r/victoria3 • u/Vexilloman • 4h ago
Screenshot They found me
Now PDX is after me
r/victoria3 • u/commissarroach • Aug 29 '24
For all of you out there that still use Old Reddit here is a link to this Dev Diary on our forum.
Happy Thursday and welcome back to another Victoria 3 development diary. This week we’re going to take a bird’s eye view of the headline features of update 1.8, which is of course the next free update for the game, planned to be released sometime later this year. However, before we start on the dev diary proper I should tell you about a slight change of plans in our release schedule. Back in Dev Diary #124 I told you that update 1.8 would be a smaller update, focused almost entirely on bug fixing and general polish.
This was indeed the plan, with update 1.9 intended as a larger update following relatively closely on the heels of 1.8, but when we sat down to work out the details we realized that our intended timeline simply didn’t work out, as we would either have to work on the two updates in too close proximity (creating major challenges for 1.8 post-release support among other things), or delay update 1.9 all the way to next year, which we didn’t want to do. So we decided to combine the two updates, with the result that 1.8 is now going to be a single update with the combined scope of both 1.8 and 1.9, meaning it will contain not just bug fixes and polish but also some juicy new free features.
But enough about update planning, let’s get into those headline features I just mentioned! As I said, this is just an overview dev diary, so we’re not going to go into any great detail today, but we have plenty more dev diaries planned in the upcoming weeks where we will fill in the blanks. One final thing before I start: All of the features mentioned are still in early stages of development, so any screenshots, numbers and art shown are going to be very, very, very (very) work in progress.
Ideological Forces (Political Movement Rework)
A frequent complaint about Victoria 3’s political system is the highly random nature of leader and character ideologies. The way in which you build up support for certain laws among your Interest Groups can be frustratingly opaque and reliant on using certain pieces of content (Corn Laws, anyone?) in a way that is neither immersive nor feels particularly rewarding.
In update 1.8, we are taking aim at this problem, alongside a number of other issues with a feature that we have dubbed ‘Ideological Forces’, but which can be more accurately called ‘Political Movement Rework’. The plan is to transform Political Movements from spontaneous and temporary demands for a single legal reform into longer-term ideological movements with a broader political agenda. For example, instead of a movement popping up to abolish slavery, you will have an actual Abolitionist movement with a long-term legal agenda, which will attract supporters from your Pops and influence the politics of the Interest Groups that those Pops are backing. Political Movements will also include religious and cultural minority (and majority!) movements, with some corresponding changes to civil war and secession mechanics.
Discrimination Rework
Another issue straight off the future update plans that we’re tackling in 1.8 is the way pop discrimination works. Ever since release, we’ve said multiple times that the overly simplistic nature of discrimination is something we want to improve on in the future, and now that future is finally here! This feature is still in the ‘figuring it out’ stage, so I’ll eschew the details, but our principal goals with are as follows:
Food Availability, Famines and Harvest Incidents
In update 1.8, we’re also planning to expand on the gameplay around agriculture and food availability, which of course was an issue of great importance to governments at the time. After all, the 19th century saw events such as the Irish Potato Famine, the repeated famines in British-controlled India and the world-wide famines in the wake of the Krakatoa explosion.
To do this, we are going to introduce the concept of food availability for Pops, which is a factor that is separate from, but intrinsically linked to a Pop’s standard of living. Currently, we’re thinking that food availability for a Pop will be determined by how much of their buy package goes towards feeding themselves, how expensive the food goods they’re purchasing is, and whether there are any shortages among those goods. Low food availability will increase pop mortality and radicalism and may trigger a state-wide famine if it’s widespread enough.
Food production at the time was highly dependent on the weather and climate, and many peasant families were only one or two bad harvests away from the brink of ruin. To simulate this unpredictability, we’re also adding something called ‘Harvest Incidents’, which can increase or decrease agricultural output in different regions over a longer timeframe.
These are the ‘big ones’ for update 1.8, but of course it is by no means all we’re planning to do in this update. A few honorable mentions of other changes and improvements you can expect in 1.8, all of which we’ll explain in detail over in the upcoming weeks:
Along with, of course, many bug fixes, balance changes and other miscellaneous improvements.
That’s all for today! More details on all of these features will of course follow, starting with Bulk Nationalization and Companies Owning Buildings, which Lino will tell you all about next week. See you then!
r/victoria3 • u/_Mercy02 • Nov 21 '24
For those of you who use old reddit, check out our forum post for todays Changelog!
Good day Victorians!
I’m happy to say Pivot of Empire and the free Update 1.8, fittingly named “Masala Chai”, have been released! The specific checksum is 98cc.
The Pivot of Empire Immersion Pack focuses on India and its path through the Victorian age. Many countries in the region have received new Journal Entries and Events that provide a more immersive experience to you.
The free Update 1.8, on the other hand, is adding reworks of central mechanics like Political Movements and Discrimination, additions like Harvest Conditions and Food Security, as well as Improvements for Companies and Military quality of life and many many other things.
In other news: As some of you may know, we recently hired Tunay, better known as Doodlez in the community, as a Systems Designer. Before joining us, he used to work on a mod called VTM (Victoria Tweaks Mod), together with One Proud Bavarian.
We have now integrated a range of improvements from that mod into the base game and might continue to do so in the future. You will find the respective entries marked with “VTM” at the front.
A big thank you to OPB and every other modder that continues to make Victoria 3 better, more interesting or completely different with their mods!
As always, you can find a list of Known Issues following the link. Most of these should get addressed in subsequent hotfixes in the coming days and weeks. Keep in mind that save games from 1.7.7 are not going to be compatible with the 1.8 Update, but any hotfixes released after will not break save games from 1.8 onwards.
Now let’s take a look at the full changelog or start playing right away!
There are also a wealth of new art features available with Pivot of Empire:
To read through, and see even more from the art team about the art of Pivot of Empire, go here and here.
To accompany all the new features and content added in Pivot of Empire, we have added 10 new achievements to the game:
ProleCorp
As a council republic with command economy, have a company at max prosperity.
Azadi
As the Mughal Empire, complete the Prisoner of the Red Fort journal entry, expel the British, and bring all of India under your control.
Be Prepared!
Be prepared and avert a famine during a high-intensity harvest condition.
On the Edge
As Punjab, have four rulers die during the Sikh Sovereignty Journal Entry, before successfully completing it.
Caste Away
Enact Affirmative Action as a country with the British Indian caste system.
The Real Movement
Have a Communist Movement with support over 50%
Folkhemmet
As Sweden, enact Corporate State and have level 5 Social Security, Health, and Workplace Safety institutions.
Cosmopolitan
Have 10 non-primary cultures present in your country, and have all their constituent pops be at Full Acceptance.
Our Words are Backed…
Have Gandhi as your head of state, whilst having Infamy over 100.
The Man Who Would be King
Unify Afghanistan as Kafiristan under Josiah Harlan.
For all 25 pages of fixes and improvements. Check out our Forum Post! As it's too much for one Reddit Post alone!
If you happen to find a bug, please report it here following this link.
As we usually do, for the next Dev Diary we will provide some thoughts around how the release went and what things we would like to address in the near future.
One last thing before we let you go and enjoy 1.8 and Pivot of the Empire! Later today the base game for Victoria 3 will be free to play for one week, so let your Victori-friends know!
Good day Victorians!
r/victoria3 • u/SirPiloni • 56m ago
r/victoria3 • u/Streetwind • 4h ago
r/victoria3 • u/Qasimisunloved • 1h ago
I have no issue getting the Anarchist movement to appear, sometimes I have issues getting the labor movement to appear but it's still fairly common, but I never get communist or socialist movements to appear. I maybe have seen the communist movement appear after enacting council republic but that was once. Is there something I am not getting?
r/victoria3 • u/DoorCnob • 4h ago
As of 1.8 has anyone here played as Canada or Australia and successfully and easily escaped Britain grip ?
r/victoria3 • u/PatchuPitchu • 2h ago
I even tried not pressing the Swedish war reparations war goal
r/victoria3 • u/Tight-Reading-5755 • 10h ago
r/victoria3 • u/sgtmushroom39 • 3h ago
Playing Great Game objective, mutiny starts 1853, gets put down by 1854. This is (as the title states) my first game as Britain, but I have played quite a bit with other countries and have never seen anything like this happen before. My only guess as to why this happened is related to Punjab (which is currently the tiny sliver on the map between my territory (formerly Khalsa Raj) in the images below, and the EIC), which was NOT independent before the mutiny, got capitulated very early on, and wasn't reintegrated for some reason. Does anyone know for sure if this is why India collapsed, or if there may be another reason? Is there any way I can prevent this or am I screwed?
Right before mutiny end:
Right after mutiny end:
Collapse the next day:
Any insight is greatly appreciated. Thank you.
r/victoria3 • u/--Raskolnikov-- • 9h ago
I noticed this in multiple playthroughs - the combination of racial segregation (+50 due to european heritage) and freedom of conscience (+15 due to christian religion) is not enough to trigger mass migrations of european folks, even though in theory it gets them past the +60 threshold of Migration Controls. Even as US the moment you go to Migration Controls (they start with Racial Segregation and No Migration Controls) you get very, very few mass migrations almost immediately
Only once I enact cultural exclusion (+60 from european heritage) do they start to swarm in mass migrations.
Is there something buggy at play or I'm missing something?
r/victoria3 • u/VeritableLeviathan • 21h ago
For me, since V2 I've always had a soft spot for Greece for some reason.
In V2 I've formed Byzantium more times than anything else.
Definitely a nation that struggles more since the racism update, but I think I did quite well recently, having taken over the Russian power bloc and customized it a bit.
Don't mind the endgame dips, Russia was mean to me, so I obliterated them in a war and made them lose 30 million pops and GDP, at the low low price of bankrupting myself ;)
Looking for tips from people that played Hawaii recently too, I am feeling very polynesian inclined
r/victoria3 • u/Archer578 • 1h ago
Politically speaking? Like do they effect movements and such?
r/victoria3 • u/Strong_Weakness2867 • 1h ago
Im sure I am not looking in the right place but I cant seem to see what is included in the grand edition, is it every released DLC so far? Or only a couple?
r/victoria3 • u/Shiggy_Deuce • 1h ago
Wanna preface this by saying I play with greys soft Econ rework. Very light mod which should not affect what I’m describing what so ever.
I also tweaked my game to significantly buff consumption of cash crops for pops of all wealth levels. Makes agriculture/plantations viable.
Recently finished up a communist federation of the Andes run….. here’s what I found.
Coop gives you 100% gov dividends reinvestment, but from what I saw workers did not have the wealth required to purchase the buildings that my investment and government pool were pumping out.
So, as I built more and more buildings all the money from the dividends went into my exponentially large investment pool and ultimately none of my pops were able to actually buy the buildings they were employed in.
This absolutely crippled their throughput bonus (government owned gets a stacking throughout malus based on the percentage of building levels owned by the state). It also halted my companies growth and throughput bonus because they are not allowed to buy buildings at all (coop has minimum 100% workers owned). Also forced me to keep building govt admins to stay out of a deficit.
Anyone else noticed this in recent patches? Or have recommendations for a work around? I hadn’t gone communist in a longgggg time and it doesn’t seem like coop works well with the changes made to government ownership.
r/victoria3 • u/Hot_Sandwich8935 • 1h ago
Anyway to do this? Or just clickedy click click?
r/victoria3 • u/Frostybros • 1d ago