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Victoria 3 - Dev Diary #159 - National Awakening & Update 1.10 Changelog

[p][/p][p][/p][p]Hello and happy Thursday Victorians!
[/p][p]As is now traditional, we have the early look at the changelog before our next release. Where, National Awakening and Update 1.10 release on September 23rd, alongside this we will have the accompanying patchnotes too.
[/p][p]Before then, however, we continue our tradition of naming each update after tea, this time we named it ‘Kaffee’.
[/p][p]Moving swiftly, and subtly on, last week we had the inaugural GDFIX Day on Discord. Where Martin and a crack team of devs decided to take community suggestions for small fixes, balance changes and more that could be done within one day. This resulted in 33 fixes, 34 if you count Martin submitting one to himself to fix himself… 
[/p][p]Regardless, we really enjoyed the community interaction and feedback from this and will look to do more of these in the future, so stay tuned for more information about them in the future. These will be coming in a hotfix after the release of Update 1.10, but you can see the list of fixes here.
[/p][p]Without further ado though, welcome to changelog, we got fun and games![/p][p]
[/p][p][/p][h3]Features of National Awakening[/h3][p][/p]
  • [p]Added Journal Entries for organising the United States of Greater Austria. Upon forming a Dual or Triple Monarchy and researching pan-nationalism, one may endeavour to form the USGA through the Federal Solution Journal entry and integrating enough cultures within the Empire to form the USGA[/p]
  • [p]Added a decision and event chain for transforming the Austrian Dual Monarchy into the Triple Monarchy through issuing a Trialist Manifesto. Issuing this Manifesto permits creating a third, more cooperative crown in Croatia to offset Hungary - at the cost of a potential conflict with Hungary.[/p]
  • [p]Added a Journal Entry (The Ständestaat​) for organising Austria into a Corporate State. With the rise of mass politics in Austria, the Corporatist Movement seeks to end democracy in favour of the “Ständestaat​”[/p]
  • [p]Added narrative content and a Journal Entry pertaining to the Great Eastern Crisis[/p]
  • [p]Added several Events and Journal Entries for Russia and Austria to interact with the Great Eastern Crisis[/p]
  • [p]Added a starting Journal Entry (The Age of Metternich​) to Austria, themed around the twilight years of Klemens von Metternich. This Journal Entry focuses on his objectives of maintaining the Austrian monarchy, maintenance of the Austrian sphere, and promotion of the arts and sciences[/p]
  • [p]Added a new building set for the Balkan region, including completely new 3D models for the Rural and Urban Residential, Farm, Civic, Port and Forestry buildings. Port and Forestry in particular have received a huge overhaul, showing much more information to the player on the map about their selected production methods. The building set also includes reskins of the currently existing Factory and Mining Models to help them fit better with the rest of the new Balkan buildings[/p]
  • [p]Added historical Austrian emperors and heirs past game start date, along with several events pertaining to the affairs of the Habsburgs.[/p]
  • [p]Added a Journal Entry and associated events pertaining to the Hungarian revolution[/p]
  • [p]Added historical uniforms to Austrian, Hungarian, Serbian, Bulgarian, Romanian, Greek, and Montenegrin generals, monarchs, officers, and soldier pops[/p]
  • [p]Added a Journal Entry for developing one's national identity as a Balkan state[/p]
  • [p]The Balkan League may now be created as an alliance between Serbia, Montenegro, Greece and (if they exist on the map) Bulgaria. Ottoman subjects may be added as de facto members. These nations receive various options to represent their militarization. Should they win the Balkan War, they may then turn on each other to retake their homelands[/p]
  • [p]Added loading screens for National Awakening[/p]
  • [p]Added new pop and character clothing, including outfits for Greek Fustanellas, Balkan Hajduks, late-game winterised uniforms, and early-nineteenth century tailcoats[/p]
  • [p]Added a Journal Entry simulating Montenegro's dependence on raiding to feed and clothe their people, with associated events. This can, with some difficulty, be upscaled to create a warlike nation set on destroying the Ottomans, but the Great Powers will not approve[/p]
  • [p]Added a Journal Entry for Montenegro to stop (or at least reduce) raiding and modernise their laws in an effort to appeal to the Great Powers for more land from the Ottoman Empire[/p]
  • [p]Added a Journal Entry for the Ottoman Empire to deal with Montenegro's raiding and to reward players for crushing the rebels once and for all[/p]
  • [p]Added a series of events reflecting the history of Montenegro's rulers and the dramatic transition from Theocracy to Monarchy[/p]
  • [p]Added the Throne of Thorns Journal Entry for Serbia, covering the conflict between Obrenovič and Karađorđević dynasties over the Serbian throne[/p]
  • [p]Added a Journal Entry for Montenegro and Serbia to combine into a single nation if they share borders, reflecting the history of Montenegrin rulers at the time considering themselves Serbs[/p]
  • [p]Added the Prussia of the Balkans Journal Entry for Bulgaria, covering Bulgaria's rapid militarization following its independence from the Ottoman Empire[/p]
  • [p]Added a Journal Entry for the formation of Yugoslavia[/p]
  • [p]Added a new 3D building representation of Hagia Sophia[/p]
  • [p]Added a Sausage Platter table asset, with Kolbász and some lovely pickles[/p]
  • [p]Added a Bugbear Flask table asset, a carved coconut to carry your gunpowder in. Created by sailors on their voyages home[/p]
  • [p]Added a Chibouk Pipe table asset, with matches depicting a certain Basil…[/p]
  • [p]Added a Coffee Cup table asset, alongside Turkish delight[/p]
  • [p]Added a new Austrian coin, based on a Maria Theresa thaler[/p]
  • [p]Added the Gründerzeit Journal Entry to the game, valid for all German nations[/p]
  • [p]Added the Autocracy in the Age of Liberty Journal Entry to Austria, along with associated events[/p]
  • [p]Added 'Bavarocracy' as a new starting Journal Entry for Greece[/p]
  • [p]Added 7 new companies to the game[/p]
  • [p]Added new custom Interest trait names and traits to the game for German, Romanian, and Hungarian nations[/p]
  • [p]Added content related to the 1873 Vienna World's Fair[/p]
[p][/p][h2]Achievements[/h2][p]Moving on to achievements! In National Awakening, we have added 5 new achievements to the game. With these achievements comes some delightful art, created by our amazing art team, see Dev Diary 158 for more artistic insights!
[/p][p]Viribus Unitis[/p][p]As Austria, complete the Federal Solution Journal Entry, and form the United States of Greater Austria.[/p][p][/p][p]Quill and Bayonet[/p][p]As Austria, complete the Autocracy in the Age of Liberty Journal Entry.[/p][p][/p][p][/p][p]I’m Feeling Hungary[/p][p]As Hungary, complete the Hungarian Revolution Journal Entry, and achieve independence[/p][p][/p][p][/p][p]Teamkiller[/p][p]As a member of the Balkan League, complete the Spoils of War Journal Entry[/p][p][/p][p][/p][p]Prussia of the Balkans[/p][p]As Bulgaria, complete the Prussia of the Balkans Journal Entry, and have higher prestige than Prussia[/p][p][/p][p][/p][p]Then with free Update 1.10 we also added another 5 achievements to the game too:
[/p][p]Brotherhood and Unity[/p][p]Form the nation of Yugoslavia[/p][p][/p][p]Sorbia is Serbia[/p][p]As Serbia, own Saxony[/p][p][/p][p][/p][p]Biedermeier[/p][p]As Austria, be the number 1 producer of art and furniture[/p][p][/p][p][/p][p]David Slays Goliath[/p][p]Starting as Montenegro, exist whilst the Ottoman Empire does not[/p][p][/p][p][/p][p]EXACTLY 100!!![/p][p]As any independent country, have the fervor of any primary culture reach 100[/p][p][/p][p][/p][h2]Changelog[/h2][p]The following changes have been made to the game compared to 1.9.8:[/p][p][/p][p][/p][p][/p][h2]Features[/h2]
  • [p]Reworked discrimination traits on Cultures and Religions. Cultures now always have a heritage and language trait each. These both belong to a wider family of similar traits. Cultures can also have tradition traits, which may change over the course of the game. Religions now have a defined heritage trait similarly to Cultures. As a consequence of this, many modifiers, triggers, effects and historical setup have changed[/p]
  • [p]Cultures now have Cultural Fervor, which acts as a measure of how much a culture has come to identify with a single national identity[/p]
  • [p]Added a new hostile Diplomatic Action "Support Separatism" that will increase Movement Pop Support Attraction and Movement Activism for Cultural Minority Movements of one’s Primary Cultures in a target country[/p]
  • [p]States now have an "Obstinance" value which, when high, gives penalties to the state's cooperation with the country's government[/p]
  • [p]Added the ability to edit a Prestige Good's name next to the Goods button (Charters of Commerce)[/p]
  • [p]Many nation-specific Journal Entries can now be previewed from the Sandbox map while selecting a country, giving players an indication of the historical content available to each nation. A maximum of three journal entries are displayed[/p]
  • [p]Added an "African Diaspora" ethnicity[/p]
[p][/p][p][/p][p][/p][h2]Improvements[/h2]
  • [p]Added a "Delete All" button to the "Load Savegame" window[/p]
  • [p]Companies now have categories, which change the employment structure of their headquarter buildings. For example, companies focused around plantations and farms will tend to have partial aristocratic ownership instead of being fully owned by capitalists[/p]
  • [p]The Promote National Values decree now allows Pops in the state to be assimilated even if the state is one of the homeland states for their culture[/p]
  • [p]It is now possible for multiple political movements to try and secede at the same time. You can still only have one ongoing revolution, but this can happen alongside any number of secessions[/p]
  • [p]It is now possible to downsize buildings and disband individual units while there is a revolution or secession brewing, so long as that building/unit is not located in an insurrectionary state[/p]
  • [p]When a revolution has a democratic form of government, the revolutionary IGs will now join a special Revolutionary Party which is the only one eligible for votes, to ensure democratic revolutions are not stuck at zero legitimacy. If the revolutionaries win, the Revolutionary Party will dissolve at the next election[/p]
  • [p]Reworked how Ideological Opinion is calculated. Instead of being purely based on government compositions, it is now calculated from a combination of active laws and government ideologies, which should result in a more coherent mechanic[/p]
  • [p]Under Cooperative Ownership, building levels owned by the country's companies will now pay out 75% of their dividends to the workforce before passing the rest on to the company HQ[/p]
  • [p]Under Command Economy, company HQs will now pay out 75% of their dividends to the government instead of having it be hoarded by bureaucrats[/p]
  • [p]Units stationed in an HQ can now defend against invasions[/p]
  • [p]Added a Stimulants pop need category, which produces demand for Sugar, Coffee, Tea, and Tobacco amongst pops of Wealth 6 to 30[/p]
  • [p]Allowed fleets to be borrowed in naval battles[/p]
  • [p]Added a new Subjecthood law, representing the conception of the populace as subjects of a sovereign, rather than citizens of a nation-state[/p]
  • [p]Added Italian and German national-liberal movements, which support both liberal reform and desire the unification of Italy/Germany[/p]
  • [p]When a released country inherits laws from the country it was released from, it will no longer inherit any laws that are not valid for them to enact (such as laws specific to a religion they do not share)[/p]
  • [p]Pops that become unemployed now keep their profession rather than turning into laborers[/p]
  • [p]Adjusted the starting ideologies for Ottoman Interest Group Leaders[/p]
  • [p]Insurrectionary Political Movements will also increase the radicalism of movements of the same type in neighbouring countries[/p]
  • [p]Non-Revolutionary IGs in revolutionary countries no longer get political strength while the revolution is ongoing[/p]
  • [p]The presence of Insurrectionary Cultural or Religious movements will now increase the Activism of other Cultural and Religious movements[/p]
  • [p]Buildings now usually prioritize hiring unemployed pops before employed ones, so long as they are qualified[/p]
  • [p]Russia now starts with a decaying modifier that reduces its Acceptance of Polish pops, and increases Polish Cultural Fervor[/p]
  • [p]Default-gen characters that appear in countries with non-default state religions now spawn with the non-default religion[/p]
  • [p]The Provisional Government event for France now enacts Parliamentary Republic, rather than Presidential Republic[/p]
  • [p]Political Movements will have a higher chance of appearing if a more prestigious neighbouring country has this movement[/p]
  • [p]Gave the Liberal Movement a stance opposing Serfdom[/p]
  • [p]Hooked Cultural Fervor into the Brazilian Nation-Building content (Colossus of the South)[/p]
  • [p]Changed generic Interest Group leader's spawned characteristics in some circumstances[/p]
  • [p]Added weights to the ideology chances of non-interest group leader characters wherever applicable[/p]
  • [p]Added localisation to certain journal entries to display the results of triggered events[/p]
  • [p]Adjusted population balance in Bohemia, Moravia, and East and West Galicia to make Jewish pops more urban on average[/p]
  • [p]Ensured that gaining Orleanists’ support from trade only works if you have trade going on (Voice of the People)[/p]
[p][/p][p][/p][h2]AI[/h2]
  • [p]Fixed a bug that largely made the AI unable to correctly evaluate when passing a law would cause a civil war and when cancelling an enactment would avoid one, which should result in less unnecessary civil wars[/p]
  • [p]AI willingness to unify Italy and Germany is now largely determined by the presence of Interest Groups pressured by Italian/German national movements in government. Additional weights include researching the Pan-Nationalism technology, and high Movement Activism of Italian/German national movements.[/p]
  • [p]The AI is now willing to attack even with fairly low organization, so long as they perceive themselves to still have the advantage on the front[/p]
  • [p]Made Princely States more inclined to be conservative[/p]
[p][/p][p][/p][h2]Balance[/h2]
  • [p]Migration attraction factors for arable land, employment and unemployment now look at the amount of employed/unemployed pops relative to the population in the state rather than absolute numbers, so that large states will not always have inherently higher migration attraction compared to small ones[/p]
  • [p]Generals part of a naval invasion now must have advancing orders and can no longer stall the invasion. Your armies can't be on a cruise outside the coast forever anymore[/p]
  • [p]Civil Wars will now have a stockpile of military goods generating additional sell orders in their capital, so that rebels do not start with instant severe supply shortages. The size of the stockpile is based on market conditions pre civil war.[/p]
  • [p]Doubled Liberty Desire added from support independence articles, which scale by rank of the providing nation, but reduced max combined effect to 0.5[/p]
  • [p]Overlord's alliances and defensive pacts will now reduce their subjects' Liberty Desire, though to a lesser extent than support independence and to a max combined effect of -0.25. Overlords can use this to partially counteract the effect from their subject's support independence pacts[/p]
  • [p]Liberty Desire is now increased/decreased by the ratio of overlord to subject's army projection power, with overlords expected to have at least 5/7.5/10x stronger forces depending on the subject's autonomy level. If the overlord has more than the expected ratio, the subject's liberty desire will decrease to a max of -0.1, otherwise it will increase to a max of 0.5. In practice, this makes it easier for players to break free as a subject by increasing the size of their army[/p]
  • [p]A special exception where the above effect is capped to 0.25 is made for the liberty desire of the East India Company and the Raj, as these represent the British presence in India, rather than resistance to British rule[/p]
  • [p]Added liberty desire effect based on the comparative size of a country's army to the subject's, if the overlord themselves have an overlord. (E.g. subjects of the East India Company are affected by the size of Great Britain's army if it is more than ten times bigger than their own, to max -0.1)[/p]
  • [p]Liberty Desire will decrease based on fervor if the subject and overlord share primary cultures, to a max of -0.25. If the subject has a mix of shared and non-shared primary cultures, the fervor effect on liberty desire will be a sum, with shared cultures decreasing and independent cultures increasing liberty desire[/p]
  • [p]Assimilation in homelands now has a 0.75x multiplier to its speed[/p]
  • [p]Blockade strength now scales from 50% sea presence cutoff, meaning you start building it later. Exact algorithm is `MaxBlockadeStrength
  • Max(0, (SeaPresence - Threshold)/(100%-Threshold))`[/p]
  • [p]Reduced acceptance gain from Multiculturalism[/p]
  • [p]Enabled assimilation of pops in the Full Acceptance bracket[/p]
  • [p]The Multiculturalism law now disables the Promote National Values decree[/p]
  • [p]Added a Sugar Beets production method for Wheat and Rye farms[/p]
  • [p]Reduced production of Sugar from various Orchards production methods[/p]
  • [p]The market trade panel now shows total and used Trade Capacity for your country in markets where you have Trade Centers[/p]
  • [p]Increased the base political strength of Officers and Soldiers[/p]
  • [p]Most European nations now have Egalitarianism at game start[/p]
  • [p]The relations impact of articles now maps directly to whether they are considered friendly, hostile or neutral. For example, Non-Colonization Agreements are generally considered to be a source of friction and will reduce relations, while Goods Transfers will not impact relations at all[/p]
  • [p]Increased civil war cooldown from 6 to 9 months[/p]
  • [p]Added a training rate bonus to civil war uprisings[/p]
  • [p]Movements will now have greatly reduced Activism for twenty years after launching a failed revolution or secession[/p]
  • [p]Bureaucrats are now able to contribute to the investment pool under economic systems where they have ownership shares[/p]
  • [p]Washington DC now starts with a bit more arable land and more buildings[/p]
  • [p]The White House now provides a migration attraction boost[/p]
  • [p]The US now gets a positive modifier while Washington DC is the capital, and a negative one if Washington DC is \\*not\\* the capital[/p]
  • [p]Adjusted the effects of National Guard to disadvantage Officers and benefit the Petit-Bourgeoisie[/p]
  • [p]The Absolutist movement no longer instantly disappears once a voting law is enacted[/p]
  • [p]Austria now starts with Central Archives and Secret Police[/p]
  • [p]The Radical ideology now favours Parliamentary Republic over Presidential Republic[/p]
  • [p]The Elitist, Republican, and Royalist ideologies now favour Presidential Republic over Parliamentary Republic[/p]
  • [p]Changed the starting laws of the Danubian Principalities to reflect their historical situation[/p]
  • [p]Changed Piedmont's agricultural product from Wheat to Rice[/p]
  • [p]Upper and Lower Canada start with small radical movements, reflecting conditions leading up to the rebellions of 1837[/p]
  • [p]Reduced factors limiting the relevance of trade unions in the early game[/p]
  • [p]Increased required Movement Activism for failing Indian Home Rule and activating The Indian Nation journal entries for British India[/p]
  • [p]The German National Identity Journal Entry is now dependent upon the Cultural Fervor of North German and South German cultures[/p]
  • [p]Increased the base chance for Polish pops to join cultural minority movements[/p]
  • [p]Added more building levels to the state of Bulgaria[/p]
  • [p]Moved most Prussian arms manufacturies in Silesia to Brandenburg to reflect the location of contemporary arsenals[/p]
  • [p]Added fish potential to Courland and Lithuania[/p]
  • [p]Reduced the pop attraction to the Devout from Religious Schools, and increased the penalty due to literacy[/p]
  • [p]Rebalanced all character ideology weights[/p]
  • [p]Limited Jacksonian Democrat ideology to Petit-Bourgeoisie, Rural Folk, and Trade Unions interest groups[/p]
  • [p]Croatia now starts with a University[/p]
  • [p]Added two University levels to the Scottish Lowlands[/p]
  • [p]Reduced movement activism decrease from National Guard to -3% per level, from -5%[/p]
  • [p]Improved the stances of various Liberal ideologies regarding National Guard[/p]
  • [p]Changed starting lobbies for Serbia, placing the Landowners in favour of Austria[/p]
  • [p]Removed French monarchist ideologies from the set of default ideologies for Devout, Industrialists, Intelligentsia, Petit-Bourgeoisie, Armed Forces, Landowners, and Rural Folk[/p]
  • [p]Removed Personal Union junior partners' bonus to law imposition chance[/p]
[p][/p][p][/p][p][/p][h2]Art[/h2]
  • [p]Added DNA and a custom outfit for Klemens von Metternich[/p]
  • [p]Adjusted Russian uniforms to be more historical. Generals and royals begin wearing single-breasted tailcoats, and move to double-breasted coats upon researching General Staff[/p]
  • [p]Added map graphics for Austrian and Hungarian military units[/p]
  • [p]Improved the uniforms of French Officers and Soldiers pops[/p]
  • [p]Added Polynesian irregular military unit illustration[/p]
  • [p]Changed the colour of the Russian Tsar's sash to that of the Order of Saint Andrew[/p]
  • [p]Heirs will no longer erroneously wear top hats[/p]
[p][/p][p][/p][h2]Content[/h2]
  • [p]Added law variants "Women in the Fields" and "Šef Paternalism" to simulate Montenegro's unique history of women performing agricultural labor so more men could fight, and adding a historically inspired gameplay solution to support their unemployed population[/p]
  • [p]Reworked the existing Greek Nationalism Journal Entry[/p]
  • [p]Reworked the Ionian Islands decision[/p]
  • [p]Added the "Natural Harbors" State Trait to a bunch of state regions across the world that did not have it already including places like New South Wales or Suzhou[/p]
  • [p]Added new State Traits in Anatolia including "Pontus", "Anatolian Plateau" and "The Bosporus"[/p]
  • [p]Added a Labour Associations lawgroup, which governs the legality of various sorts of labour associations[/p]
  • [p]Reworked Springtime of the Peoples content, with a new journal entry and several events[/p]
  • [p]Added an event which fires if one unifies Greater Germany, giving the opportunity to release the Austrian empire as subjects[/p]
  • [p]Added a new Journal Entry and events for Zanzibar if it's spawned via Oman's Journal Entry[/p]
  • [p]Updated the starting diplomatic relations in Indochina in 1836[/p]
  • [p]Added a new journal entry for monarchist countries abolishing Autocracy[/p]
  • [p]Added a journal entry for the European Potato Famine[/p]
  • [p]Added a new Colonial Slavery law, which functions like debt slavery, but only in unincorporated states. Pops below a certain level of Acceptance and Wealth in unincorporated states are passively enslaved, and all slave pops in incorporated states are automatically made free[/p]
  • [p]Reworked the Matter of Hungary Journal Entry for Austria[/p]
  • [p]Added additional characters for Canada, Haiti, Liberia, and dynamic broad portions of the Middle East[/p]
  • [p]Revised the map setup for East Africa. Added 16 new tags along the East African coast.[/p]
  • [p]Added historical Ottoman Empire monarchs past game start date along with several events pertaining to the affairs of the sultans[/p]
  • [p]Dai Nam's capital has been moved from Tonkin to Annam[/p]
  • [p]The "Oresund" State Trait now grants MAPI[/p]
  • [p]Added the "Rio Grande" State Trait to states along the Rio Grande river[/p]
  • [p]Added a new Journal Entry to enshrine technocratic rule in a country that has enacted Technocracy, along with a new ideology for the Intelligentsia that favours Technocracy[/p]
  • [p]Added an "Eastern German" culture, representing the German population of the Russian Empire[/p]
  • [p]Added an Organic Regulation law for the Danubian principalities, a variant of Oligarchy[/p]
  • [p]Added a Manorialism law for Austria and Austrian subjects, a variant of Serfdom[/p]
  • [p]Added a Crownland Diets law for Austria and Austrian subjects, a variant of Hereditary Bureaucrats[/p]
  • [p]Added the historical Treaty of Adrianople between Russia and the Danubian Principalities, with the Danubian Principalities committing to Organic Regulation and Russian military access in return for Support Independence from Russia[/p]
  • [p]Updated the population of South Tyrol to include its Italian pops, and increased its Arable Land to match[/p]
  • [p]Added 3 free new companies to the game[/p]
  • [p]Split the state of Silesia into two: an Upper and a Lower part[/p]
  • [p]Adjusted the state borders of Vilnius, West Prussia and East Prussia to better account for historical international borders[/p]
  • [p]Expanded namelists for several Balkan cultures[/p]
  • [p]Added historical characters to Transylvania[/p]
  • [p]Added the Ibadi religion to the game[/p]
  • [p]Added some new government types for African countries and the USA[/p]
  • [p]Historical Confederate characters in the USA get dragged to the CSA if/when it spawns[/p]
  • [p]Added dozens of new historical characters for Austria, Hungary, Serbia, and Greece[/p]
  • [p]Updated the starting map, hubs and splines of Indochina in 1836[/p]
  • [p]Added some Vietnamese and French dynamic names in Indochina[/p]
  • [p]Expanded the Nile to South Sudan via the "White Nile" State Trait[/p]
  • [p]Galicia-Lodomeria is now formable by Krakow[/p]
  • [p]Added historical clothing for National Awakening characters[/p]
  • [p]Added Lead and Gold (“Silver”) mines to Bohemia[/p]
  • [p]Changed the name of the "Stratocratic" ideology to "Hierarchic"[/p]
  • [p]Added Czech endonyms for Bohemia, Moravia, and Silesia[/p]
  • [p]Added additional German city endonyms[/p]
  • [p]Added dynamic naming for the entire Austrian Empire[/p]
  • [p]Poland is now released only in the "core" Polish lands[/p]
  • [p]Fish no longer avoid the coasts of Pattaya[/p]
  • [p]The "Bremerhaven" State Trait has been renamed to "Hamburger Hafen"[/p]
  • [p]Italy is now referred to as a Kingdom, not Empire[/p]
  • [p]Changed Haiti's starting economy and church-and-state laws to Agrarianism and Freedom of Conscience[/p]
  • [p]Changed Ferdinand I's personality trait from Arrogant to Compliant[/p]
  • [p]Croatia is now pink by default[/p]
  • [p]Updated the population of South Tyrol to include its Italian pops, and increased its Arable Land to match[/p]
  • [p]The "Reforms at Gunpoint" event may now enact a greater variety of laws[/p]
  • [p]Added a Haitian Empire flag, colour, and custom name for autocratic monarchy Haiti[/p]
  • [p]Uruguay can no longer support Tobacco & Coffee plantations, as the climate isn't actually suitable for it. The Uruguay River state trait (affecting Uruguay and Rio Grande De la Sul) now also gives a throughput bonus to ranching, and a penalty to plantations[/p]
  • [p]Significantly revised some cultures' name lists[/p]
  • [p]Created new clothing combinations for African and Arabic pops[/p]
  • [p]Changed the ideology of Franz Anton von Kolowrat-Liebsteinsky in Austria to Royalist[/p]
  • [p]Changed the alignment of the Austrian Landowners to the Pro-British lobby, and the Austrian Intelligentsia to Pro-Russian[/p]
  • [p]Changed the ideology of Edward Smith-Stanley from Traditionalist to Democrat[/p]
  • [p]Changed William Lyon Mackenzie's interest group to Petit-Bourgeoisie, and his ideology to Jacksonian Democrat[/p]
  • [p]Changed Robert Baldwin's interest group to Intelligentsia[/p]
  • [p]Renamed Frederick VI of Denmark and Christian VIII of Denmark from "von Oldenburg" to "of Glücksburg"[/p]
  • [p]Changed the name of communist Central Europe from "Union of People's Republics" to "Union of Council Republics"[/p]
[p][/p][p][/p][h2]Interface[/h2]
  • [p]It is now possible to choose the main menu backdrop via the theme selector[/p]
  • [p]Added a "dynamic" theme option which automatically picks a theme based on the country you play[/p]
  • [p]Added a faster way to select all themes from the base game or from specific paid content packs[/p]
  • [p]Left-aligned all texts in events to make it easier to digest and read. You can change text alignment for event options under Game -> Accessibility[/p]
  • [p]Added warnings to confirmation popups when players can potentially break alliance-like treaties[/p]
  • [p]Fixed a bug where civil war events for revolutions would appear twice in the outliner[/p]
  • [p]The tooltip of a diplomatic play in the outliner or diplomatic play panel now shows what treaties will be broken once war breaks out[/p]
  • [p]Added optional striped visuals to the Culture and Religion map modes, these should help to more easily identity minority cultures and religions in countries[/p]
  • [p]Government-owned production building levels no longer have a penalty to Economy of Scale compared to privately owned levels (the support for it remains though in case modders want to make use of this system)[/p]
  • [p]Added a list of the reworked Heritage, Language, and Traditions traits on the Culture panel and in the Culture fancy tooltip[/p]
  • [p]Added a map marker for Cultures that have a National Awakening[/p]
  • [p]Added a map marker for States that have Obstinance[/p]
  • [p]When looking at other countries pop breakdown tooltip it will now show their pop stats and not yours[/p]
  • [p]The original release version of the main menu backdrop has been brought back from the past and can be selected in the theme selector[/p]
  • [p]Added a proper notification for when an agitator spawns in your country and goes into immediate voluntary exile due to lack of a movement to create or join[/p]
  • [p]Lightened the flavor text in events to make it more readable, especially in italic[/p]
  • [p]Made the Goods icons show up more consistently with the Good's name for better recognizability in tooltips especially[/p]
  • [p]Fixed a bug in the Pop panel where a Pop's supported Political Movements were frequently not being shown[/p]
  • [p]Removed the top part of the Laws tab where the currently enacting Law was, in favor of only showing all info on the law group itself for less duplication of info[/p]
  • [p]When 'inheriting' radicals from conquered states, this is now correctly shown as the reason for those radicals being added to your total amount[/p]
  • [p]Improved tooltips for Unit Veterancy and Popularity by providing a better overview over the effects they bring[/p]
  • [p]Added new descriptions to all Citizenship laws[/p]
  • [p]Updated descriptions for No Home Affairs, National Guard, and Secret Police laws[/p]
  • [p]Revenue & Expenses in Building Weekly Balance tooltip now uses same SI format for easier readability[/p]
  • [p]Fixed overlapping names of Cultures and Religions on the Society panel when too many were shown[/p]
  • [p]Fixed missing cost breakdown for treaties[/p]
[p][/p][p][/p][h2]Performance[/h2]
  • [p]We have worked on a set of performance improvements which drastically cut down on the number of Pops (not population numbers) we see in the game (especially in the late game), without having a noticeable impact on how well the economy is doing. In total, we have been able to cut the late game Pop number by roughly 25% through these changes. It is essentially done by imposing some more rules for how Pops can engage in the economy to avoid fragmentation. While we haven't been able to observe any major issues with this, if you do note something related to these changes, make a save, make a report and we will take a look at it to see if we need to tweak these behaviours further[/p]
  • [p]The concrete changes are the following:[/p]
    • [p]Added a limitation to the amount of Pops that can work in a building per profession. The total amount of Pops that can be hired depends on the total amount of workforce in the building. For example the Engineer workforce of a building with only 100 workers will be composed of up to three Culture+Religion combinations, whereas in a building with 50000 engineers, you can have five combinations[/p]
    • [p]When a building fires pops, it now starts firing the smallest Pops first, rather than proportionally[/p]
    • [p]Similarly, when a building hires new people, they will prefer to hire Pops that are already present as workforce in their building[/p]
    • [p]Migrations are now done in "buckets" of at least 1k people per migration. That basically means that people wanting to migrate from a state need to gather enough people to do so and then they all leave in one go, rather than immediately splitting up into many small Pops migrating everywhere[/p]
  • [p]The AI now remembers when a country is completely uninterested in a sway offer and doesn't try to evaluate that particular sway offer for that country again for a little while[/p]
  • [p]The AI no longer bothers with evaluating sway offers for countries that would not support them under any circumstances[/p]
[p][/p][p][/p][h2]Modding[/h2]
  • [p]Added a new state modifier type state_allow_assimilation_in_homeland_bool which allows pops in the state to be assimilated even if the state is one of the homeland states for their culture[/p]
  • [p]Added dynamic modifier for goods to inject sell orders into the market from a state: state_sell_order__add[/p]
  • [p]Law validation during game setup is now done after diplomacy and other key factors have been initialized, to avoid throwing errors due to subjects not being set or similar[/p]
  • [p]Added new on action on_new_interest_group_leader[/p]
  • [p]Added a simpler system for creating JE event outcome descriptions using the effect system to autogenerate tooltips[/p]
  • [p]Added country_acceptance_homeland_add and country_acceptance_not_homeland_add modifier types.[/p]
  • [p]Added ACCEPTANCE_FROM_NOT_HOMELAND_COMMUNITY define allowing you to set a base acceptance for pops not in their homeland.[/p]
  • [p]Added "country__cultural_acceptance_add" modifier types and an "add_culture_acceptance_modifier" effect for changing the acceptance of a culture in a country[/p]
  • [p]Added "country_fervor_target__add" modifier types and an "add_fervor_target_modifier" effect for changing the fervor target of a culture proportional to how many of that culture lives in the country compared to the entire culture's population[/p]
  • [p]Added effects liberate_slaves_in_incorporated_states and liberate_slaves_in_unincorporated_states.[/p]
  • [p]Added new modifier type state_institution_impact_add which can be used to increase/decrease the impact of institutions in a state[/p]
  • [p]Added a simpler system for creating JE event outcome descriptions using the effect system to autogenerate tooltips[/p]
  • [p]Secret goal scores in AI strategies now supports filtering triggers to avoid unnecessary calculations and improve performance[/p]
  • [p]Added new effect execute_event_option[/p]
  • [p]Added support for event outcome localization when Journal Entries are activated and invalidated[/p]
  • [p]Religions now have the following methods available to them in the UI: GetName, GetNameNoIcon, GetNameNoFormatting, GetTextIcon, GetIcon (alias: GetTexture)[/p]
  • [p]Events can now use an After = {} section The effects within this section will execute no matter which option is selected, and their tooltips will be appended to the bottom of each option[/p]
  • [p]loyalist_fraction & radical_fraction now properly recognize database object scopes when being set for filters. (i.e culture = cu:dixie)[/p]
  • [p]Scripted lists localization will now find the correct trigger key[/p]
  • [p]Added modder-facing hub validation during startup. The game will now emit errors in the error log if a state region definition is missing a hub it should have, or if it has hubs it shouldn't (such as a landlocked state region defining a port hub)[/p]
  • [p]Added movement_is_causing_obstinance trigger which checks if the scoped movement is currently supposed to be causing obstinance somewhere[/p]
  • [p]Added support in AI strategies to weight the AI for or against including a specific interest group in their government[/p]
  • [p]The is_visible trigger for laws now correctly blocks enactment of the law as well, so you do not need to write duplicate triggers[/p]
  • [p]Added script value support for liberating specific country tags to AI strategies[/p]
  • [p]Added a "getPluralDemonym" custom localisation function, which returns a plural demonym for all existing cultures[/p]
  • [p]Added console cheat fastactivism[/p]
  • [p]Merged the "Republican Unrest" and "Legacy of the French Revolution" modifiers for France[/p]
[p][/p][p][/p][h2]Bugfixes[/h2]
  • [p]Fixed a bug where ships could end up in a land formation[/p]
  • [p]Fixed a bug where subjects could end up both allied to and enemy of their overlord simultaneously if an uprising happens while a subject is rebelling[/p]
  • [p]Fixed a bug where low tax collection efficiency would result in Income and Poll Taxes being collected and then destroyed rather than just not being collected[/p]
  • [p]Fixed a bug where it was possible to add a Conquer State wargoal against a state already being targeted by a Unification wargoal[/p]
  • [p]Fixed a bug where it was possible to nationalize building levels owned by foreign HQs whose home countries have investment rights in the nationalizing country[/p]
  • [p]Fixed a bug where an enforced wargoal was not removed from drafted peace deals, resulting in those peace deals being invalid to propose until 'set terms to white peace' was used[/p]
  • [p]Fixed a bug in cross-country secessions where secondary targets of the uprising would get a 'Crush Secession' wargoal targeting the wrong country[/p]
  • [p]Insurrectionary countries can no longer establish companies while the civil war is ongoing[/p]
  • [p]Fixed a bug where heavily discriminated pops would end up hired as Capitalists or Aristocrats due to those positions incorrectly being downprioritized for not offering a wage[/p]
  • [p]Government petitions can no longer request the enactment of laws that cannot actually be enacted[/p]
  • [p]Fixed an out of sync from small pops being merged together in the wrong order on different machines[/p]
  • [p]Fixed an issue where the conscription ratio from popular support was incorrectly recalculated after a civil war broke out, resulting in virtually no conscription rate for some secessions[/p]
  • [p]Fixed an Out of Sync that could happen inside Economic Migration parallel calculation when hot joining[/p]
  • [p]Fixed crash when trying to set incorporated state on an non existing state when merging civil wars[/p]
  • [p]Fixed an issue with the active_law scriptlists (any\\_, every\\_, random\\_) where it was checking active and inactive laws, instead of just active[/p]
  • [p]In the notification from a treaty being withdrawn from, the articles of the treaty can now be viewed[/p]
  • [p]The Opium Ban penalty is now lifted if forced to open market via diplomatic play or demand[/p]
  • [p]Fixed a bug where democratic revolutions rebelling against autocratic regimes would not have their political parties correctly initialized, resulting in low legitimacy[/p]
  • [p]Revolutionary countries are no longer affected by Ideological Incoherence while the revolution is ongoing, putting their differences aside until the revolution is either won or lost[/p]
  • [p]Non-revolutionary IGs can no longer be part of the government of a revolutionary country while the revolution is ongoing[/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[/p]
  • [p]Removed the Extra Company Slot and Free Charter modifier from Corporate State, and moved it to Technocracy[/p]
  • [p]Fixed a bug where clicking the goto button on a local goods fancy tooltip would give a NULL object[/p]
  • [p]It is no longer possible to establish a unique company that has already been established in another country[/p]
  • [p]Heathen tax (Cizye Tax) now only applies to heathens and not fellow muslims[/p]
  • [p]Heathen tax is now counted in as poll tax and not embezzled away into the aether anymore[/p]
  • [p]Fixed an issue where certain agitators could never join pro-slavery movements[/p]
  • [p]Added starting debt to Belgium, the Netherlands, Austria, Prussia, Balkan states, and the Ottoman Empire[/p]
  • [p]It is no longer possible to demand a Treaty Port in a capital state consisting only of the port province[/p]
  • [p]Made the correct context for overlords show up when you are a subject and you look at another subject from another overlord[/p]
  • [p]Treaty Ports that are in the wrong market will now force-update on the weekly tick, fixing an issue where Treaty Ports taken via war goals could remain in their owner's market indefinitely[/p]
  • [p]Fixed an issue where some table map objects looked worse than they needed to on low quality settings[/p]
  • [p]Fixed so Convoy contribution to market as a minor member now shows how much you contribute, not what the market owner gets[/p]
  • [p]Fixed a crash in the culture tab of the society panel[/p]
  • [p]The eastern himalayas state region is no longer home to a port hub, fixing treaty names sometimes rolling this unnamed port for countries that have a presence in the state region[/p]
  • [p]The Man Who Will Be King event will now cancel properly if Josiah Harlan dies mid-event[/p]
  • [p]Fixed a bug where the Positivist Movement was displayed for non-Catholic or ex-Catholic nations[/p]
  • [p]The Risorgimento journal entry has been updated to use the new Italian National Movement[/p]
  • [p]Fixed definite article in front of company name in French[/p]
  • [p]Made the 'Inconclusive' text on past battles on the Front panel have the same fontsize as all the other battle results[/p]
  • [p]Kashmir now starts with a Hindu Devout Interest Group, that will change to Sunni if the country is annexed and re-released[/p]
  • [p]Fixed an issue where the All-India Muslim League would occasionally spawn twice[/p]
  • [p]Fixed a bug where clicking the goto button on a local goods fancy tooltip would give a NULL object[/p]
  • [p]Fixed issue with the Powerplant 3D mesh overlapping other buildings on the map[/p]
  • [p]Fixed an issue where the country and culture name didn't display properly in the "A Web of Distrust" event (Sphere of Influence)[/p]
  • [p]Fixed incorrect appearance of `j` character in one of the company names in Russian language[/p]
  • [p]Fixed a bug that was causing factory smoke to flicker[/p]
  • [p]Earning Recognition now advances properly if a country has high Standard of Living[/p]
  • [p]Fixed an issue where enacting Technocracy could fail to give a country the Enlightened Despotate government type[/p]
  • [p]Fixed an issue where "Foreign Influx Provokes Outcry" could return a null scope[/p]
  • [p]Fixed an issue where the Positivism journal entry could cause error spam[/p]
[p][/p][hr][/hr][p][/p][p]Of our elaborate plans, we have reached the end. Next week National Awakening and Update 1.10 “Kaffee” releases on Tuesday 23rd of September.
[/p][p]We will see you then, both in the patchnotes and the release stream (which starts at 15:30 CEST) featuring Narrative Design Lead Victoria and Game Director Martin.[/p]

Victoria 3 - Dev Diary #158 - The Art of National Awakening

[p][/p][p][/p][p]Hello Victorians,  and happy Thursday. This is Karl, the Art Director, and being a man of pictures, not words, this diary may not be as long or full of references as those of a designer, but I hope you will still find it interesting, and that it gives some insight into the process of the art department.
[/p][p]Being an artist on a game like Victoria 3 is an amazing opportunity, but it also comes with caveats: Imagine van Gogh, palette in hand, being gently reminded by QA that his wheat field isn’t ideologically neutral enough, and having to paint sunflowers that accurately represent the economic policies of the British Empire in 1876. Still, we all have both our ears. For now.
[/p][p]This week’s diary is quite image intensive, but we’ve split it into two general areas: 2D and 3D, which is hopefully self explanatory. Before we dig into that, however, let’s look at some User Interface (UI) related features.
[/p][h2]Some new visual interface options[/h2][p]First off, we've added some new UI features to Victoria 3: an extension to the theme selector that we call “Dynamic”. 
[/p][p]This new (dynamic) system will automatically switch between theme assets - e.g. the paper map, the UI skin, and table assets - to match the country you're playing. This applies when you start a new game that fits the profile of a UI reskin, for instance (but not limited to) France, India, Austria, or any of the Balkan nations. (Note that you still need to own the appropriate paid content.)
[/p][p]Of course, you can always turn it off in the settings if you prefer a different look or want to customize it yourself.[/p][p]
So many options to choose from![/p][p][/p][p]Secondly, we’ve introduced a new category to themes, called “Main Menu Image”. As the name suggests, you can now pick and choose between previous releases’ main menu, depending on mood or fancy. Is it a Royalty or Commerce kind of day? You decide. This can also be set to default, meaning it will display the latest release.[/p][p][/p][p]So many memories![/p][p][/p][p]Now, on to the parts of the update that occupies two dimensions: UI, maps, and event images![/p][h2]
UI Skin[/h2][p]The Balkan region showcases a diverse artistic and architectural heritage, shaped by centuries of cultural exchange. To emulate this blend of references and cultures, we've drawn inspiration from traditional regional folk art. Which shows both Byzantine and later Ottoman influences.[/p][p]
Early explorations with different styles and colors[/p][p][/p][p]The Balkan region uses earthy tones, with the main colors being red, black, green and gold, and this is the color palette we landed on for the UI panels. 
[/p][p]We felt that using an earthy, almost clay-like reddish tone is a refreshing change from previous skins. We contrast this with a dark grey background for the main UI information, with buttons an olive green shade. Decorative elements such as trims and frames around buttons are much more colorful with accents of blue, orange and off-white. Finally, gold and yellow is used to bring that luxurious, prestigious feel (a key pillar in the UI art style of Victoria 3), which also draws inspiration from Byzantine jewellery and ornaments. 
[/p][p]For materials, we combine stone and stained glass in the main elements, while secondary headers use fabric. This blend of disparate materials, hues, and architectural approaches serves to underscore the regional cultural diversity.
[/p][p]The UI Skin combines various styles and materials with a vibrant mix of colors too[/p][p][/p][p][/p][p]Tabs have an ornate frame inspired by Byzantine jewellery with gemstones. The subheader has a pattern inspired by the fabric patterns found on traditional Balkan clothing.[/p][p][/p][p][/p][p]The Balkanesque Main HUD[/p][p][/p][h2]Papermap Skin[/h2][p]
For the National Awakening immersion pack, we've significantly expanded on the colored papermap concept we experimented with in Pivot of Empire. Drawing inspiration from 18th and 19th-century Eastern European illustrations, we've crafted a vibrant collage for the papermap. This new design features some key events, characters, crests, heraldry, and "slice of life" scenes specific to the Balkan region, as well as some Austrian influences.[/p][p][/p][p]The largest collage for the paper map with a couple of pretty famous people[/p][p][/p][p]Other collages that showcase more of life in the Balkans and/or under the Austrian Empire[/p][p][/p][p]One of the consistent elements that has appeared in all map skins so far. German was chosen as the map language as it was the main language of the Austrian Empire.[/p][p][/p][p]And finally,for the landmasses, we included various illustrations to show what resources might be available in the different regions.[/p][p][/p][p]At a glance you can see what resources the USA has[/p][p][/p][h2]Event Illustrations
[/h2][p]When coming up with ideas for new event illustrations, we of course look at the theme and content of the immersion pack. However, one of the perhaps less obvious considerations is that we also look at our existing library of event images, and try to identify what might be missing. For example: do we generally lack an event image centered around education? What about a gap in cultural immersion - do we have an image of police that is more Euro-centric?
[/p][p]These are some of the things the Narrative team and Art discuss when we look at what we want to do for upcoming event illustrations. Of course, the priority of these images for an Immersion Pack is naturally to draw the player in and immerse them in the region.[/p][p]
Schooling is now well represented[/p][p][/p][p]Austrian (European) police raid taking place[/p][p][/p][p]For National Awakening, we took a lot of reference from the Austrian Empire and its interaction with its’ many subjects. We also tackled the contrast between rural and urban life in the Empire, and the ensuing cultural clashes with these illustrations.[/p][p][/p][p]An officer inspecting a peasant army, showing the juxtaposition between the commoners and the elite[/p][p][/p][p]Rural life is not all idyllic[/p][p][/p][h2]Icons[/h2][p]The new features coming with National Awakening and the free 1.10 Update did not require any new icon styles. But, as usual, when design is involved that doesn’t mean there is no new icon work needed. 
[/p][p]So, we have some new icons for Character traits, namely ‘Special Character’ traits. These are traits that are unique to any historical characters that appear in the game. As these are quite unique traits, it seemed like a missed opportunity to not make these characters even more special![/p][p]
These traits are unique to the named, historical characters[/p][p][/p][p]The 2D art team have also created new icons for existing features like laws and law variants, new companies and prestige goods, and new achievements. Many of these will be showcased in a future Dev Diary. Stay tuned! (Pelly note: Spoilers Karl!)[/p][p]
And with that, we conclude our look on what the 2D art department has been working on, and we move on to 3D Art: Architecture, table assets, and character art.
[/p][h2]Some general notes on architecture and direction
[/h2][p]When choosing the architectural style direction for this release, we considered whether we should strive towards a Balkan look, or an Austrian look. Even though the narrative content of the DLC largely focuses on Austria, we felt that the Austrian architectural style would be too similar to the pre-existing, base game European buildings, as well as the updated French “Haussman Style” buildings in Voice of the People
[/p][p]Hence, we decided to dig deeper into more specifically Balkan visuals, including many different regional architectural styles, from the Serbian mountain log cabins of Zlatibor, to the rich tier urban residentials in more Konak-inspired buildings.
[/p][p]Concept - Poor tier urban residential[/p][p][/p][p]Concept - Mid tier urban residential[/p][p][/p][p]Concept - Rich tier urban residential[/p][p][/p][p]References - Low tier urban residential[/p][p][/p][p]References - Mid tier urban residential[/p][p][/p][p]Concept and references - Rich tier urban residential[/p][p][/p][h2]Urban and vernacular buildings
[/h2][p]For the civic buildings, we went with something similar to the Serbo-Byzantine Revival architecture. Playing with a lot of colorful stripe patterns, curved windows, domes and towers. The different tiers of urban residential buildings all are based on their own distinct style, the poor buildings are based on Ottoman Vernacular style, the mid tier are based on National Revival Style and the rich tier are based on Balkan Secession style.[/p][p][/p][p]Balkan City Hub[/p][p][/p][p]Balkan Ports[/p][p][/p][p]We decided to go with two different styles for the rural poor tier buildings, one is inspired by the Serbian mountain log cabins in Zlatibor and the other by Romanian “Bordei” buildings. [/p][p]The rural mid tier buildings were heavily inspired by the town of Elena in northern Bulgaria with its hefty stone walls and house foundations.
[/p][p]Finally, the rich tier buildings drew a lot from Byzantine architecture combined with some Konak elements.[/p][p]The other buildings present in the farm used the style of these tiers depending on what we saw fit best, for example, the ranch uses something similar to the poor tier buildings and the vineyard uses the rich tier.[/p][p]
Balkan Farm Hub[/p][p][/p][p]Based on the updated Mining and Factory buildings that were gradually introduced in the Voice of the People and Pivot of Empire packs, we have reskinned these buildings, using a simpler texture swap. 
[/p][p]This is an approach we’ve taken for some of the buildings where it doesn’t make much sense in giving them a strong cultural identity, since they tend to differ very little from culture to culture - the primary visual driver for these structures tend to be technology and practical solutions, not vernacular materials or cultural customs.
[/p][p]Our goal with these buildings is instead to show the player, in more detail, what is actually being produced in your nation or at a particular site.[/p][p][/p][p]Balkan Mining Hub [/p][p]A few of the Balkan Factory Buildings[/p][p][/p][p]The Balkan Oil Rig[/p][p]For the Port and Forestry hubs we decided it was time to make quite a big overhaul. We have been lacking when it comes to information shown in the previous Port hubs, and due to the limited amount of buildings being spawned in Forestry hubs, they have really not given the player much information other than “yes, there is a port and/or forestry hub in this region”.
[/p][p]We’ll start with the Port hub.
[/p][p]For some quick context, the Port hubs in Victoria 3 are quite different from other hubs, in that most buildings built in them are spawned as an attachment to the actual Port Hub Centerpiece structure, using a predefined location relative to the Centerpiece itself. This resulted in the following issues and solutions:
[/p]
  • [p]They didn’t show the player everything you had built in it; for instance, we didn’t have a visual representation of Whaling Stations or Military Shipyards, and so we have added those.
    [/p]
  • [p]In the late game, your port would generally only have one attached building spawned three times in a row, creating a repetitive, “fork-like” structure. To avoid this, we have given each attachment quite a distinct shape and limited them to only spawn one time each in one hub.
    [/p]
  • [p]This solution caused another issue however, of the player not being able to tell what a port was most proficient at, which we deem is vital information. This was resolved by adding yet another attachment for each building, essentially changing the base of the Port hub Centerpiece depending on what the port is focusing on the most.
    [/p]
[p]Since we’ve sorted this out both designwise and in scripting, we intend to stick with this approach, where applicable, for any building set going forward.[/p][p]
Some examples  of the new dynamic, modular port layouts. Spot the half flensed baleen whale![/p][p][/p][p]Moving on to the Forestry Hub.
[/p][p]In order to try and give the player more information through the Forestry Hubs, we decided the most useful approach was to communicate the different Production Methods selected in each Hub. So that is what we have done; similar to the Port Hubs, we spawn and switch out attachments for the Forestry Centerpiece depending on the Production Methods chosen in the following way:
[/p]
  • [p]Base Production Method is reflected in the design of the main centerpiece building, from temporary wooden shacks to brick factory structures.
    [/p]
  • [p]Hardwood Production Method decides what type of piles of wood appears: logs or cut planks.
    [/p]
  • [p]Special Equipment Production Method decides what type of equipment is spawned within the centerpiece (FYI: Chainsaws are tiny and may not be visible on low resolution without glasses).
    [/p]
  • [p]Transportation Production Method decides what type of road (or rail) that goes through the Centerpiece.
    [/p]
[p]Beyond this, we’ve also added a line of trees to the Centerpiece, which gradually gets removed and turned into more wood piles when adding levels to the Hub. Think of it as a quick reference gauge to how much of the available wood in the region has been harvested. Nifty!
[/p][p]Having put in the script and back end work, we intend to give the new Forestry hubs the same treatment we’ve started doing for the Mining and Factory buildings. So in future Building Sets, we will make sure to give them a new coat of paint, helping them fit into the residential buildings - and, hopefully, match the local regional flavour - within that set.[/p][p]
Balkan Forestry Hub showing the different production methods in play[/p][p][/p][p][/p][p]Closing on the topic of architecture and map improvements, we have also remade Hagia Sophia from scratch, to make sure it looks on par with the new Balkan Building set.[/p][p][/p][p]Hagia Sophia in its new splendour.[/p][p][/p][h2]Character Art
[/h2][p]As always with immersion packs, we have added a bunch of new clothing assets and historical DNAs fitting the region and historical context.[/p][p]
Late Balkan military outfits. Very warm and comfortable.[/p][p][/p][p]Austrian military hats. Stylish![/p][p][/p][p]Balkan fur hat. Perfect match for that coat in winter.[/p][p][/p][p]Balkan Hajduk outfits - First image is a WIP screenshot from ZBrush, one of the many applications we go through in the production process.[/p][p][/p][p]Some of the historical characters making an appearance; the reference we have worked from, and the baseline DNA plus outfit rendered in engine.[/p][p][/p][h2]Table Assets[/h2][p]We are coming up on my favourite part and perhaps the most ephemeral addition to the immersion pack: the table assets! As usual, we have made four different assets, each striving to represent the Balkan region. 
[/p][p]There is little to say about the process, other than that they are usually produced by doing some basic modelling in Blender, then brought into ZBrush where we sculpt the finer details, and make sure things look organic and not too digital/perfect. We then texture them in Painter and, finally, bring them back into Blender where we set up suitable lighting, bake down new pre-lit diffuse textures that are then used in-engine.[/p][p]
This process of using pre-rendered lighting is the reason why we can get such realistic looking results for our Table Assets, compared to our characters or the 3D map. Lighting them in real-time using engine lights and shaders would never let us achieve the high quality lighting that we get using this method. We hope you enjoy occasionally looking at them as much as we enjoy making them![/p][p]
Bugbear Flask - A carved coconut to carry your gunpowder in.[/p][p][/p][p]Tobacco Pipe - Smoking may be fatal, especially if you do it right next to that gunpowder flask. Same could be said for matches, but it depends on who holds them - who IS that on the matchbox?[/p][p][/p][p]Coffee and Lokum, a perfect match. The keen eyed observer may notice that we have added a bit of shader magic here to fake real-time reflections on the coffee surface.[/p][p][/p][p]Finally, the piece de resistance: Kolbász. Sausage and juicy pickles, a perfect match. The keen eyed observer may notice that you can actually see the dental marks of our senior environment artist on that cornichon.[/p][p][/p][p]And with that stunning display we conclude our tour of the visual elements coming with 1.10 and National Awakening. We hope you have enjoyed this brief look into the life of the struggling artist, and send them a kind thought whenever a visual detail catches your eye while min-maxing tariffs.
[/p][p]Next time we rejoin you in Dev Diary form, will be for the changelog (including Achievements) on the 18th of September. And remember, National Awakening and Update 1.10 release on the 23rd of September![/p][p]
Remember tomorrow, we will also have the GDFIX Day , so join us on Discord and submit yoursmall bugs from 10:00am CEST.[/p]

Victoria 3 Survey: Let us know your thoughts! [CLOSED]]

[h3]15-09-2025- Survey is now Closed![/h3][p][/p][p]Victorians![/p][p]We have a survey for you all today, to better understand both new and seasoned Victorian players! Delving into what similar games you play, how you play and your preferences in playing Victoria 3! It is a longer survey but we really appreciate your time in answering the questions![/p][p]To participate in the Survey you can click here: https://www.research.net/r/C99V7SY[/p]

Victoria 3 – Dev Diary #157 – I Will Die On This Hill

[p][/p][p]G'day Victorians and a Happy Thursday. This is Chris, Narrative Designer, and this will be my first dev diary here at Paradox.

So, welcome to Dev Diary 157, where you will be presented with a variety of difficult hills within the upcoming Immersion Pack National Awakening. As you read about the upcoming content, dear player and reader,  you may consider which hill you would most prefer to die upon. 
[/p][p]Our first hill today is Mount Lovćen, the Black Mountain of Montenegro. [/p][h2]Montenegro
[/h2][p]We have sensed, even up here in our lofty wizard's tower, a general desire to add more variety to the way different countries play in Victoria 3. The Montenegrin campaign is an experiment designed both to represent the country's vibrant and violent history, and to provide a particularly unique experience. We selected Montenegro with the hope there will be something satisfying about climbing from such extremely humble beginnings towards a great modern nation. 
[/p][p]You begin in dire straits: the treasury draining fast, a measly 2 spare units of arable land and a woefully low standard of Living. As in history, women are working the fields so that more men can fight, but during peacetime this leaves a huge number of not-strictly-employed men eating away at resources. Starvation is put off by aid from Russia, delivered through the Austrian port by the coast. The literacy rate in-game is 0.6%. This is likely above the historical figure, as the Njegoš family personally educated a small clique, while they themselves were educated abroad. (Petar II acquired the nation's first modern printing press in the 1830s, which he used to print his own poetry, and possibly the bible.)
[/p][p]Times is hard. There will be no spamming iron mines until you pass Laissez-Faire. There are, however, a few modifiers and law-variants that may help you survive. (Please note, as always, that the exact numbers may change before release.)[/p][p]
Off to a rough start[/p][p][/p][p][/p][p]So we begin, and hope to shake the world.[/p][p][/p][p]As you can see, we start with some interesting views on Tax Collection[/p][p][/p][p][/p][p]Montenegro's law-variants are terrible long-term, but they keep the country from starving at the beginning of the game.[/p][p][/p][p][/p][p]How did such a situation come to be? As far as the Ottoman Empire was concerned, Montenegro was not an independent state but a Christian group practising religious freedom on top of the mountain, with a habit of killing tax collectors to the point where it was simply easier for everyone involved to stop sending them. This was why Montenegrin rulers were given the title Prince-Bishop and (since Bishops cannot marry) rule tended to be handed down to a convenient nephew rather than a son.
[/p][p]The Montenegrins, however, saw themselves as an independent Serbian state. With little arable land, they were forced to raid to survive. There was a tradition of headhunting, literally collecting the heads of Ottomans they killed in battle as trophies. To be fair, the Ottoman Pasha on the other side instructed his men to do the same. When some do-gooder Westerner came in to try and talk both sides out of the practice, each side replied they would love to stop cutting off heads, but they could only consider it if their enemy stopped first. So the violence continued.
[/p][p]These constant raids should have given the Ottomans an excuse to invade and end the rebels once and for all, but the Great Powers, particularly Russia, were protective of their fellow Christians. It was thus Montenegro's small size that allowed them to raid the Ottomans without facing oblivion. In a century when such antiquated violence within Europe would normally have escalated into a full-scale war or a multinational diplomatic crisis, the Great Powers insisted on guaranteeing Montenegro's independence. Meanwhile the raids were not impactful enough on the greater empire for the Sublime Porte to justify disregarding Russia's request and exterminating the Christians on the hill.
[/p][p]For all their support, the Great Power still made it clear they would really, really appreciate if Montenegro would behave themselves and shape up into something that looked like a modern state. To this end, the Montenegrin campaign is defined by two Journal entries, one about earning the respect of the Great Powers, including transitioning into a formal monarchy. The other about raiding and pillaging Ottoman lands, preferably until the empire is entirely destroyed. The player must balance the nation's future between these two paths.[/p][p]
[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Try to stop raiding too early, and one's nation will quickly go bankrupt or starve. Raid too aggressively, and not only will legitimacy drop to the point of being unable to pass laws, but one's relations may decrease with the Great Powers until one fails the Rebels to Nation Journal Entry, leaving no ally to guarantee Montenegro's independence against Ottoman invasion. 
[/p][p]Falling out with your benefactor Russia is a risky proposition for such a small nation.[/p][p][/p][p]Along the journey towards civility, you may need the Landowners (for once), in order to pass Monarchy. A chain of historical events can also help you along the way as Prince Danilo makes it very clear he has no intention of becoming a bishop, and every intention of establishing himself as a monarch. 
[/p][p]The options beyond avoiding ordination and getting married go beyond Danilo's own known choices, though they suit the brash and uncompromising reputation that led to his assassination by a fellow countryman.[/p][p][/p][p]Danilo really was confronted with the need to marry to prove he was certainly not a bishop and therefore a prince, and therefore Montenegro was a state, and therefore it deserved land and protection. Darinka, though ostensibly not as wealthy nor carrying a high title compared to his other prospects, had the closest family ties to Montenegro, and perhaps love had something to do with this choice after all.[/p][p][/p][p]However you navigate Montenegro's precarious situations, should you succeed in the following the Njegoš footsteps in establishing Montenegro as a state, the Great Powers will reward you with the land necessary to cease raiding and establish a functioning economy, if you but put down the rifle and stop raiding. Feel free to trick them and continue raiding anyway, but know you likely lose your only ally against the Ottomans should they come knocking.[/p][p][/p][p][/p][p][/p][p]You could of course take the land AND keep raiding, but Russia will no longer guarantee your independence.[/p][p][/p][p][/p][p]If you intend to lay down the sword, you will likely be desirous of a port to access the wonders of the World Market. Here you may succeed where the Njegoš family failed. By convincing Austria you are trustworthy, certainly not a Russian puppet, and that there is no risk of giving Russia access to the Mediterranean, they may return the port of Kotor (Cattaro) to you and demonstrate the same good sportsmanship they demanded from the Ottomans in recognising you as a state.[/p][p][/p][p][/p][p][/p][p]Finally, you may be able to complete the last of Petar and Danilo Njegoš' ambitions. These men always saw themselves as Serbians. Indeed, Petar II's poetry speaks highly of the heroic deeds of Serbian knights at the Battle of Kosovo, from which legend says all Christian Montenegro is descended. Should both states be free from the Ottoman's subjugation, and share a common border, the great Serbian nation can unite once again.[/p][p][/p][p][/p][p][/p][p]On unification, there are options as to which nation's rulers and laws should take precedence.[/p][p][/p][p]From there, there is no limit to the ambitions of the Njegoš family, perhaps all the way past the Eastern Crisis and Balkan Wars to forming Yugoslavia (now a major unification).[/p][p][/p][p][/p][p]With states both in the Ottoman and Austrian empires, forming Yugoslavia is going to be quite the challenge for any Balkan nation[/p][p][/p][p][/p][p]Montenegro was just the first of our Balkan hills to die upon. Let us have a quick look at what happens if you start the game as their Serbian kin under the Houses of Karađorđević and Obrenović. 
[/p][h2]"Serbia Serbia Serbia!"
[/h2][p]Our next hill to die upon is Dedinje, in Belgrade, where the Karađorđević family established their royal residence after taking power from the Obrenović dynasty, who had resided in Topčider Park at the bottom of the hill. 
[/p][p]The struggle between the two dynasties is represented by the Throne of Thorns Journal Entry. The current ruler may launch a campaign to build up support, offering various incentives to communities or interest groups in return for their loyalty.
[/p][p][/p][p][/p][p][/p][p][/p][p]Should the country fall on hard times, the other dynasty may sweep away support.[/p][p][/p][p][/p][p]Should one house lose control, the other begins their own similar version of the Journal Entry, so power can change hands a series of times until someone finally gets Dynastic Loyalty to 100% and cements their power.[/p][p][/p][p][/p][p][/p][p]The ruling dynasty, of course, is under no obligation to play fair.[/p][p][/p][p][/p][p]The feud is deep rooted within the military[/p][p][/p][p]As well as the church.[/p][p][/p][p]After dealing with this domestic strife, Serbia can particularly benefit from the recent changes to Liberty Desire to seek its independence. Building a large army can give a significant boost, though with the Ottomans having so many troops, perhaps it may be best to use the Support Separatism diplomatic action covered in Dev Diary 154 to inspire a Serbian movement within Ottoman territory, sparking the Eastern Crisis. [/p][h2]Greek Bavarocracy
[/h2][p]The next hill to die upon is Lycabettus Hill, Athens, overlooking the palace of King Otto, the promontory of Bavarian pride in Greece. Rejoice Bavarians! Coming along with National Awakening is also a brand new starting Journal Entry for Greece: Bavarocracy. This journal entry models the highly contentious rule of Otto, the young, and only (spoiler alert) Bavarian King of Greece. The King, and the Bavarian clique surrounding him, assumed the rule of Greece in 1832, following the successful Greek War of Independence against the Ottomans. [/p][p]
Otto was not the first pick of the Great Powers for the post, that honour would belong to the later King of Belgium, Leopold I, nor was he theGreek choice, as the Greeks were not even consulted on the matter. But he was judged to be sufficiently disconnected from Great Power rivalries to be an acceptable candidate for the throne, and thus assumed the throne of Greece at the grand old age of 17.[/p][p][/p][p][/p][p][/p][p]Initially a somewhat popular monarch, the devoutly Catholic Otto was quickly viewed with skepticism by his more devout Orthodox subjects after it became clear he had no intention of converting. Like many contemporary philhellenes, he seemed more interested in the activities and ideas of the Greeks of antiquity than those of his actual subjects, and his overreliance on Bavarian aides and ministers did little to endear him in the hearts of native Greeks.
[/p][p]The authoritarian rule of the Bavarians in Greece would eventually lead to much unrest and a few uprisings, and even the establishment of a constitutional monarchy in 1843 would not be enough to save the king, who would be ousted from the throne some two decades later. [/p][p]This Journal Entry will allow you to either let history play out in a somewhat historical fashion, with Otto being deposed and replaced by a Dane (shudder), or explore alt-history scenarios like Otto clinging on to power, other candidates assuming the throne, or the early rise of a republic.[/p][p]
[/p][p][/p][p]While securing Othonian rule over the country will not be an easy task, there are steps you can take to facilitate it. Securing the loyalty of the Klephts by enrolling them into the army and doing your best to realize the so-called 'Megali Idea' will work wonders in terms of ensuring the stability of Otto's rule. 
[/p][p]While entrenching Othonian rule in Greece will hold rewards of its own, arranging for his downfall may prove advantageous to the country in the long run.[/p][p]
[/p][p]Greece also benefits from the free updates to its content covered in Dev Diary 155, and later is one the nations forming the Balkan League. Perhaps you will turn on your erstwhile allies to restore Byzantium. Certainly, Greece stands to benefit from a certain crisis to the east… [/p][h2]The Eastern Crisis[/h2][p]Our next hill is the peak of the Eastern Crisis which faced the Ottoman Empire in the 1870s, leading to war with Russia, the 1878 Treaty of Berlin, and the release of Bulgaria. 
[/p][p]Uprisings were nothing new in the Ottoman Empire, but after raising taxes to cover the debts used to modernise infrastructure and reform the navy (3rd biggest in the world in 1875), an unprecedented wave of revolts sprung up in the Balkan Territories. 
[/p][p]The brutality of the Ottoman response, especially to the April Uprising of 1876, published in the Western Press as the "Bulgarian Horrors" and the "Crime of the Century", severely harmed Ottoman relations with the British. The below flavour text is a historical quote from the time, though in our game such an event can occur after cutting down any separatist movement.[/p][p]
[/p][p]If the Infamy penalty here seems harsh, note that the British government had a policy of protecting the Ottoman Empire against Russian advances, and it was largely due to the Ottomans' horrific reputation after these war crimes that England did not intervene during the Russo-Turkish War 1877-78.[/p][p][/p][p]In-game, the Eastern Crisis journal entry has similar effects to the Springtime of the People covered by my colleague Victoria last week. An added difficulty, however, is that the empire's subjects will receive +0.35 weekly liberty desire, amongst other benefits.[/p][p][/p][p][/p][p][/p][p][/p][p]Each movement will be boosted by the following for the duration of the JE:[/p][p][/p][p][/p][p]And each subject:[/p][p][/p][p][/p][p]Rebels may be the least of Ottoman concerns however, as Russia also will receive a Journal Entry encouraging them to liberate Bulgaria and seize Kars.[/p][p][/p][p][/p][p][/p][p]Meanwhile, should Russia make their play, Austria is unlikely to stand idly by. They too, if they have an interested lobby, will receive a journal entry encouraging them to join the frey and seize control of Bosnia.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Should the Ottoman player survive this gauntlet of rebellion and warlike neighbours, they will be rewarded for their efforts, though perhaps the greatest reward is survival itself.[/p][p][/p][p][/p][p]And should the Ottoman Empire fail to keep Rumelian Integrity (see screenshot further above) together within 10 years, expect the crisis effects to continue, slowly fading away over the next decade.[/p][p][/p][p][/p][p]So many Ottoman hills to die on, and they haven't even met the Buglarians yet. [/p][p][/p][h2]Bulgaria: Prussia of the Balkans[/h2][p]In 1836 the nation of Bulgaria finds itself in the sorry position of not even having a hill to die on, for they aren't yet back on the map. 
[/p][p]Would you be inclined to remedy this, there are a couple of ways you can go about it. The quickest and easiest way of course being to simply start as the Ottomans and release Bulgaria as an independent nation. Alternatively, you may opt into either provoking a Bulgarian secession and siding with the subsequent rebellion, or liberating Bulgaria as Russia, which will fire a new event that allows you to switch to the young Bulgarian nation afterwards amongst other options.[/p][p][/p][p][/p][p][/p][p]Upon independence, Bulgaria will have to face its first choice on whether to declare a monarchy or to pursue the path of Republicanism:[/p][p][/p][p][/p][p]Depending on when the above event takes place, you may have one or several historical candidates as an option, including a monarchy led by either Alexander von Battenberg or Ferdinand von Saxe-Coburg-Gotha, as well as a republic under Stefan Stambolov. There are also generic fallback options for either a monarchy or republic, should none of the historical candidates be available at the time.
[/p][p]While the nation has now been liberated, its sovereignty is by no means secured, and the Ottomans will not go down without a fight. If that wasn't enough, rival claimants in the Balkans can be found in any direction, competing with Bulgaria for control over their shared homelands.[/p][p]
To deal with the looming threat, Bulgaria will have to establish a formidable army to defend its borders and stake its claims, which finally leads us the to the Prussia of the Balkans Journal Entry:[/p][p][/p][p][/p][p][/p][p]To complete this Journal Entry, one will have to engage in a process of rapid militarization and juggle the needs of the civilian economy with those of the army to become the uncontested powerhouse in the Balkans.
[/p][p]Of course, having a huge army means nothing if you are not willing to use it, which brings us to the event that will fire upon successful completion of the Journal Entry and militarization process:
[/p][p]Bulgaria makes its ambitions clear to the world.[/p][p]
The first option sets you on the path of war, with the end goal being to ensure that Bulgaria stretches from the Ionian to the Black Sea in the form a new Third Bulgarian Empire.[/p][p][/p][p][/p][p][/p][p]Bulgaria in its greatest extent and all its glory[/p][p][/p][p][/p][p]Alternatively one may perhaps embrace their inner Yugoslav and seek out a unified nation for all Slavs of the Balkans. Choosing this option unsurprisingly enables the ability to form Yugoslavia which Bulgaria is otherwise barred from:[/p][p][/p][p][/p][p][/p][p]Should you form Yugoslavia as Bulgaria you will not only retain your Bulgarian primary culture in addition to all the other Yugoslav cultures you will also be greeted with a new map color and unique set of flags[/p][p][/p][p][/p][p]The flag of monarchist Yugoslavia as formed by Bulgaria[/p][p][/p][p][/p][p][/p][p]And of course, if you're happy with your secured independence, and don't want to die on the hill of forming Bulgarian Yugoslavia or the Bulgarian Empire, you can simply choose to invest in your nation and try to better the lives of your citizens. 
[/p][p]That is, until your neighbors come knocking with an inclusive invitation… [/p][p][/p][h2]The Balkan League[/h2][p]As Ottoman power went downhill (pun very much intended), their ex-subjects saw an opportunity to band together in an effort to recover the rest of their homelands, a summit they seemed very much willing to die upon. [/p][p]
The Balkan League, an alliance of Montenegro, Serbia, Greece and Bulgaria, waged the First Balkan War in 1912, successfully conquering most of the Ottoman Empire’s remaining European Territory.

1912 is fairly late game in terms of Victoria 3. We've designed the Balkan League content to be more generalised to accommodate for the cuts and tears that you, dear player, may have cut through the tapestry of history. At any point, if the four historical members of the league (provided they are on the map at that time) are all free from subjecthood, and the Ottomans are in the Eastern Crisis or at war with a Great Power, then the league can form.[/p][p][/p][p][/p][p][/p][p]In our testing, we generally find that these nations have a much harder time against the Ottoman Empire than they did historically. Thus we've added a few tools for the smaller nations to stand a chance.[/p][p][/p][p][/p][p][/p][p]Dedicated Military Research: This will level the technological playing field by giving the Balkan League any military technology the Ottomans may have that they don't possess themselves, provided they can convince a Great Power to give it to them. However, this will stifle their civilian research for some time.[/p][p][/p][p][/p][p]Expand the League: This allows you to add Ottoman subjects as allies in the upcoming war. However, first you'll need to support them with a Support Independence treaty article.[/p][p][/p][p][/p][p]Overwork Arms Industries: Making your workers work until they drop is not good for their health, though it is great for making the weapons you'll need to provide your troops.[/p][p][/p][p][/p][p]Muster Conscripts: These nations were famously dedicated to the war effort. Once the war starts, players may pull men from the fields to increase their conscriptable battalions and training rates, though there is some risk your forces starve if you haven't prepared accordingly.[/p][p][/p][p][/p][p]Countries can always Resign and beg for mercy if the cause is hopeless.[/p][p][/p][p][/p][p]Otherwise, it's time to Start the War. If the Ottoman Empire's strength seems insurmountable (here they are allied with the British Empire) it may be wise to seek your own allies amongst the Great Powers.[/p][p][/p][p][/p][p]One could see if any Great Powers are supporting the independence of Ottoman subjects, in which case you may be able to bring them to your side by inviting said subject to the league. For example, here Wallachia's independence was guaranteed by Russia. After also guaranteeing their independence and adding them to the league, it looks like our side now has a chance:[/p][p][/p][p][/p][p][/p][p]In this particularly alternate-history, Wallachia has indeed been the turning point that starts the war.[/p][p][/p][p]Each nation will receive wargoals to return their homelands, or independence for the newly added members (like Wallachia in this example).[/p][p][/p][p][/p][p]Sweet Victory.[/p][p][/p][p]Sweet rewards.[/p][p][/p][p][/p][p]Historically, before the 1st Balkan war had even been concluded, tensions between the allies began to chafe. There were disagreements as to who should receive which newly conquered hills and how much to honour pre-war agreements. It wasn't long before Bulgaria, which had only been a nation again for 35 years, found itself at war with the rest of the Balkan League.
[/p][p]The events of the Second Balkan War were the inspiration for the Spoils of War Journal Entry:[/p][p]
Recovering all your homelands goes a long way in securing the loyalty of your patriotic citizens.[/p][p][/p][hr][/hr][p]Next week we will be joined by the art team who die on their own hills - probably adorned with vineyards or tea plantations, with the clouds above opening up to spotlight their beautiful work.
[/p][p]That prickly precipice of national pride is the last hill I will die on today. In the meantime here's one last word from Narrative Design Lead Victoria, who is shouting down from a sierra of books.
[/p][p]May your sacrifices be glorious, and have a Happy Thursday
-Chris[/p][hr][/hr][p]Hello. This is Victoria. One may wonder which hill I would die on. The answer to this requires an image.[/p][p]
[/p][p]This is a pile of physical books that we have read over the course of the development of Update 1.10 and National Awakening. We have received some requests for source lists on the subject matter, and so we are pleased to provide our bibliography.
[/p][p]Primary Sources:
[/p][p]Bradford, Thomas Gamaliel. 1835. A Comprehensive Atlas, Geographical, Historical & Commercial. Boston.
[/p][p]Imperial and Royal Ministry of the Interior. 1857. Statistical Overviews of the Population and Livestock of Austria. Vienna.
[/p][p]Marx, Karl. 1852. The Eighteenth Brumaire of Louis Bonaparte. New York.
[/p][p]Popovici, Aurel. 1906. The United States of Greater Austria. Political Studies About the Solution of the National Questions and Legal Crises in Austria-Hungary. Leipzig.
[/p][p]Popovici, Aurel. 1910. Nationalism or Democracy: A Critique of Modern Civilization. Bucharest.
[/p][p]Scott, Howard. 1933. Science vs. Chaos. Chicago.
[/p][p]Spann, Othmar. 1921. The True State: Lectures on the Demolition & Reconstruction of the State. Vienna.
[/p][p]Secondary Sources:
[/p][p]Akarli, Engin Deniz. 1972. Ottoman Population in Europe in the 19th Century: Its Territorial, Racial, and Religious Composition. Master’s Thesis. Madison, WI.
[/p][p]Aliprantis, Christos. 2019. “Lives in Exile: Foreign Political Refugees in Early Independent Greece (1830–53).” Byzantine and Modern Greek Studies 43(2). 243–261. Cambridge, UK.
[/p][p]Anderson, Benedict. 2006. Imagined Communities. London.
[/p][p]Barker, W.R. 1934. The Formation of Yugoslavia. Master’s thesis. Los Angeles, CA.
[/p][p]Bassett, Richard. 2016. For God and Kaiser: The Imperial Austrian Army. New Haven, CT.
[/p][p]Bilinski, Adam. 2013. Landlordism and Democratization in the Balkans before World War I. PhD thesis. Gainesville, FL.
[/p][p]Black, Jeremy and North, Jonathan. 2011. An Illustrated Encyclopedia of Uniforms of World War I. Dayton, OH.
[/p][p]Dalakoura, Katerina. 2011. “The Moral and Nationalist Education of Girls in the Greek Communities of the Ottoman Empire (c.1800–1922).” Women's History Review. 20. 651-662.
[/p][p]Glenny, Misha. 2000. The Balkans: Nationalism, War and the Great Powers, 1804-1999. New York.
[/p][p]Hobsbawm, Eric. 1962. The Age of Revolution, 1789-1848. London.
[/p][p]Hobsbawm, Eric. 1975. The Age of Capital, 1848-1875. London.
[/p][p]Judson, Pieter M. 2018. The Habsburg Empire: A New History. Cambridge, MA.
[/p][p]Jovanovski, Dalibor. 2022. “The Speech of Ioannis Kolettis and the Emergence of the Greek 'Great Idea.’” Annual of the Faculty of Philosophy in Skopje, 75(1). 91-107. Skopje.
[/p][p]Karpat, Kemal H. 1978. “Ottoman Population Records and the Census of 1881/82-1893”. International Journal of Middle East Studies. 9(3). 237-274
[/p][p]Karpat, Kemal H. 1985. Ottoman Population 1830-1914: Demographic and Social Characteristics. Madison, WI.
[/p][p]Katsikas, Stefanos & Krinaki, Anna. 2020. “Reflections on an ‘Ignominious Defeat’: Reappraising the Effects of the Greco-Ottoman War of 1897 on Greek Politics.” Journal of Modern Greek Studies. 38. 109-130.
[/p][p]Komlos, John. 1983. The Habsburg Monarchy as a Customs Union: Economic Development in Austria-Hungary in the Nineteenth Century. Princeton, NJ.
[/p][p]Lloyd, Nick. 2024. The Eastern Front: A History of the First World War. New York.
[/p][p]Mazower, Mark. 2000. The Balkans: From the End of Byzantium to the Present Day. London.
[/p][p]Mazower, Mark. 2002. The Balkans: A Short History. New York.
[/p][p]Miller, James Edward. 2009. "Introduction: Manifest Destiny Meets the Megali Idea" in The United States and the Making of Modern Greece: History and Power, 1950-1974. Chapel Hill, NC.
[/p][p]Miloradović, G. 2014. “Losses of the Serbian Army in World War One and the Creation of Yugoslavia: Contribution to the Interpretation of the Causes and Circumstances of South Slav Unification.” Transcultural Studies. 10(2). 1-16.
[/p][p]Nielsen, Christian. 2009. “Policing Yugoslavism: Surveillance, Denunciations, and Ideology during King Aleksandar's Dictatorship, 1929-1934.” East European Politics & Societies. 23. 34-62.
[/p][p]Rapport, Mike. 2008. 1848: Year of Revolution. London.
[/p][p]Roberts, Elizabeth. 2024. Realm of the Black Mountain: A History of Montenegro. London.
[/p][p]Saleh, Mohamed. 2013. “A Pre-Colonial Population Brought to Light: Digitization of the Nineteenth Century Egyptian Censuses”. Historical Methods: A Journal of Quantitative and Interdisciplinary History. 46. 5-18.
[/p][p]Siemann, Wolfram. 2023. Metternich: Strategist and Visionary. Cambridge, MA.
[/p][p]Spyra, Andrzej. 2021. Villains or a Few Words About Austrian Secret Police. Częstochowa.
[/p][p]Tanir, Engin Deniz. 2005. The Mid-Nineteenth Century Ottoman Bulgaria from the Viewpoints of French Travelers. Master’s Thesis. Ankara.
[/p][p]Temperley, Harold William Vazeille. 1919. History of Serbia. London.
[/p][p]Vučković, Aleksa. 2021. The Serbian Revolution: 1804-1835.
[/p][p]Not included are the uncountably numerous webpages that we visited over the course of our research, of which we have not kept records. Also not included are works with which we did not engage with beyond quoting for flavour text. For those interested in the latter, we typically include attributions within our localisation files, appended to the string in question.
[/p][p]Were I to ever die, I would like to do so in a comfortable armchair, several minutes after completing the last incomplete book in my collection. This is the closest I may come to fulfillment.[/p]

Victoria 3's next DLC embodies Paradox's obsession with historical detail

History boffins, your time is now. I'll happily admit that I don't count myself among you. I have a decent knowledge of history, but games like Victoria 3 show me new depths that never fail to astonish me. The brilliant thing about the game's published diaries from developers at Paradox is that you can see the sheer amount of research that's gone into making this game as authentic as possible. There's no difference for the next update, which comes alongside the National Awakening DLC.


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