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Update 1.9 Video Overview!

[h2]Salutations Victorians![/h2][p]
[/p][p]Update 1.9 and Charters of Commerce release tomorrow (June 17th), but first check out the Update 1.9 video to get the full breadth of changes, improvements and fixes coming! [/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]
[/p][p]But that's not all, if you missed the Charters of Commerce tutorial tour videos over the weekend they are in this handy playlist here:[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]You can pick up Charters of Commerce now in Expansion Pass 2![/h3][h3]
[dynamiclink][/dynamiclink][/h3]

Modcon IV! From June 13th to June 15th

[p]Ladies and Gentlemen! My name is Lord R, one of the modders behind Morgenröte and an organizer for ModCon. Paradox has kindly allowed us to use their telegram system to spread the word about our great Exhibition of mods![/p][p][/p][p][/p][p][/p][p]PDX ModCon is the community owned and organised three-day showcase and celebration of Paradox mods; specifically those of Victoria 3, Imperator: Rome and Crusader Kings III. Over several live streams on YouTube we'll be presenting new trailers and showcases for over 40 mods. We have everything from updates to established mods like Gates of the Bosphorus and Realms of Exether, to the introduction of new projects small and large. [/p][p][/p][p]Besides that we will have live interviews with several mod teams, giveaways, and discussions with some of our community about mod-adjacent subjects. And throughout the event we will be gathering money for the cause that all of our games owe to: the monuments of the world. The World Monuments Fund has been working for sixty years to preserve, protect and rebuild the physical cultural heritage that we all benefit from. Whether that be rebuilding a Yazidi shrine destroyed by conflicts, guiding sustainable tourism to Khmer temples, or setting up an authentic garden in the Palace of Versailles. [/p][p][/p][p]Join us, starting this Friday the 13th! For more information, visit the official ModCon website and join the Discord server.[/p]

Dev Diary #150 - Charters of Commerce & Update 1.9 “Lady Grey” Changelog

[p]
[/p][p]Hello Victorians! A very Happy Thursday to you all! [/p][p][/p][p]With Charters of Commerce releasing next week on June 17th, we thought you might like an early look at the changelog and get even more excited a chance to start dissecting the contents before release. Alongside Charters of Commerce is, of course, an accompanying free Update; 1.9 “Lady Grey”. Keeping in our tradition of naming updates after tea, this time with a tea that is a spin on Earl Grey with orange and/or lemon peel in - personally I prefer the original with shortbread biscuits.[/p][p][/p][p]If you crave to see the mechanics pack in action before release, then we have a treat already prepared for you! This series of pre-release streams featuring Martin and Daniel attempting to make the world reliant on Argentinian beef, should satisfy that craving.[/p][p][/p][p]That is not all! Starting tomorrow we will release a series of videos going through major features coming in the pack on our video channels![/p][p][/p][p]The weekend is not only busy on our end, but sees another edition of Modcon, the friendly modder-run event that shares fascinating mods, key advice, interviews and raises money for charity. Starting tomorrow until the 15th, so check out the Victoria 3 segment![/p][p][/p][p]With that all said, welcome to the changelog![/p][p][/p][p][/p][h2]Features of Charters of Commerce[/h2][p][/p][p][/p]
  • [p]Added Company Charters: They provide new, different sets of rights to the company in question.[/p]
    • [p]Give your companies a Colonization Charter and profit from colonization bonuses and see the company become a country this way.[/p]
    • [p]Investment Charters allow your company to set up Regional HQs in other countries to extract wealth from them.[/p]
    • [p]Adding the Industry Charter allows a company to expand into a new industry type.[/p]
    • [p]The Monopoly Charter prevents other actors from constructing new levels of the selected industry and provides a hefty discount to buying up more levels.[/p]
    • [p]A country has a number of free Company Charters to hand out among their companies. Things like laws or technologies can change this limit. You can go above the limit for an authority cost.[/p]
  • [p]The Trade Charter will be free to use for everybody and allows your companies to build, buy and run Trade Centers.[/p]
  • [p]Added Prestige Goods: They are luxurious or high quality variants of existing goods, e.g. Champagne replacing Wine. They are produced by companies that are prosperous and improve various aspects like a higher Trade Advantage on the World Market, shifting Pop spending if many Prestige Goods are available or providing a throughput bonus to buildings that consume Prestige Goods. There are about 35 historical Prestige Goods and 15 more generally available ones, unlocked by completion of a Journal Entry.[/p]
  • [p]Added Country Monopolies: Monopolies are not just limited to companies, countries can hold them too. Just like the Monopoly Charter, it prevents other actors in the country from building new levels. Monopolies also increase the market price of affected goods.[/p]
  • [p]Added a number of extra Treaty Articles (see more info on the general system in the free feature section):[/p]
    • [p]No Tariffs on Goods[/p]
      • [p]The country is not allowed to set tariffs on a specific input good when trading with the World Market[/p]
    • [p]No Subventions on Goods[/p]
      • [p]The country is not allowed to set subventions on a specific input good when trading with the World Market[/p]
    • [p]Prohibit trade of good with World Market[/p]
      • [p]The country is not allowed to trade a specific input good with the World Market[/p]
    • [p]Law commitment[/p]
      • [p]The country commits to passing a specific law. As long as they don’t, their side is not fulfilled and the other side of the treaty is inactive[/p]
    • [p]Non-Colonization Agreement[/p]
      • [p]The country is not allowed to colonize a specific strategic region[/p]
    • [p]Grant Monopoly to Foreign Company[/p]
      • [p]Establishes a monopoly for a company in a different country[/p]
  • [p]Added 15 new historical companies to the game, all with custom icons[/p]
  • [p]Charters of Commerce also unlocks the Foreign Investment pacts (now handled in Treaties)[/p]
  • [p]Added a new Power Bloc principle group focused on effects for Companies[/p]
  • [p]Added Character DNA for 26 new historical executives. Executives are a new character role that leaders of companies have. Executives can become Interest Group leaders or even country leaders given the right circumstances. Generic Executives are available for anybody, historical ones come with Charters of Commerce.[/p]
  • [p]Added a new 3D model for Regional Company Headquarters building in all cultures[/p]
  • [p]Added an East India Company DLC coin[/p]
  • [p]Added new key art for the Main Menu showcasing some famous Executives and industry and commerce[/p]
  • [p]Added 5 new Charters of Commerce achievements[/p]
[p][/p][h2]Achievements[/h2][p][/p][p]To accompany all the new features and content added in Charters of Commerce, we have added 5 new achievements to the game. [/p][p][/p][p]As always, accompanied by some excellent art by our amazing art team - please say which one is your favorite![/p][p][/p]
[p]Achievements coming in Charters of Commerce[/p]
[p][/p][p][/p][p][/p]
[p]Yes, We Have Bananas![/p][p]Produce prestige good Gros Michel Banana from United Fruit Company and get 25% share of total goods on World Market[/p]
[p][/p][p][/p][p][/p]
[p]Fordlandia[/p][p]Have an automotive company establish a country via a colony and have a top 10 GDP.[/p]
[p][/p][p][/p][p][/p]
[p]Champagne Socialist[/p][p]As a Council Republic, produce more than 100 units of Champagne.[/p]
[p][/p][p][/p][p][/p]
[p]Franchising[/p][p]Establish a Regional HQ and have it own at least 20 levels.[/p]
[p][/p][p][/p][p][/p]
[p]Systembolaget[/p][p]As Sweden, have a Country Monopoly on Liquor.[/p]
[p][/p][p]Then with free Update 1.9 we also added another 5 achievements to the game too:[/p][p][/p]
[p]Achievements coming in Update 1.9[/p]
[p][/p][p][/p][p][/p]
[p]It’s a Blockade[/p][p]Fully blockade a World Market Hub that is connected to at least 100 Trade Centers.[/p]
[p][/p][p][/p][p][/p]
[p]Swiss Bank Account[/p][p]As Switzerland, make more than 10% of your GDP from money transfer through treaties.[/p]
[p][/p][p][/p][p][/p]
[p]All Quiet on the Western Front[/p][p]Have over a million casualties on a single front.[/p]
[p][/p][p][/p][p][/p]
[p]Wall of Text[/p][p]Have 10 or more articles in a single treaty.[/p]
[p][/p][p][/p][p][/p]
[p]Venice, Vidi, Vici[/p][p]As Venice, have the most Trade Centers in the world.[/p]
[p][/p][h2]Changelog[/h2][p]The following changes have been made to the game compared to 1.8.7:[/p][p][/p][p][/p][p][/p][h2]Features[/h2]
  • [p]Completely reworked the Trade system. The old Trade Routes are gone, and instead there is now a World Market which acts as a top layer above National Markets. Trade Centers will trade autonomously with the World Market, exploiting price differences and Trade Advantage to make a profit. Instead of being automatically created, Trade Centers are now built with Construction Sectors and can be built and owned by Ownership Buildings via the Investment Pool.[/p]
  • [p]Reworked how large parts of the Diplomacy system work by adding Diplomatic Treaties. Set up treaties, equal or unequal, between two countries. Add articles like Alliance, Trade Privileges or Transfer Money and mix and match between them. Other players or the AI will evaluate the whole deal with all components and can suggest changes to it to renegotiate. Alternatively, you can enforce a treaty as a wargoal during peace negotiations.[/p]
  • [p]Removed War Reparations war goal, replaced it with a Transfer Money enforced Treaty article[/p]
  • [p]Reworked Treaty Port, Foreign Investment Rights, Ban Slavery and the Force Nationalization wargoal to use Treaties instead[/p]
  • [p]Reworked front generation algorithm. Fronts that are close, but not directly adjacent to each other are now combined into one big front. They can skip a distance of one state region to do so. This should heavily reduce the amount of front splitting.[/p]
  • [p]Reduced armies shuffling around frontlines by making them more likely to keep their current base camp position[/p]
  • [p]Added a Military Access system. Players can now invade states through neutral countries if they have military access through it secured via a Diplomatic Treaty. This works very similarly to a naval invasion where you determine the armies to be sent to open a new front.[/p]
  • [p]Low supply no longer directly affects unit morale recovery. Instead, it now applies a multiplier to the military formation's organization.[/p]
  • [p]Added bulk editing for formations: Select which formations you want to apply it to and you will see the new bulk editing options. Added functionality for changing mobilization options, merging armies, changing commander orders, mobilizing, demobilizing and raising conscripts of all selected armies at the same time.[/p]
  • [p]Made the British East India Company, Hudson’s Bay Company and Russian American Alaska countries that are related to their respective companies which are now British and Russian respectively. Adjusted their building ownership accordingly.[/p]
  • [p]Added 6 free historical companies[/p]
  • [p]Added a new unique Trade Law for Chinese-culture countries called 'Canton System', which works largely as Isolationism but allows limited trade in Western Guangdong[/p]
  • [p]Added a new 'Blockade' order to Admirals which makes them Blockade any hostile ports connected to the Sea Node they are present in. Blockades reduce World Market Access, Shipping Lane Efficiency and throughput of buildings in the Port hub at a rate depending on the Blockade Strength of the blockading fleet. We also added blockade multiplier effects to two existing admiral traits.[/p]
  • [p]Added event outlines for Journal Entries, which display possible effects for events fired as a result of a Journal Entry completing, failing, or timing out. Event outlines are determined by a triggered_desc system, and so may change depending on various conditions.[/p]
  • [p]After enabling it through a game rule, it is now possible to set a custom RNG seed in the game[/p]
  • [p]Added a new Minority Rights Movement that will draw from less radicalized minorities and attract smaller groups in particular[/p]
  • [p]Added 5 new free achievements[/p]
  • [p]Added the game setting to switch to Vulkan or DX11 as renderer. Default is DX11[/p]
[h2][/h2][h2]Improvements[/h2]
  • [p]The "War Machines Industries" building has been renamed to "Automotive Industries". It now produces Cars as its primary good and Tanks and Airplanes as its secondary goods. (based on the "Automotive Industry Rework" mod by indexo4, thank you for the inspiration!)[/p]
  • [p]Added notifications for India to communicate the results of the Indian Home Rule Request Government Reform button (Pivot of Empire)[/p]
  • [p]Companies can now buy building levels that are held by Financial Districts/Manor Houses, if those buildings are of the allowed types for the company[/p]
  • [p]Companies can now be formed from any mix of country-owned & privately held levels and their initial building levels no longer need to be nationalized first[/p]
  • [p]It is now possible to both privatize and nationalize buildings that have full collectivization enabled, so that mixed cooperative ownership economies are fully enabled. Privatizations under full collectivization will result in worker owned levels.[/p]
  • [p]Company HQs no longer employ capitalists under Command Economy and Cooperative Ownership[/p]
  • [p]Many unique companies are now heavily weighted towards establishing their HQ in one or several specific states where they historically resided[/p]
  • [p]Risorgimento annexation events are no longer tied to radical population, but rather active revolutions[/p]
  • [p]Added a new Magnatial ideology for British and Polish landowners, which makes them more inclined in favour of voting laws[/p]
  • [p]Removed all generic technology journal entries except for ones related to art genres. The completion events will now appear as single-fire pulse events instead, triggered by the journal entry's complete conditions.[/p]
  • [p]Templatised modifier values are now based on days instead of months, resulting in more sensible modifier durations[/p]
  • [p]Added a game rule to toggle dynamic naming of states and cities (endonyms vs. exonyms)[/p]
  • [p]Made Railway buildings care about missing Infrastructure rather than Market Access when determining if it should auto-expand[/p]
  • [p]Updated the "An Odious Debt" Journal Entry to tie the current debt value directly to the Journal Entry[/p]
  • [p]London Conference votes are now weighted by the prestige of the country issuing the vote[/p]
  • [p]Added two new variants of the Government Petition event[/p]
  • [p]Red Scare Ark event now has a limit on the number of pops that can be deported (Thanks to EldritchPenguingod on Reddit for reporting this) [/p]
  • [p]Scaled infamy cost for expelling diplomats based on the target country. Expelling Great and Major powers remains at 10 infamy. Minor powers and Unrecognized Major powers go to 7.5 infamy. Insignificant powers and Unrecognized Regional powers go to 5 infamy. Other unrecognized powers go to 2.5 infamy. (Thanks to ShadowJackal on Discord for the idea)[/p]
  • [p]Changed Risorgimento buttons to contribute Activism to applicable movements rather than spawning radicals[/p]
  • [p]Enabled Italian states to annex Italian minor nations if they are the sole Italian unification candidate and have Friendly or above relations with the relevant country[/p]
  • [p]Made it impossible to get the Cosmopolitan achievement just by starting as certain countries. It now requires to start with 3 or fewer accepted cultures.[/p]
  • [p]"War Wounded" Journal Entry and associated events should fire correctly and have been rebalanced[/p]
  • [p]Gold, Rubber and Oil rushes will now happen far less frequently, have had their effects rebalanced, and now have new options to hide future events and apply the chosen effects automatically[/p]
  • [p]The Open Market wargoal is now once again available even if you have Sphere of Influence/Charters of Commerce, as Investment Rights no longer auto-opens markets[/p]
  • [p]The pro-slavery movement now supports Local Police[/p]
  • [p]Many, many events have had their cooldowns drastically increased, to reduce instances of seeing the same event repeatedly[/p]
  • [p]Changed supply routes to end at the current position of the army[/p]
  • [p]All political movements will now use the red ideology icon variant for their core ideology[/p]
  • [p]Added a custom tooltip to option c in spooky_halloween_events.3[/p]
  • [p]Added tooltip to the Readmit the Secessionist States JE to clarify completion conditions[/p]
  • [p]Made Alaska a releasable nation[/p]
  • [p]Removed instances of duplicate Liberal ideologies from the Path to Liberalism completion tooltip[/p]
[h2][/h2][h2]AI[/h2]
  • [p]The AI now has a much better understanding of what is required to form unique companies and is able to pursue specific construction strategies to try and do so[/p]
  • [p]Fixed a bug where the AI wouldn't enact a law even though they should when the supporting movement was having a neutral stance towards a law[/p]
  • [p]Added a missing OR statement which required the AI to have completed Meiji and Russian Serfdom JEs before they'd try to get out of Traditionalism[/p]
[h2][/h2][h2]Balance[/h2]
  • [p]Reduced Company throughput bonuses as it is now easier for Companies to get more building levels[/p]
  • [p]Canal Companies now provide a free company slot as part of their prosperity bonus[/p]
  • [p]Removed the free Company slot from Laissez-Faire economic law[/p]
  • [p]All development buildings (such as Construction Sectors, Railway, Ports etc) now have a base employment level of 1k per level. The cuts to employment were generally in the lowest paying jobs, so universities no longer have one groundskeeper per teacher etc.[/p]
  • [p]Reduced tax rates somewhat to balance against reduced expenses from lower employment in government buildings[/p]
  • [p]Reworked "A Modern Conservative" event into "The Anti-Corn Laws League". The event now spawns a Petit-Bourgeoisie Market Liberal agitator rather than a Landowners Market Liberal agitator, and may strengthen Liberal/Modernizer/Orleanist movements.[/p]
  • [p]Added a baseline drift factor to the Unstable Raj that seeks to drift towards the lower bound of High stability (Pivot of Empire)[/p]
  • [p]Prosperity now goes from 0-100, and companies become prosperous at 100 prosperity, activating their prosperity modifier. They lose prosperous status if it drops below 75 again.[/p]
  • [p]Prosperity now has a target value (based on multiple factors) that it drifts towards over time, with the drift speed based on how many staffed building levels the company has (larger companies gain prosperity faster and lose it slower)[/p]
  • [p]Company productivity is now compared to average productivity of their owned building types, scaled by the number of levels they own in each, when determining impact on prosperity[/p]
  • [p]Added a Construction Efficiency penalty of 20% to unincorporated states[/p]
  • [p]Ports are no longer level capped, and Natural Harbors and equivalent traits now increase port throughput instead of port max level[/p]
  • [p]Gave natural harbour state traits and their flavoured variants a MAPI bonus (thanks to u/rit_cs_student for the suggestion)[/p]
  • [p]Penalties for low organization are now much more severe, with up to 75% penalties to offense/defense[/p]
  • [p]Buildings that are entirely missing an input good will now suffer up to 75% input shortage penalties[/p]
  • [p]Unique companies now generally require fewer building levels to form, with most companies only requiring only 5 levels[/p]
  • [p]Bolstering or suppressing a Movement now also adds a base value to the movement pop attraction, this should make both actions feel much more impactful[/p]
  • [p]Enabled the use of Annex Country diplomatic plays against countries with a rank of Insignificant Power or below[/p]
  • [p]Financial Districts and Company HQs now provide 5 Urbanization per level[/p]
  • [p]Livestock Ranches now have more efficient PMs with higher base profit margins[/p]
  • [p]Grain Farms now have slightly less efficient late-game fertilizer PMs[/p]
  • [p]Pops now prefer to consume non-grain food sources over grain and should generally consume more meat where available[/p]
  • [p]Military buildings now gain and lose input shortages much quicker, since there is an additional lag time on the impact on supply[/p]
  • [p]Military units can now be recruited and PMs requiring a supply of a specific good activated if that good exists in the world market and can theoretically be imported by the relevant state[/p]
  • [p]Modernizer movements now support Proportional/Graduated Taxation and Public Schools[/p]
  • [p]Reduced the malus to abolitionist movement support in slave states for non-USA countries[/p]
  • [p]Reduced the minimum infrastructure value for Paved Roads to appear from 1000 to 500[/p]
  • [p]Replaced and moved around a number of effects on Trade related Power Bloc Principles[/p]
  • [p]Reduced the innovation cap increase on Advanced Research 3 from 10 to 5 (Sphere of Influence)[/p]
  • [p]Reduced the Cohesion restriction for using Regime Change in Ideological Union Power Blocs from 25 to 10 (Sphere of Influence)[/p]
  • [p]Increased the Cohesion cost for using the Subjugation power in Sovereign Empire Power Blocs (Sphere of Influence)[/p]
  • [p]Added a bonus to the Economy of Scale cap to the Transportation 3 principle (Sphere of Influence)[/p]
  • [p]Added a 5% birth rate increase to Religious Convocation Power Blocs (Sphere of Influence)[/p]
  • [p]Reduced authority gain from the Vassalization principles (Sphere of Influence)[/p]
  • [p]Added a throughput penalty to devastation. At maximum devastation, the penalty is 50%.[/p]
  • [p]Made devastation decay a lot slower. It now takes about 3 times as long to recover.[/p]
  • [p]Cultural Minority Movements will now attract radicals more[/p]
  • [p]Changed Equality for All criteria to require average acceptance over 60 for Afro-Americans, rather than base acceptance[/p]
  • [p]If Haiti has a successful revolution, the revolter will now inherit the indemnity payments associated with the Odious Debt Journal Entry[/p]
  • [p]Opium now has a lower base weight for pop consumption, but a much higher chance of becoming an obsession[/p]
  • [p]Decentralised nations will no longer tax their populations[/p]
  • [p]Made Trade Unions, Rural Folk, and Industrialists less likely to form unsustainable parties on their own[/p]
  • [p]Internal Trade and Market Unification Principles no longer give bonuses to company throughput[/p]
  • [p]External Trade Principle now increases Trade Capacity and also increases Trade Advantage when trading with same-power bloc countries[/p]
  • [p]Divine Economics now increases Trade Advantage when trading with same state religion countries[/p]
  • [p]Agitators with the Reformer Ideology are less likely to join the Reactionary Political Movement due to opposing personal ideology[/p]
  • [p]Capped the amount of negative progress gained from loyalists in the "Populist Unrest" and "Spectre Haunting the World" Journal Entries at 3[/p]
  • [p]Added silk potential to Lombardy[/p]
  • [p]Added a level 1 lead mine to the Kanto state[/p]
  • [p]Adjusted Australia's historical building setup to represent the whaling and logging industries[/p]
  • [p]Disabled assimilation for slave pops so that they will no longer assimilate to other cultures[/p]
  • [p]Hanover now retains its Coat of Arms when the personal union breaks[/p]
  • [p]Reduced Aristocrats political strength gain from "A Grain of Power" event[/p]
  • [p]Reduced the liberty desire gained by Princely States upon refusing to establish a new Princely State (Pivot of Empire)[/p]
  • [p]Reduced base Intelligentsia attraction to Radical parties[/p]
[h2][/h2][h2]Art[/h2]
  • [p]Added a bonus paper map that is free for all who sign up for the Newsletter[/p]
  • [p]Created and added several new outfits wearable only by Executives[/p]
  • [p]Added a number of historical Executives DNA[/p]
  • [p]Added a new 3D model representing World Market Hub ports[/p]
  • [p]Added a blockade entity for blockade dioramas[/p]
  • [p]European Industrialists characters can now wear top hats[/p]
  • [p]Updated Convoys icon and Port Building icon to show the new Convoys icon within it[/p]
  • [p]Reworked some military particle effects[/p]
  • [p]Fixed a bug causing some factory smoke effect to be rotated incorrectly[/p]
[h2][/h2][h2]Audio[/h2]
  • [p]Fixed a bug where music eventually started looping indefinitely when the Music Density Slider was set to maximum[/p]
  • [p]Fixed a bug where dismissing a message notification sound was not playing on right-click[/p]
  • [p]Fixed a bug where the shimmering sound for principle selection UI had a delayed start[/p]
[p][/p][p][/p][h2]Content[/h2]
  • [p]Added an event and special decision to a British East India Company that successfully averts the Indian Uprising in the Unstable Raj journal entry (Pivot of Empire)[/p]
  • [p]Added a new character ideology called Modernizer[/p]
  • [p]Added new Entrepreneur character traits for Executives and added Executive relevant statistics to existing traits[/p]
  • [p]Added Albert Einstein character template and DNA[/p]
  • [p]Made the "Imperialism of Promise" Journal Entry mutually exclusive with the British Raj (Pivot of Empire)[/p]
  • [p]Added a Journal Entry for annexing the Princely States as an independent or Home Ruled India (Pivot of Empire)[/p]
  • [p]Added Character DNA to 4 existing historical characters[/p]
  • [p]Added Ada Lovelace character and DNA[/p]
  • [p]Added Florence Nightingale DNA, character template and agitator event[/p]
  • [p]Japanese emperors and their heirs are now spawned correctly when the "Honorable Restoration" Journal Entry is completed on the historically appropriate date[/p]
  • [p]Added two new generic election events[/p]
  • [p]Added a decision for Italy to move the capital to Rome following unification[/p]
  • [p]Added historical trade centers based on available 1836 commercial data[/p]
  • [p]An independent Siberia with Cybernetic State government will now take on the name Cyberia (Thanks to AbsolutelyNotMoishe on reddit for the suggestion)[/p]
  • [p]The "Honorable Restoration" Journal Entry completion event will now correctly name the emperor that you will receive[/p]
  • [p]Future historical Japanese emperors are now created as heir when appropriate[/p]
  • [p]Expeditions now name their leader and current location in the journal entry[/p]
  • [p]Updated tutorial localization to reflect the changes to the Trade system[/p]
  • [p]An independent Canada is now dark red[/p]
[h2][/h2][h2]Interface[/h2]
  • [p]Added a relevant map mode selector to most left side panels for easier access[/p]
  • [p]Added unique icons for ALL Map Modes[/p]
  • [p]Added a Company details panel with Company Charters and more in-depth info about a Company[/p]
  • [p]Added a Global tab displaying a list of all Companies in the world to the Companies interface[/p]
  • [p]Reworked the Battle Map Marker to show if the Battle is Offensive or Defensive. Moreover, the Push of War progress bar is now displayed on it.[/p]
  • [p]Improved how we present War Goals and what information they convey at a glance[/p]
  • [p]Wargoals now clearly show whether or not they are contested in their tooltips, along with the conditions required to contest them[/p]
  • [p]Added a "Quick Select" menu to the Transfer Units window to make it easier to select and transfer all Units from a specific State or HQ to another Formation[/p]
  • [p]Added pinnable Treaties to the outliner[/p]
  • [p]Reworked the layout of the Goods tooltip[/p]
  • [p]Added subject and overlord diplomatic action tabs to the diplomatic lens[/p]
  • [p]Made the "All map modes" list not open or close the Ledger on click to enable more flexibility in its use[/p]
  • [p]The Diplomatic Play panel's War Goals list has been improved visually to distinguish Enforced Articles better.[/p]
  • [p]The Military Formation tooltip now shows small cards for each Unit type[/p]
  • [p]The Military Unit Type thumbnail image now contains the Offense and Defense value for that Unit Type[/p]
  • [p]The full Military Formation Map Marker is displayed only when highlighted or selected[/p]
  • [p]Cleaned up the layout of the Military Formation tooltip[/p]
  • [p]Made the Mobilization Options on the Formation panel more compact[/p]
  • [p]Advancement Progress is now displayed on the Front Map Marker[/p]
  • [p]The total cost of your Military is now displayed on top of the Military panel[/p]
  • [p]Added "Transfer Units" to the Military Formation right-click menu[/p]
  • [p]Reworked the Military Formations list item to both contain better information and be slightly more compact[/p]
  • [p]Each Law option now shows any Movements supporting or opposing that Law[/p]
  • [p]The Political Movement tooltip now shows which Laws this Movement supports/opposes[/p]
  • [p]The Queued Construction Map Marker has been hidden in the default Map Mode in order to reduce map marker overlap[/p]
  • [p]Added Employment bar to the Construction Lens list items[/p]
  • [p]Added a list of States + Prices to the Goods tooltip for Services, Transportation and Electricity[/p]
  • [p]Changed text boxes so that you can stop writing in them by clicking outside of the text box with the mouse which allows keyboard shortcuts to be used again[/p]
  • [p]Added relevant action buttons and State Traits to the Building fancy tooltip[/p]
  • [p]Improved the enactment button tooltip to better explain the temporary Approval changes for Interest Groups[/p]
  • [p]The Exiled Agitators button now shows the number of valid options, as well as total number of Exiled Agitators[/p]
  • [p]Political Movement Types now have a tooltippable name[/p]
  • [p]Each Law option now shows invitable Exiles that would support that Law[/p]
  • [p]Switch 'Peasants' to be the default metric for number of Pops in a State in the Construction Interaction[/p]
  • [p]Added a more compact Area/Piechart UI type[/p]
  • [p]The size and behavior of Event and Input Shortage Map Markers has been tweaked in order to reduce flickering[/p]
  • [p]Changed the default tooltip mouse mode setting to Timer and Action Lock[/p]
  • [p]Made sure the Building Browser building group filters match the order of the lens tabs for consistency[/p]
  • [p]Improved the layout of the Law fancy tooltip[/p]
  • [p]Exiled Agitators are now sortable[/p]
  • [p]Added "R" as a shortcut for opening your Country details panel[/p]
  • [p]Added tooltip for the Terrain value in the Battle details panel[/p]
  • [p]Changed the default sorting for Companies to Productivity[/p]
  • [p]Fixed a bug when the guarantee independence panel would not properly show current guarantees[/p]
  • [p]Added a confirmation window when the player declares bankruptcy[/p]
  • [p]Added notifications for company prosperity bonus activating and de-activating[/p]
  • [p]Peasant levies law description now shows the restrictions for unit types available to conscription[/p]
  • [p]Now showing company profits and breakdown into revenue and expenses in the company list and panel[/p]
  • [p]Made the loyalists and radicals trends backtrack 10 years instead of just 1 year[/p]
  • [p]Added a "Zoom closely" mode to the State "Zoom To" button[/p]
  • [p]Added instructions related to multi-selection in the Military Formation Map Marker tooltip[/p]
  • [p]Army and Navy HQ's are differentiated in the HQ Map Marker[/p]
  • [p]Show number of Casualties for each Country on the Front details panel[/p]
  • [p]Tooltips for innovation and literacy no longer use personal pronouns incorrectly.[/p]
  • [p]Added flags and nested tooltips for country names and subject types in the tooltips for decreasing and increasing the autonomy of subjects.[/p]
[h2][/h2][h2]Performance[/h2]
  • [p]Optimized Country war status checks[/p]
  • [p]Additional optimizations were added around Pops and Political Movements[/p]
  • [p]The Liberty Desire calculations were improved[/p]
[h2][/h2][h2]Modding[/h2]
  • [p]Add new triggers market_trade, market_imports, market_exports, market_trade_reliance, market_imports_reliance, market_exports_reliance, state_trade, state_imports, state_exports, market_production_share, market_consumption_share, import_advantage, export_advantage, relative_import_advantage and relative_export_advantage[/p]
  • [p]Financial Districts and Company HQs now provide 5 Urbanization per level[/p]
  • [p]Scripted Buttons and Decisions now use proper script values for ai_chance, allowing for more advanced AI logic to be scripted in[/p]
  • [p]Added new triggers company_owned_levels, company_employed_levels & company_is_prosperous[/p]
  • [p]Added a new trigger entitled is_company_type[/p]
  • [p]Character Traits can now be given an executive_modifier, which applies to all building levels owned by the executive's company[/p]
  • [p]It is now possible to specify a parent type for law types. Law types with parents inherit all ideological stances from their parent, and cannot be given specific ideological stances themselves.[/p]
  • [p]Made the Character.GetBattle promote const and introduced a non const version Character.AccessBattle[/p]
  • [p]Made the Battle.GetFront promote const and introduced a non const version Battle.AccessFront[/p]
  • [p]Add new trigger world_market_access[/p]
  • [p]Added new effects add_exports, add_imports, remove_exports, remove_imports, set_exports, set_imports[/p]
  • [p]Added state scope link num_world_market_hub_trade_center_levels[/p]
  • [p]Added a new trigger called is_blockaded_by[/p]
  • [p]Added new value links ai_treaty_fairness, ai_treaty_value, ai_market_import_value, ai_market_export_value, ai_market_trade_value[/p]
  • [p]Added new triggers has_potential_supply, world_market_exports, world_market_imports and world_market_delta[/p]
  • [p]Changed the country_average_cultural_acceptance trigger to return the country's acceptance of the culture as a whole if no pops of the culture is present in the country, instead of returning 0[/p]
  • [p]Add new triggers bureaucracy_usage, influence_usage, authority_usage, relative_bureaucracy, relative_influence, relative_authority[/p]
  • [p]Added new links income_transfer_expenses, income_transfer_relative_expenses, num_income_transfer_treaty_articles, num_income_transfers[/p]
  • [p]Added new triggers called state_to_state_trade, state_to_state_exports and state_to_state_imports[/p]
  • [p]Added new triggers called market_to_market_trade, market_to_market_exports and market_to_market_imports[/p]
  • [p]Added a new trigger called is_world_market_hub[/p]
  • [p]Added new text formatting tags ":" and ";" which are used like the "+" and "-" tags, but colors numbers blue/gold instead of green/red[/p]
  • [p]Implemented decentralized_country script lists ( similar to random_country, ordered_country and so on) to iterate through decentralized countries[/p]
  • [p]Added new trigger infrastructure_delta[/p]
  • [p]Added new on_actions on_game_started and on_game_started_after_lobby[/p]
  • [p]Added new trigger has_law_commitment[/p]
  • [p]Added the console command ai_evaluate_trade[/p]
  • [p]Moved scripted tests folder from the common folder to the tools folder[/p]
  • [p]Updated the level parameter in the create_building effect to accept variables[/p]
  • [p]Added "owning_company" which scopes from a country to the company owning that country[/p]
  • [p]Added the remove_owned_country effect for removing the scoped country's ownership of the target country[/p]
  • [p]Updated the "owner" link to be able to scope from a company to the country owning it[/p]
  • [p]Added optional `custom_completion_header`, `custom_failure_header`, `custom_on_completion_header`, and `custom_on_failure_header` properties to journal entries to allow customized flavor for completion and failure states[/p]
  • [p]The `manpower_max` property has been removed from combat unit groups objects[/p]
  • [p]Military production methods now specify a soldiers / officers ratio rather than absolute numbers[/p]
  • [p]The `max_manpower` property has been added to combat unit objects[/p]
  • [p]Added a "cooldown" entry for "scripted buttons" (used by Journal Entries) which can be used to specify how often the button can be used[/p]
  • [p]Renamed trigger `is_naval_invasion_stalled_due_to_orders` to `is_invasion_stalled`, removed trigger `is_active` in invasion scope[/p]
  • [p]Renamed links `naval_invasion_attacker` to `invasion_attacker`, `naval_invasion_defender` to `invasion_defender`[/p]
  • [p]Added link `invasion` from front scope, added link `front` from invasion scope[/p]
[h2][/h2][h2]Bugfixes[/h2]
  • [p]Fixed an issue where British AI would never consent to Indian home rule (Pivot of Empire)[/p]
  • [p]Fixed a bug that blocked countries that start with the "Slavery Banned" law from completing the "Egalitarian Society" objective[/p]
  • [p]Fixed a bug where a marginalized group could contribute to approval or stall chance[/p]
  • [p]Fixed a bug where Single Party State was not deactivating properly[/p]
  • [p]Fixed a bug causing Suppress and Bolster to not be fully removed from all political movements in the country when Protected Speech was enacted[/p]
  • [p]Indian revolutions can no longer form countries[/p]
  • [p]Fixed a bug when the occupation wasn't removed after a peace deal involving a tributary[/p]
  • [p]Fixed Republic or Death Achievement requirements to show the correct Journal Entry name[/p]
  • [p]Adjusted unlocking technology for the Victoria Terminus monument from Pneumatic Tools to Steel-frame Buildings to bring it in line with the event for building it. Additionally removed the condition to not be atheist in order to build it. (thanks to Popleop)[/p]
  • [p]Fixed a bug preventing subjects that are forced to join wars with their overlord from joining wars when the overlord was swayed, as opposed to being the initiator of a diplomatic play[/p]
  • [p]Fixed acceptance from "little to lose from enemy war goals" being ignored for Offer Support demanding the transfer of a subject, the transfer of a state, the country becoming a subject, or setting up a diplomatic pact[/p]
  • [p]Fixed a bug where Arrange Accident's success/fail probabilities were not being affected by the Home Affairs institution level[/p]
  • [p]Updated the "Mobilize all Armies" button so that it no longer mobilizes armies that can't be mobilized individually[/p]
  • [p]The "Scramble for Africa" Journal Entry now also accounts for subjects[/p]
  • [p]Fixed a bug that caused the "The Ripper" Journal Entry to not spawn[/p]
  • [p]Fixed an issue where Radical or Liberal revolutions could occasionally spawn with the Council Republic law[/p]
  • [p]Fixed issue where turning Alyaska over to native rule would cause the player to play as a decentralised nation[/p]
  • [p]The Explorer trait now improves the chance of favourable outcomes on expeditions[/p]
  • [p]Fixed Hindustan to not start with locked Military Battalions[/p]
  • [p]The Peasant Movement is now correctly weighted towards rural states when starting a revolution[/p]
  • [p]Fixed an issue where the create_character effect would sometimes display "---" as the character name[/p]
  • [p]Fixed a bug where AI-controlled countries would form certain countries even when it should not be possible[/p]
  • [p]Fixed an issue where Taiping generals could spawn with a null HQ[/p]
  • [p]Fixed a bug where the Protected Speech law would mention suppressing/bolstering Interest Groups rather than Political Movements[/p]
  • [p]Overlord can no longer build in subject's states while at war against them[/p]
  • [p]Fixed an issue that caused the British East India Company to not put higher value on building certain Plantation buildings as determined by the British Dictate JE (Pivot of Empire)[/p]
  • [p]The Power Bloc railway production methods now work properly with various pieces of content and map graphics (Sphere of Influence)[/p]
  • [p]Fixed an issue where exiled Moderate or Pacifist characters could choose an invalid ideology[/p]
  • [p]Fixed an issue where the London Conference could have no outcome in the case of a tie[/p]
  • [p]Countries can no longer buy Alaska from themselves[/p]
  • [p]The "Hartal!" event will now only target states in India proper[/p]
  • [p]The `JOB_SATISFACTION_PER_PERCENT_HIGHER_STRATA_QUALIFICATION` define, is now applied correctly. (Renamed to `JOB_SATISFACTION_PER_PERCENT_HIGHER_SOL_QUALIFICATION`)[/p]
  • [p]Made the Positivist movement able to fire organically[/p]
  • [p]Fixed a bug where units could be conscripted even when there was no supply of their required goods[/p]
  • [p]Fixed a bug where heirs who become rulers keep their heir status[/p]
  • [p]Fixed a bug where a military formation's organization oscillates around its target value[/p]
  • [p]Fixed government petition auto-invalidating if IG requests a change from the law they hate to one they are neutral about[/p]
  • [p]Fixed an issue with the Train Robbery event that could result in a NULL_SCOPE in option text[/p]
  • [p]Fixed a bug when game would crash when trying to create a mod from the launcher[/p]
  • [p]Ursus company now cares about the correct state[/p]
  • [p]Fixed a bug where the default subsidies flag in building groups had no effect[/p]
  • [p]Fixed a bug that required the player to have an interest in the Scandinavia region instead of Finland if they wanted to create the "Nokia" company[/p]
  • [p]The first option in the event "Spiraling Ascension" now correctly activates the "State Atheism" law[/p]
  • [p]Fixed an issue where the timeouts for both sides of the Opium Wars were misaligned, enabling them to be completed in the wrong order[/p]
  • [p]Fixed incorrect Russian-American Company flag[/p]
  • [p]Fixed an issue which made the "Spectre Haunting the World" Journal Entry progress too quickly in some situations[/p]
  • [p]Fixed an issue where "The Man Who Would Be King" fired and immediately cancelled[/p]
  • [p]The event "From the Heart of the Sea" now checks that the country in question actually has a navy to station its admiral on[/p]
  • [p]Fixed the auto-cancellation of the emergency decree while at least one condition is still active[/p]
  • [p]Fixed an issue where Russian characters would occasionally wear hats meant for late-game uniforms prior to researching Bolt Action Rifles[/p]
  • [p]Fixed wrong requirements for political movement support in "Cause Without a Rebel" event[/p]
  • [p]Added a cancellation trigger to character_events.5[/p]
  • [p]Fixed nested tooltips in the country literacy tooltip always showing information about the player's country instead of the selected country[/p]
  • [p]Fixed a bug causing Arrange Accident to not send notifications when it failed to kill the target[/p]
  • [p]Fixed an issue where children would occasionally get epaulettes and other accessories with the child outfit[/p]
  • [p]Fixed an issue where the Resignation/Abdication tooltips had localisation bugs related to revolutions. Our thanks to the Unofficial Hotfix Mod by Ferrous for reporting this.[/p]
  • [p]Made the "Border Crossing" event properly fire its followup event to the relevant country, and fixed its mistargeted infamy gain effect[/p]
  • [p]Fixed an issue where the URL for the Russian general Friedrich von Berg directed you to the wrong Friedrich von Berg[/p]
  • [p]Added some missing trigger localization for requesting your own market[/p]
  • [p]Name of Hudson Bay Company corrected to Hudson’s Bay Company[/p]
  • [p]Fixed some incorrect country display in the German version of two lobby related events (thanks to Steinwallen community)[/p]
  • [p]Fixed an issue in the German notifications for granted foreign investment rights where the sender country was duplicated instead of mentioning the target country (thanks to Steinwallen community)[/p]
  • [p]Fixed the spellings of Guadalajara in Mexico and Antioquia in Colombia[/p]
  • [p]Fixed a number of double spaces across all languages[/p]
  • [p]Fixed a typo in the Nation Formation concept[/p]
  • [p]Fixed a typo in the "Paraguayan War" Journal Entry[/p]
  • [p]Fixed various other typos[/p]
  • [p]Partisan Interest Group leaders no longer die in the middle of the Divided Monarchist event[/p]
  • [p]"\[Country's] Dignitary Murdered" event now only targets great powers with interest in the region[/p]
  • [p]"General's Misfired Cannon" event can no longer remove country's ruler[/p]
  • [p]"Obstructionism in \[IG]" event should no longer affect Politically Unaligned "IG"[/p]
  • [p]Releasing Sikkim and Bhutan now requires Eastern Himalayas state region[/p]
  • [p]Qualification growth mult modifiers are only applied when the base qualification growth (including add modifiers if any) is positive. This stops positive qualification growth modifiers from causing faster qualification loss. It also stops negative qualification growth modifiers from slowing down qualification loss.[/p]
  • [p]Fixed an issue where Abdication could lead to an heir failing to succeed to the throne[/p]
  • [p]The "Purveyor of Progress" Journal Entry no longer has a hidden requirement that the player own Bombay[/p]
  • [p]The Deccan Riots can no longer select a null scope for their event target[/p]
  • [p]Fixed several improperly configured random_lists in "The Duel", "Rumor Has It", "A Scandal in \\\[state\\]", and "\\\[name\\] Thought".[/p]
  • [p]European heirs will no longer mix top hats with military uniforms[/p]
  • [p]Fixed conflicting clothing for South American generals/politicians[/p]
  • [p]Fixed a bug where the UI was flickering at the game start in the Main Menu[/p]
[hr][/hr][p]So we come to the end of this very long dev diary, with a couple last things to mention.[/p][p][/p][p]The Makeship campaign for the Lady Capitalist Plushie has been extended until June 21st, giving you even more time to get your hands on the plushie with the plan![/p][p][/p][p]Then our last reminder, Charters of Commerce, alongside Update 1.9 “Lady Grey”, releases on the 17th of June. So we will see you then, both in the patchnotes and the release stream which (starts at 15:30 CEST) featuring Game Design Lead Lino and multi-class programmer Alex (Bard and Sorcerer).[/p][p][/p][p]
[/p]

New Victoria 3 update could totally change how you play the grand strategy game

Originally released back in 2022, it's been a slightly rocky road for Victoria 3. Compared to its uniformly beloved predecessor, the latest in Paradox's trade-and-diplomacy-driven grand strategy series has generated mixed sentiments from players so far - but a quiet comeback seems to be underway. The latest expansion pass has picked up some deserved plaudits, alongside the Sphere of Influence and Colossus of the South DLC packs. Now, with spiritual rival Civilization 7 facing its own struggles, and close cousin Europa Universalis 5 on the way, the new Victoria 3 update, 1.9, could be a game changer. One of its most significant features seems to have sneaked under the radar.


Read the rest of the story...


RELATED LINKS:

Before Europa Universalis 5, get Paradox's finest grand strategy games cheap

New Victoria 3 dev diary reveals major military upgrades coming in update 1.9

New Victoria 3 DLC turns trade into the mechanic it deserves to be

Victoria 3 - Dev Diary #149 - Other Changes



Hello Victorians and Happy Thursday!

My name is Tunay (aka Doodlez) and I'm a Game Designer and Rural Folk member on Victoria 3 and I've been tasked with bringing you this Dev Diary.

Today we will be going through some of the changes and additions that didn't fit into the other Dev Diaries as well as some follow-up on some topics we have tackled already.

Let's jump right in with some of the latter in fact.

[h2]Bulk Formation Actions[/h2]
As mentioned by Lino in Dev Diary #145 we were actively working on the ability to change Military Formation Mobilization Options in bulk and not only has this been implemented but the scope has also somewhat escalated and now also includes some other much sought after functionality like the ability to mass merge Formations or set Commander Orders across all Generals.

The blue numbers signalize how many Commanders are set to a specific Order or how many Formations have a specific Mobilization Option activated, very handy!

[h2]Blockades[/h2]
A Blockade is a new type of Commander Order for Admirals that allows them to cut off World Market Access and Supply Lines from being created in Ports adjacent to their designated Sea Node.

Pictured here; the Royal Navy blockading Guangdong Bay

Blockades differ from conventional Convoy Raiding in that they require overwhelming naval supremacy but can inflict massive damage to the target country.
The defending nation does not have to helplessly watch this unfold of course, they can always choose to send their own fleet to engage your navy and try to break the blockade!




Whether you wish to deploy one or the other will depend on your situation, means and of course the make-up of your Fleet in comparison to your enemy! Capital Ships in particular will be able to instill fear and whiplash into anyone contemplating sailing that day on account of being so large and, as I have been told, having lots of guns.


While Capital Ships are great for blockading Ports you may wish to rely on smaller vessels for your raiding business instead

Now, this is all that I have for you on the Navy side of things for today but before we continue I'd like to reaffirm that we will be actively looking into further naval improvements and additions going forwards.

[h2]Strategic Objectives[/h2]
Strategic Objectives are a feature that we introduced way back in Update 1.2 that allowed you to designate a State as a target to advance towards on top of any war goals you may also have. This was however before we introduced Military Formations and has never really meshed well with it and other subsequent changes and additions to warfare to the point that it essentially only worked on one general at a time.

To that end we have decided to not only fix how Strategic Objectives work under the hood to make them feel more responsive but instead took the time to make them into something more. Therefore we have moved them from being something that exists per Front to instead be something that is attached to individual Formations. This felt particularly necessary as Fronts are no longer guaranteed to be contiguous objects either.

This change will give players significantly more control over the behaviour of the Formations in wars where it matters if they want that, while being something that can be safely ignored in rather one-sided affairs or if you simply do not wish to meddle with your Generals advances at all.

You can mix and match Strategic Objectives across several Formations as you please, allowing you to either concentrate their efforts on specific targets or to spread them out across the front

When choosing where to assign a Strategic Objective you will also be shown your wargoals as well as those of your enemy!

The rebel scum is advancing towards Maranhão but we wont let them!

Lastly to accompany this change, Strategic Objectives can now be placed via a new button in the Formation panel or alternatively through a new right-click interaction on the State you wish to target.

[h2]Wargoal Tooltips[/h2]
At times it has felt confusing as to how and why a war goal counts as contested or not, an issue that's only exacerbated by the fact that war goals can have all sorts of conditions between them. To alleviate this problem the war goal tooltips have been updated to now clearly state how a war goal can be pressed.

For now Hedjaz is out of reach but this will change once our invasion force arrives

This will be all things military for this Dev Diary, as always we are looking forward to your feedback!

[h2]Company Prosperity[/h2]
In Dev Diary #147 we mentioned that Company Prosperity is now a target value that a Company drifts towards as well as some smaller changes and additions, like the popularity of our newly added Executives.

The formula has since received another small but noticeable change. Where in the past the base Prosperity was based on the productivity of the Company compared to other Companies, it is now instead based on the Productivity of the Company compared to the global productivity of the types of buildings owned by said Company. In other words, if a Company owns Logging Camps and Rye Farms, its Prosperity from Productivity will be based on how well it compares to the average productivity of all Logging Camps and Rye Farms in the world.

[h2]Country Monopolies[/h2]
As you may recall we added the ability to grant Companies Monopolies on specific building types via our new Company Charters feature, but what if you wanted to be the one doing the monopolizing? Well now you can thanks to our new Country Monopolies feature:

In the name of his majesty the King, I have decided to put the production of all Cheese and Sausage in Prussia under the exclusive domain of the government!


Each Country Monopoly comes with a cost in Authority and in turn blocks Private Investors from constructing new buildings of this type.

It's important to note that a Country Monopoly does not affect the ownership makeup of pre-existing buildings; you will still have to claw those back the old fashioned way by nationalizing them.

[h2]Custom RNG Seed[/h2]
Making its way into update 1.9 is a new game rule:


When activated it allows you to set a custom seed that the random rolls in your game will be based on which should be particularly useful for the modders amongst you or if you simply didn't like the Ideology your Japanese Landowners IG leader spawned with.

I bring all the…

[h2]Quality of Life Changes[/h2]
Next up here are a couple more Quality of Life and UX changes and additions coming with Update 1.9. You will have to wait for the full changelog next week for all of the details but there are a couple that I'd like to highlight today!

[h2]Private Investment Log[/h2]
When hovering over the upcoming Private Construction plan you will now be greeted with a new tooltip that lists some of the most recent investments conducted by your pops including Constructions and Privatizations.

Apparently there is a fortune to be made in the colonies

[h2]Colonization[/h2]
When colonizing a new overseas state you will now also be granted a Port in that state, for a price of course, since otherwise colonization will be halted until you do so. To cut down on busy work we decided to just merge this step into the interaction itself.

A worthwhile investment if you ask me, and now with less clicks than ever before!

[h2]Movements[/h2]
Additionally, in the never ending quest to surface more important information to the highest levels Movements have received a bit of a facelift with the generic Movement Type icons being replaced with the Core Movement Ideology of each movement or a fitting Flag if there is one.
On top of that the tooltip now also clearly lists the Laws that the movement supports or opposes without having to dig further.

The Liberal Movements advocacy for personal freedoms does not seem to apply to enslaved people, as such they are currently very passive

These types of changes are almost always spawned either by our own gameplay experiences or your feedback so please keep it coming! With every update we try to optimize as many tooltips, concepts and other bits of information as possible to deliver you the data you want more directly.

[h2]Mapmodes[/h2]
Something we had been testing in Update 1.8 was assigning a list of contextually relevant map modes to the Budget Panel and for Update 1.9 we have decided to expand this into pretty much all other relevant panels! To this end our wonderful artists have also created icons for every single map mode in the game.

We felt that both of these steps were necessary as we are looking into improving map modes further and as the number of our map modes has increased quite substantially since release and will probably continue to do so in the future.

Clicking the small map mode button to the right will create a list of map modes relevant to the panel at hand, all of them with the new icons created by Ingela

[h2]Modding[/h2]
It wouldn’t be appropriate for me to end my Dev Diary without mentioning at least some of the changes and new tools for modders coming with this update!

[h2]Law Variants[/h2]
You can now assign your new Law a parent based on the other laws in the same category, your new Law will then inherit all ideological stances of its parent law allowing you to easily create variations of existing laws for more flexibility or to cover situations in different countries or regions in a more detailed manner without having to setup completely new Ideologies every time.

We are introducing one such Law Variant in Update 1.9 in the form of the “Canton System” a version of Isolationism that exists in China at game start. Implemented by the Qing dynasty, it greatly reduces the amount of outside trade by forcing it to go through a single port without banning it outright however, unlike regular Isolationism!

The Canton System — while not as extreme — does not come with perks as strong as that of Isolationism either

Creating a new variation is as simple as defining a new “parent” key in the respective law type:



[h2]Trade Setup[/h2]
Those of you creating total conversion mods would probably like to know how to set up historical trade routes now that the old trading system has been replaced, thankfully it's a rather simple affair.

Within your common/history/trade folder you should create a new file allowing you to define imports and exports in each state via the new add_exports and add_imports effects, just make sure you also give the states sufficient Trade Centers when you do so! Note that the numbers in these effects is not the number of goods exported, but rather the amount of Trade Capacity that will be used, so add_exports = 20 on iron will actually result in an exported quantity of 100.



To top things off I have created a handpicked list of some of the most exciting additions coming with this update that I haven't already mentioned:

  • Added new text formatting tags ":" and ";" which are used like the "+" and "-" tags, but colors numbers gold/blue instead of green/red.
  • Added new on actions “on_game_started” and “on_game_started_after_lobby” both of these will fire once the game has begun, the latter will fire after players have chosen their countries which is perfect for when you need access to players specifically.
  • Added "cooldown" for "scripted buttons" (used by Journal Entries) which can be used to specify how often the button can be used. For example: cooldown = { days = 10 }
  • The create_building effect now allows script values to be passed into the “level” property meaning you can finally prune all those if-statements. (I see you)
  • Scripted Buttons and Decisions now use script values to calculate ai_chance instead of scripted modifiers, allowing easier scripting of more advanced AI logic.
  • The max_manpower property from Combat Unit Groups has been moved to Combat Unit Types meaning you can now define different unit sizes for individual unit types if you like!
  • Added optional custom_completion_header, custom_failure_header, custom_on_completion_header, and custom_on_failure_header properties to journal entries to allow customized flavor for completion and failure states.
  • Added event_outcome_completed_desc, event_outcome_failed_desc, event_outcome_timeout_desc properties to journal entries allowing you to show the effects of an event that would fire as a result of a journal entry.
  • Added script lists for decentralized countries like any_decentralized_country, random_decentralized_country, every_decentralized_country etc.
  • Added executive_usage and company_trigger triggers for character templates, allowing you to add new company executives throughout the game
  • save_temporary_scope_as will now properly work in script values, including being passed into localization.


That will be all from me for today. We will be back next week with the Changelog for Update 1.9 and Charters of Commerce!

Until then, Happy Thursday and have a nice day!