made companies much more likely to be the one privatizing buildings if the building fits their type
  • The East India Company now gains annex wargoals against rebellious princely states in the Indian Uprising
  • Doctrine of Lapse now transfers the contents of the target's treasury to the East India Company
  • Collectivization now only ever targets privately owned levels and is the number of levels to collectivize is calculated as a fraction of privately owned levels, so nationally owned levels are not subject to it, meaning that countries with Cooperative Ownership/Collectivized Agriculture can now also have a public sector and make proper use of public sector foreign investment
  • The "Emergency Relief" Decree will no longer auto-cancel as long as least 20% of the population experience some form of starvation
  • An independent Ceylon now automatically becomes Sri Lanka
  • Improved the clarity of Unstable Raj tooltips



[h2]AI​[/h2]
  • Russia/Britain now start neutral towards Mexico, so they don't block US westward expansion by default
  • The AI now makes more of an effort to reach its desired level of construction and innovation generation
  • The AI will now never accept being cut down to size as part of a peace deal and have to be capitulated to enforce this specific wargoal



[h2]Balance​[/h2]
  • Removed restriction that you could not assimilate if you lived in homeland
  • Removed restriction that you can only assimilate to cultures with which you share a cultural heritage trait
  • A political movement with 100% militancy can now always 'replace' another movement with less than 100% militancy for the purposes of getting to start a civil war, even if they don't meet the usual 10% higher requirement
  • Removed the restriction for conversion on the Violent Hostility acceptance status
  • Allowed several revolution events to fire for secessions as well
  • The efficiency bonus to private investment now applies all the way up to 50 million GDP, up from 10 million, to make the private sector more able to keep up with intense early game government investment
  • Declaring Bankruptcy now radicalizes a minimum of 25% of the country population, with shares in buildings owned adding to that minimum
  • Bankruptcy no longer increases the amount of loyalists & radicals gained on SoL changes
  • Bankruptcy now reduces leverage gain, migration attraction and MAPI (the latter representing the general shock to the national economy causing business to become more localized)
  • Bankruptcy now drastically increases the time it takes to change institution levels (all institutions are still reset to level 1 when declaring bankruptcy)
  • Ownership buildings that own subsistence building levels now contribute less money to the investment pool relative to how large a part of their portfolio is subsistence
  • Increased base wage and dividends weight for Shopkeepers
  • Manor Houses can no longer invest in mines & power plants, and are much less likely to invest in logging & rubber
  • Buildings will now lay off employees rather than lower wages if wages are already so low that the employees are going to be rapidly radicalized
  • Subsidized buildings will no longer lower wages to increase profitability if wages are already so low that the employees are going to be rapidly radicalized
  • Adjusted provinces in the Carnatic so that Pudukottai can't be cut off entirely from the EIC in rare cases
  • "Secret Police" Political Movement Activism reduction per level has been reduced from 10% to 5%
  • The impact of number of claims on the Fascist Movement pop attraction has been reduced by 50%
  • The Fascist movement will now attract more middle and upper class pops if there are any powerful leftist movements in the country, it will now also more proactively poach from the Cultural Majority and Reactionary Movements
  • Increased the movement pop attraction for Leftists and Social Democrats moderately, increased even further if certain conditions are met depending on the movement type
  • Anarchist movements will now be a slightly less upset on average
  • Extraction Economy will no longer destroy Power Plants when enacted
  • Buildings are now a bit more willing to raise wages if their workers are being radicalized by low SoL
  • Honorable Restoration now instantly fails if you declare bankruptcy
  • The conscription rate added to revolutions/secessions from popular support & clout has been reduced and capped at +10%



[h2]Art​[/h2]
  • Added locust swarm harvest condition effect
  • Added optimal sunlight harvest condition effect
  • Tweaked color of heatwave and disease outbreak ground effect



[h2]Interface[/h2]
  • Updated how the affected movements are displayed in the tooltip when enacting Laws
  • Added information about the significant threshold of 25% Movement Activism to relevant concept tooltips



[h2]Modding[/h2]