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New Victoria 3 DLC takes you to India, alongside the free 1.8 update

Paradox Interactive is home to some of the biggest grand strategy games out there. You can go medieval with Crusader Kings 3, take a step into the future with Stellaris, or go back to WW2 in Hearts of Iron 4. Paradox has made the historical grand strategy niche completely its own, but Victoria 3, the occasionally maligned sequel from 2022, remains underappreciated. The 19-century-set sequel didn't quite shake the Earth like Paradox's other games, but over the last couple of years it's been quietly improving. Now, update 1.8 and the new Pivot of Empire pack are coming to keep that momentum high.


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Free Victoria 3 update adds game-changing new features as DLC lands

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Victoria 3 is a free game this weekend, and cheap to keep

Victoria 3 - Dev Diary #132 - Pivot of Empire



Hello Victorians, happy Tuesday! It feels odd having a happy Tuesday instead of Thursday, but we have a good reason to release two Dev Diaries this week!

This week is our Anniversary and yesterday we talked about what came in free updates since launch. As a follow up, today we have a special treat for you: the announcement and the release date of a new immersion pack, Pivot of Empire, which will come alongside Update 1.8.



Some of you may know the name of this pack from a famous quote:

“India is the pivot of our Empire... If the Empire loses any other part of its Dominion we can survive, but if we lose India, the sun of our Empire will have set” - Victor Bruce, Viceroy of India during the Indian Uprising.

This sets the scene for the immersion pack. Pivot of Empire is set in the Indian Subcontinent, focused on the events following the years of discrimination and suppression by the East India Company. The Indian Uprising events take us through the eventual downfall of the East India Company and rise of the British Raj.

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Within this Immersion pack you will get to experience narrative content for the East India Company, but also the other Indian Nations, Great Britain imposing its will upon such a wealthy land, and the nearby Sikh Empire trying to assert itself with such an avaricious neighbor. Regardless if you already played in this region or not, Pivot of Empire will bring a lot of unique and fresh flavor to the game

And for your easy reference of the content we have this handy dandy infographic (you can enlarge it by clicking on it!):


Now, if you have forgotten what is coming with the free Update 1.8, we also have another quick reference overview graphic too!



As you might have noticed, the Caste System Laws and updated Indian Uprising events are part of the free Update available to all players, while narrative content related to them will be added in Pivot of Empire, along with additional content related to religious tensions in the region, Indian national movements and local initiatives for independence (among other things).

We hope you enjoy our foray into the Indian Subcontinent and the surrounding interactions caused by discrimination and movements for liberation! Of course this is just the tip of an iceberg, as we are going to delve more into the details in the upcoming Dev Diaries.

Both Pivot of Empire and free Update 1.8 will be released on the 21st of November, Pivot of Empire will cost €9.99 . Check out the Steam store page for screenshots, and don't forget to wishlist this immersion pack!

Now, with that all said and the release date coming up in just about a month, we have quite a few Dev Diaries delving into the meat of Pivot of Empire. Starting this week already, with Emperatriz leading the charge on the 24th, where we look at a selection of the narrative content!

Victoria 3 | A look back through free updates!

[h2]Salutations Victorians![/h2]

We start off the Anniversary Week with a video going through the cool stuff added in free updates since release!

Stay tuned this week for other posts in this compendium post: Here

[previewyoutube][/previewyoutube]

Dev Diary #131 - Famines, Starvation, Harvest Conditions



Hello and welcome to another dev diary! I’m Alex and today I bring you famine, starvation, ruin and disast– I mean, happy Thursday!

Back in dev diary #126 we mentioned how for 1.8 we’re looking at how the availability of food affects the people in your country. Up until now, if food prices were high, that would lead to Pops dropping in Wealth. As a consequence of that, Pops would become unhappy and have their birth and mortality rates change. In extreme cases they would drop below Standard of Living 5, which would mark them as Starving and make their mortality rate be higher than the birthrate, resulting in the Pop’s population decreasing over time.

This is fine, but it created some problems we wanted to tackle. For one, Pop Needs don’t have shortages, so when the price caps out at +75%, that’s it. Food is always available, it just gets expensive. Another issue is that the starving status is directly tied to what Standard of Living the Pop has, meaning that regardless of why Standard of Living drops below 5, the pop is marked as Starving. Even if food is essentially free and the actual issue is that clothes are expensive. Lastly, the effects of starvation don’t scale as much as they probably should, so even at SoL 1, Pops can live on quite a while.

With all that in mind, there’s three main features we’ve added to flesh out this aspect of the game:
  • Starvation
  • Famines
  • Harvest Conditions


Below we’ll go into each of them in detail. Everything mentioned in this dev diary will be made available for free when update 1.8 arrives later this year.

[h2]Starvation, now ✨dynamic✨[/h2]
As mentioned, up until now starvation has been a fixed status tied to specific SoL levels. In 1.8, all pops will have a metric for Food Security instead, which measures to what degree that Pop has access to sufficient and nutritious food. If a Pop’s Food Security gets too low, it will first be considered to be in a state of Mild Starvation. Here, Pops will start getting some penalties to their birth rate and mortality. If Food Security drops even lower, this status will change to Severe Starvation, where the Pops’ population starts decreasing fast. To be clear, both Mild and Severe Starvation penalties get progressively worse as Food Security drops, so it’s not a hard threshold where suddenly the full effects are applied.

You can now at a glance tell how much you are forgetting to feed your population while building another workshop. The map mode shows for each state if there are a lot of Pops starving there (proportional to total state population) as well as if they are mostly suffering from mild or severe starvation

Now you must be wondering: “Okay, but what actually is Food Security? How is it measured?” We’ll get there, don’t worry, first I need to talk about Pop Needs though.

If you’ve spent some time with the game, you know that the way Pop Consumption works is that at different Wealth levels Pops need to satisfy certain Needs. These Needs can be things like Basic Food or Simple Clothing for poorer Pops or Luxury Food and Drinks for richer Pops. Each of these needs can be satisfied through a set of different goods. In the case of Basic Food, it can be satisfied by consuming different amounts of Grain, Fish, Meat, Fruit or Groceries.

[h2]Basic Food Shortages[/h2]
As mentioned, shortages currently only affect buildings while Pops are completely unaffected. In fact, we even only mark goods as having shortages at all if they are consumed by buildings.

In 1.8 that is changing somewhat: we’re introducing shortages for goods in the Basic Food Pop Need category. The calculation for if a good is in shortage is the same as before: if the number of buy orders exceeds the number of sell orders by too much it’s considered a shortage, so no surprises there.

What is somewhat different is that we’re also adding a shortage value to the Basic Food Pop Need itself. This is calculated essentially as the average shortage value for the goods in the Pop Need weighted over how much Pops are actually consuming each good. In other words, if 90% of your Pops’ food consumption is Grain and 10% is Fish, a Grain shortage will have a much stronger impact than a Fish shortage.

Nothing has really changed here, but I needed to break up the wall of text and wanted to remind you that this tooltip is in the game

I’m sure some of you will be wondering if this means other Pop Needs will also be getting shortages - and the answer is no (for now at least). Contrary to building shortages where we can just add throughput penalties if goods are in shortage, for Pop Needs we need to consider what role the goods play to be able to determine what penalties a shortage in those Needs would entail. For now, we’re only doing this for Basic Food (with the penalty being Starvation, more details below), but having a defined way of dealing with and calculating shortages for pop consumption definitely opens the door for other Needs having shortages in the future (maybe heating or clothing, for instance?).

To help you keep track of the starvation levels in your country, we’re introducing a new panel which quickly shows you how many people in your country are starving and if you have any famines or shortages active. Additionally it also gives you information about active harvest conditions that might be affecting your states and what proportion of total basic food pop consumption each good has.

[h2]Food Security[/h2]
With the background of how Basic Food Shortages are set up, we can finally go into the details on how Food Security works. As mentioned above, this is the metric we use to determine whether a pop is starving and how strong the effects are. Food Security is a value between 0 and 100%, where at 0% the pop is in a state of severe starvation and at 100% the pop has full and easy access to all the food it requires.

What determines a Pop’s food security is mainly a combination of two factors:
  • How much the Basic Food Pop Need is in shortage in the state in question
  • How much money the pop is spending on Basic Food compared to their whole buy package at base price


We’ve already covered the shortage part, so let me explain the second factor some more: At different wealth levels, pops need to buy different amounts of goods from a number of Needs. What we’re doing here is taking the total price for all those needs while considering only unmodified base prices and then comparing it to how much the Pop is actually spending on Basic Food.

Here’s an example: a pop at Wealth 9 needs to consume goods to cover for their Simple Clothing, Crude Items, Basic Food, Heating and Intoxicants needs. The total value of what they need at base price is 314. After considering market availability and all of that, food is actually very expensive though, meaning the pop is spending 220 on Basic Food. We then simply compare their real food expenses with their total base price expenses: 220 / 314 = 70%. That is a lot of money going towards food!

You might be rich enough to consume a country’s worth of Fine Art output, but you’ll be quickly reminded you can’t eat statues when food runs out

Food Security then is a value that starts at 100% and is reduced by the two values above. If in addition to the 70% Basic Food Expense Share, food is also in a 20% shortage, the food security for the pop in question will be 100% - 70% - 20% = 10%, putting them firmly into severe starvation.

The reasons we went for this set of calculations in particular are primarily the following:
  • It means that as pops increase in Wealth, they’ll be less affected by increasing prices (due to food becoming a smaller part of the pop’s total buy package)
  • It means that the effects of starvation can become increasingly worse even after the price caps out and shortages become more severe
  • It means that there being literally no food in a state will affect rich pops as well even if they have a bunch of money, because you can’t eat money. (rich pops don’t consume basic food, but the shortage factor still affects them)


All of this leads to starvation being something that primarily affects poorer pops, but in the right (or wrong, I guess) circumstances it could also affect rich pops, or it could even affect no one. Have enough food and prices will be so low that food won’t be the primary concern even for the poorest in society. This is of course easier said than done, as getting your grain prices down to -75% price should be very hard for any reasonably large country. Still, it’s not mechanically impossible.

As part of decoupling starvation from Standard of Living we also had to update the Standard of Living icons and names for some of the levels

Famines, a political classification

If Starvation is what happens to your pops when they don’t have enough food, Famines are simply a political classification that comes up when enough pops are suffering from starvation. Specifically, we look at two metrics:
  • How many people in total are starving in the state in question?
  • How many people are specifically suffering from severe starvation in the state in question?


The goal here is that a famine should feel serious and encompassing. It should both affect a significant portion of the population in the state, but also be severe enough. In fact, this kind of classification is loosely modeled after real world classifications today (albeit with different values as the 19th Century had a different standard for such things).

As a primarily political classification, famines don’t have any direct effects on your pops. A bunch of Stockholm bureaucrats finally noticing that people in the Dominion of Norway are starving and calling it a famine doesn’t on its own make any difference for the poor Norwegians. Instead, a famine being declared is more of a political event. It can act as a starting point for narrative content surrounding famines and how to deal with them for instance.

Famines also act as a warning signal for the player. They tell you how long they’ve lasted, how many people are affected as well as estimations for how many deaths and unrealized births the famine has led to so you can feel extra bad for neglecting them.

When a famine is declared you can see it front and center in the new Food Security panel

Harvest Conditions

On top of the revised mechanics for starvation and famines, we also wanted to add some more volatility and unpredictability to the game with Harvest Conditions. These conditions are occurrences (often tied to weather, but not necessarily) that can happen to your states and primarily affect your agricultural sector. Here’s a breakdown of different aspects of harvest conditions:

An example of what a harvest condition can look like. The Effects described are further multiplied by the intensity in each specific affected state

[h3]Effects[/h3]
While a lot of the effects will be tied to increasing or decreasing agricultural throughput, the effects are not strictly limited to agriculture. Floods and Wildfires might have drastic effects on your infrastructure for instance. Additionally, conditions are not necessarily negative: a pollinator surge could increase your fruit production or optimal sun conditions could lead to a particularly good harvest.

For Floods and Droughts we added some effects to the 3D map itself, so you can be more immersed while thinking about how you failed your country and let your people starve

[h3]Regional limitations[/h3]
Harvest conditions happen on a state region level, but are often limited to certain parts of the world (Locust Swarms won’t happen in Northern Europe and Frosts won’t happen in Egypt for instance).

[h3]Duration, Range and Intensity[/h3]
Harvest conditions have variable durations, range and intensity. One drought might be milder and limited to just a couple of states, while another affects a large area for a long time. Intensity acts as a multiplier to the base effects conditions have.

If you’re curious about what harvest conditions are active around the globe you can look it up on your Victorian era weather app of choice

[h3]Incompatibilities and Synergies[/h3]
It wouldn’t make much sense if a drought suddenly happened in a region affected by torrential rains, so most harvest conditions have a set of other conditions they’re not compatible with. A drought will never happen in a state affected by a flood, nor will a flood happen in a state with a drought. A heatwave could lead to an increased chance of a drought happening and subsequently even a wildfire. In such a case the drought would replace the heatwave and later get replaced by the wildfire.

We’ve also made changes to some existing content so it meshes with the new Harvest Conditions and Starvation. Numbers are still WIP, but should give you an idea of where we’re taking it

That’s it for me! Hope you enjoyed learning more about how we’re dealing with famines and other aspects of human suffering. Join us two weeks from now for the anniversary week marking two years since we launched Victoria 3! (Two years already!? Who turned on Speed 5?)

Dev Diary #130 - Political Movement Radicalism and Civil Wars



Happy Thursday and welcome back to yet another Victoria 3 development diary. A few weeks ago I went over the changes we’re making to Political Movements in update 1.8, and promised a followup going more into how this impacts Civil Wars and particularly Secessions. As you might have guessed by the title, this is precisely what we’ll be discussing today, along with a bit more detail on Political Movement Radicalism, where it comes from, and how it ties into Civil Wars.

As I went over in the aforementioned Dev Diary, Political Movements have a Radicalism value going from 0-100%. More specifically, this is two values: The current value and the target value, with the current value drifting towards the target value over time. The target value is calculated from a number of factors, including:
  • Which laws you have enacted or are in the process of enacting (if the movement’s core ideology has a stance on them)
  • How many radicals and loyalists are members of the movement
  • Other factors specific to a particular movement type. For example, a Cultural Majority movement might be upset if the ruler of the country isn’t of one of your primary cultures, or a Pro-Slavery movement might be upset if they perceive that Slave States are not receiving their fair share of government building construction, particularly for the army.


A side note is that we’re currently thinking of renaming ‘Political Movement Radicalism’ to ‘Political Movement Activism’ as we feel this better describes how the system works now, but this isn’t done yet so I will continue to refer to it as Radicalism for the moment.

The Abolitionist Movement in the USA is currently ‘Passive’, but drifting towards ‘Agitating’ due to the Legacy Slavery law, the fraction of Slave States versus Free States in the country, and a smattering of Radicals among the movement supporters

I already went over the different Radicalism thresholds and their effects, so I won’t repeat myself there, but instead focus on the highest radicalism threshold (currently called ‘Rioting’, but we’re probably going to rename it) where Civil Wars become possible. While this isn’t technically all that different from before, what is different is that all civil wars are now started by Radical movements, including Secessions.

What this means is that the previous system we had for Secessions, where they just randomly start when a culture has high turmoil, is completely and utterly gone from the game. Instead, Movements can ignite a Civil War that is either a Revolution or a Secession. Whether a radical movement starts a Revolution or a Secession depends on the Movement Type and the specific circumstances in your country, so I’ll list a few examples of how we currently envision this to work (the exact details may change before release though):
  • Cultural Minority movements will generally always try to Secede if they can
  • Royalist Movements will generally always launch a Revolution if they can, but might Secede under very specific circumstances (see below)
  • Pro-Slavery/Anti-Slavery Movements will usually launch Revolutions, but under Legacy Slavery (ie the American Civil War situation) will tend to secede instead
  • Religious Minority movement might launch a Revolution to change the State Religion if they have broad enough support, but otherwise would Secede


Whether a Movement is able to start a Civil War doesn’t solely depend on their level of Radicalism. For one, in order for a Revolution to start, there must be at least one Interest Group willing to side with the Political Movement. The precise conditions for when an Interest Group sides with a Revolution are still being tweaked, but right now we’re thinking along these lines:
  • The Interest Group must be influenced by the Movement (ie be able to get character ideologies from it)
  • The Interest Group must be Angry
  • The Interest Group must be at least somewhat ideologically aligned with the Movement (ie, Landowners led by a Slaver wouldn’t join an Abolitionist uprising)


Secessions, on the other hand, never pull in Interest Groups directly, and so one of the conditions under which a Secession could happen is when a Movement is extremely radical but unable to garner any Interest Group support and decide to instead break off and make their own country with their own Interest Groups. As an example, the Royalist movement in a Republic flight find the overall support for restoring the monarchy is so weak that they try to create a breakaway Kingdom in whatever region they are still able to garner support in. This may of course not make sense for all movement types, so we’ll have to decide on a case by case basis for each.

The American Pro-Slavery Movement is rising up, taking the Slave States with them in their attempt to secede from the union. Note that the tooltip/UI here is very WIP!

Another part of Civil Wars that has changed considerably is state assignment, ie which precise states rise up against you. Previously, state assignment worked according to a few basic rules:
  • For Revolutions, a fraction of states would rise up based on Movement Support (frequently this would be ‘everything but the capital’ if the movement was strong enough)
  • For Secessions, a fraction of cultural homelands would rise up based on level of turmoil (usually, all of them)
  • For Revolutions, only Incorporated states could rise up
  • The Capital could never rise up


All of these rules, including capital immunity, have been tossed out the window. Instead, the precise configuration of states depends heavily on the type and support of the movement, and where its support comes from. For example, a movement with high Military Support will tend to get more of the states with Barracks/Naval Bases, while a movement backed by a large portion of the population would gain a greater share of states overall. In other words, if you stack all the barracks in your capital, and then proceed to anger the military, then well… that capital is likely going to be on the other side of the war in the coming scuffle. Unincorporated States are now also able to take sides, so that Revolutions aren’t just a concern in the metropol anymore.

Overall, just like the Political Movement Rework overall, the new system relies a whole lot less on blunt same-for-everyone rules and much more on precise scripting and rule-setting (all of which is of course fully moddable) for the different movement types, allowing us to create much more interesting and immersive mechanics for the different movements, what they want to achieve, and what they are willing to pick up a rifle to fight for. We are also aiming, overall, to have less inconsequential civil wars going on, but to try and increase the danger and unpredictability for even large countries when they do happen.

The Royalist Movement, giving up on Britain as a whole, are instead trying to create a breakaway monarchy in the north (note that dynamic secessions are also still WIP, so don’t read too much into the name and other details here)

Alright then, that’s all for today, but do join us again next week, when Alex will tell you all about Famines and Harvest Conditions. See you then!